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Taming the Wolver Clones (T2 LD)

105 replies [Last post]
Sat, 12/29/2012 - 14:20
#51
Blackskies
oh and one more note.

The buff to the troika line charge attack actually nerfed itin LD. Invincibility frames negate the second stronger impact (assuming you hit with both but asking the player to time that perfectly is a bit much with strikers buzzing in from all sides.) I swear ...looking back at the changes it was almost like hey look at this guy... we don't like how well he's doing... let's change it. Lol oh well.

Sat, 12/29/2012 - 16:10
#52
Breaker-Xd's picture
Breaker-Xd
Ermegahd Popular!!

First off, thanks for everyone who posted here! I never felt so pupular! XD

@Skyfalls
Trinkets help durability (i.e. not dying as much), which allows playerss to stay in the field for longer (and thus deal more damage). Context of the match always affects damage output (by context I mean the opposing team; if they're all very bad at LD, then it's not hard to get mind-boggling damage). Also, if no one captures ever, then the game will drag on for an immensely long time, and that kind of damage is not very outstanding.
However, if that damage was from a normal game, then that may just be the highest I have ever seen.
For screenshots, my keyboard (for a Windows 7) has a Print Screen button. If you're on a Mac, I have no idea

@Nottheanswer
I'll try out L-Shift AA sometime. Thanks!

@Nottheanswer and Blackskies
I actually did not reference the damage tables online; all of my conclusions are drawn from me standing alone in my guild hall training room, T3 (which, for the record, is Depth 23), testing out an un-UVed lvl 10 troika vs an un-UVed lvl 10 Sealed Sword. I will post a video showing my tests, with numbers and such. My results:

Grintovec v Sealed Sword:
1st Hit: 81 to 81
2nd Hit: 109 to 109
Reach on first hit: Identical
Combos per minute: 27 to 29.5
Charge: 165 + 185 to 185 + Status

The difference in damage that you were talking about stems from Avenger and Faust v 4* troikas (I believe), and from DA and GF v Triglav and Suda. There is supposedly a noticeable damage difference in these weapons, but the 3* versions show no difference at all in terms of damage or reach. The speed of attack is indeed different, troikas being slower by about 2 and a half combos per minute.

Troika's charge does in fact activate invincibility frames, so it is true that the charge is not as powerful as it could be. It does, however, have a larger area of effect than Sealed Sword's, and will still pummel opponents if it contacts. Heart trinkets have probably affected most weapons, so I think it might be a bit of a stretch to say that it destroyed the usage of the Troika line.

My Arc Razor is still at lvl 8, so I can't test it against my Swift Flourish yet. I intend to, though!
The nerf on Arc Razor actually sounds like a damn shame. More movement might have been taken out because it makes people run into traps in PvE, but it sounds very useful for PvP.

@Nott, Black, and Chainguy

I don't mind the way PvP is at the moment, and though I see the reasoning behind your suggestions, I would like to refrain from discussing how Lockdown should be changed, and instead just talk about the way it is now.

@Black

I did indeed misconstrue your abbreviations. My apologies!
I have seen shard bombs used rarely in Lockdown, but have not seen them do much damage. I have indeed seen videos of the Scintillating Sun Shards before the nerf, and they did indeed seem quite powerful. I believe they would have been widely used in Lockdown at that time.

Sat, 12/29/2012 - 16:18
#53
Skyfalls's picture
Skyfalls
@Breaker-Xd

I'll assume he had 2 Tri-heart or Dual heart trinkets since most wolver clones tend to have those. I believe my team had 3 duskers and his had 2? I might've saw another one but they probably changed their loadout mid-game. It was a very close game since both teams were capping a lot tho. I'm pretty sure Skybrandon has gotten 20k+ in a T2 LD match before, not sure if Dmg was past 22k tho. Ty for the screenshot answer :) I found out later on that F12 also works. (I have windows)

Sat, 12/29/2012 - 18:39
#54
Irokwe's picture
Irokwe
Well...

