Difference between revisions of "Rogue (Guild)"

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(Game Guides)
(Useful Things to remember)
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Revive someone without their permission, EVER
 
Revive someone without their permission, EVER
 
Go attacking an area when you know you cannot handle it
 
Go attacking an area when you know you cannot handle it
Waste pots in JK runs (Fire, poison, or curse)}}}}
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Waste vials in JK runs (Fire, poison, or curse)}}}}
{{showhide|Bosses|content=
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{{showhide|Jelly King|content=There are a few things to know about defeating the Jelly King.
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Fire, poison, and especially CURSE are useful pots for his defeat. Generally, part 1 (while he has a crown) try to keep him on fire and poisoned as much as possible. This prevents him from healing while you attack him.
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Charge attacks are great on him (DA if you have it, Faust, or, use your calibur charge, it works wonders!)
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Phase 2, he loses his crown, gain a shield of invincibility, and do counter clockwise spins. This is a great time to charge your weapon, and try to follow him, he knocks things out of his path, and his wake is clear. When he stops spinning, unleash a charge attack, or hit him with a pot. Now is a time to hit him with Curse, since he will hurt himself a lot when he spins around. Keep up fire and poison though!
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If you can't follow him, or others are, while he spins is a great time to kill the minis, since they heal him. Killing minis is like hurting the JK. Having one person work on them will make the fight much faster.
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In the event everyone dies, or one or two people die (in a 2-3 person run, instead of 4) it is imperative you self revive quickly, since the JK is a time battle against his healing. Don't heal more than your 5 or 10 though, it shouldn't take more than that in a 4 person run at all.
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{{showhide|Suggested Gear|content=
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*Piercing Armor
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*Piercing or Elemental Shield
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*Shadow Weapons, preferably Swords
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Specifically: Wolver armors, Skolver 5* armor. Faust, or Divine Avenger (both sealed swords). Nightblade shadow sword. Calibur Line. Thorn shield line, or Owlite shield line }}}}
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{{showhide|Roarmulous Twins|content=
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Roarmulous Twins are an easy boss to defeat, but coordination is the key! Someone who has done switches or watched them be done should do them. Time switching so rockets go past and hit the other twin.
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Everyone else: Protect the switch user, and hurt the twins when they are down.
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It's that simple :P Getting to the boss isn't though. Expect RT levels to be LAGGY. Ask a vet or higher for help if you need it, we love doing RT runs, and are more than happy to get you through them!}}
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{{showhide|Vanaduke|content=
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Vanaduke is considered one of the most difficult bosses to defeat in the game. He deals mostly fire status damage and elemental damage, therefore it is a good idea to have fire resistant/elemental or shadow gear(for Zombies/Slag Guards), a good elemental or shadow shield with fire resistance, and also a good piercing gun to face this boss for the best outcomes(he is weak to piercing). Also, It is wise to have a good sword to use on mask stages(Phase 2 and 4), a Divine Avenger or Brandish Line works well for this, although pure normal damage weapons deal greater amounts per hit.
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Gear recommendations are below:
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Armors:
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Vog Cub Set ( 5 Star Version of Wolver Set): Sword Attack Speed:Very High and Full Fire Resistance
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Volcanic Demo Set ( 5 Star Version of Demo Set): Bomb:Charge Time Reduction: High and Full Fire Resistance
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Divine Set-Divine Veil and Divine Mantle ( 5 Star Version of Magic Set): Elemental and Shadow Resistance, plus Helm gives Fiend Damage Medium and the Set gives Full Fire/Shock/Curse Resistance. Also this set has ZERO Normal Resistance!
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Shields:
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Crest of Almire ( 5 Star Version of Blackened Crest): High Normal and Shadow Resistance, plus Max Fire/Shock Resistance(Highly Recommended!)
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Grey Owlite Shield ( 5 Star Version of Owlite Shield): Medium Normal and High Elemental Resistance, plus Max Fire/Shock Resistance(Best Alternative!)
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Guns:
