If you get hit, then you messed up.

There are, of course, some exceptions to the claim in the title. Jelly King is the big one, of course, and sometimes it's worth taking a hit to assassinate a healer in a crowd of mobs.
But I'm not here to talk about the exceptions. In most battles, you're not supposed to get hit. You're supposed to kill the mobs without taking any damage yourself.
I suspect that a lot of players come from games where that's not the case. If you play WoW, for example, then you're supposed to get hit some. If you're a tank, then you're really supposed to get hit a lot. You can't dodge or block there like you can here. While the game does have concepts that it calls dodging and blocking, they're totally different from what you can do in this game.
But here, a lot of players act like you're supposed to charge in, attack recklessly, and trade hits with mobs. The top levels are more forgiving of blunders, and will let you get away with this. Deeper levels are less forgiving, and if you're only hitting mobs five times as often as they're hitting you, then you're in deep trouble.
This raises the question of, how do you kill mobs without getting hit? You get two main tools to avoid getting hit: blocking and dodging. And you need both.
Blocking is simple enough. Use your shield before something is going to hit you, and the shield will block it so that you take no damage. But you can only block so much, and if you try to block everything, mobs will wear down your shield and you'll take damage anyway. Blocking is mainly a backup measure for when you can't dodge everything.
The more important thing is dodging. That is, get out of the way. Mobs won't lead you. Most attacks only go straight at you, and in a straight line, or perhaps rather, sometimes several straight lines from a single attack. Move out of that line while a mob attacks and you won't get hit.
If you run toward a teammate, then sometimes an attack meant for that teammate will hit you instead. If you run toward open space, you're usually much safer. If a lot of mobs attack where you were 1-2 seconds ago but none attack where you are now, then you don't get hit.
Dodging and blocking are not mutually exclusive. If you can probably dodge a given attack while at the reduced movement speed of blocking, it doesn't hurt to block while you're doing so. This is especially the case for dodging gun puppies. You probably dodge, and if you mess up, then you block the attack instead and still don't take damage.
If all you do is block and dodge, then mobs won't die. The trick is to attack when mobs aren't. The key is to notice that mobs don't attack very quickly. Right after a mob attacks, it can't attack again for a while. Thus, you don't need to block or dodge while the mob isn't attacking, and that's your chance to get in attacks of your own.
There are three types of weapons in this game, and you need all three. A lot of people seem to use swords exclusively. Some also use guns at times, but relatively few use bombs at all. There are situations where each is necessary, and the others don't work very well. If you don't carry at least one of each type of weapon, you're doing it wrong.
Guns are great against mobs that move slowly. Most constructs fit in this category, for example. Guns are especially good against gun puppies, which don't move at all. Guns are also great against slow melee mobs such as lumbers. If you never get into melee range, the mob can never hurt you. Guns don't work as well against small mobs that can dart around quickly and will dodge most of your shots, such as devilites.
Bombs are ideal against groups of mobs that follow you around. You can keep running and constantly dodging while the bomb charges, without having to stop to get near the mobs and attack. You drop a bomb, then mobs chase you into the bomb's radius and take damage. Then you charge up another bomb.
For a single mob, this is slow. The great thing about bombs is that you can hit several mobs at once. If there are too many mobs for you to dodge them all individually, just keep running to open space and you can often avoid getting hit at all. Meanwhile, when you lay a bomb, you might hit six mobs at once. Soloing an arena is good practice at this.
Swords are good for small groups of mobs that dart around quickly, making them hard to hit with a gun. Swords are also good for when you need to do a bunch of damage in a hurry, especially to assassinate a healer. Most people use swords in the situations where they should, so I don't think too much needs to be said here.
But a lot of people who do use swords don't use them properly. Once you get into melee range, you're not supposed to just attack, attack, attack, and hope that the mob dies before you do. Attack until mobs are ready to counterattack, and then get out of there before they do.
Sometimes this means that you can't finish your three hit combo. While the third hit does do extra damage, it's better to hit the mob twice and not get hit yourself than to hit it three times and then get hit in return. Different mobs have different attack rates, and you'll learn by experience how many attacks you can sneak in with various types of mobs before you need to back off.
Some mobs have conspicuous actions that warn you when they're about to attack. Wolvers and greavers do this well in advance, and their warning looks to me like trying to charge something up. When a kat darts around, that means it's about to attack. Some others give a little less warning, but still in plenty of time to do something about it. When a mob is about to attack, that means it's time to lay off attacking yourself, and dodge or block the attack instead.
There's no rule that you have to strike first. Sometimes it works better to let mobs burn their attacks, and then you counterattack while they're waiting for their attacks to recharge. This is most commonly useful with groups of mobs, when you aren't necessarily certain which mobs have attacked recently and which haven't.
Another thing that often works nicely is attacking a mob from behind while it attacks someone else. Most mobs can't attack you if you're behind them, so you can hack away safely until the mob turns around.
Where you fight can often matter, too. There's rarely a need to fight in an area laden with spikes or condition traps. Most mobs can readily be pulled away from them, and fought more safely elsewhere. It's also pretty easy to blow up exploding blocks from a distance before beginning a fight in earnest, so that you don't have to worry about detonating them on you in the middle of battle.
Practice at the game is supposed to make you better at it. But if you're not even trying to do things the right way, all that practice gets you is experience at playing badly. That doesn't lead to becoming good at the game, but it seems to be the situation that a lot of people are in.
A lot of players probably already knew everything that I said in this thread. But many don't, or at least play like they don't. "The charge of the light brigade" is not a good strategy, but many players employ it in every single battle. The title of this thread is really addressed at them.
Wait, you aren't supposed to get hit? That's what I've been doing wrong this entire time... =[

