Difference between revisions of "High Knights (Guild)"

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This section is designed to help you find what type of equipment you want to use. This is because at this point in the game equipment stops being so cheap; you can't just buy anything and try it out. It is worthy of note that the 3-star to 4-star upgrade is by far the biggest increase in power, and that most equips have a certain stratum at which they preform best, with their performance dropping as they venture away from that stratum. This is why there is little noticeable difference between any new equip you have acquired and it's predecessor; you have to venture deeper for you new equip to really show it's stuff.
 
This section is designed to help you find what type of equipment you want to use. This is because at this point in the game equipment stops being so cheap; you can't just buy anything and try it out. It is worthy of note that the 3-star to 4-star upgrade is by far the biggest increase in power, and that most equips have a certain stratum at which they preform best, with their performance dropping as they venture away from that stratum. This is why there is little noticeable difference between any new equip you have acquired and it's predecessor; you have to venture deeper for you new equip to really show it's stuff.
  
=== Weapons ===
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=== Swords ===
First you need to determine what types of weapons you want to use. Start out with no more than 4 and do not rent weapon slots yet, they cost too much be worthwhile until you are a ways through T3. While you can use just one weapon you will do poorer than those with more; their greater diversity helps them match their opponents better. 2-3 is the ideal number of weapons. First pick out what weapon types you want to carry. If you have not yet tried out bombs I suggest you buy a really cheap 2-star blast bomb. Find which weapon types you're best with, and use them. Holding more than one of the same type of weapon grants you the ability to pick the right one for the situation, and only using one type of weapon will allow you to take full advantage of armor weapon damage bonuses.
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'''General Use'''
  
'''Swords'''
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Elemental:
  
More at http://wiki.spiralknights.com/Swordmaster_Guide#Weaponry
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Divine Avenger (DA): This sword has a nice, wide-swiping two-hit combo that deals some nice knockback. It has a slow attack speed, though. The charge shoots out three swords (that push and pass through monsters) and swipes, making it useful for groups.
  
Depending on if you are carrying more than one sword, you will want to pick a normal sword or a sword with a damage type. Do normal if you plan on using only one sword. Next decide how fast you want your sword to be. This should be based on how good you are about predicting enemy attacks. A fast one will allow you to stop at any point, a slow one requires more foresight. The rest is up to personal preference. Following are VIABLE options (in my opinion). [[Winmillion]] is a fast normal damage sword that fires projectiles; it would be included here if it could be upgraded past it's 4* form. It is generally inferior to the cutter.
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Elemental Brandishes (Ice, fire and shock): This does a three-hit combo. The charge is a swipe followed by a retrode beam-style series of explosions that also cause statuses. It lacks the wide sweep of the DA, but offers better attack speed and DPS to compensate. Fire line is not recommended as fire doesn't work in the FSC.
{{SKWindow
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| width = Number
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| title = Swords
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| body = {{SKCell
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|'''Super-fast Swords'''
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* [[Cutter]] - 2 normal damage sword possibilities, one with poison and one with a beast damage bonus, does not interrupt enemies until end of long combo}}
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{{SKCell|'''Fast Swords'''
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* [[Final Flourish]] - Piercing. Do not stray from main flourish line
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* [[Barbarous Thorn Blade]] - Piercing. Flourish with different charge attack}}
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{{SKCell|'''Medium  Swords'''
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* [[Brandish]] - Comes in Elemental/Normal and Shadow/Normal. 3 statuses for elemental: Fire, Shock, Freeze
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* [[Calibur]] - 2 normal damage sword possibilities, one with giant knockback on charge and one with an undead damage bonus, and reduced damage
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* [[Fang of Vog]] - Elemental/Normal version of Calibur that causes lots of fire. Only available in 5* form}}
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{{SKCell|'''Slow Swords'''
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* [[Sealed Sword]] - Comes in Elemental/Normal and Shadow/Normal
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* [[Troika]] - 2 normal damage sword possibilities, one with freeze and one with stun}}}}
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Shadow:
  
'''Guns'''
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Gran Faust (GF): It's a DA that can (rarely) cause curse with every blow. However, the charge attack only releases one sword and has a chance to curse the user.
  
Feel free to actually create this section, if you are knowledgeable about the topic. As of now this section does not exist, so head on over to the gunslinger guide for information on guns.
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Acheron: Like the elemental brandishes, but doesn't cause any statuses.
http://wiki.spiralknights.com/Gunslinger_Guide
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Piercing:
  
'''Bombs'''
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For piercing damage, your only option is a flourish. However, these come in two viable lines: the Barbarous Thorn Blade (BTB) and the Final Flourish (FF). The only difference is the charge attack. The barbarous thorn blade slashes and shoots out spikes in a short range (oh, and it also pushes the user backwards), while the final flourish executes a quick, high damage combo. The final flourish charge is usually better for individual monsters, while the barbarous thorn blade works better for groups (it also provides a potential strategy for fighting lord vanaduke). However, the barbarous thorn blade's recipies cannot be obtained from the hall of heroes as it is a token item, so the final flourish is cheaper, overall.
  
Feel free to actually create this section, if you are knowledgeable about the topic. As of now this section does not exist, so head on over to the bombing guide for information on bombs.
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'''Specialty Swords'''
http://wiki.spiralknights.com/Bombing_Guide
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Dread Vile Striker: This sword dishes out the absolute highest DPS of any sword. However, it's rather hard to use due to it's forward movement and long combo. It also dishes out poison, which increases the damage of attacks. It has a good application against vanaduke's mask phases, and is an okay option for the budgeted gunner or bomber to use as a side-arm.
  
