Bombing Guide
From SpiralKnights
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Introduction
A bomber is a core player key to any party. As a bomber, you are tasked with keeping enemies from getting too close to your allies, keeping yourself out of harm's way, and doing area of effect damage while applying a wide range of status effects. Though this may seem to be a tedious line of work at first, it is an integral position for any organized party, and to some there is no greater satisfaction than to see a bombing run go perfectly. There are four points to being a bomber;
- avoid the common mistake of simply running about randomly while dropping bombs erratically.
- be aware of their party as well as their enemies.
- memorize the spawn patterns that appear after a party button has been pressed. and,
- know how to deal with monsters that attack at range.
Bombs
The main equipment needed for a bomber is, of course, a bomb.
Nitronome
Starting off with the best DPS Bomb, the Nitronome is the most effective blast bomb; with short fuse, medium knockback, decent damage and the best CTR possible. In general it is typical for players to choose Nitro over the Big Angry Bomb (BAB) and Irontech, as the movements make sense, and don't feel worthless and sluggish as the two other options do. This bomb is a must for bombers, and is useful in the majority of situations due to its blast canceling most enemy attacks with a knock down potential, and a knockback large enough for a bomber to place another bomb before mobs can again reach the player. An example of a great Nitronome chain can be seen here (link to a video)
Big Angry Bomb
The next best option (but still considered a terrible option and isn't recommended) is the Big Angry Bomb. This bomb offers a large knockback, said to be in between that of a calibur, and a Divine Avenger's charge. It sounds useful, and looks tempting due as it has the largest damage possible by a bomb, however it is quite unusable, as it has a large fuse, short radius, slow movement when charging (leaving a player open for mobs attacks) but with a CTR of a blast bomb. There aren't really any situations this bomb could be used over Nitronome, unless it was used to nuke a swarm of mobs away from the player when in dire trouble. In party's, this bomb... annoys any player that you are with, as no one wants to be strolling along only to find a jelly fly across and hit them mid attack. It's almost worse than a Calibur user who only uses the charge attack. Overall... it isn't an option unless you are a collector, or just want to try it for yourself. Just don't make a forum post complaining about it, because, well, we know.
Irontech Destroyer
Basically not an option... at all. long fuse, small radius, average damage (in between nitro + BAB) and average knock back. Any one upgrading from the 4* version will be disappointed to find the 5 star version is just a 'redder' color than its predecessor. Overall; Don't get it, as really, BAB was bad, and this is worse.
Graviton Vortex
This is another 'Situation' bomb. The Graviton Vortex is a bomb every bomber will own, just because the idea of a black hole is so cool. Many players disagree with those exclaiming how great the bomb is, but the ones disagreeing usually haven't used the bomb to it's full potential or only have the 4star version. The Vortex is great with localizing mobs to one area, and if there is a large amount of monsters in the hole, the knock back usually performed when there is 1 or 2 enemies is next to null, and the bomb can successfully be chained with little effort. This bomb also does wonder with sword combinations (like the brandish line) aand can be combined with the Shivermist Buster to disallow any knock back from the bomb; which overall traps enemies to a specific area. Graviton is still something of an acquired taste. The bombing patterns used are quite different from that of blast bombs epicenter routine and Vaporizer's kiting pattern.. and it can only be experimented with. The main pattern is just to walk around in a large figure 8 if one is pure bombing, but there are other ways to feel comfortable about. There is an indepth discussion of Graviton (particularly the Vortex) located at http://forums.spiralknights.com/en/node/13755 in the arsenal sub-forums.
Dark Briar Barrage
Shivermist Buster
Ash of Agni
Venom Veiler
Voltaic Tempest
Ionized Salt Bomb
Any one telling you how great this bomb is, is sadly mistaken. The bomb itself has the slowest CTR of any bomb, in fact its in its' own league. Sure the damage is effective, and might work well in Tier 1 + 2 against beasts but beyond that its a waste of CE especially when Radiant offers you more. One point players might argue, is that the bomb's Shock chance makes up for the charge time, but there isn't really anything else. The bomb has normal + piercing damage, with a bonus Jelly damage (overall making the ineffective piercing give average damage) and is useful against all mobs apart from construct. The DPS on the bomb is really why the minority of bombers use it, and as Radiant Sun Shards covers a comparable range of effectiveness towards mob types and has a faster charge time, Sun Shards is usually favored over Ionized. In the end Dark Briar Barrage is better against beasts than ionized (which players claim is it's leading point) with higher DPS and a generally satisfying charge time, which doesn't throw a bomber off after using other bombs. In all, Radiant is the better option.