I sometims play t2 LD, mainly because my mist runs out ( D: ). I am a gunner, so, guess what I do (I bomb herpderp). I haven't done any OCH yet, so my loadout is:

Gunslinger Set
Striker (Yes, Recon has gun bonuses, but imo mediocre, and Striker is needed to be up to par with clones)
Shadowtech mk2
Cryotech mk2
Flourish (Just got it, haven't tested much with it)

Basically, I just switchshoot with the alchemers. I used to have only 2 weapons, which made it much easier, but I found I had very low damage output, and when enemies were frozen, well, what can I do? I haven't tested the flourish yet, I think I had one game with it, but it was Lagenue, and teams were unbalanced.

I chose these two alchs, so if somebody has shadow defense, I still have cryo, and if somebody has elemental defense, I still have shadowtech (and cryo's freeze). Wolver clones would die much faster, except they use heart trinkies -_- Note I switch shoot, and don't try to spam one gun at a time. Switch shooting give much more mobility, because I do not need to reload, and can striker dash away rather quickly.

Sometimes, I go:

Gunslinger set
Recon (for cloaking, and ASI)
Magnus
Blaster
Calibur

Blaster is there because it's generic, and calibur is there to fill the 3rd weapon slot (charging it). Mainly, I cloak, and shoot magnus. It gets rather annoying, but is not the best strategy 1v1 (unless you have lots of space, and are fighting a derp). It's best in groups, where the enemies are distracted by your teammates.

I'm not taming and wolvers (not yet, not really) but I'm working on it. Anyone think I should use sealed instead of toothpick?

Oh yeah, I'm not by any means saying I'm good. I usually just annoy, but fail. Same on my main, I just bomb, and spam ISB. Pretty fun, and kinda kewl.

Sat, 12/29/2012 - 18:38
#55
Irokwe's picture
Irokwe
@Breaker

Ah yes, just read your post, t2 weapons (2* and 3*) do less damage in t3 than in t2. Same how 5* does less in t1 than 1* in t1.

Sat, 12/29/2012 - 22:46
#56
Breaker-Xd's picture
Breaker-Xd
Hmm

Cryo and Shadow sound good; freeze the foe and then charge a shadow shot right in their face.

Flourish is a gunner's utility knife; if a clone gets too close for comfort, it can be used as a surprise strike. Keep this in mind, since not many people play with 3 weapon slots, and if you're using 2 guns, it seems like you ONLY have guns. A flourish would surprise a clone.

Just watch out for pulsar fire, and keep an eye on the bottom of the screen. Wolvers are known form dashing out of there.

t2 weapons (2* and 3*) do less damage in t3 than in t2. Same how 5* does less in t1 than 1* in t1.

Err, I think I understand what you're getting at. I actually didn't realize this yet.

Just to reiterate my Grintovec v Sealed Sword experiment:

Guild Hall Training Hall T1 (Depth 1):
1st: 44 v 44
2nd: 52 v 52
Charge: 65 + 71 vs 71 + Status

Guild Hall Training Hall T2 (Depth 13):
1st: 118 v 118
2nd: 144 v 144
Charge: 188 + 206 vs 206 + Status

Guild Hall Training Hall T3 (Depth 23):
1st: 81 v 81
2nd: 109 v 109
Charge: 165 + 185 vs 185+ Status

This actually surprised me, that Grintovec and Sealed deal more damage in T2 than they do in T3.

Guess I learn something every day!

EDIT: I am unable to post videos of my SS anymore, since I just recently upped it to a Faust. If anyone has a Grintovec/Kamarin and an SS and wants to prove me right/wrong, go ahead and test the damage!

Sat, 12/29/2012 - 22:14
#57
Blackskies
@Breaker-Xd

I'd be happy to do some demonstrations for you but I need a suggestion for good free recording software, as well as time to re-install SK (computer issues) and run JK a few times.

Sat, 12/29/2012 - 22:47
#58
Breaker-Xd's picture
Breaker-Xd
By All Means

I personally use Camtasia Studio (free 30 day trial)
http://www.techsmith.com/download/camtasia/default.asp

:)

Sat, 12/29/2012 - 22:58
#59
Chris-Zero
just comment something

woott... cool enugh.. :p

Sun, 12/30/2012 - 01:46
#60
Breaker-Xd's picture
Breaker-Xd
@Chris-Zero

Glad you read the post. anything you'd like to discuss?

I've been wondering, but does Grintovec/Kamarin get chance of freeze/stun on second hit? It would seem from personal experience that they do not, but ever since I found out that Faust has curse chance on second hit, I've been curious.

