Difference between revisions of "Swordmaster Guide"
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* Thrusts have long range and can make you enter Floor hazards. | * Thrusts have long range and can make you enter Floor hazards. | ||
− | + | <font size=3><b>Spur</b></font> | |
+ | The Spur line has a basic combo which is similar to the Calibur or Brandish lines, except that each slash will propel the user forwards a fair distance. At 4*, each slash also causes a small projectile to appear. The charge attack of the Spur line is a backstep followed by a strong slash which fires a projectile that deals low damage; the charge attack can have it's aim adjusted at any point until the slash occurs, and can be shield cancelled. | ||
{{item|Spur}} | {{item|Spur}} | ||
− | + | [[File:Defense_none.png|18px]] '''Be Aware''' | |
− | ''' | + | * Each attack causes a high level of movement and can easily throw the user into traps. |
− | + | * Once the line reaches 4*, the projectiles that are added cause enemies that have reactions to bullets to use said reactions. This is a heavy drawback. | |
+ | * There currently isn't a 5* form of this line. | ||
==Armor== | ==Armor== |
Revision as of 18:14, 4 August 2011
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Introduction
Swords are the bread-and-butter of SK, but to utilize their full effectiveness, one must become a Swordmaster. Specializing as a Swordmaster is fun, and very useful. In most fights, using Swords is the fastest way of getting rid of single enemies or small groups. Using swords the right way will allow you to face nearly any danger in SK.
The Basics
Swords have superior damage, but using them puts you in range of melee enemies. This means, that while fighting recklessly, your HP bars will deplete fast. The first thing you need to learn as a Swordmaster is correct use of shielding.
Shields have two main uses:
- Blocking: This is the basic way of using your shield, just activate it before enemy lands a hit or projectile strikes you
- Shield Bumping: You will notice that activating shield while you're close to an enemy will push them back, the more the closer you are. Chaotic shield bumping will disrupt your team, and may even put them in danger. This should only be used in three cases.
- 1. When it will allow you to avoid an attack (eg. bumping a charging Mecha Knight that would otherwise heavily damage your shield).
- 2. To clear you path when surrounded. This is a bit harder, but will allow you to escape really dire situations (eg. being surrounded by 4-5 T3 Gremlins in the corner of a danger room). The key is to click the shield button quickly several times, holding it only to block most damaging attacks and concentrating on escaping.
- 3. Simply to move enemies without damaging them, when you want to delay spawn of a next wave of enemies
The second most important thing for a Sword master are the attack patterns.
You need to memorise attack rhythm and timing of both your swords and enemies. This will enable you to land as many hits as possible and shield before enemy retaliates or, when timed correctly, cancel their attacks using knockback and never stop attacking. Sword patterns will be covered later in this article, but enemy attacks are covered in specific enemy articles and should be learned in-game anyway.
Next concept to get familiar with is damage types.
There are three types, just visit damage. Having three swords with damage corresponding to monsters is a great advantage for a Swordmaster. While good 'ol Calibur and it's older brothers are good enough to handle almost every monster in clockworks, non-normal swords are better against specific threats.
Controls
Controls are important for every Swordsman. Having a quick access to Weapon change and Shield is important. Here is an example of button layout fo a Swordmaster:
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Techniques
A good Swordmaster should put avoiding damage as his top priority - you can always land another hit later or let your friends finish a monster, but getting hit means you don't have health for when it's necessary. Dealing damage more important than defending only in few situations and the main is killing enemy healers. In most cases, Gremlin menders should be your MOST important target, as they can heal faster than you deal damage, and resurrect others in T3. In case you face two of them, killing them as fast as possible is vital.
When facing crowds of enemies, your attack pattern should be: wait for enemy to come in range -> attack once -> shield and retreat -> repeat
You can avoid having to attack before charging your weapon by using this pattern: shield->hold attack key->release shield
Slow 2 hit swords have wide swing arc, so before attacking try to position and angle yourself to hit as many enemies as possible.
