Crescent Phoenix (Guild)/Zenith's Guide

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==Damage Okay, so. There are 3 types of specialized damage, which i will refer to as simply damage types, and Normal damage. The damage types are elemental, shadow, and piercing. Each damage type does extra super duper awesome damage to 2 families of monsters. Each damage type is also neutral to 2 families of monsters. Furthermore, each damage type is weak against 2 families of monsters. For example, elemental does a lot of damage against a construct, okay damage against a slime, and not very much damage against a gremlin.

Monsters

There are 6 monster families. They are: Beast, Fiend, Construct, Undead, Slime, and Gremlins. Beast and Fiend are weak to piercing; construct and undead are weak to elemental; and slimes and gremlins are weak to shadow damage.

Weapons

The all-important weapons, eh?

Swords

Specializing in Swords can be fun, as you can do a lot of damage quickly. However, it's also easier to get hit and take damage

Control Scheme

Recommended Control Scheme for a Swordsman

Sword Types

Different Sword Types, fast, slow, medium, etc.

Fast Swords

Fast swords tend to have a very high rate of attack, but lower damage per hit.

Cutter Line(Normal)

Low damage, but an incredibly fast combo. A good sword for T1 and T2, but at T3 the extremely aggressive playing style requires a good deal of skill to use without dying excessively. The cutter upgrades into the Wild Hunting Blade, or WHB, and the Dread Venom Striker, or DVS. The WHB has a damage bonus against beasts, while the DVS can poison enemies

WHB vs DVS

The DVS is better than the WHB in most circumstances. The poison lets it do a great deal more damage than the WHB, and the WHB's beast damage bonus is far outmatched by any piercing sword.

Flourish Line (Piercing)

The Flourish line's attack pattern lets players follow enemies as they are knocked back, or as they dodge. The second attack of the combo can interrupt Greavers, and the third can even interrupt Trojans. The Flourish line's charge attacks do a massive amount of damage on a small packed cluster of enemies (See vortex bombs). However, due to the fact that this cannot be interrupted by the player, and traverses a lot of the map, making it easy to either veer into a floor trap, or miss and be hit while vunerable.

Final Flourish vs Fearless Rigadoon vs Furious Flamberge

It is not reconmended to get the Rigadoon or Flamberge line, as the chance of the fire or stun affecting the enemy is lower than 10%. They also do over 20% less damage than the FF.

Snarble Barb Line(Piercing)

The Snarble Barb's regular combo attack pattern and mechanics are identical to the Flourishes, but the charge attack is different. The Snarble Barb line fires a wide spread of spikes that travel a short distance, making it ideal for crowd control, such as against a large mass of wolvers.

Spur Line(Normal)

The spur has a basic combo similar to the brandish or calibur lines, except that each swing will propel the player forward a fair distance. At 4* each slash also creates a small projectile to be generated in front of each sword swing. The charge attack makes the user step back a short distance, then do a powerful slash that fires a bolt of energy forward. The spur currently has no 5* upgrade, making it not-so-good for endgame players. }}

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