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Blitz Needle-Piercing ( 5 Star Version of Autogun)(Highly Recommended!)-Preferred Weapon for Vanaduke and Trojans, also works well on Slag Guards at Phase 5 Vanaduke
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Strike Needle-Piercing ( 4 Star Version of Autogun)-Alternate to Blitz Needle if you are short on funds, but works the same(less damage than Blitz Needle due to lower star level)
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Polaris-Elemental ( 5 Star Version of Pulsar)(Highly Recommended Secondary!)-Good Firestorm Citadel gun, more a "solo gun" for Vanaduke due to Shock status property(Shock Status Breaks Freeze), also shock status tends to "interrupt" Vanadukes charge attack sometimes, so this gun can keep you safer for longer, in tight situations.
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Kilowatt Pulsar-Elemental ( 4 Star Version of Pulsar)-Alternate to Polaris if you are short on funds, but works the same(less damage than Polaris due to lower star level)
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Argent Peacemaker-Elemental ( 5 Star Version of Antigua)(Updated, might be less effective against Vanaduke!)-Good gun for Firestorm Citadel, Lacks Polaris Knock Back ability and Shock Status, but has 6 bullet clip and fires faster
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Swords:
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Divine Avenger-Elemental(5 Star Version of Avenger/Sealed Sword)(Highly Recommended!)-Slow Weapon but decent speed with Vog Set, Charge Attack works great in Firestorm Citadel(Does "explode on walls" though...) Elemental Damage means lower damage on mask stage though.
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Glacius/Combuster/Voltedge-Elemental(5 Star Elemental Versions of Brandish): Great Charge Attack and regular attacks are faster than Divine Avenger, works well on mask stages and zombies alike! Also elemental damage, meaning lower damage on mask stage as well. (Note on Voltedge: Shock Status Breaks Freeze!)
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Bombs:
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Shivermist Buster(5 Star Version of Freezing Vaporizer)(Highly Recommended!)-This Bomb is designed to hold monsters in place, in the case of Vanaduke, you keep him from moving so the battle is "safer" for your other members to either kill slags or charge up attacks for Vanaduke!
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Vanaduke Strategy:
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Vanaduke has 5 Phases. The first, third and final phases are with Vanaduke spawning Zombies(Phase 1 and 3) or Slag Guards(Phase 5). In the second and fourth phases, Vanaduke goes inactive and spawns a fiery mask that floats around the map and shoots many flaming bullets.
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The Primary, most tried and true strategy for defeating this mighty foe, is to have one person dedicated as a "freezer" with a Shivermist Buster Bomb equipped and 3 others equipped with Blitz Needles for Attacking. It usually works best to kill all the Zombies/Slag Guards that Vanaduke spawns BEFORE actually dealing damage to him. This way you can get everyone to focus attack on Vanaduke sooner and not worried about taking hits or avoiding zombies.
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The Phases go as follows:
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Phase 1: Vanaduke starts in the middle of the room, he performs one of 2 actions and has 2 main attacks. The first attack he raises his mace high and strikes the ground causing debris to fall from the ceiling. His second attack is to Charge any player he is focused on that is a fair distance away. He usually summons 4 Zombies, 2 on the left and 2 on the right of his position. These spots are where most spawns come into the fight. Freeze him in place, deal with the zombies, then Blitz him!
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Phase 2: Vanaduke walks to the northern center wall of the Arena and bows his head. The screen changes perspective to an "overhead" view as a Fiery Mask spawns just under Vanadukes position. Also it generates 2 fireballs that orbit around it and shoot bullets in set directions. The object of this Phase is to use the 4 water globes located at the 4 corners of the room to extinguish the mask and then damage it until it is defeated. When the mask is extinguished, you have about 4 seconds to deal damage to it before it reignights, there is a timer that appears over its head that looks similar to time bomb blocks in the clockworks. Usually this works best with one person who has very good aim to be in charge of "watering". Also, you DO NOT hit the mask with another water if it is already extinguished, if you do, it can cause problems with the masks extinguish timer and make it difficult for members to predict how much time they have left to damage it.
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Phase 3: The Mask Disappears and Vanaduke Bursts into flames for a second. Then he walks to the center of the room and either spawns zombies or tries to attack a player. He has 2 main attacks like Phase one, only this time, his mace striking the ground, will cause a greater amount of debris to fall and they generate Shadowfire where they drop. Also Vanaduke has 4 orbiting fireballs right next to his body so using a sword is ill advised. The Freezer freezes him in place as soon as he starts the Phase and the other members kill the zombies and focus on him just like before.