Cutters, Spurs, Flourishes and Thorn Blades make you move a lot while attacking which can be both a blessing or a curse. This allows you to dodge hits WHILE attacking, but in some cases can put you in danger or make you run into spikes. Autotargeting is quite useful while using them (especially for Flourishes), as it makes it easier to follow enemies with consecutive attacks.
Weaponry
Generally the swords have either Normal or split normal and other damage. This prevents swordsmen to take as much advantage of damage types as gunners, but the bonuses are still quite significant. The only exception are the Flourishes and Thorn Blades which deal pure Piercing damage which allows them to greatly outdamage other swords while fighting enemies vulnerable to Piercing.
Still, it is a good idea to carry three swords with different damage types and alternate for different enemies.
Slow Swords
Slow Swords are ones that have 2 hit combos :Divine Avenger, Gran Faust and Khorovod. These swords have wide attacks with long range and good knockback, but they are really slow without any UV's. Their second hit leaves the user vulnerable to fast attacks, because he can't shield for a while afterwards.
Divine Avenger
Probably the most popular and impressive endgame sword, DA is a split Normal/Elemental Sword. It's charge is very useful for a Swordsman because it gives them a powerful ranged attack, great for crowds of enemies or distant Gun Puppies, but the swing itself deals even more damage (nearly doubled 2nd hit damage).
- Is able to hit otherwise inaccessible enemies/blocks by charge attacks
- Blades make some enemies dodge or shield
Gran Faust
Gran Faust is a shadow version of Divine Avenger. It is currently the only weapon capable of dealing the most powerful status effect with it's second strike or charge - Curse. It's charge makes it a double-edged sword because it gives you a ~1/3 chance of cursing yourself for 40 seconds.
- Can Curse both opponents and you(with charge)
Sudaruska
Sudaruska deals normal damage. It's charge attack is an overhead swing that may stun hit enemies, and causes rocks to erupt from the ground around the area you strike.
Triglav
Triglav is the final form of the alternate Troika line, and freezes enemies instead of stunning them. It can cause freeze with both the second hit of the combo and the charge attack. It's charge attack is similar to Sudaruska, but doesn't create any additional projectiles.
- If an opponent is frozen by an attack, it won't be knocked back.
Average speed Swords
They follow 3-hit combo pattern, with third hit usually knocking enemies over and/or interrupting attacks.
Calibur
Caliburs are the best sword for beginner knights - they deal normal damage and have the same attack pattern that Proto Sword does. Normal damage makes them equally good versus all enemies. Their charge attack is useful against most enemies, especially for Gun Puppies.
- Charge attack will strike static enemies three times
- Charge attack has huge knockback and may throw enemies at your allies
Brandish
Brandishes have split normal and elemental or shadow damage, making them a perfect alternative for Sealed Swords. They possess explosive charge attacks, and elemental versions are able to deal Strong status aliments with them.
- Blazebrand can ignite Oilers
- Blizzbrand can refreeze Ice Cubes
Fast Swords
Fast swords have various patterns, but the common feature is their exceptional speed
Cutter
This sword is second (after Calibur) most popular beginner sword. It has low damage, but hits very, very fast, and it's 4* and 5* versions are capable of poisoning enemies which increases damage they receive. It is a very good sword for T1 and T2, but in T3 it's overly aggressive playing style is too dangerous. It is not recommended to take the Wild hunting Blade upgrade because Poison is far more useful.
- Can make you walk into Floor hazards.
- Dangerous to use in endgame
Flourish
Flourishes are excellent swords for every Swordmaster that has trouble with Fiends or Beasts. They have the same damage as their Calibur counterparts but are faster. Their attack pattern allows you to follow enemies as they dodge, and enabling autofire helps you dance around the battlefield decimating whole groups of Devilites. Their second attack is able to interrupt Greavers, third even Trojans. It is not recommended to upgrade it to Rigadoon or Flamberge because they have nearly 20% less damage than pure Flourishes and the chance to Stun or Fire is below 10%. Flourishes charge attack is extremely powerful, but rarely useful - it's main use is against a group of devilites or single Trojan which can barely survive such attack.