I intend to test further, but predict that they do not get status chance.

Sun, 12/30/2012 - 11:52
#61
Blackskies
@Breaker-Xd

Grintovec has a chance on the second swing of the combo, whereas Kamarin does not. The Grintovec has a slight chance of moderate freeze, whereas the kamarin has a fair chance of moderate stun.

Sun, 12/30/2012 - 15:28
#62
Breaker-Xd's picture
Breaker-Xd
@Blackskies

Is this from personal testing or from hearsay?

I have yet to conduct my own test, but have heard similar things about the 5* Triglav and Suda, but never for the 3* Kamarin and Grintovec.

Sun, 12/30/2012 - 17:50
#63
Irokwe's picture
Irokwe
well....

I actually try to freezelock them. Usually I just switchshooth though. That with the toothpick was a bit intersting, the rest I already knew. Sadly (and happily, depends on how you see it), I have just upgraded my shadowtech into a shadow driver.

Sun, 12/30/2012 - 18:43
#64
Breaker-Xd's picture
Breaker-Xd
Upgrades

@Odinthefather
That's the saddest part about T2 Lockdown; saying goodbye to good weapons that get kicked into T3.
I played my SS's last match the other day. It was a touching moment T_T. (well now it's a damn pretty Faust so I don't mind, and my Grintovec feels just about the same in combat anyways)

If I had suggestions for guns, it's be up to:
1) Kilowatt because of obvious reasons.
- Pros: easy to use, powerful, shock-inducing, 3-shot clip
- Cons: PAINFUL to obtain T_T, slow bullets, bad close range
2) Voltech Alchemer Mk II
- Pros: Fast and sneaky bullets, powerful charge, shock, switcshooting, easily obtainable
- Cons: 2-shot clip, harder to aim, shock interferes with freeze

But of course, I play mostly swordy and only bring out guns when I'm trolling or trying to "un-win" (as in the score is something like 700 to 40 and I got tired of slaughtering with a Swift Flourish)

@Blackskies
I did my tests. Results?
Grintovec does not inflict freeze upon second hit, only on the second part of the charge. If it does inflict freeze, it is at a rate that is so low that it is unhelpful to anyone using it. Ever.

I don't have a Kamarin, soo yeah

Sun, 12/30/2012 - 19:57
#65
Breaker-Xd's picture
Breaker-Xd
Also, Swift Flourish v Arc Razor

My Arc Razor is finally at Lvl 10, and as I promised, here is my analysis

Swift Flourish v Arc Razor T1 (Depth 1)
1 and 2: 37 v 33
3: 44 v 39
Combo: 60 + 60 + 65 v 54 + disk(22)

Swift Flourish v Arc Razor T2 (Depth 13)
1 and 2: 95 v 83
3: 118 v 104
Combo: 171 + 171 + 188 v 153 + disk(55)

Swift Flourish v Arc Razor T3 (Depth 23)
1 and 2: 65 v 58
3: 81 v 72
Combo: 145 + 145 + 165 v 127 + disk(44)

Combos per Minute: 32.3 v 31

Damage Type: Pierce v Normal

1st hit range in squares: 2.5 v 2.25

Combo movement range: 4 v 4.25

Conclusion: Unlike I had thought, Arc Razor's damage is INFINITELY INFERIOR to a Swift Flourish. This, paired with the fact that it deals Normal damage, which Duskers coat resists better than piercing, seals its place of mediocrity and gimmickry in T2 Lockdown.
Another lame fact is that if you shield cancel too early in the charge, the disk does not fire.

To be honest, I was quite disappointed by these numbers.