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Phase 4: Vanaduke marches to the northern center wall of the Arena like Phase 2 and bows his head. Again the screen changes to overhead view and another Mask appears in the same location as last time, but this time it has 4 orbiting fireballs that shoot bullets and it shoots bullets itself at a greater frequency. The person who was in charge of water last time will again resume this role, trying not to hit the outer fireballs in the process, while the other players focus on getting in and dealing as much damage to the mask as possible until it is finally downed.
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Phase 5: Vanaduke bursts into larger flames briefly again and approaches the center of the Arena. In this stage he will only generate Slag Guards on spawnings. He will start out again either spawning 2 Slag Guards, or attempting to attack a player. Vanaduke has 3 attacks on this phase, the 2 like before, and a new "flame snake" attack where he sends out 4 flame snakes to attempt to catch anyone in the area on fire. On this phase it is best to make sure all the flames spawned from dropping debris are put out as soon as possible, the outer edge flames are generally more important since this is where you will be spending most of your time dodging as an attacker. The Freezer should attempt to freeze one of the Slag Guards at the opening of Phase 5 but keeping Vanaduke frozen is always more important. Once all the Slag Guards are dead, its time for the Blitz Needle Attackers to focus all their charge attacks on Vanaduke. Once he is down, you win!!!
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Note on Strategy for Attackers: Try to time your Charge Attacks with Blitz Needles so that they go off at the exact same time. Also if you can, try to keep Vanaduke Facing a single direction, North is the most Ideal since you can see your character and him and his fireballs orbiting around him a lot easier from this position.}}}}
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{{showhide|General Strategies and Formations|content=
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Disclaimer- The tactics described here do not necessarily represent the best possible solution for every scenario. Different situations will require different strategies. My goal here is to give those strategies a recognizable definition so they can be more readily used during gameplay. I will include a recommended indicator in parenthesis for rapid communication.
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Buddy System- In my experience many of the tactics I will describe will work best with two player groups. If there are four players, designating which two people will work together should avoid confusion during battle. If there are three players, then one person could be designated for a role instead of a formation. Players should choose their buddy at the beginning of a stage.
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Funneling- This will be used to describe situations when players can keep enemies on one side of any openining, if players can defend a corner so it is more difficult for enemies to surround players, or if players are circling enemies.
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{{showhide|Individual Player Roles|content=
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Defender- This adaptable role will designate players for keeping enemies away from his teammates either with shield bumps or strikes. There may also be times when it is necessary to protect teammates from projectiles. Knowing when to dodge attacks and when to shield your teammates can be a tricky habit for anyone to learn, but any player with any role can use this trick to help the team.
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Survivor- This planned role will designate players to avoid damage at all costs, usually staying away from enemies and avoiding combat in order to revive anyone when necessary.
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Safeguard- This adaptable role will designate players, generally whoever dies first, to only revive when absolutely necessary despite whenever he is given health. The safeguard's goal is a contingency plan to revive the party when necessary without using energy.
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Decoy- This planned role will designate players to distract as many enemies as possible without the intention of killing them. The decoy's goal will be reducing the number of enemies his teammates have to worry about killing immediately.}}
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{{showhide|Two Player Tactics|content=
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Face to Face (face)- This planned formation is generally for gunners fighting wolvers, particularly in Tier 3. Theoretically, the gunners could face each other and constantly fire until all wolvers are dead since they will be constantly diving behind each gunner.
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Juggling (j)- This impromptu formation is generally used when there are just a few small enemies to fight, particularly slow enemies. If timed correctly, enemies can be batted back and forth between two players until the target is killed. Ideally, this should make faster work of enemies than chasing them around or hitting them until they are pinned.