Everything in the Original post is correct. Better weapons means you kill the mobs faster. Better armor allows you to make more mistakes. But, good armor is not designed to put you in "god mode." Sure, 5* armor in T1 can do this, but that's not the point. Skill > weapons; skill > armor. That's the way this game works.
There is one thing. Not every hit is your fault if you play with high latency. The way to solve the problem is to predict your opponents movements and be a couple of steps ahead. It is possible, but it won't stop all the hits. This is especially true when playing against devilites. Those projectiles move so fast that you will get hit unless you block or move before you see them about to attack you.
I hate to be that guy, but... tl;rd. "You die if you get hit. Do not get hit." should suffice.
Awesome Thread, a very amusing read. Props Quiz!

Sure, it sounds obvious. But a lot of people don't make any real attempt at not getting hit. And a lot of people play games where there's no reason to make any attempt at not getting hit, because you're going to trade hits with mobs no matter what you do. People might come in thinking this is one of those games. It isn't, even if a lot of people sure act like it is. That's the point of the post.
Yes, a lot of players already know this. But a lot don't.
That's one of the things that sets Spiral Knights a bit above the general MMORPG fodder. It isn't an automatic 'battle engage' sort of thing where the goal is to whack your opponent till it dies. It actually involves a lot of strategy, anticipation, and awareness. you don't have two hundred spells to pick how to kill your next opponent- you have two attacks (or three or four with upgrades) and you choose which one is best situationally rather than which can kill the most mobs faster. And your not just stuck with attack and run- you can strafe, you can block, you can actually choose NOT to get hit.
The problem here is that you're preaching to the choir. As I've said numerous times in these kinds of threads: the majority of forum goers already know how to play the game or know what they need to improve on. Not to mention forum-goers are in the vast minority.
I agree to everything said in the OP, except using guns on Lumbers :P you can get 3 hits in with a Divine Avenger before they can do another attack, or even keep getting hits in without them ever being able to attack you (just don't ever get in front of them, they're slow enough for it). It's much much faster than using a gun. :D
Most gun puppies can be given the same treatment. This gets even easier in T2 and T3, when their attacks are slower than in T1. Dodge/block, then hit with a sword. Rinse, repeat. Of course there are situations when reaching them with a gun is much easier, or even just the only option.
I guess that's another point for the case of dodging though. :) Dodging is everything in this game (try T3) and that was the main point of the OP.
All in all, good read. This should indeed have a copy in New Recruits!

The OP is good advice, but a little long winded... the only thing I didn't see mentioned (I skimmed) was using sword knock-back to keep from getting hit.
"Sometimes this means that you can't finish your three hit combo. While the third hit does do extra damage, it's better to hit the mob twice and not get hit yourself than to hit it three times and then get hit in return."
While I like this post a lot, it skips over a mechanic that is rather important, that being that the final attack in a sword combo doesn't just do more damage, but also will cancel a pending enemy attack. (that would be, if an attack has been telegraphed, but not yet executed. This doesn't work on certain enemies, however) So, it would be the correct decision to simply continue attacking if you figure the timing will be right and the type of enemy you're attacking is susceptible to this kind of interruption. In T3 it always works on gun puppies, non-alpha wolvers, trojans, greavers (almost no other way to deal with these, with their shield-ignoring status effects and ability to be in your face at all times), mecha knights, and gremlins.
You're right on pretty much every count. But the people who charge in sword-a-flailing and get themselves hosed are going to take one look at the length of this post and go "TL;DR". Their attention spans just aren't that long (maybe that's why they don't bother to block?)
A question for the OP: You strongly advise carrying at least one weapon of each type (sword/gun/bomb) but by default it is only possible two carry two weapons. Now the obvious answer is "buy a third weapon slot" but for some people -- especially newbies -- that is not an option.
So, given the limitation of only having two weapon slots, which weapon type would you most or least recommend dropping? Swords, guns, or bombs? Is dropping a sword in favor of carrying a gun and a bomb suicidal, or enabling of defensive tactics that help you to never get hit? The game, through equipping new characters with a sword and gun but no bomb, seems to say that bombs are the least necessary of the three -- but is that right, or misleading?