Arc Razor:
- Is a tad slower that Swift Flourish
- Is a tad shorter-reaching than Swift Flourish
- Deals less damage than Swift Flourish
- Has a weaker combo (almost disgustingly weak) than Swift Flourish
- Has a miniscuely longer movement range than Swift Flourish
- Has a smaller "angle of contact" (angle of swing?) than Swift Flourish

Against my own rules about discussing improvements/suggestions, Arc Razor REALLY needs a damage buff, to at least put it equal to Swift Flourish. (also, please add the 5* sword! I want a Winbillion/Wintrillion/Winfinity!)
The next sword I will test will be the Striker. Just because :)

Sun, 12/30/2012 - 20:35
#66
Breaker-Xd's picture
Breaker-Xd
Striker (sword, not class) Damage Tests

Striker:

T1 (Depth 1)
Full Combo: 20 + 9 + 20 + 9 + 20 + 12 + 20 + 9 + 24 + 9 = 153
Full Charge: 24 + 9 + 24 + 9 + 24 + 9 + 24 + 9 + 24 = 156

T2 (Depth 13)
Full Combo: 48 + 27 + 48 + 27 + 48 + 33 + 48 + 27 + 63 + 27 = 396
Full Charge: 63 + 27 + 63 + 27 + 63 +27 + 63 + 27 + 63 = 423

T3 (Depth 23)
Full Combo: 40 + 25 + 40 + 25 + 40 + 31 + 40 + 25 + 48 + 25 = 339
Full Charge: 48 + 25 + 48 + 25 + 48 +25 + 48 + 25 + 48 = 340

Combos per Minute: 23.4
Combo movement range: 6.5

Comparison to Swift Flourish:

T1 (Depth 1)
Full Combo: 37 + 37 + 44 = 108
Full Charge: 60 + 60 + 65 = 185

T2 (Depth 13)
Full Combo: 95 + 95 + 118 = 308
Full Charge: 171 + 171 + 188 = 530

T3 (Depth 23)
Full Combo: 65 + 65 + 81 = 211
Full Charge: 145 + 145 + 165 = 355

Combos per Minute: 32.3
Combo movement range: 4

Conclusion: Striker is not bad, not bad at all! This is all tempered by the fact that Striker has 5 hits to a combo, whereas Swift Flourish has 3. Also, the niche of usage is different. Flourish is a damage-sword, whereas Striker is an interrupting sword.

I was surprisingly impressed by Striker's damage. Though the damage-per-hit is terrible, it is wonderful for interrupting hits and doing its job.

Sun, 12/30/2012 - 22:34
#67
Blackskies
@Breaker-Xd

Neither. It's from the testimony of several friends with both, my own use of the kamarin, threads here on the forums, and last but not least the wiki.

EDIT: Yeah, one user of the grintovec once told me it was always a pleasant surprise when it froze something - as in they never expect it.

DOUBLE EDIT: The first step change really hurt the spur. It was great at closing and interrupting. The charge is still way better, and I can see where that charge cancel could at times be useful, as you don't get stuck holding a charge (especially as of the change preventing the loss of a charge when hit) and you can cancel into a normal swing and still get the swing from the charge. The normal swing now has a slightly longer narrower hitbox so it should be possible to hit with both the shallow wide swing of the charge and the normal swing (It works on scuttlebuts in the training hall). This does happen fairly quickly however so I'm unsure if invinsibility frames would negate it. I've never tried to pull it off in LD before.

P.S. - do you see why I became frustated with (and ineffective in) T2 LD?

Mon, 12/31/2012 - 07:18
#68
Nottheanswer's picture
Nottheanswer
~

@Everyone: Loving the discussion! Can't wait til I have my connection back ._.

The primary issue with the Striker/Cutter is that invincibility frames block the "ghost" hit. As you said, its main use is as an interrupt (or possibly for poison in T3). I'm not completely sure on the mechanics of how ASI relates to the Striker/Cutter line, and would be interested in seeing if Recon + full Plate (equal to -3 on Sword ASI) is sufficient to slow down Striker/Cutter such that the invincibility frames end before the ghost strike; my assumption is that this is not the case, but possibly something to test.

With regards to Arc, shield cancelling or simply attacking too soon can not only cancel the disk from the charge, but also the wider, higher-damage swing. This might only be at high levels of ASI (I only have a VH to test), but it is an issue regardless. In addition, one strength of the disk in PvE is that it can pass through targets to hit multiple times, while this is cancelled in LD by invincibility frames.

Interesting to see the damage is identical on SS/Troika-lines at the 3* level. The ranges do seem to be indentical from my completely heuristic, unscientific method of "walk away from a punchingbag til I can't hit it". Given that holding a charge removes invincibility frames, the difference in swing speed between the SS and Troika-lines seems to point pretty heavily in the favor of the SS.