Radiant Sun Shards.
Heavy Deconstructor
Bomb Alchemy Paths
This is a list of the alchemy paths of all the bombs currently in game. Click the bomb you want to view the materials needed to craft it.
The Haze Bomb | ||||||||||||||||||||||||
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The Blast Bomb | ||||||||||||||||||||||||||||||||||||
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The Crystal Bomb | ||||||||||||||||||
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The Spine Cone | ||||||||||||
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The Static Capacitor | ||||||||||||
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Other Bombs | ||||||||||||||||||||||||
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Bomb Charge Time
Bomb charge time is the minimum time required to hold down the action key to successfully prepare a bomb. The minimum charge time occurs prior to the charge-complete animation (glowing). All bombs gain a natural CTR bonus while leveling up via heat. At level 5, bombs will gain a low charge time reduction and at level 10 they will have a medium charge time reduction bonus.
None | Low | Medium | High | V. High | Ultra | Max | |
Haze Bomb | 3180 | 2960 | 2700 | 2447 | 2230 | 1975 | 1755 |
Blast Bomb | 2200 | 2040 | 1866 | 1701 | 1545 | 1400 | 1225 |
Ionized Salt Bomb | 4200 | 3850 | 3570 | 3250 | 2950 | 2595 | ? |
None | Low | Medium | High | V. High | Ultra | Max | |
Haze Bomb | 0% | 6.92% | 15.09% | 23.05% | 29.87% | 37.89% | 44.81% |
Blast Bomb | 0% | 7.27% | 15.18% | 22.68% | 29.77% | 36.36% | 44.32% |
Ionized Salt Bomb | 0% | 8.33% | 15.00% | 22.62% | 29.76% | 38.21% | ? |
Bombs that share Haze Bomb charge times: Graviton Bomb, Big Angry Bomb, Voltaic Tempest
Bombs that share Blast Bomb charge times: Dark Briar Barrage, Sun Shards, Radiant Sun Shards, Irontech Destroyer, Heavy Deconstructor, Rock Salt Bomb
Armor
The armor choice for bombers is quite simple. The demo series (Spiral Demo Helm, Spiral Demo Suit and their upgrades) definitely improves the effectiveness a player has as a bomber, unless the player is lucky and owns UV equipment with Charge Time Reduction (CTR). It is pretty simple until you get to the five star variant by upgrading the Heavy Demo set. There are three choices: Bombastic Demo, Volcanic Demo and finally Mad Bomber.
Bombastic Demo
Starting with the worst choice possible, the Bombastic Demo set (Bombastic Demo Suit, Bombastic Demo Helm) is basically a no-no for a well educated bomber. The set is frustrating to use, especially as it feels like such a downgrade from the Heavy demo set; this is because it has no CTR bonuses as the other sets. The only replacement for the lack of CTR is a low damage bonus on each piece. As of now, the Bombastic set is unbalanced and has the same defense statistics as Volcanic Demo, but lacks the fire resistance. In terms of Damage per Second, the rate of deployment is easily favored over the somewhat minuscule damage bonus. On top of all this, the suit may appear as cosmetically unappealing to some unlike both the Volcanic Demo Suit and Mad Bomber Suit. Choosing this set should be thoroughly thought about and is not recommended.
Volcanic Demo
The Volcanic Demo set (Volcanic Demo Suit, Volcanic Demo Helm) is a good choice, and is the best out of the three choices in terms of defense. The low CTR bonus on the suit, and the Medium CTR bonus on the helm are also an attractive feature of the set. The set is typically used in places such as Firestorm Citadel due to the elemental, normal and fire resistance stats. The helm is also one of the best for using the Shivermist Buster on Vanaduke, and many players who do not pursue a typical bomber equipment route will still own the helm. Volcanic Demo is really for those who want to play it safe, or those with latency issues, and those are really the only two reasons why the set could be chosen by a good bomber over the favorite: Mad Bomber...MWAHAHA.
Mad Bomber
The Mad Bomber set (Mad Bomber Suit, Mad Bomber Mask) is comparable to Volcanic Demo in effectiveness, and is a great choice for all-out Bombers. The set offers Medium CTR AND damage bonus, in return for a somewhat lackluster defense considering resistance. Wearing the complete set using a level 10 bomb without a CTR UV, a bomber will acquire "Maximum!" charge time reduction, and with a medium damage bonus UV on a bomb will acquire the "Maximum!" damage to a certain mob, with very high damage to everything else. The set is typically known as the best of the three if only by giving the feeling of being a true bomber.