I'm not the OP but for a long time I used only 2 slots and was equally happy with:
- 2 swords
- 1 sword 1 gun
- 1 sword 1 bomb
I'm quite sure that other setups would also work fine, supposing you choose the 2 weapons wisely (complementarily, adapted to the stratum you're heading to, and adapted to your play-style [mine, in case it is not obvious, is that I like mainly swords but not only]).
I don't know which weapon sets would be best for which strata. Could you give some pointers on that?

See http://wiki.spiralknights.com/Monsters and http://wiki.spiralknights.com/Gate to check which damage you will encounter in each strata and which damage your opponents will be resisting/weak to... then the precise choice of weapons/armors is up to you...
So basically, if you don't have bombs or even guns, you're screwed if more mobs come to attack you. That's how I die often. :1 (yeah I dive in too, but that's because whenever I try to sneak in an attack, one or more of the mobs hit me while the others can't) It's impossible with a sword.

@Tersakoff of course it's possible (whatever 'it' is) with a sword. I even think the game makes it slightly easier for swordsmen than, say, gunners.
Just don't get surrounded by mobs (you can move and dodge, and even shield bump !!!), and/or get a wide arc of attack weapon (Cali charge, Sealed, etc.)
I'm not the OP, but I think the question of which weapon type is least valuable depends on who you're grouping with. In a competent group, I would rather have a bomb for inflicting status effects while other players protect me and take advantage of those debuffs. Solo, I think a gun is more useful for kiting or weakening a target at range. I find a sword (or two) too useful to go without, but I'm sure that's not true of everyone's playstyle.

It is not impossible with just a sword, don't dive in, make smart use of your shield, and don't try to spam attacks.

"I agree to everything said in the OP, except using guns on Lumbers"
A lot depends on the circumstances. If you're in a tightly enclosed space, then yeah, a sword is usually better. If there are several of them and you've got a lot of room to run around, then you could easily end up dodging one only to get whacked by another.
"Most gun puppies can be given the same treatment."
It's pretty trivial to not get hit if you're taking on one or two gun puppies with a gun. With a sword, it's still doable, but harder.
One exception is when a bunch of gun puppies show up at once, such as in the third arena of an arena level, when eight spawn at once, and there are likely some mobs from a previous wave left over. Dodging two gun puppies is easy. Dodging four at once from different angles, not so much. If you're going to get hit anyway, then killing something quickly with a sword to make room to dodge the others makes more sense.
Another exception is rocket puppies in tiers 2 and 3 when they shoot homing missiles. But that's kind of an exception to the whole "you're not supposed to get hit" theme of this thread.
"using sword knock-back to keep from getting hit."
Sometimes that can work. Sometimes it's even a good idea. But sometimes it's risky. What happens if missing with your sword means that you'll get hit, and then you rely on the sword knockback and miss?
"the final attack in a sword combo doesn't just do more damage, but also will cancel a pending enemy attack."
That's why I said "sometimes" you can't finish your combo. Against a wolver or devilite, you can often not merely finish one combo, but then start another one and finish that one, too. Against a gun puppy, the final hit won't interrupt anything unless it kills the mob outright, so if you didn't get the first hit in quickly enough, you'd best not try a third.
If there are several mobs in the area, it's often better to back off more quickly. For example, when fighting a single jelly, it's pretty trivial to hit twice, back off hit twice, back off, and never get hit yourself. If fighting several jellies, the second strike (or even the first!) against one jelly might leave you open to getting hit by another.
"Now the obvious answer is "buy a third weapon slot" but for some people -- especially newbies -- that is not an option."
Tier 1 is pretty forgiving. Once you fill out with two star gear, I'd recommend getting a weapon slot upgrade. It's 250 energy from Boost, and if you have to buy crystal energy with crowns, go ahead and do so. Having the right two star tool for the job is better than having the wrong three star tool for the job.
At the start, that may not be an option for you. I'd go with a sword and a gun at that point, and skip the bomb. Bombs are useful when you're facing a lot of mobs at once, such as in danger rooms, third arenas, jelly palace, or when everyone else in your group is dead. (Or better yet, everyone else in your group is dead at the start of the last phase of the third arena of an arena level, in which case, against many mobs, either you use your bomb or you die.) You shouldn't be doing too much of any of those when you're still very new to the game.
If you get a fourth weapon slot, that lets you have at least one useful weapon of each type in all circumstances, while still carrying some weapons that will simply be the wrong damage type in some circumstances. The "useful" means as opposed to something that does one pure damage type when fighting mobs that are resistant to it. A flourish doesn't work well against constructs, for example, as it's pure piercing damage, so you only get 1/4 damage. Normal or mixed damage type weapons can be useful everywhere. For example, a nightblade isn't that effective against undead mobs that resist the shadow damage, but the normal damage part of the weapon still does full damage, so it still more or less works. The fourth weapon slot adds less utility than the third, though.
"So basically, if you don't have bombs or even guns, you're screwed if more mobs come to attack you."
You start with proto gear, don't you? That works for tier 1, until you can get two star everything--at which point, you get a two star gun and bomb and that will work for tier 2.
"It's impossible with a sword."
Impossible? Usually not. But harder, definitely, in some cases. If you have to use a sword against too many mobs, often you have to sneak in, grab one hit, run away for a while, then rinse and repeat. And if they've got a healer and you're one hit away from dying, well, good luck, but do try to kill the healer first if you can.
-----
One thing that is kind of the point of this thread, that I should perhaps say more explicitly, is that focusing mainly on doing damage is really doing things wrong. In some games, there's kind of a dichotomy where you could focus more heavily on dealing damage, to kill mobs before they can kill you, or you could focus more heavily on defensive skills, so that mobs can't kill you, and it takes however long it takes to wear them down. For example, in some MMORPGs, you could switch between those basically by how many healers your group brings, and sometimes either approach can work nicely. In Spiral Knights, trying to kill mobs quickly to prevent them from damaging you flatly doesn't work. You have to play defensively in most (but not quite all) non-trivial situations or else you will fail.