=== Armor (and helmets, they're the same thing) ===
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Caliburs: These swords dish out some decent damage and are good as a side-arm. The spinning charge attack hits three times on stationary targets, and dishes out knockback. While the Leviathan Blade offers higher overall damage, the Cold Iron Vanquisher gives a damage bonus on undead monsters, making it an okay option as a side arm for the FSC-oriented gunner or bomber. The leviathan blade can do the same, and though it will be less effective against about half of the populace of the FSC, it is a better option for the vast majority of the game outside of the FSC.
Until you reach the point at which you want to diversify in equipment (whether this is 4* or 5* is up to you), you want to have one set of armor. Damage bonuses are always a nice plus, and should be crammed in if possible. After diversifying in equips, you should start carrying 3 types of armor, possibly more, to allow you to change armors to defend against the enemies in a level. It should be noted that some armors can only be crafted at the [[Sanctuary Alchemy Machine]], which is located at the end of shadow lairs. Each one requires a unique material obtained after defeating the corresponding boss in a shadow lair. The most notable ones are the Snarbolax set and the Mercurial set, Ice Queen Mail and Arcane Salamander Suit are just upgraded other armors, and Almirian Crusader Armor and Heavenly Iron Armor are nothing special.
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{{SKWindow
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Fang of Vog: You will probably have learned about this guy by the time you're able to get him. It has a crazy strong charge attack (but it hurts the user), but is terrible for normal use. It has application against a select few monsters - Trojans and Slag Guards, though it also has application against the Roarmulous Twins and Jelly King. You get it with 40 almirian seals (vanaduke tokens).
| width = Number
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| title = Special Armors
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| body = {{SKCell|'''Double-Defense Armors'''
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There are only 3 types of armor that protect you from 2 damage types where neither is normal damage. These are useful if you want to only want one armor set but still want protection from all 4 types. Bear in mind that the divine mantle will only start protecting you against shadow damage instead of normal damage in it's 5* form, so it is not as viable an option for those looking to diversify at 4*.
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Further Advice: While it is considerable to carry a normal damage sword as a side-arm, I would recommend against it. They lose almost all application in the end-game, as their damage is outclassed by a typed sword in all cases. Rather, I would suggest that, if you plan on having a side-arm sword, that you take an elemental sword instead. They work fine in the FSC, IMF, and JK, and will do more damage against most monsters in these cases.
*[[Radiant Silvermail]] - Piercing/Shadow, medium damage bonus vs. undead, poison and curse resistances
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*[[Dragon Scale Mail]] - Piercing/Elemental, medium damage bonus vs. beast, fire resistance
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*[[Divine Mantle]] - Elemental/Shadow, fire, shock, and curse resistances}}
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{{SKCell|'''Sword Bonus Armors'''
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'''General Advice'''
  
These are all variants of the wolver line, which protects against piercing/normal and branches out at 5*. Bonus is low attack damage until 5*. VIABLE options shown (many other armors provide sword bonuses, but they are small and do nothing that the wolvers do not).
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At first, I would recommend that swordsmen get a shadow sword and an elemental sword, hence allowing you to carry your full arsenal at once. Once t3, you should probably add on a flourish (talking 4* here), after getting an elemental gun of some sort (a 4* one). Renting a third weapon slot is a reasonable option once you've got three or four weapons, but a fourth tends to be extraneous.
*[[Skolver Coat]] - Piercing/Normal, medium sword damage bonus, freeze resistance
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*[[Snarbolax Coat]] - Shadow/Normal, medium sword damage bonus, freeze and poison resistances
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*[[Vog Cub Coat]] - Elemental/Normal, medium sword attack speed bonus, fire resistance}}
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{{SKCell|'''Gun Bonus Armors'''
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=== Guns ===
  
These are all variations of the gunslinger line, which offers low gun attack speed bonuses until branching out at 5*. VIABLE options shown (shadowsun not shown because it is worse than justifier and deadshot is not shown because it offers no bonus).
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'''Elemental'''
  
*[[Justifier Jacket]] - Peircing/Normal, medium gun attack speed bonus
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Elemental Alchemers: These babies do good DPS if used well, due to their ricochets. While I would recommend a shock alchmer (voltech), ice and non-status are okay options as well. Shock will generally offer more DPS, but freezes are often useful, and for those inept at shocking monsters together, the prismatech is probably the right choice. The firo driver's status does not work in the FSC, so it is not recommended.
*[[Nameless Poncho]] - Elemental/Normal, medium gun attack speed bonus}}
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{{SKCell|'''Bomb Bonus Armors'''
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Polaris: This gun is nicknamed the "trollaris", and that is for a very good reason. It's the most annoying gun in the game. It does big knockback, and is accompanied by a bright flash, so players may "support" others by spamming on top of them, blinding them in the process. DO NOT MISUSE THIS GUN! That said, it offers excellent DPS and a shock status, and the knockback can be used for crowd control. The bullets expand and get bigger toward the end of the shot (before this point they don't cause the bright explosion and knockback), so you need to distance yourself from the enemy properly to use it to it's full effect. However, the smaller shot is favored in some situations, where the knockback is undesireable. Oh, and the shots are slow-moving
  
These are all variations of the demo suit line, which offers low bomb charge time reduction bonuses until branching out at 5*. VIABLE options shown (Bombastic is not shown because it is worse than volcanic/mercurial).
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Argent Peacemaker (AP): This offers decent DPS and not much else. It lacks the area damage explosion of the polaris, and the ricochets of the alchemers. It fires very fast and has a big clip, though, so it has application in lockdown and non-combat PvE scenarios (it opens boxes and destroys rubble quickly).
  