At risk of again heading into "what ifs" of change in LD, it might be interesting if rather than invincibility frames blocking all damage, they only blocked damage from new attacks; thus a Striker/Cutter's "ghost" hit could land, the full 15 bullets from an Autogun charge could be deadly, and both the downward swing and the outward blast of a Troika-line would be relevant. It'd fall somewhere between the current game, and that short window in which invincibility frames were stealth-patched away.

Tue, 01/01/2013 - 03:29
#69
Breaker-Xd's picture
Breaker-Xd
Oddballs and Auto Aim

@Nottheanswer, I tried L-Shift AA toggling, and it totally saves my butt when I run out of boost. (as in, I can still fight well enough to not get easily picked off before my dash restores). It also makes pegging a target that is pinned against a wall just that much easier; I can just hold left shift and spam-click instead of hitting, canceling, hitting, etc etc.
However, I'm not accustomed to this quite just yet, and I save it only for when I run out of dash (or am killing aforementioned cornered victim)

The damage tests for Arc Razor have made me shy away from using it seriously in Lockdown, though I do intend to force myself to play a few games using it, just for the sake of practice. Same goes for the Striker, though I intend to try that out while playing recon as well.

Not much action for myself recently, but I intend to dive back into Lockdown with renewed gusto!

Tue, 01/01/2013 - 20:39
#70
Blackskies
Spur Cancel

I haven't been able to spend much time on SK lately and it may be a while before I'm able to again, but I took a couple minutes to mess with the spur in the training hall again today. I was wondering if it was possible to create a 4 hit combo by canceling during a charge attack. I wasn't able to proove definatively thatit can't be done, but if it can (there were several times when I though I might have but was unsure) it can't be done reliably, even with no ASI. Taking advantage of the charge and the charge cancel is very difficult Utra, and even at just high. In general attempting to combo out of a charge cancel replaces the first swing of the combo with the swing from the charge (which does more damage). You can however cancel a charge into thefirst swing of the combo and have both hit. This makes me wonder if my timing is simply off, as if you get off the first swing of the combo you should be able to execute the rest. I intend to attempt this again nexttime I can log on. I think I might have been coming at it at from the wrong angle.

Wed, 01/02/2013 - 06:21
#71
Mk-Vl's picture
Mk-Vl
Test the arc razor in LD

Because I was considering getting one :P just find someone and ask them to stand still and see how many hits it takes. I was looking at your chart and the difference is not really that big, and I think in total may not even warrant an extra hit for a kill in LD.

As my alt was an exclusive grintovic user I can say from my experience for every three games of LD played I got at max two freezes and at min one (when heavily using the second swing)

Wed, 01/02/2013 - 06:32
#72
Breaker-Xd's picture
Breaker-Xd
Great to hear!

@Mk-Vl

Great to hear about Grintovec freeze! I still haven't seen it, but that may be because I rarely use the second swing.
I intend to test Arc Razor, and will post videos of it's usage when I get the time.

@Blackskies

I'll see what odd combos I can pull off in game. I am curious to how people will aggress someone using an Arc Razor, or if they will just attack as if I were using a flourish.

Wed, 01/02/2013 - 09:38
#73
Ndognine-Forums's picture
Ndognine-Forums
A friend of mine used to play

A friend of mine used to play guardian with Arc Razor. It was amazing for that back then, but they removed the dash forward on the first swing, which (imo) ruined the sword. The forward dash made it a quick surprise attack that had more range then you would expect. He used to get like 3-6k damage a game as a guardian with Arc Razor. I actually ended up crafting a normal max Wolver coat, that I used specifically so that if I found him I would be able to withstand the Arc's attacks better.

Wed, 01/02/2013 - 14:21
#74
Xcelestialneon's picture
Xcelestialneon
brah,

come on over to t3

Thu, 01/03/2013 - 03:52
#75
Breaker-Xd's picture
Breaker-Xd
I'm sure my Boltbrand and Faust would be appreciated

Those 2 weapons are literally the only things that could bump me up to T3; I have no other 4* or 5* equipment.

@Y'alls

Arc Razor has terrible numbers, but is actually OK in game. I got a 5k damage with it today (didn't record, herp a derp :<), and felt that it was basically a brandish with ASI and an unusable charge.

