Difference between revisions of "Crescent Phoenix (Guild)/Zenith's Guide"
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One of the least known bombs, the Heavy Decon is one of the least used, because the Master Blast Bomb is honestly better. The two are the same in fuse, radius, and charge time, but the construct damage bonus isn’t really noticeable, and the Master Blast bomb’s extra damge overall is a better option. Furthermore, the Heavy Decon stops at 5*, and the Nitronome greatly outclasses it. | One of the least known bombs, the Heavy Decon is one of the least used, because the Master Blast Bomb is honestly better. The two are the same in fuse, radius, and charge time, but the construct damage bonus isn’t really noticeable, and the Master Blast bomb’s extra damge overall is a better option. Furthermore, the Heavy Decon stops at 5*, and the Nitronome greatly outclasses it. | ||
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====Shard Bombs==== | ====Shard Bombs==== | ||
The Shard Bomb Line consists of 6 lines of cluster-like bombs that create an initial explosion, then fires a series of non-damageing shards in multiple directions. These shards will then stick into the ground and explode shortly, causing a ring of explosions around the initial placement. These bombs are quite hard to get used to, with the small knockback making mob positions hard to predict. While they are hard to use, they can do extremely high damage with the correct placement. These bombs are unique in that they can hit enemies multiple times, whereas most bombs can only hit an enemy once. | The Shard Bomb Line consists of 6 lines of cluster-like bombs that create an initial explosion, then fires a series of non-damageing shards in multiple directions. These shards will then stick into the ground and explode shortly, causing a ring of explosions around the initial placement. These bombs are quite hard to get used to, with the small knockback making mob positions hard to predict. While they are hard to use, they can do extremely high damage with the correct placement. These bombs are unique in that they can hit enemies multiple times, whereas most bombs can only hit an enemy once. |
Revision as of 01:03, 26 January 2013
Contents
- 1 Damage
- 2 Monsters
- 3 Swords
- 4 Guns
- 5 Bombs
- 6 Bombing
- 6.1 Potential Hazards
- 6.2 Heavy Deconstructer
- 6.3 Shard Bombs
- 6.3.1 Potential Hazards
- 6.3.2 Shocking Salt Bomb(Shadow)[Damage, Status: Shock]
- 6.3.3 Scintillating Sun Shards(Piercing)[Damage, Status:Stun]
- 6.3.4 Deadly Crystal Bomb(Elemental)[Damage]
- 6.3.5 Deadly Dark Matter Bomb(Shadow)[Damage]
- 6.3.6 Deadly Shard Bomb(Normal)[Damage]
- 6.3.7 Deadly Splinter Bomb(Pierce)[Damage]
- 6.4 Vortex Bombs
Damage
Okay, so. There are 3 types of specialized damage, which i will refer to as simply damage types, and Normal damage. The damage types are elemental, shadow, and piercing. Each damage type does extra super duper awesome damage to 2 families of monsters. Each damage type is also neutral to 2 families of monsters. Furthermore, each damage type is weak against 2 families of monsters. For example, elemental does a lot of damage against a construct, okay damage against a slime, and not very much damage against a gremlin.
Monsters
There are 6 monster families. They are: Beast, Fiend, Construct, Undead, Slime, and Gremlins. Beast and Fiend are weak to piercing; construct and undead are weak to elemental; and slimes and gremlins are weak to shadow damage.
Monster Type | Damage Type | Weak To | Neutral To | Strongly Resistant To |
---|---|---|---|---|
Slime Family | Piercing | Shadow | Elemental | Piercing |
Beast Family | Piercing | Piercing | Shadow | Elemental |
Gremlin Family | Elemental | Shadow | Piercing | Elemental |
Construct Family | Elemental | Elemental | Shadow | Piercing |
Fiend Family | Shadow | Piercing | Elemental | Shadow |
Undead Family | Shadow | Elemental | Piercing | Shadow |
Swords
Specializing in Swords can be fun, as you can do a lot of damage quickly. However, it's also easier to get hit and take damage
Control Scheme
Recommended Control Scheme for a Swordsman
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Sword Types
Different Sword Types, fast, slow, medium, etc.