*[[Mercurial Demo Suit]] - Elemental/Normal, low bomb damage bonus, low movement speed bonus, shock resistance
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'''Shadow'''
*[[Volcanic Demo Suit]] - Elemental/Normal, medium bomb charge time reduction, fire resistance
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*[[Mad Bomber Suit]] - Elemental/Normal, medium bomb charge time reduction, medium bomb damage bonus, poison, fire, freeze, and shock weaknesses}}}}
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{{SKWindow
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Umbra Driver: A shadow alchemer, a shadow version of the prisma driver.
| width = Number
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| title = Anti-Monster Type, Bonus and Plain Armors
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Sentenza: A shadow AP.
| body = {{SKCell|'''General Bonus Armors'''
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*[[Mercurial Mail]] - Piercing/Normal, shock resistance, low movement speed bonus
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Biohazard: This weapon is weird, and I don't own one and have rarely seen one in use, so I will make no judgements.
*[[Armor of the Fallen]] - Shadow/Normal, poison and fire resistances, curse weakness, attack speed increase, medium fiend damage penalty
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*[[Chaos Cloak]] - Elemental/Normal, weakness to all statuses, low damage bonus}}
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'''Piercing'''
{{SKCell|'''Bonusless Armors'''
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*[[Ancient Plate Mail]] - Normal, resistance to stun, weakness to sleep, movement and attack speed penalty low
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Piercing guns are hard to apply to anything. On the whole they suck, and though the blitz/plauge needles have an applican vs. Lord Vanaduke, there is no piercing gun right now that can be used safely and easily against devilites or greavers.
*[[Azure Guardian Armor]] - Piercing/Normal}}
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{{SKCell|'''Anti-Slime Armors'''
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Needles: The plauge needle and blitz needle are almost entirely exclusive to fighting vanaduke. I'll have a guide to killing him later, but for now, just know that you will have to get one eventually, and that the blitz needle is usually better for vanaduke newbs like yourself.
*[[Deadly Virulisk Suit]] - Piercing/Normal, poison resistance, medium slime damage bonus
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*[[Arcane Salamander Suit]] - Elemental/Normal, fire resistance, beast and slime low damage bonus
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Callahan: Right now this gun is very hard to use. Not very good damage, and it stops you from moving. For the absolute gunning purist, however, this is often used to kill devilites and wolvers. Basically, it's the only general use piercing gun. But it's pretty bad.
*[[Volcanic Salamander Suit]] - Elemental/Normal, fire resistance, medium slime damage bonus}}
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{{SKCell|'''Anti-Beast Armors'''
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'''General Advice'''
*[[Arcane Salamander Suit]] - Elemental/Normal, fire resistance, beast and slime low damage bonus}}
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{{SKCell|'''Anti-Gremlin Armors'''
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A good gunner can probably manage without a sword. Get a shadow gun and an elemental one at first, piercing can probably come later on. I don't recommend the polaris as a main elemental gun for gunners. Please don't buy any normal damage guns. It's stupid. Unless you're in lockdown.
*None of these exist}}
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{{SKCell|'''Anti-Construct Armors'''
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=== Bombs ===
*None of these exist}}
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{{SKCell|'''Anti-Fiend Armors'''
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'''Damage'''
*[[Heavenly Iron Armor]] - Shadow/Normal, low sword damage bonus, low fiend damage bonus
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*[[Valkyrie Mail]] - Shadow/Normal, poison and curse resistances, fire weakness, medium fiend damage bonus}}
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Nitronome: It hurts stuff. It pushes them away from the center. It makes a bright explosion. What else did you expect from a bomb? Oh, and on another note, it's really annoying if misused. Because we can't see when you drop it on us, dang it!
{{SKCell|'''Anti-Undead Armors'''
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*[[Deadshot Mantle]] - Shadow/Normal, curse resistance, medium undead damage bonus}}}}
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Dark Briar Barrage (DBB): Like a nitronome, but with a longer fuse, no knockback, piercing damage, and a less-bright explosion. It is often used by those who find it hard to keep nitronomes in places their teammates won't mind.
{{SKWindow
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| width = Number
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Radiant Sun Shards (RSS): Though this bomb only goes to 4*, it still works great. The explosion sends out eight projectiles, each with a long range and decent damage. It has a pretty short fuse, too. It's piercing/elemental, so it works it's best in the FSC.
| title = Anti-Status Armors
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| body = {{SKCell|'''Anti-Stun Armors'''
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Ash of Agni: This bomb sends out fire mist, an effect that sets monsters that walk through the bomb on fire (the mist stays for 5 secs after the bomb is laid). It works well in the IQ SL (burning ice cubes is crippling to them), and does some decent damage without the bothersome knockback and flash of the nitronome. However, it DOES NOT WORK for the FSC because almost everything there is either immune to fire or benifits from it.
*[[Ice Queen Mail]] - Piercing/Normal, stun and freeze resistances
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*[[Ironmight Plate Mail]] - Piercing/Normal, stun resistance, sleep weakness, low attack speed penalty
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Dark Retribution (DR): This is a shadow bomb that has a small damaging explosion, followed by the release of four orbs that rotate around the bomb source for a few seconds. They do damage on any monster they hit. This bomb does good damage and is less disruptive than a nitronome would be, though it is less effective vs. monsters that are fast enough to escape the orbs.
*[[Royal Jelly Mail]] - Piercing/Normal, stun and sleep resistances
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*[[Volcanic Plate Mail]] - Elemental/Normal, stun and fire resistances, sleep weakness, low attack speed penalty}}
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'''Support'''
{{SKCell|'''Anti-Poison Armors'''
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*[[Deadly Virulisk Suit]] - Piercing/Normal, poison resistance, medium slime damage bonus
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Vortex: This pulls monsters together. There are two varieties, one shocks and does elemental damage, one does shadow damage. The elemental one is the better choice
*[[Armor of the Fallen]] - Shadow/Normal, poison and fire resistances, curse weakness, attack speed increase, medium fiend damage penalty
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*[[Dread Skelly Suit]] - Shadow/Normal, poison and freeze resistances, fire weakness
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Shivermist Buster: This freezes monsters, creating a "safe-zone" for teammates. It is a haze bomb, so it's mechanics are the same as the Ash of Agni. It also has an application in fighting lord vanaduke.
*[[Valkyrie Mail]] - Shadow/Normal, poison and curse resistances, fire weakness, medium fiend damage bonus}}
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{{SKCell|'''Anti-Fire Armors'''
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Voltaic Tempest: This has an application in lockdown and a variety of other situations. It shocks stuff. This can be either pretty helpful or mostly pointless. It is a haze bomb, so it's mechanics are the same as the Ash of Agni.
*[[Armor of the Fallen]] - Shadow/Normal, poison and fire resistances, curse weakness, attack speed increase, medium fiend damage penalty
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*[[Arcane Salamander Suit]] - Elemental/Normal, fire resistance, beast and slime low damage bonus
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Stagger Storm: This has ion in lockdown, and is also often useful in PvE, as, let's face it, we all want the monsters to move slower (it stuns stuff). However, freeze is usually more helpful than stun, so this bomb is relativan applicately unpopular.  It is a haze bomb, so it's mechanics are the same as the Ash of Agni.
*[[Grey Feather Mantle]] - Elemental/Normal, fire and shock resistances, stun weakness
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*[[Volcanic Plate Mail]] - Elemental/Normal, stun and fire resistances, sleep weakness, low attack speed penalty
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Venom Veiler: The poison status bomb. It's mostly pointless (It does have some application though. Ask someone who knows something about bombs).  It is a haze bomb, so it's mechanics are the same as the Ash of Agni.
*[[Volcanic Salamander Suit]] - Elemental/Normal, fire resistance, medium slime damage bonus}}
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{{SKCell|'''Anti-Freeze Armors'''
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Not a bomber. I can't offer much advice here :/
*[[Ice Queen Mail]] - Piercing/Normal, stun and freeze resistances
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*[[Dread Skelly Suit]] - Shadow/Normal, poison and freeze resistances, fire weakness}}
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=== Armor/Helmets ===
{{SKCell|'''Anti-Shock Armors'''
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*[[Mercurial Mail]] - Piercing/Normal, shock resistance, low movement speed bonus
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Unless a bomber in need of some typed defense, take a bonus armor that suits your playing style. Bonus armors of a particular weapon type all derive from the same line, with one applicable exception. Bonuses increase on the 5* upgrade, which is accompanied by the divergence of the lines (allowing you to pick a defense type) so it is recommended that you upgrade armor to 5* before weapons. Just stick with one set of armor at first, you can branch out later.
*[[Grey Feather Mantle]] - Elemental/Normal, fire and shock resistances, stun weakness}}
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{{SKCell|'''Anti-Curse Armors'''
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*[[Almirian Crusader Armor]] - Shadow/Normal, curse resistance, fire weakness
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'''Swords'''
*[[Deadshot Mantle]] - Shadow/Normal, curse resistance, medium undead damage bonus
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*[[Valkyrie Mail]] - Shadow/Normal, poison and curse resistances, fire weakness, medium fiend damage bonus}}
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Skolver Set: Piercing, normal and freeze defense. Damage bonus med.
{{SKCell|'''Anti-Sleep Armors'''
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*[[Royal Jelly Mail]] - Piercing/Normal, stun and sleep resistances}}}}
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Vog Cub Set: Elemental, normal, and fire defense. ASI (attack speed increase) med.
 +
 