A Gun Puppy's attack can be interrupted like other mobs.
This is what I love about SK. Playing well is rewarded. It's not simply executing a spreadsheet like in WoW while not standing in the fire.
The one thing I'd disagree with are what you said about weapons. If you're slick about it you can use swords for everything and to great effect. My first T3 core run was with nothing but an Avenger and a tempered calibur (which was just used for blocks). My second time was the same except I made it without dying. I even took down pairs of goblin healers in the deconstruction zone with that Avenger (which they're resistant to). The reason I did this is because that's all I had at the time. Now that I can diversify my swords I've got one for just about every occasion.
The other great thing about SK is that the better you play, the more you can focus on offensive stats. You really feel like a powerhouse when you do things right. Then you try to play while a little too tired and get absolutely destroyed =D

"Don't get hit", said a certain player from a certain competitive game.
Yep. This is a good thread. Would be nice in the New Recruits section though :P

"If you're slick about it you can use swords for everything and to great effect."
If you're good enough, you can do tier 3 in proto gear. If you're good enough, then you could probably do the "dauntless delver" perk solo in proto gear, with some careful gate selection. But that does put you at a big disadvantage as compared to more appropriate gear. There are some situations where swords are best, some where it's debatable, and some where a sword only is a definite disadvantage.
In some cases, what's needed is for someone in a party to have a particular item, and not necessarily everyone. For example, if there's a gun puppy in the middle of some spikes, then to have to use a sword only is a huge disadvantage. If only one party member has a gun, then that one party member can kill the gun from a distance while the rest of the group sits there and watches, and from a party-wide perspective, it works.
There are also some cases where it's nice to have different party members using different weapons. In some spots, for example, if a couple other group members are using swords and charging ahead, then I'll stay back and fire away with a gun with no knockback so that we don't trip over each other. If the rest of the group wants to hang back and use guns against exactly the same mobs, then I'll move up and use my sword to hold mobs at bay.
A player who can use swords well and guns well and bombs well has a huge advantage over one who can only use one weapon well and can't use other weapons at all, no matter which weapon that one is.