Conclusion
The Mad Bomber and the Volcanic Demo sets are the main choices. If you are undecided, head for a Volcanic Demo helm and Mad Bomber suit, which grants fire resistance for Firestorm Citadel runs, yet still provides "Maximum!" CTR on a level 10 bomb.
Tactics
General Tactics
There are several important things to consider while playing the role of the bomber. First, and perhaps most importantly, is to avoid the common mistake of simply running about randomly while dropping bombs erratically. This will cause the positioning of monsters to become very difficult to predict, and the explosions may randomly push monsters into places where they may be able to attack a vulnerable ally. Instead, focus on what would be the most efficient strategy to ensure that monsters are persistently lured into your bombs (and preferably blown away from your allies). An easy tactic is to place a bomb, begin charging a second bomb, run into the crowd of enemies in front of you to lure them into the blast radius of your bomb, and then after the explosion, place the second bomb in the same place as the first, repeating for as long as necessary.
Second, a bomber must be aware of their party as well as their enemies. Remember that the Blast Bombs are great for soloing, but in a party, your group will begin to tire of not being able to see enemies due to the large blue cloud produced after the detonation, which is very dangerous. Though you may well be safe standing at the epicenter of your bomb, your fellow knights will likely be blinded, unable to see the foes that are around them. The only real way to effectively blast bomb in a party is to follow members closely if they have a gun, or to simply herd enemies into a corner for your swordsmen. To a lesser extent, be aware of the interactions of your bombs with certain monsters. Using the Ash of Agni on Oilers is a poor idea due to their healing when set ablaze, as well as using the Ionized Salt Bomb on Quicksilvers as they become extremely fast when affected with shock.
Third, memorize the spawn patterns that appear after a party button has been pressed. Though the spawns are somewhat random, they are collected from a pool of possible locations, and a bomber can capitalize on this by placing a Haze Bomb-series bomb on one of those locations before the monsters spawn, which will apply the respective status effect on the monsters that appear there. Even if no monsters spawn in that location, other monsters may be lured into the resulting cloud of mist, ensuring that the bomb is not wasted.
Lastly, a bomber must know how to deal with monsters that attack at range. though a knight with a sword or handgun will be able to combat them as normal usually, sometimes "pure" bombers will not have either of those things (instead having an equipment set of four bombs), or the duties of a bomber may take precedence over defeating those monsters personally. A bomber is not entirely helpless, however; bombs such as the Crystal Bombs fire projectiles instead of a standard explosion, and can be used to "snipe" ranged attackers such as Gun Puppies and Devilites. A well-placed Shivermist Buster may also freeze several foes in place, making Devilites easy targets and making it impossible for gun puppies to rotate, effectively limiting them to attacking only knights that cross directly in front of them.
Support Tactics
Kamikaze
Situations can unfold where you'll have to take one for the team. A prime example is against Spiny Toxilargos, where poison really demoralizes the team. Simply place freezies next to him risking running through the poison field as the status affect of the bomb is all that matters.
Corner Shielding
One of my favourites is to grab a big radius blast bomb, sit in a corner while the rest of your team guns. it keeps melee mobs distant and your teamates will thank you when a zombie starts noming on their face.
Carry Your Team Tactics
Graviton + Freezy + Fire + Irontech
If you can afford four weapon slots, and still be pure bomber, this is essential for clearing out rooms solo. Basically herd your mob crowd with your graviton, stick them in one place with a freezy, drain their damage with fiery then blow the bajeebus out of them with a well placed irontech. This is serious fun, and can be minimized if a party all puts in for one bomb type - all stand in one place and let it rip.
Diagrams/Videos
F.A.Q.
There are a few questions that have been answered repeatedly, yet Players still get confused. So here are some Answers to the Questions that haven't specifically been talked about in this guide.
Question: OMG! Why are there charge times on bomb? It would work much better if there were none, and the only reason to charge a bomb would be to give it more power/radius.
Answer: In early previews, this is exactly how bombs worked; A player could repeatedly place (spam) bombs everywhere, and due to the charge time only applying to larger power the charge was rarely used due to a lower DPS than placing 3 bombs in a few seconds. Bombing in the previews was abused, with shard bombs granting the best deployment to damage rate. Three Rings did the right thing in severely nerfing bombs before the last preview, but this resulted in bombs being underused, and only being made effective by a select group. Bombing hasn't changed since the last preview, however the only reason for a wider use of bombs today is because players like discovering these less used weapons for themselves, or it has been highlighted to them by other players the usefulness of bombs.