 +
Snarbolax Set: Shadow, normal, and partial freeze and poison defense. Damage bonus med.
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 +
I would recommend crafting your first set into vog armor, it'll serve you well in the firestorm citadel. When crafting snarbolax armor, look for fire UVs (The more, the merrier. If you have enough, it's good for regular FSC, and the more you have, the easier UFSC becomes). Skolver isn't much for bosses outside IQ and when you feel like a nostalgic JK run, but it's commonly preferred in PvP.
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 +
'''Guns'''
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 +
Justifier Set: Normal, piercing defense. ASI med.
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Nameless Set: Normal, elemental defense. ASI med.
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 +
Shadowsun Set: Normal, shadow, poison defense. Damage bonus med.
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 +
Deadshot Set: Normal, shadow, curse defense. ASI low, damage vs. undead med.
 +
 
 +
Perfect Mask of Seerus: Normal, elemental, fire, shock defense, partial weakness to freeze and poison. CTR (charge time reduction) med, ASI low. This guy is weird. He only comes in helmet form, and is a reward for doing lots of OCH (operation crimson hammer) runs.
 +
 
 +
Personally, I think it's probably best to take shadowsun first, preferably with fire UVs. After that, it's really up to you what you want next, depending on what you do most.
 +
 
 +
'''Bombs'''
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 +
Volcanic Set: Normal, elemental, fire defense. CTR med.
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 +
Mad Bomber Set: Normal, elemental defense. Partial weakness to all statuses. CTR med, damage med.
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 +
Mercurial Demo Set: Normal, elemental, shock defense. Movement speed low, damage low.
 +
 
 +
I only own two bombs. Don't look at me for advice.
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 +
'''Bomber Stuff'''
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 +
If you're a bomber who is in desperate need of some alternative defense (I don't actually have a clue if the extra defense is worth the loss of bonuses), I would recommend:
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 +
Ice Queen Set: Good piercing protection, ice and stun. Probably the best piercing armor.
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 +
Dread Skelly Suit: Good shadow protection, ice and poison. Probably the best shadow armor.
  