How do you avoid getting hit by devilites in small arena-like areas with a large group of them, such as the arena-like area in Dark City, or the area filled with rotating spikes in Devilish Drudgery? I *always* take hits from large groups of devilites in small, confined spaces (that cannot be exited until the devilites are defeated) no matter what I do. I assumed you have to get shadow-resistant armor and just deal with it, but I'm asking since OP says you're supposed to be able to avoid every attack with enough skill.
When soloing, is there some trick to dodge the billion chairs coming from every direction *while* attacking them? Is there a specific sword, bomb, or gun that works particularly well against them? I seem to be having the most luck with the Spur so far, due to the fact that I can swing at them while moving around and they don't lead throws, but even that has a moment of vulnerability (even if I shield-cancel before the third swipe), where I can't do anything if one of them suddenly throws something.
With guns, it's also really hard to dodge, since movement speed is cut in half and they just mob me.

Some things take more skill to dodge than others. It's kind of like telling a baseball player, if you strike out, you messed up. In one sense, it's true, but that doesn't mean that we expect even the best baseball players to never strike out.
There aren't very many places where you'll have to fight devilites in a tiny enclosed area maybe 6 or 8 blocks across. Usually, they're in larger areas that give you some room to run around. The rotating spikes room that I think you're talking about is huge, for example. If they don't have long enough range to throw things all the way across the room, then even if there are ten devilites in the room, if only two of them are close enough to attack you, then you can ignore all but those two.
If the devilites are spread out such that there are two on one side of the room and six on the other, then you can go to the side with only two. That doesn't mean you'll have to take on the six all bunched up later, as they'll spread out later. After you kill the two that were on one side and the others move around, it may break up as two on one side of the room and four on the other, and you can again go after the two.
If you're in a group, then you can often tell that a lot of the mobs are attacking someone else and not you. Spread out some, and if a devilite attacks a teammate instead of you, then it's pretty unlikely to hit you.
Green and blue devilites won't attack you, so you can ignore them and focus on killing the other devilites first. When it's only green or only blue devilites left, then they'll change to a different type that will attack you. You can often wear them down to just one green and one blue alive before killing one, so that you only get one extra mob that does attack you at the end.
So far, I've really only argued that you often don't have to take on as many at once as it seems at first glance. But sometimes you do have to take on a bunch at once, and that's when it gets harder. There are a handful of fights against devilites where you're basically just going to get hit and have to deal with it. But there aren't very many of them, and even those can be mitigated somewhat.
One thing that helps is to keep moving. A simple random walk algorithm (e.g., pick a direction that you can move at random, move one square, then pick a direction again, move one square, and so forth, without ever stopping) will actually dodge most attacks in this game. Moving intelligently to open space can do better yet. If you're constantly moving around, then you'll "accidentally" dodge most of the devilite attacks that you didn't even see coming.
Another thing that helps is to keep your shield up when you're not attacking. Against a lot of mobs, you can wait for them to give some tell that they're going to attack before you block. Against devilites, waiting to see a particular attack coming before you block doesn't work, as they'll snap off an attack very quickly, and it will hit you before you block. If you were already blocking before you saw some particular attack coming, then when it does come, you block it.
Now, standing there with your shield up will just invite the mobs to hack away and take down your shield. But if you've got your shield up and are moving, then you'll dodge a lot of the attacks, so your shield lasts a lot longer.
Also, when you do let your shield down to attack, make it count. Even an ordinary sword hit will interrupt a devilite. If you get a devilite by itself, then get in at least a full combo, and sometimes you can keep hacking away until it dies entirely. If there are other devilites in the area, it's ideal if you can keep moving while hacking away, rather than pinning your target in a corner, so that you'll likely happen to get out of the way even if other devilites attack. Pinning your target in a corner is more ideal if there aren't other devilites in the area, as that will keep you from wandering into range of others.
Devilites are definitely best attacked with a sword. Just don't try to charge it, as that's begging to be hit while you charge it.
For devilites in tight quarters there are 5 main things
1- Cover. There is almost always a block or something. DO NOT BREAK THE BLOCKS! You can duck behind the blocks to avoid projectiles, let your shield recharge, etc... They'll waste their attacks trying to hit you thru the blocks which then gives you a window to identify one you can counter attack.
2- Do NOT try to combo until you have the situation under control. Hit, shield, and run unless you have good cover. If you can dodge their fire do that instead of shielding because you need that shield at full for emergencies.
3- Separate them. Either use a knock back, bait, or get them on opposite sides of blocks.
4- Speed. You need a fast weapon to get a hit off and then shield/run. The slower your attacks the more difficult it is to defend.
5- If you have a shield with shadow defense then take that with you into fiend areas because you will be blocking a lot. It makes a huge difference being able to block a couple extra attacks as you're falling back. Shadow defense on armor is nice, but the goal is to not get hit after all.
Personally I prefer a flourish type weapon. Ideally one with a +fiend damage UV since they're already pretty fast, you don't really want to use charge attacks vs fiends, and beasts aren't much of a threat. It lets you get a quick attack off and then go defensive. In a pinch you can even use the 2nd/3rd thrusts to move sideways and dodge the projectiles when your shield is about spent. Just hit and run until you get a few down, then the last 2-3 aren't a problem.
Fiends are a huge pain, especially if you're not prepared for them. In T3 those attacks will be doing 20%~ of your health each time if you have no shadow defense. They're one of the mobs you want to have at least some sort of gear prepared for. Fiends and gremlins are probably the 2 biggest threats that you want to have a counter for.