Fast Swords
Fast swords tend to have a very high rate of attack, but lower damage per hit.
Cutter Line(Normal)
Low damage, but an incredibly fast combo. A good sword for T1 and T2, but at T3 the extremely aggressive playing style requires a good deal of skill to use without dying excessively. The cutter upgrades into the Wild Hunting Blade, or WHB, and the Dread Venom Striker, or DVS. The WHB has a damage bonus against beasts, while the DVS can poison enemies
WHB vs DVS
The DVS is better than the WHB in most circumstances. The poison lets it do a great deal more damage than the WHB, and the WHB's beast damage bonus is far outmatched by any piercing sword.Flourish Line (Piercing)
The Flourish line's attack pattern lets players follow enemies as they are knocked back, or as they dodge. The second attack of the combo can interrupt Greavers, and the third can even interrupt Trojans. The Flourish line's charge attacks do a massive amount of damage on a small packed cluster of enemies (See vortex bombs). However, due to the fact that this cannot be interrupted by the player, and traverses a lot of the map, making it easy to either veer into a floor trap, or miss and be hit while vunerable.
Final Flourish vs Fearless Rigadoon vs Furious Flamberge
It is not reconmended to get the Rigadoon or Flamberge line, as the chance of the fire or stun affecting the enemy is lower than 10%. They also do over 20% less damage than the FF.Snarble Barb Line(Piercing)
The Snarble Barb's regular combo attack pattern and mechanics are identical to the Flourishes, but the charge attack is different.
The Snarble Barb line fires a wide spread of spikes that travel a short distance, making it ideal for crowd control, such as against a large mass of wolvers.Spur Line(Normal)
The spur has a basic combo similar to the brandish or calibur lines, except that each swing will propel the player forward a fair distance. At 4* each slash also creates a small projectile to be generated in front of each sword swing. The charge attack makes the user step back a short distance, then do a powerful slash that fires a bolt of energy forward.
The spur currently has no 5* upgrade, making it not-so-good for endgame players.Medium Speed Swords
Calibur Line(Normal)
The Calibur line is generally a sword used by beginning knights, as it does normal damage, and it handles like the Proto Sword. It also does a 360 degree charge attack that can hit multiple times on stationary enemies, like gun puppies. However, this sword is generally considered a great annoyance in parties, due to its high knockback in all directions, commonly propelling enemies right into teammates.
Levithian vs Cold Iron Carver
The Levithian is almost always considered superior to the CIC, due to the fact that the CIC has a small boost in damage against undead, but does less damage to every other monster type. Furthermore, the Levithian's knockback is far greater.Combuster/Glacius/Voltedge(Normal & Elemental)
The Combuster, Glacius, and Voltedge come from the Brandish line. These three swords are the Elemental branches from the brandish. These swords can inflict status effects on enemies from the charged attacks. The charge attack consists of a sword swing, and then a series of explosions after it, the number depending on how many stars the sword has.
Combuster vs Glacius vs Voltedge
There is no clear best sword here, as each are quite identical except for the status effect. The combuster helps do more damage, but is not as useful in places like the Firestorm Citadel, which is crawling with fire-themed enemies. The glacius is a great solo weapon, as it allows for freezing enemies for getaways, but can interrupt a teammate's attack or kite. The voltedge is commonly used in PvP, as shock leaves a knight vunerable to attacks.Acheron (Shadow)
Acheron vs Gran Faust
The Acheron does far more damage per second than the Gran Faust in both combo and charge attack. The Gran Faust is generally only used for its ability to Curse enemies.
Cautery Sword(Normal)
Fang of Vog(Normal & Elemental)
One of the hardest swords to obtain, the Fang of Vog, or FoV, can only be obtained by trading Brinks 40 Almirian Seals. The regular attacks are slower and do less damage than other 5* swords, making it outclassed by the Combuster in that aspect.