 
=== Shields ===
 
=== Shields ===
  
Though helpful, having multiple shields is not a necessity. A shield has three stat types: health, resistances, and status resistances. Health is how much damage your shield can take (this stat is the same for most shields), resistances lower the amount of damage the shield takes from attacks. Since statuses are treated like their own damage type (when they hit shields, not the rest of the time), status resistances reduce damage to shields from status attacks.The only 5* shield that offers a damage bonus is the [[Barbarous Thorn Shield]], giving a medium sword damage bonus. The only other viable option for damage bonuses is the [[Swiftstrike Buckler]], a 3* shield that is very weak (compared to 5* shields) but offers a high attack speed bonus. This is not recommended for anyone but those who use their shields defensively very rarely or those who only plan to use it temporarily; it falls apart in the lower strata. Here are all 5* shields, sorted by defense type. Head over to http://wiki.spiralknights.com/Shield to see their stats side by side.
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For shields, there aren't a lot of great choices. If a swordsman, I recommend getting a barbarous thorn shield to start you off. For gunners and bombers, an owlite. Eventually you will have a piercing shield (BTS/Ironmight), shadow shield (Crest of Almire), and elemental shield (Grey Owlite Shield) but for now you will want to start off with just one.
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 +
Piercing: Use a Barbarous Thorn Shield (BTS) if a swordsman, as it offers a damage bonus med to them. The 2* precursor is obtained with 10 snarbolax tokens. If not, an Ironmight Plate Shield is probably the way to go.
  
{{SKWindow
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Shadow: Use a Crest of Almire (CoA). The 4* precursor is obtained with 30 vanaduke tokens.
| width = Number
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| title = Shields
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| body = {{SKCell|'''Normal'''
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* [[Ancient Plate Shield]] -  Stun resistance
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* [[Volcanic Plate Shield]] -  Stun, fire resistances
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* [[Omega Shell]] - Max health stat}}
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{{SKCell|'''Piercing/Normal'''
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* [[Aegis]] - Plain shield
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* [[Barbarous Thorn Shield]] - Medium sword damage bonus
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* [[Ironmight Plate Shield]] - Stun resistance
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* [[Royal Jelly Shield]] - Stun, sleep resistances}}
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{{SKCell|'''Shadow/Normal'''
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* [[Crest of Almire]] - Fire, shock resistances
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* [[Dread Skelly Shield]] - Poison, freeze resistances}}
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{{SKCell|'''Elemental/Normal'''
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* [[Grey Owlite Shield]] - Fire, shock resistances
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* [[Heater Shield]] - Freeze resistance}}
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{{SKCell|'''Piercing/Elemental'''
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* [[Dragon Scale Shield]] - Fire resistance}}}}
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=== Trinkets ===
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Elemental: Use a Grey Owlite Shield.
  
Trinkets are bonus items that add a bit to your stats. To equip them you need to rent trinket slots, available for 150 CE to rent for a month (that's usually around 10kcr). Attack bonus items are expensive and can be created at the coliseum rewards alchemy machine. Doing so is the same as crafting any other equip, you need a precursor, materials, energy and crowns. You do not need a recipe. You will also need a mod calibrator, available for 75 krogmo coins but usually available on the market for around 6kcr. Another type of expensive trinket, the heart pendant, can be crafted at the same machine. These give additional health. Though you will not need a mod calibrator, you will need an enamorock for each level of heart pendant, 1 for the first one, 2 for the second, etc. You still need a precursor, mats, CE and cr, making these the most expensive trinkets available. at Defensive and status trinkets cost primal, forge and grim sparks; 5 for a 2*, 20 for a 3*, 50 for 4*, and 100 for 5*. There are no stun resistance or normal resistance trinkets. These are significantly cheaper as sparks are valued at ~100cr apiece (you can buy a 5* trinket and sell it for 10kcr).
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Swiftstrike Buckler: This is not really a shield, more of an ASI bonus to compensate for the fact that you have no shield. It's a 3* shield that is relatively weak in t2 (making it massively weak in t3), and gives ASI high to all weapons. I don't recommend this to anyone who isn't totally comfortable with the area they're dealing with.

Revision as of 05:27, 28 April 2012

This is a guild we started out of mutual respect and a vision for having an elite group of players dedicated to a number of goals. The name, High Knights, reflects our desire to be Honorable, have Integrity, be Generous to others, and above all be Humble about our guild and ourselves.

I, AJ, actually am the founder of this guild, but those listed below had just as much to do with the ideas and goals as I and, perhaps, actually disearve more of the credit.

In any case, I beleive the four virtues listed above make for a better playing experince for all players and for better people in general.

I picked "Honor" because it sums up the overall goal of the guild. To be Honorable is to be the type of person others admire and trust.

I selected "Integrity" becuase being both yourself and honest with yourself and others reveals the true heard of the warrior. We don't hide our strengths or our weaknesses.

I choose "Generosity" because a spirit of generosity almost always leads to a better experience for all. Generosity is the spirit of seeing what others need and providing it even if it means you have less. We give resources to each other certainly, but our time is the thing we give the most and which costs us more.

And finally, I selected "Humility" because all of us should remember what it was to be killed every ten seconds, have little to offer the better players, and how hard it was to learn all the ends and outs of the game.

So HIGH Knights is our name. Someday, we hope, you will know us by our reputation.

T2 Briefing

Unless editing some part of the T2 briefing that I have specifically mentioned to be open for edits, please do not edit this page. If you have something you want to say about the guild, post it in the discussion page.