Thanks guys, I finally managed to solo a couple T2 Dark City levels without dying. It mostly involved landing one or two hits on devilites with a spur while staying mobile, then finishing off any cornered ones with a cutter.
And the spiked room isn't small of course, but it's still quite difficult to maneuver in, so some of the same difficulties occur.
I haven't had much trouble with T2 Gremlins. The Troika's first swipe swats the axe gremlins like ping-pong balls (or almost any enemies that lack ranged attacks, for that matter) if timed correctly, so they usually miss me. The hard part is wading through large packs of melee gremlins and getting to the menders, though I guess a bomb would help there..
The other enemy I seem to have trouble with are those spiked jellies in the jelly palace. I can't seem to predict the spikes coming out of the ground and react appropriately. Nor can I figure out a sword that would allow me to attack them safely. Perhaps kiting with a shadowtech alchemer would work there..
But if you're surrounded by powerful monsters, if you block they will break your shield fast, and even if you keep running away before that happens, just like if you would dodge, some of them attack, some of them don't, and if you go to sneak in an attack, the others that didn't attack when you dodged will attack. Basically they never stop because their attacks aren't synced.
T2 gremlins aren't that bad, but in T3 they get a lot worse, especially in the deconstruction zones. The key is to put out a bit of damage on melee/fire guys to lock the healers into healing, then circle around and waste one.
Melee guys - They have a shield on their back and can't be attacked from behind. In addition to their axe throw and charge spin they also 2 hit combo that has a lot of forward movement (and can change directions) so even if you push them back they can reach you if you don't do an interrupt or shield.
Healers - These guys really suck. They have an immunity bubble, rez, ground based heal (which can heal them too), heal, and emberbolt. If you don't take them down fast they can heal themselves back up or hide in their bubble and heal others.
Fire guys - 3 shots on their projectile, standard flame line, and a new horizontal flame wall that moves forward.
For the spiked jellies just wait to counter attack. Have your shield up and circle around them to bait the attack. Also when they attack with spikes you'll hear a rumble and see little dust clouds on the ground. If you keep moving they can pretty much never hit you with the spikes or their charge/jiggle attack, even at reduced shield speed. A DA/Faust/Troika works great against them since it has a bit of a push back and decent range with that first hit. Just swat em away after they attack and keep moving with that shield up. If their attacks become too desynced then just back up, run in close to bait an attack from all at once, and run out with your shield up. Fast swords aren't really recommended since it's a lot safer to use your range and knockback advantage.

"But if you're surrounded by powerful monsters, if you block they will break your shield fast, and even if you keep running away before that happens, just like if you would dodge, some of them attack, some of them don't, and if you go to sneak in an attack, the others that didn't attack when you dodged will attack."
At that point I try to turn my shield on and off rapidly in hopes of pushing them away. For some reason the shield doesn't always push away monsters, and I'm still trying to figure out why.
But Ignominious certainly has a great idea (thanks Ignominious!) - back off to let the attacks resync. The big problem with the Troika is how long it leaves you vulnerable, even after the first swing. I'm worried that there might not be time to move out of the way if one of them starts shooting up a spike. Oh well, I'll just have to try next time I'm there!
or instead of all this.. they can nerf fiends, fix the lag, rebuff fire puppies, rebuff quicksilvers, slightly rebuff oilers and all will be well.

"or instead of all this.. they can nerf fiends, fix the lag, rebuff fire puppies, rebuff quicksilvers, slightly rebuff oilers and all will be well."
Newbs like me still need to L2P, which is the point of this thread. Unless you want to want to take out any and all challenge from the game.

Are you shield-cancelling your Troika swings? That'll cut off some of the dead time in its attack animation, allowing you to move and shield as normal afterwards.
@ Silty. wasn't directed specifically at you. Once you do learn to play though.. everything I named is still an issue. :P
However, we players do not control when the devs nerf and rebuff mobs and fix lag. So in the mean time we have to cope with things as they are instead of as they ought to be.