However, the true ability of the FoV is it's charge attack. Done correctly, the charge attack can do over 2000 damage, able to OHKO most enemies, especially solo. However, the charge attack also has a chance to set the user on fire, so remedies are generally good to have on handSlow Swords
Slow swords do high damage, but sacrifice attack speed.
Sealed Sword Line(Shadow or Elemental)
The Divine Avenger (DA) and the Gran Faust (GF) are some of the most famous and easily recognizable endgame swords. The DA has a two-swing combo, like most slow swords. The DA's charge attack is three energy swords that shoot forward, dealing a high amount of damage, making it good for distant gun puppies or large crowds.
The GF's charge attack is one shadowy energy sword that can deal curse. However, using the charge attack can also inflict curse on the user as well.DA vs GF
The DA is a better sword for most situations. It's very useful in FSC, as it does elemental damage, and the charge attack is highly effective against the swarms of slag walkers. The GF; outclassed in damage, maneuverability, and defensive ability by the Acheron; is used primarily for it's ability to deal Curse on enemies.
Troika Line(Normal)
The Troika Line offers very slow, very powerful attacks. The Sudaruska branch has a chance to do stun from the charge attack. The charge attack also does a lot of Area of Effect, or AoE, damage. The Triglav branch can do freeze with both the second swing and the charge attack. The charge attack is similar to the Sudaruska.
Triglav vs Sudaruska
Unknown, still collecting data/user experiences due to the fact that I do not own either of these swordsSword Advanced Techniques/Strategy
Some techniques and strategy to maximize effectiveness and minimize damage when wielding a sword
Beat
The final attack of a sword's combo does more damage than the previous attacks, have more knockback, inflict status effects, or other things. If the enemy is just out of reach, you can always just begin a new combo, but sometimes that finisher could be vital and finish off the enemy before it can attack you. The solution? Beat. You don't always HAVE to keep attacking at maximum speed, you can pause a little bit between attacks and still continue the combo. Since enemies tend to move toward players, waiting a beat can give the monster just enough time to get in range of your finisher.
The final attack of a sword combo generally does more damage than the attacks leading up to it, and may also have a larger hit area or greater knockback. While you can always begin a new combo, sometimes you really want to get that finisher, and the enemy just isn't in the right place.Lunge
If you hold down the attack button after making a sword attack, you will start to charge for a charge attack. Releasing the button before the charge is complete will execute a normal attack. If you release it at just the right time, it will continue your previous combo instead of starting a new one. Unlike while performing a combo, you can move when charging an attack. Continuing a combo with this technique lets you move a square in any direction without breaking the combo.
This can be done between any two attacks in a sword combo. However, because it relies on holding down the attack button when making the previous attack, a lunge cannot be performed before and after the same attack--you can do it at most once every two attacks.Shield Cancel
Shield canceling is one of the most useful techniques, especially with swords. This is based on holding your shield right after you attack with your sword, which will cancel the attack animation, not only finishing quicker, but also the chance of shield bumping or blocking an enemy attack. Although shield canceling doesn't change the length of a combo, the first attack after blocking will always be the opening attack. For example, the flourish's combo normally consists of a wide sweeping motion followed by two narrow lunges. First does not move the player, second hit moves the player forward one space, third moves player three spaces. When shield canceling, each attack will be the wide swing. If you only cancel the first attack, you can do the first attack twice, and then the finisher, still dealing the damage it would normally do, but decreasing the amount the weapon would ordinarily propel you forward.
Though shield canceling does not change the maximum length of your combo, your first attack after blocking will always be your weapon's opening attack. For example, the Brandish normally performs a 3-hit combo where the first attack is made standing still, the second is made with a step forward, and the final attack has a step with increased sweep and damage. If you shield cancel the first attack and then continue attacking, you will perform the first attack twice, followed by the normal finisher--effectively replacing the second attack of the combo with a copy of the first attack.Guns
Being a gunner lets you keep your enemy at a range, while still dealing damage. Guns trade damage for range, so it is very important to have specialized guns.