- Thrusts have long range and can make you enter Floor hazards .
Snarble Barb The Snarble Barb is identical to Flourish, except for the charge attack. Snarble Barb shoots multiple spikes which makes it better for crowds, but worse for single enemies (unless all spikes hit a single enemy). It is also harder to obtain good UV's because it is a boss reward.
- Thrusts have long range and can make you enter Floor hazards.
Spur The Spur line has a basic combo which is similar to the Calibur or Brandish lines, except that each slash will propel the user forwards a fair distance. At 4*, each slash also causes a small projectile to appear. The charge attack of the Spur line is a backstep followed by a strong slash which fires a projectile that deals low damage; the charge attack can have it's aim adjusted at any point until the slash occurs, and can be shield cancelled.
- Each attack causes a high level of movement and can easily throw the user into traps.
- Once the line reaches 4*, the projectiles that are added cause enemies that have reactions to bullets to use said reactions. This is a heavy drawback.
- There currently isn't a 5* form of this line.
Armor
It's up to every Swordsman to choose his armor, as most armors work well for them, but here are listed ones that give specific bonuses to Swordsmen. As for the choice of 5* armor - it depends on preference, but taking full Vog Cub set is worse for defensive playing style with slow swords and will actually decrease your damage output compared to Ash Tail. This makes many swordsmen choose the mixed set.
Wolver
Wolver protects against normal and piercing damage, gives resistance to Freeze and offers a medium sword damage bonus.
Dusker
Dusker protects against normal and piercing damage, gives resistance to Freeze and offers a medium sword damage bonus.
Ash Tail
Ash Tail protects against normal and piercing damage, gives resistance to Freeze and offers medium sword damage bonus.
Vog Cub
Vog Cub protects against normal and elemental damage, gives massive resistance to Fire, and offers a very high sword attack speed bonus.
Skolver
Skolver protects against normal and piercing damage, gives massive resistance to Freeze and offers a very high sword damage bonus bonus.
Mixed Vog/Skolver
Mixed set protects against normal, elemental and piercing damage. It also gives mediocre resistance against both Fire and Freeze. It has a medium sword damage bonus and medium sword attack speed bonus.
Barbarous Thorn Shield
This shield and it's predecessors are the best vs. piercing Shields for a Swordsman offering a medium damage bonus, without significant decrease in defense
Swiftstrike Buckler
This shield greatly increases your attack speed, but is a viable choice only for T1 and T2, because on T3 it is way too weak to withstand most attacks. It is better to obtain another shield that will actually shield you from attacks.
Trinkets
The trinkets received for PvP play are extremely powerful, and allow for a lot of customization, so obtaining them can allow to max sword statistics without using UV's. As defense UV's don't work yet, it is recommended to obtain one of those. Try to cover the bonuses you don't have from your armor - eg. with full Vog, you won't benefit that much from Quick Strike, while Slash module will make a significant difference. By the time you can afford those, you will know which of them suits your playing style the most. Just remember that bonuses can be maxed, so taking two 5* Quick Strike Modules while wearing Vog cub armor is pointless.
Sword damage bonus: Low
Useful for every swordsman, if you don't know which trinket to pick, choose this one.
Sword Charge Time Reduction: Low
Useful especially for swords with spammable charges, like the Divine Avenger, Calibur or Brandishes
Sword Attack Speed Increased: Low
Great for slow swords, not yet tested with medium/fast swords
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Starting Out | New Player Briefing | User interface | Useful Links |
Bombing Guide | Gunslinger Guide | Swordmaster Guide |
Shieldbearer Guide |
Hybrid Guide |