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Blocking (b)- This impromptu formation is generally used when there are numerous incoming projectiles. One person will stand in front of the projectiles with his shield so the other can shoot or attack. If a person's shield becomes too weak, the roles should be switched in order to remain defensive. If both shields become too weak, the players should retreat to recover them.}}
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{{showhide|Many Player Tactics|content=
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Sword Pinning (pin)- This is less of a strategy than a very helpful team habit. If you strike an enemy so it is pushed towards the nearest wall, it will make it easier for your teammates to strike that enemy dealing damage much faster than chasing targets around. Alternatively, If one person keeps their shield up they can act like a wall so teammates could pin an enemy faster.
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Shooter Defense (sdf)- This adaptable formation can be applied to almost any situation, but is best used with funneled enemies. Defenders will be in the front of the formation shield bumping or striking any enemies that get close. Meanwhile shooting players will remain behind the guards. Since there will be less worry about defense, the shooters will be able to fire more consistantly and deal more damage while risking less than swordsmen who pursue a target.
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Charger Defense (cdf)- This adaptable formation is very similar to the shot defense formation. The defenders will generally have more work to do since they must wait for an attack to be charged instead of defending constant shots. I have used this most frequently in arenas to keep enemies away from whoever is using the divine avenger's charged attack. Front Man Circling (fcc)- This adaptable strategy is generally for fighting several enemies at once. It is usually best to agree which direction to rotate beforehand. In order to keep everyone close together, and to keep from interfering too much with the funneling, only the person at the front of the rotation should perform any attacks. Others should only use shield bumping or their most mobile attacks until they are at the front.
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Front Man Circling (fcc)- This adaptable strategy is generally for fighting several enemies at once. It is usually best to agree which direction to rotate beforehand. In order to keep everyone close together, and to keep from interfering too much with the funneling, only the person at the front of the rotation should perform any attacks. Others should only use shield bumping or their most mobile attacks until they are at the front.
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Survival Mode (svm)- This planned strategy is for surviving very difficult situations while using minimal amounts of energy spent for reviving. For this to succeed every player adopts the safeguard role. Each player takes turns trying to defeat the scenario. When a player dies, the next player in the party list will confirm it is his turn then stand up and immediately give health to any players still incapacitated before attacking. It is also usually very helpful to tell a player when they have successfully transferred health to you when you are down.}}
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{{showhide|Experimental Tactics|content=
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Shell Mode (shm)- This planned formation requires all players to stay very close or even in one place. Theoretically four players in the center of a room could keep enemies away from any direction. However, this presents the danger of letting every player get hit at once if performed incorrectly or at unfavorable moments.
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Back to Back (bak)- This is like shell mode, but while it only requires two players, it does require a narrow corridor. Alternatively, one person could fight the majority of the enemies while the other keeps away any attackers from behind. This also presents the risk of taking more damage than necessary due to proximity.
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Frenzy (fre)- I imagine if each player could attack fast enough with their swords and were practiced enough at attacking the same target, or in the same direction, then they could quickly defeat enemies while projectiles would be shot behind the whole group. This strategy is dangerous because it requires players to avoid using their shield in favor of moving quickly, and then there is also a danger if a player moves too slowly even without the shield.
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Shield Train (stra)- In situations where there are numerous projectiles and it is very difficult to get within attacking range of a target, a team could potentially close the distance without damage by coordinating their blocking. Whoever is in front would shield until it takes too much damage, then move back to let the next person block. If three or four players did this, it might get everyone closer to the enemy while taking less damage.
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Circle Orbiting (cco)- When in a situation where enemies are funneled by circling, it may be productive to stay on exactly opposite sides of the enemies from each other. The coordination for this is difficult, and there is also some danger of forcing enemies into each other.}}}}
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{{showhide|Professional Courtesies|content=  
 
