Difference between revisions of "Crescent Phoenix (Guild)/Zenith's Guide"

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(Swords)
(Swords)
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Although shield canceling doesn't change the length of a combo, the first attack after blocking will always be the opening attack. For example, the flourish's combo normally consists of a wide sweeping motion followed by two narrow lunges. First does not move the player, second hit moves the player forward one space, third moves player three spaces. When shield canceling, each attack will be the wide swing. If you only cancel the first attack, you can do the first attack twice, and then the finisher, still dealing the damage it would normally do, but decreasing the amount the weapon would ordinarily propel you forward.
 
Although shield canceling doesn't change the length of a combo, the first attack after blocking will always be the opening attack. For example, the flourish's combo normally consists of a wide sweeping motion followed by two narrow lunges. First does not move the player, second hit moves the player forward one space, third moves player three spaces. When shield canceling, each attack will be the wide swing. If you only cancel the first attack, you can do the first attack twice, and then the finisher, still dealing the damage it would normally do, but decreasing the amount the weapon would ordinarily propel you forward.
 
Though shield canceling does not change the maximum length of your combo, your first attack after blocking will always be your weapon's opening attack. For example, the Brandish normally performs a 3-hit combo where the first attack is made standing still, the second is made with a step forward, and the final attack has a step with increased sweep and damage. If you shield cancel the first attack and then continue attacking, you will perform the first attack twice, followed by the normal finisher--effectively replacing the second attack of the combo with a copy of the first attack.
 
Though shield canceling does not change the maximum length of your combo, your first attack after blocking will always be your weapon's opening attack. For example, the Brandish normally performs a 3-hit combo where the first attack is made standing still, the second is made with a step forward, and the final attack has a step with increased sweep and damage. If you shield cancel the first attack and then continue attacking, you will perform the first attack twice, followed by the normal finisher--effectively replacing the second attack of the combo with a copy of the first attack.
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Revision as of 05:20, 24 January 2013

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.

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

Guns

Being a gunner lets you keep your enemy at a range, while still dealing damage. Guns trade damage for range, so it is very important to have specialized guns.

Control Scheme

Control Scheme
Attack Shield Aim Move Switch Weapon
LMB RMB Mouse WASD Space
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