@Mk-Vl

I didn't manage to test exact number of hits, but playing with it felt no worse than playing with a nightblade. It took maybe 1 or 2 more hits to kill than a flourish, but was harder to hit with. (this is just by feel, I didn't verify it) I resorted to my LeftShift AA for some of the game, and it did wonders on my accuracy.

Thu, 01/03/2013 - 23:40
#76
Blackskies
A Couple of Things: - First,

A Couple of Things:

- First, this thread was droppingb too far down the list for my liking sooo.... bump!

- Second, I broke down and bought OCH, relinquishing the proud F2P banner my account has displayed over its long lifetime for $1.50's worth of hammery goodness with a side of shadow blender. I wasn't in support of the DLC at its launch, but now barring the addition of further DLC containing functional gear, I'm not opposed to a single $1.50 purchace. I didn't get ce or an ele pass with it, so in a way I've maintained the F2P spirit even though I've left the F2P community. So far I've only completed the T1 mission, but I'll be sure to post my opinions of the DLC weapons in regards to T2 LD when I can.My internet access is currently unavailable during variousntimes of the day, and I still need to determine if I'll be able to connect my desktop. For this reason I'm unsure when I'll be able to provide my comments. When I do however I'll do what I can to provide video takes as well. If anyone knows of free non-trial recording software let me know. I'd like to have more than a thirty day trial option if at all possible.

- Third on an unrelated note, if anyone has a suggestion for an open source project to work on, knows of or is looking to fill entry level job or co-op oppertunities in computer science, or would like help developing a project of their own please let me know.

Fri, 01/04/2013 - 00:18
#77
Breaker-Xd's picture
Breaker-Xd
No one here is judging you

-EXCEPT FOR EVERYONE
jk black we all still love you.

Super excited that you got OCH! I haven't actually had the chance to sit down and talk feelings about the hammer with anyone; all of my analysis has been from getting bashed and bruised (and sometimes narrowly dodging) hammers. You could be this thread's hammer-info-provided!

Also, thanks so much for the bump :) Very much appreciated, and I'm touched that you feel this post is front-page-worthy

About the third point, it depends what you want to work with. I can code Java, basic Python, HTML, and some other minor languages, and am quick at learning things, but am not old enough/have the time to get a job yet. If you want someone to help with basic coding, or to look over, test, etc, whatever you're working on, I'd be happy to help!

My words of wisdom today: I had an all-recon match (yes, everyone agreed to it voluntarily, ask @Large-Sword if ya know him) It was a shame I didn't record it (though it might have been weird if I did since the map was "empty" for most of the match. My analysis?

Recon is great if you can get into the other players' minds. If you know how and where they're going to move, finishing them is a breeze. Use feints and trickery when you fight, and act as if you've full health when you're really at 2 pips. People always go for the easier or nearer target, so back off and act tough. It's saved me many times, let me turn around and pulsar from afar, and then let me heal.

A general word of advice: NEVER use the full combo of a large sword, no matter how tempting. If you kill a knight with it, the half-a-second unresponsive time is like half a year; you will most likely get hit by something you didn't see coming, and then fall on your face /derp-ing.

That's all for now folks! Discussion and feedback is always welcome!

Fri, 01/04/2013 - 00:26
#78
Bella-Donna's picture
Bella-Donna
Because the top is lonely

I love it when someone uses the second attack of a SS because it leaves them open to get hit by a SRH and dash.

If you have a SRH, use the dash and not the third attack and usually with striker battles the person who runs out of striker boost first dies a horrible death of flaming doom (at the point of my flamberge because I'm that guy... who gets 17 caps and 13k damage and yells at my teammates to bloody cap)

Countering certain weapons:

Sealed Swords: dodge around and wait for the second swing to happen then dash in for some quick damage and get out before luring them into doing the second swing again. Using this and assuming you don't run out of boost you should kill the SS user without taking damage.

Flourishes: wear piercing resistant armor and hit them in the weak sport with a SRH dash or nightblade or brandish line. If you hit first you have nothing to worry about, besides they will only take out 1.5 to two bars for every 3 to 4 bars you deal so it's a net win. unless your me in which case i have some secrets of my own that i'm not revealing here :3 besides I use my alt account for LD.

Hammers: Lol at them and their predictable "I'mma charge right at where you are" complex if they are new. First off if you are not wearing elemental resistant armor, then you need to be careful. hammer users fall into 4 categories.