High Knights
File:GuildLogo-High Knights.png

Honor, Integrity, Generosity, Humility

Guild Founder: Ajqtrz, Addisona Arbituser, Linacakes, (and Drdrj, sort of)
Approx. Population: 11
Guild Master(s):
  • Ajqtrz
  • Arbituser
Guild Officer(s):
  • Name
  • Name
  • Name


Guildies

List of Guild Members
Guild Masters
  • Ajqtrz
Officers
  • Name
  • Name
  • Name
Veterans
  • Name
  • Name
  • Name
Members
  • Name
  • Name
  • Name
Recruits
  • Name
  • Name
  • Name

Advanced Gameplay (T2 Briefing)

This section is designed to help T1ers understand the more complicated aspects of the game, and help them move into T2 without too much trouble. T2ers who are still unclear on some things should skim through this. Feel free to post this on your own page. I may eventually turn it into a new page.

Damage

The damage system in Spiral Knights is based off 4 types of damage: Normal, Elemental, Piercing and Shadow. Both monsters and knights use the same damage system. Normal hits all monsters equally, and elemental, piercing, and shadow each have 2 monster types they get a bonus on, 2 they hit for no bonus or loss, and one type that they can barely hurt. Each monster type will generally deal it's own damage type, mixed with normal damage. In some cases they stray from this. Your own attack damage type is determined by your weapons; each has it's own damage type(s). Your own weaknesses/resistances are determined by your armors. Further info on this topic at http://wiki.spiralknights.com/Damage.

Monster Type Damage Type Weak To Neutral To Strongly Resistant To
Gate Icon-Slime.png Slime Family Attack piercing icon.png Piercing Attack shadow icon.png Shadow Attack elemental icon.png Elemental Attack piercing icon.png Piercing
Gate Icon-Beast.png Beast Family Attack piercing icon.png Piercing Attack piercing icon.png Piercing Attack shadow icon.png Shadow Attack elemental icon.png Elemental
Gate Icon-Gremlin.png Gremlin Family Attack elemental icon.png Elemental Attack shadow icon.png Shadow Attack piercing icon.png Piercing Attack elemental icon.png Elemental
Gate Icon-Construct.png Construct Family Attack elemental icon.png Elemental Attack elemental icon.png Elemental Attack shadow icon.png Shadow Attack piercing icon.png Piercing
Gate Icon-Fiend.png Fiend Family Attack shadow icon.png Shadow Attack piercing icon.png Piercing Attack elemental icon.png Elemental Attack shadow icon.png Shadow
Gate Icon-Undead.png Undead Family Attack shadow icon.png Shadow Attack elemental icon.png Elemental Attack piercing icon.png Piercing Attack shadow icon.png Shadow

Predicting Monsters

Going to the gate map (gear menu) shows you the monster and special condition themes of the level, as well as the level type. Use this to pick the right equips for the situation. Level type themes are listed in order of which is most dominant, and include all monster types and status conditions present, but not those status conditions determined by status condition theme. Inclusion of Silkwings not considered to add the theme fiend, same for Gremlin Menders. Not entirely accurate as source entries are not complete.

Level combinations
Background colors Icon colors Level types

Technique

Simple methods for maximizing your damage given/damage taken.

Swords

The same advice goes to almost all swordmasters: be less aggressive. In T1 you could take 3 hits and walk it off with a couple of hearts. It doesn't work that way from now on. Remember that you can always get another hit in later, so keep moving and don't feel obligated to finish your combo; faster monsters will get a hit in before you're done. If you have enough space, it is a good idea to run around charging, close, hit an enemy, then retreat and repeat. This is somewhat risky in some situations because charge attacks usually take more time to complete than a standard attack, and you cannot shield while charging (leaving you vulnerable in "bullet hell" situations). All swordmasters should also be aware that it is possible to change your direction in a combo; you can use attacks to extract yourself as well as knock back enemies sneaking up on you. You are actually given a split second between hits in which you can wait for an enemy to reach you before resuming your combo. You can even hold down the attack button instead of clicking it, begin a charge, then move one square, then release and continue your combo! This is useful in manipulating your combo further, enabling you to dance around without spending time restarting your combo. Another important technique is shield-cancelling, where you restart your combo or end a period of vulnerability after a combo/charge attack via briefly raising your shield (bear in mind that you don't have to actually bring the barrier up to do this). This is useful if you do not want to have your combo move you forward. This is usable by all swordmasters but is most easily used by those carrying slow swords.

Handguns

Feel free to actually create this section, if you are knowledgeable about the topic. As of now this section does not exist, so head on over to the bombing guide for information on bombs. http://wiki.spiralknights.com/Gunslinger_Guide

Bombs

Feel free to actually create this section, if you are knowledgeable about the topic. As of now this section does not exist, so head on over to the bombing guide for information on bombs. http://wiki.spiralknights.com/Bombing_Guide

Shields

When you first raise your shield nearby monsters are pushed away. This technique is called shield bumping and is incredibly useful, whether you're herding monsters together for a bomb or pushing a mob of monsters away. Be aware that you cannot shield bump when your shield is broken, and that momentum does not carry from one monster to another, preventing you from shield bumping formations of monsters two layers thick.

Equipment

This section is designed to help you find what type of equipment you want to use. This is because at this point in the game equipment stops being so cheap; you can't just buy anything and try it out. It is worthy of note that the 3-star to 4-star upgrade is by far the biggest increase in power, and that most equips have a certain stratum at which they preform best, with their performance dropping as they venture away from that stratum. This is why there is little noticeable difference between any new equip you have acquired and it's predecessor; you have to venture deeper for you new equip to really show it's stuff.