{{showhide|Professional Courtesies|content=  
 
Heat Bleeding- This common routine is for transferring heat collected by a players who have no need of it to players who do. It is best performed at the end of stages and where there is a source for replenishing health nearby. The process involves using a trap or enemy to repeatedly deplete all the health from the player who does not need his heat. Alternatively, a faust, gran faust or fang of vog can be used to deal damage to oneself. Then, the player who does need heat revives others which collects a small amount of heat from them. If two  or three people want one persons heat, taking turns reviving is the fairest method. If two people want two others' heat, then each person can choose another to continually revive. Remember, care must be taken so those responsible for reviving do not end up losing all of their own health. Also, any players who aren't participating should not wait on an elevator in case an accident occurs. Most importantly, do not be afraid to object to the transferring of heat if you are in a hurry or if you just don't feel like waiting. Heat is an abundant resource and heat bleeding is a purely superfluous convenience that can take a significant amount of time.
 
Heat Bleeding- This common routine is for transferring heat collected by a players who have no need of it to players who do. It is best performed at the end of stages and where there is a source for replenishing health nearby. The process involves using a trap or enemy to repeatedly deplete all the health from the player who does not need his heat. Alternatively, a faust, gran faust or fang of vog can be used to deal damage to oneself. Then, the player who does need heat revives others which collects a small amount of heat from them. If two  or three people want one persons heat, taking turns reviving is the fairest method. If two people want two others' heat, then each person can choose another to continually revive. Remember, care must be taken so those responsible for reviving do not end up losing all of their own health. Also, any players who aren't participating should not wait on an elevator in case an accident occurs. Most importantly, do not be afraid to object to the transferring of heat if you are in a hurry or if you just don't feel like waiting. Heat is an abundant resource and heat bleeding is a purely superfluous convenience that can take a significant amount of time.

Revision as of 02:11, 6 March 2012

Rogue Knights
File:GuildLogo-Rogue Knights.png

"Whatever Works" ~ Jace Jarak

Guild Founder: Jace-Jarak
Approx. Population: ~50 and growing
Guild Master(s):
  • Jace-Jarak
  • Starfire-Lights
Guild Officer(s):
  • Candance
  • Valos-Arielle
  • Alphazoid
  • Bayles
Website: https://sites.google.com/site/rogueknightsguild/

About Us

We are a very friendly lot, who value friendship, working together, and having fun! We love to run, and help eachother out, doing boss runs like the Jelly King (Royal Jelly to you newer people), Vanaduke, and other runs! We believe in teamwork and having fun over everything else. We are a highly social group of people, but we're also professional players, we expect the best out of everyone, and we provide the same. That said, as long as we're having fun, we're set ^_^

This guild was formed out of the friendship bonds that grew during our time in Energy Knights Inc. We felt the need to grow and branched off into our own full guild.

Joining

Ask one of our members if you want to join, even if they're not an Officer or Guild Master, they'll be happy to send a message to an Officer or Guild Master asking to have you added to our guild. If you have a friend who wants to join, or you want to join, just let an officer or master know ^_^ Compose message is the best way to do this if no one is online.

If you're looking for a guild with a few good active players who will be willing to help you out, and you're willing to help out others too, this is the guild for you!

Minimum requirements are 3* gear. Read under Ranks for more details. If you are not 3* gear yet, read our adventuring section and guides down below.


Rules/Requirements

We have a few rules, but most are really simple.

We expect our members to be friendly, and to have fun. We highly encourage doing runs of all kinds together! We do expect members to be social with the guild. A simple hi or hello when you log in is usually enough, and saying hi to others as they log in as well. Also, we do promote being talkative in the guild chat (/g), or the officer chat (/o). No one will be kicked out of the guild for lack of talking, but being social is a necessity to being promoted to higher ranks ^_^

Once again, use guild chat, type: "/g and then your message here"

Also, it is expected that members understand all the ranks, and what they entail (below).

As a guild, we are expected to be friendly and helpful with each other. However, we do not want begging or spamming in this guild. To do so is a mark against this guild, internally and externally. Warnings will be given to those who beg, and will end in termination of guild membership if warnings are not heeded accordingly.

Anyone that can report anything like this happening in the guild would be appreciated if it could go towards Jace-Jarak, Starfire-light, Candance, or any other officer.

If bad behaviour within the guild occurs, then a strike system will be put in place, meaning you get 2 warnings, and then it's most likely a kick, but if the member is of a high rank it will be a demotion.

Ranks

Useful Things to remember

Game Guides

Guild Announcements

Personal tools