I use a Gran Faust. It's all in knowing your weapon. My Gran Faust can SOLO a tier 3 arena. room 3. with all the menders. I say it to other people with 2 hit combo series weapons.
When slicing with sealed sword series swords Using a 1 hit then shielding until you back off can prove a very effective strategy. Same for Troika.
For the calibur line, i spam charge atks.
i vowed not to use brandish line, so i have no idea.
spur seemed sorta useless to me. since it goes to 4*.
Flourish,snarble barb, etc. i still 1 hit cancel run 1 hit cancel.
Guns! these are largely used in kiting slow or large enemies. This includes lumbers, zombies, and Trojans.
My favorite of all guns, the Antigua line. since reloading is what annoys most gunners, 4-5 hit combo cancel can do wonders.
The blaster line(3hit reloads) its got medium speed, multipurpose for any situation.
The magnus. Well used against dodgers, it apparently moves to fast for em. since devilites and wolvers dodge, and are weak to piercing, its ideal.
alchemers. This kind of thing is ideally used against 'mobs' as the Original Poster put it. Later levels has it bounce, and charge attacks have it split.
Bombs. These things are few, but powerful.
The blast bomb series is a good hard hitting bomb.
The haze bomb is all for the status, and can deal status effects to large 'mobs', very useful, especially shivermist.
The Graviton Bomb. Its good for massing enemies to use another bomb, possibly a teammates, to deal large. or maybe to try out that alchemer charge attack.
all i usually see.
Remind me if i missed anything major. I'm just touching the most prominent guns,bombs, and swords to show you what to know. maybe this'll help you from charging in, but instead think thru what mobs your facing.
This thread should be renamed "if you get hit, you lagged" or "if you get hit, you encountered a self zapping quicksilver horde in a dangerroom" or "if you get hit your teammmates are idiots".
... wait, they kinda nerfed quicksilvers, didn't they? Hmm. Well, lagg and stupid teammates are still eternal.

Devilites flinch when hit by a Magnus bullet. I can solo Dark City with a Firotech MkII and a Troika without dying. All you need to do is make use of your shield nicely and you'll be fine. I even got away with the full 2-hit combo, like, a dozen times.
Quizzical, your "exception to the rule" statement seems to imply that the exceptions are relatively rare. They're not. I personally, and a lot of people I have played with, try to put our shields up the instant we see a mob charging an attack (colored lines). There are two problems:
1) some mobs, like devilites, attack so fast that the only way you can block them for certain is by standing without attacking, preparing to react to the charge. very often when you are attacking mobs like them, even if you see them start to charge and hold your shield button, it takes too long for you to stop your last attack (wait for your sword swing to finish), causing you to get hit even though you saw it coming and did what you could to stop it. I'm sure you and many know what I mean in regards to this. I've learned NEVER to use the third sword swing in the middle of a devilite mob fight. Swing, swing, shield, ASAP, and even then you'll still get hit.
2) The latency can royally screw you over. I've seen myself and my teammates "shield up" before an attack showed on my screen, and yet we still got injured. No, it has nothing to do with bad internet, nor where I live (my internet up and down speeds are great and I live in Florida). It's all serverside crap, which makes blocking in some situations virtually impossible.
You can certainly minimize the damage, and it possible in almost all situations to come out alive, but it is not possible to block everything. Given what you mentioned in your OP and what you DIDN'T mention, you're making it sound like only idiots who run into mobs hack-and-slashing are the ones that die, while everyone else who plays smart lives, which is in no way the case due to the two reasons above.

"using sword knock-back to keep from getting hit."
Sometimes that can work. Sometimes it's even a good idea. But sometimes it's risky. What happens if missing with your sword means that you'll get hit, and then you rely on the sword knockback and miss?
Well, yes, it there is a risk, but there is also a in walking around spikes/fire traps/etc. You have to evaluate the situation and minimize the risks. If you get hit, you messed up.
If you're good enough, you can do tier 3 in proto gear.
No you can't. You reach a point where two healers can easily heal far faster than you can possibly deal damage, and it will happen often enough that you can't just use vials to help. I suspect that even getting to the bottom of T2 with just proto may be impossible, at least not without carefully picking levels and just running rather than killing stuff. Personally, I've only made it three levels into T2, but I've only tried it once and I ran out of time rather dying, still I was quickly using up my vials/health pills left over from T1.