Swords

General Use

Elemental:

Divine Avenger (DA): This sword has a nice, wide-swiping two-hit combo that deals some nice knockback. It has a slow attack speed, though. The charge shoots out three swords (that push and pass through monsters) and swipes, making it useful for groups.

Elemental Brandishes (Ice, fire and shock): This does a three-hit combo. The charge is a swipe followed by a retrode beam-style series of explosions that also cause statuses. It lacks the wide sweep of the DA, but offers better attack speed and DPS to compensate. Fire line is not recommended as fire doesn't work in the FSC.

Shadow:

Gran Faust (GF): It's a DA that can (rarely) cause curse with every blow. However, the charge attack only releases one sword and has a chance to curse the user.

Acheron: Like the elemental brandishes, but doesn't cause any statuses.

Piercing:

For piercing damage, your only option is a flourish. However, these come in two viable lines: the Barbarous Thorn Blade (BTB) and the Final Flourish (FF). The only difference is the charge attack. The barbarous thorn blade slashes and shoots out spikes in a short range (oh, and it also pushes the user backwards), while the final flourish executes a quick, high damage combo. The final flourish charge is usually better for individual monsters, while the barbarous thorn blade works better for groups (it also provides a potential strategy for fighting lord vanaduke). However, the barbarous thorn blade's recipies cannot be obtained from the hall of heroes as it is a token item, so the final flourish is cheaper, overall.

Specialty Swords

Dread Vile Striker: This sword dishes out the absolute highest DPS of any sword. However, it's rather hard to use due to it's forward movement and long combo. It also dishes out poison, which increases the damage of attacks. It has a good application against vanaduke's mask phases, and is an okay option for the budgeted gunner or bomber to use as a side-arm.

Caliburs: These swords dish out some decent damage and are good as a side-arm. The spinning charge attack hits three times on stationary targets, and dishes out knockback. While the Leviathan Blade offers higher overall damage, the Cold Iron Vanquisher gives a damage bonus on undead monsters, making it an okay option as a side arm for the FSC-oriented gunner or bomber. The leviathan blade can do the same, and though it will be less effective against about half of the populace of the FSC, it is a better option for the vast majority of the game outside of the FSC.

Fang of Vog: You will probably have learned about this guy by the time you're able to get him. It has a crazy strong charge attack (but it hurts the user), but is terrible for normal use. It has application against a select few monsters - Trojans and Slag Guards, though it also has application against the Roarmulous Twins and Jelly King. You get it with 40 almirian seals (vanaduke tokens).

Further Advice: While it is considerable to carry a normal damage sword as a side-arm, I would recommend against it. They lose almost all application in the end-game, as their damage is outclassed by a typed sword in all cases. Rather, I would suggest that, if you plan on having a side-arm sword, that you take an elemental sword instead. They work fine in the FSC, IMF, and JK, and will do more damage against most monsters in these cases.

General Advice

At first, I would recommend that swordsmen get a shadow sword and an elemental sword, hence allowing you to carry your full arsenal at once. Once t3, you should probably add on a flourish (talking 4* here), after getting an elemental gun of some sort (a 4* one). Renting a third weapon slot is a reasonable option once you've got three or four weapons, but a fourth tends to be extraneous.

Guns

Elemental

Elemental Alchemers: These babies do good DPS if used well, due to their ricochets. While I would recommend a shock alchmer (voltech), ice and non-status are okay options as well. Shock will generally offer more DPS, but freezes are often useful, and for those inept at shocking monsters together, the prismatech is probably the right choice. The firo driver's status does not work in the FSC, so it is not recommended.

Polaris: This gun is nicknamed the "trollaris", and that is for a very good reason. It's the most annoying gun in the game. It does big knockback, and is accompanied by a bright flash, so players may "support" others by spamming on top of them, blinding them in the process. DO NOT MISUSE THIS GUN! That said, it offers excellent DPS and a shock status, and the knockback can be used for crowd control. The bullets expand and get bigger toward the end of the shot (before this point they don't cause the bright explosion and knockback), so you need to distance yourself from the enemy properly to use it to it's full effect. However, the smaller shot is favored in some situations, where the knockback is undesireable. Oh, and the shots are slow-moving

Argent Peacemaker (AP): This offers decent DPS and not much else. It lacks the area damage explosion of the polaris, and the ricochets of the alchemers. It fires very fast and has a big clip, though, so it has application in lockdown and non-combat PvE scenarios (it opens boxes and destroys rubble quickly).

Shadow

Umbra Driver: A shadow alchemer, a shadow version of the prisma driver.

Sentenza: A shadow AP.

Biohazard: This weapon is weird, and I don't own one and have rarely seen one in use, so I will make no judgements.

Piercing

Piercing guns are hard to apply to anything. On the whole they suck, and though the blitz/plauge needles have an applican vs. Lord Vanaduke, there is no piercing gun right now that can be used safely and easily against devilites or greavers.

Needles: The plauge needle and blitz needle are almost entirely exclusive to fighting vanaduke. I'll have a guide to killing him later, but for now, just know that you will have to get one eventually, and that the blitz needle is usually better for vanaduke newbs like yourself.

Callahan: Right now this gun is very hard to use. Not very good damage, and it stops you from moving. For the absolute gunning purist, however, this is often used to kill devilites and wolvers. Basically, it's the only general use piercing gun. But it's pretty bad.

General Advice

A good gunner can probably manage without a sword. Get a shadow gun and an elemental one at first, piercing can probably come later on. I don't recommend the polaris as a main elemental gun for gunners. Please don't buy any normal damage guns. It's stupid. Unless you're in lockdown.

Bombs

Damage

Nitronome: It hurts stuff. It pushes them away from the center. It makes a bright explosion. What else did you expect from a bomb? Oh, and on another note, it's really annoying if misused. Because we can't see when you drop it on us, dang it!