Control Scheme
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Gun Lines
There are many lines of guns out there.
The Alchemers
The alchemers are a strong part of a gunslinger's aresenal. It can either do a steady stream of damage or a quick burst on demand. All alchemer bullets wil lrichochet to the left when it hits a wall or a target, the chance of richochets increases as the star level increases.The main selling point of the Alchemer is the charged attack. Once it reaches 5*, the charged bullet will split into four parts, two to the left and two to the right, and each part wil richochet again up to two times doing a massive amount of damage if aimed correctly.
Prismatech Line(Elemental)
The Prismatech line does pure elemental damage with no status effect. The lack of a status effect is made up for by the higher raw damage.
The charged attack is quite a bit more powerful than the status alchemersCryotech Line(Elemental, Freeze)
Firotech Line(Elemental, Fire)
Voltech Line(Elemental, Shock)
Shadowtech Line(Shadow)
Prismatech vs Cryotech vs Firotech vs Voltech
Bombs
Bombing
The Irontech Destroyer does a bit more damage than the Nitronome and more knockback, while having a fair chance of minor stun, all while having the same charge time. The fuse time is the same as the BAB’s, and so is the walk speed reduction.
Potential Hazards
- Slow walking speed while charging leaves you vulnerable
- Long fuse time makes it harder to get the second bomb going
Heavy Deconstructer
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Shard Bombs
The Shard Bomb Line consists of 6 lines of cluster-like bombs that create an initial explosion, then fires a series of non-damageing shards in multiple directions. These shards will then stick into the ground and explode shortly, causing a ring of explosions around the initial placement. These bombs are quite hard to get used to, with the small knockback making mob positions hard to predict. While they are hard to use, they can do extremely high damage with the correct placement. These bombs are unique in that they can hit enemies multiple times, whereas most bombs can only hit an enemy once. In order for this to be able to be used to its full potential, you need to get enemies hit by multiple shards. For example, if you can get a slime between two shards then you can hit it two times, (three if it gets hit by the initial explosion). The bigger the enemy, the more it can be hit. However, a hit limit is in place that prevents shard bombs from inflicting damage on the same enemy with more than 3 shards at once.
Potential Hazards
- Shard bombs knock back enemies multiple times, making it hard to predict their end positions
- Placing it near a wall can result in some shards disappearing
- Sometimes the hit limit will glitch, letting enemies be unaffected by the shard bomb
Shocking Salt Bomb(Shadow)[Damage, Status: Shock]
A unique mix of shock and shadow damage not seen with any other weapon, and it can do a lot of damage, especially against slimes, with a VH damage bonus to that family. The unique advantages presented by the way shock affects slimes makes the Shocking Salt Bomb preferred in slime stratums over the Deadly Dark Matter Bomb.
Scintillating Sun Shards(Piercing)[Damage, Status:Stun]
The SSS combines stun and pierce and a VH damage bonus to fiends to become the ultimate bomb for slaying large quantities of fiends.
Deadly Crystal Bomb(Elemental)[Damage]
The DCB is the only elemental DPS bomb, with the haze series focusing on status affects. It is ideal for slow-moving constructs, and also undead with practice.
Deadly Dark Matter Bomb(Shadow)[Damage]
The DDMB also does shadow damage like the SSB, but it deals more damage, has no bonus to any family, and does not deal a status.
Deadly Shard Bomb(Normal)[Damage]
The DSB does normal damage, being the all-rounder of the series. With other bombs able to do larger damage to families, this bomb is generally only obtained by collectors. A player would probably be better off with a mix of a shadow shard bomb and the DCB.
Deadly Splinter Bomb(Pierce)[Damage]
Another piercing damage shard bomb, the DSB does more damage than the SSS, but lacks a bonus or status.
Vortex Bombs
Starting their alchemy lines at 3 stars, the Vortex line