"I personally, and a lot of people I have played with, try to put our shields up the instant we see a mob charging an attack (colored lines)."
If you're never putting your shield up until you see a particular attack that you're trying to block, then you're going to take a ton of unnecessary damage, as often, that's too late. A lot of mobs are predictable timing, so you should largely know when an attack is coming even before they do anything to explicitly tell you. Gun puppies, retrodes, and kats are perhaps the most flagrant of these, but many other mobs are a lesser degree of the same thing.
Against a large group of devilites, maybe you'll have some problems, but that is fairly rare. Against just one, you definitely shouldn't get hit unless you mess up. There's no need to put your shield down at all until you're in melee range at a time that it can't possibly attack. Against two at once, you still usually shouldn't get hit, though I guess if you don't have a strong enough shield, taking a hit every once in a while may be unavoidable.
"It's all serverside crap, which makes blocking in some situations virtually impossible."
Occasionally there are server problems, and yes, that can lead to you getting hit when it's not your fault. But that's really not terribly common. If you're constantly having connection problems in this game, it's on your end. If it's a server problem, it should affect everyone who plays the game, not just you.
"you're making it sound like only idiots who run into mobs hack-and-slashing are the ones that die, while everyone else who plays smart lives, which is in no way the case due to the two reasons above."
Other than against Jelly King (meaning just the boss, and not all of jelly palace) and in danger rooms, I usually don't die at all in tier 2, in an entire run. Sometimes I'll go an entire level without taking damage at all. Once I went five consecutive levels (seven if you count Moorcroft Manor and The Clockworks, which you shouldn't) without taking damage.
Yes, there are some exceptions. But most of the times that people do get hit, it's because they messed up. For that matter, most of the times that I get hit, it's because I messed up, at least if you exclude jelly king and danger rooms (and maybe even if you don't). And I don't get hit that much.
"No you can't. You reach a point where two healers can easily heal far faster than you can possibly deal damage, and it will happen often enough that you can't just use vials to help."
It will take cherry-picking gates and levels. It will probably take some creative pulling to split off healers. It might take running past mobs without killing them at times. And you'd also have to be really, really good to solo tier 3 in proto gear. But I'd be very surprised if it genuinely can't be done at all.
As for tier 2 solo in proto gear without dying, that's definitely possible. Proto shield would probably be rough, but the rest of your gear doesn't determine whether you get hit, but only how many chances mobs have to hit you and how badly it hurts when they do. For that matter, I might have a decent shot at doing it myself, in practice, and not just as a thought experiment. I should try it sometime. But not today, because my gamepad broke. I disassembled it to see if I could fix it, but some rubber piece is torn, so I can't. I should be back in the game in a few days when the replacement arrives.

Quizzical - for T2, do you switch out your shield depending on what the levels are, or is there a particular kind of shield that you find works best for general-purpose blocking? I would assume that a skelly shield would be best, since nothing else really holds up to projectile spam from 5+ devilites at once, and nothing else really spams projectiles as much - I actually find gun puppies to be much easier to avoid than devilites (even the homing ones), because they're much slower at firing.

Right now when I'm doing tier 2, to a considerable degree, I carry whatever gear I want to level that day, especially in the third stratum, and sometimes in the fourth also. But apart from that concern, if doing a fiend-themed stratum, equipping whatever skelly gear you have would be good. Likewise, equipping whatever other gear best counters the theme of other strata would be good. Note that you have to keep the same gear equipped through an entire stratum.
Don't think I subscribe to this particular philosophy..
Sometimes it's just plain unavoidable. The random factor. The pug factor. The human factor.
Random: Swordie pushed a mob into you mid-attack and it connected on you. It slid halfway across the screen and hit you before you saw it coming. Multiply times X number of gunpuppies and it becomes fun. Espically in Arena.
Pug factor: Much of the same from the above. People doing uninteligent things. Dropping a 3star fire bomb ontop of a clump of frozen enemies. Not blocking properly. Shield bumping mobs into team-mates, blahblah, etc.
Human factor: Latency, reaction time, purposeful sacrifice to get someone rezed or keep them from dieng. Endless list here really.
You're going to get hit. That doesn't mean you are doing it wrong.
If you are getting hit alot, like losing half your health every room, then yes, perhaps you are doing it wrong. But eventually, even the most pro group will run into a situation where the random-gods just obliterate someone.
No damage in this game is unavoidable. Sometimes the reason you didn't avoid it is because you did something 5-10 seconds ago that put you in a bad position.
Since I've played this game, every time I get hit I know exactly what I could have done to avoid it. Of course, playing to never get hit means that things take a lot longer to kill, so it's often not worth playing completely safe and instead adjusting your risk-taking as your health changes. I'm a lot more reckless with a full health bar than I am at a quarter health.
probably needs to go in the new recruits forum