Dark Briar Barrage (DBB): Like a nitronome, but with a longer fuse, no knockback, piercing damage, and a less-bright explosion. It is often used by those who find it hard to keep nitronomes in places their teammates won't mind.

Radiant Sun Shards (RSS): Though this bomb only goes to 4*, it still works great. The explosion sends out eight projectiles, each with a long range and decent damage. It has a pretty short fuse, too. It's piercing/elemental, so it works it's best in the FSC.

Ash of Agni: This bomb sends out fire mist, an effect that sets monsters that walk through the bomb on fire (the mist stays for 5 secs after the bomb is laid). It works well in the IQ SL (burning ice cubes is crippling to them), and does some decent damage without the bothersome knockback and flash of the nitronome. However, it DOES NOT WORK for the FSC because almost everything there is either immune to fire or benifits from it.

Dark Retribution (DR): This is a shadow bomb that has a small damaging explosion, followed by the release of four orbs that rotate around the bomb source for a few seconds. They do damage on any monster they hit. This bomb does good damage and is less disruptive than a nitronome would be, though it is less effective vs. monsters that are fast enough to escape the orbs.

Support

Vortex: This pulls monsters together. There are two varieties, one shocks and does elemental damage, one does shadow damage. The elemental one is the better choice

Shivermist Buster: This freezes monsters, creating a "safe-zone" for teammates. It is a haze bomb, so it's mechanics are the same as the Ash of Agni. It also has an application in fighting lord vanaduke.

Voltaic Tempest: This has an application in lockdown and a variety of other situations. It shocks stuff. This can be either pretty helpful or mostly pointless. It is a haze bomb, so it's mechanics are the same as the Ash of Agni.

Stagger Storm: This has ion in lockdown, and is also often useful in PvE, as, let's face it, we all want the monsters to move slower (it stuns stuff). However, freeze is usually more helpful than stun, so this bomb is relativan applicately unpopular. It is a haze bomb, so it's mechanics are the same as the Ash of Agni.

Venom Veiler: The poison status bomb. It's mostly pointless (It does have some application though. Ask someone who knows something about bombs). It is a haze bomb, so it's mechanics are the same as the Ash of Agni.

Not a bomber. I can't offer much advice here :/

Armor/Helmets

Unless a bomber in need of some typed defense, take a bonus armor that suits your playing style. Bonus armors of a particular weapon type all derive from the same line, with one applicable exception. Bonuses increase on the 5* upgrade, which is accompanied by the divergence of the lines (allowing you to pick a defense type) so it is recommended that you upgrade armor to 5* before weapons. Just stick with one set of armor at first, you can branch out later.


Swords

Skolver Set: Piercing, normal and freeze defense. Damage bonus med.

Vog Cub Set: Elemental, normal, and fire defense. ASI (attack speed increase) med.

Snarbolax Set: Shadow, normal, and partial freeze and poison defense. Damage bonus med.

I would recommend crafting your first set into vog armor, it'll serve you well in the firestorm citadel. When crafting snarbolax armor, look for fire UVs (The more, the merrier. If you have enough, it's good for regular FSC, and the more you have, the easier UFSC becomes). Skolver isn't much for bosses outside IQ and when you feel like a nostalgic JK run, but it's commonly preferred in PvP.

Guns

Justifier Set: Normal, piercing defense. ASI med.

Nameless Set: Normal, elemental defense. ASI med.

Shadowsun Set: Normal, shadow, poison defense. Damage bonus med.

Deadshot Set: Normal, shadow, curse defense. ASI low, damage vs. undead med.

Perfect Mask of Seerus: Normal, elemental, fire, shock defense, partial weakness to freeze and poison. CTR (charge time reduction) med, ASI low. This guy is weird. He only comes in helmet form, and is a reward for doing lots of OCH (operation crimson hammer) runs.

Personally, I think it's probably best to take shadowsun first, preferably with fire UVs. After that, it's really up to you what you want next, depending on what you do most.

Bombs

Volcanic Set: Normal, elemental, fire defense. CTR med.

Mad Bomber Set: Normal, elemental defense. Partial weakness to all statuses. CTR med, damage med.

Mercurial Demo Set: Normal, elemental, shock defense. Movement speed low, damage low.

I only own two bombs. Don't look at me for advice.

Bomber Stuff

If you're a bomber who is in desperate need of some alternative defense (I don't actually have a clue if the extra defense is worth the loss of bonuses), I would recommend:

Ice Queen Set: Good piercing protection, ice and stun. Probably the best piercing armor.

Dread Skelly Suit: Good shadow protection, ice and poison. Probably the best shadow armor.

Shields

For shields, there aren't a lot of great choices. If a swordsman, I recommend getting a barbarous thorn shield to start you off. For gunners and bombers, an owlite. Eventually you will have a piercing shield (BTS/Ironmight), shadow shield (Crest of Almire), and elemental shield (Grey Owlite Shield) but for now you will want to start off with just one.

Piercing: Use a Barbarous Thorn Shield (BTS) if a swordsman, as it offers a damage bonus med to them. The 2* precursor is obtained with 10 snarbolax tokens. If not, an Ironmight Plate Shield is probably the way to go.

Shadow: Use a Crest of Almire (CoA). The 4* precursor is obtained with 30 vanaduke tokens.

Elemental: Use a Grey Owlite Shield.

Swiftstrike Buckler: This is not really a shield, more of an ASI bonus to compensate for the fact that you have no shield. It's a 3* shield that is relatively weak in t2 (making it massively weak in t3), and gives ASI high to all weapons. I don't recommend this to anyone who isn't totally comfortable with the area they're dealing with.

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