1: Full combo users: they use the full combo and basically treat them as an SS user who has a dash in the middle and you should take minimal damage or no damage. Low threat.

2: Dashers: they use the first two attacks and run about. they are an annoyance but you can dodge the dash by staying far enough that you can see them coming and dodge and hit them once or twice before boosting away and repeating. they are a moderate threat and should be taken out with a gun/sword combo for when they get close

3: The one strike: These people use only the first attack of the combo. They can't get a grip on the dash and how it works so they resort to just the first attack and are generally not a threat.

4: Skilled users: These people are usually thought of at dashers at first glance but they don't fall prey to the usual tricks and have a few of their own. These people are a huge threat and generally wind up with a lot more damage than they should in a T2 game. Take out your leveled Trollaris and run.

Gunners: Bullets are usually small so try dodging them and getting close for some heavy hitting, though beware those that use a pulsar gun for their area denial, slow bullets and expanding bullets.

Bombers: if they aren't placing a freeze bomb, charge in and hit them where it hurts. I got show low on both armor and helm and that takes care of the worst of the statuses. I fear no status and will even charge into a haze style bomb and kill the bomber before they can place another bomb. sure you get a status but it's usually a minor status and can be ignored.

Fri, 01/04/2013 - 01:02
#79
Breaker-Xd's picture
Breaker-Xd
Boom

@Bella-Donna

SS: What if you run into someone who doesn't use the 2nd swing? An SS user who shield cancels is basically a slower flourish user with larger damage and knockback. I find that some of the pros also use the hit-switch trick (lead in with flourish's first hit, shield cancel and dash slightly around the target, switch to SS for a massive 2nd hit). The first game I started doing that, my damage jumped 2k. (Well, admittedly, it was like 6k to 8k, so that's not saying much)

SRH: From what I've seen, nothing to disagree with. Everything you said is spot on, in my opinion.

Flourish: I try to keep just out of reach, and dash in only after their dash has broken, or after they are distracted by a teammate (or pull a full combo, but what are the odds of that?). It's slow and tedious, but I can hold a single point for about half the game, assuming that enemies come in either solo or in groups of 2 or 3. I have a TERRIBLE time dealing with mobs, and I usually pull back and Pulsar.

Bullets aren't too hard to dodge 1v1, but if someone's sniping mein the middle of a sword fight, shock, fire, or freeze totally mess up my day.

Newbie Heart Farming: I have a saying, "every heart counts." They really do count; on stages like Gardens I pulsar at the grass to search for hearts when I'm caping, just in case I get in a tricky situation. When I'm fighting mob v mob (or even just me v mob), I sometimes target the "cobalt nubs", who I can dispatch in 2 or 3 hits without taking a scratch. I then proceed to devour their heart, regaining a pip, letting me survive just that much longer against tougher strikers. The hard part of this is not getting smashed by a rocket hammer while killing said cobalt. I have a few videos where that extra heart (courtesy of said cobalt) saves my sorry dusker butt.

Bombs: I JUST RECENTLY got Shock:Med and Fire:Med on my Duskers (cap and coat respectively), and I tried dashing into a shock-haze to smash some face. Didn't turn out so well. Shock hit (as far as I could tell) just as consistently with the UV as it used to. The UV decreases damage(I think), not chance of Shock-lock, which is the dangerous part of Shock. I'd still be wary of haze clouds and Pulsar from afar.

Fri, 01/04/2013 - 10:45
#80
Blackskies
@Breaker-Xd

Shock Resistance Decreases Duration of Shock - when you receive a status a symbol with a countdown timer in seconds will appear by your life total.

Fun note: wearing full chaos while cursed will score you over 30 seconds of curse. (I think it's actually closer to 40 or 45 - idk it has only happened a couple times and it took a bit for me to notice)

I know Java and JUnit like the back of my hand, although it's been a while since I've used either, C, C++, Assembly (and therefore Machine Language), I know enough to be dangerous (and intend to teach myself more) in Html, CSS, PHP, and MySQL (and eventually Javascript and AJAX), vaguely familiar with Ruby, Ruby on Rails, and Bash Scripting. I have knowledge of UML, software design patterns and processes, automated testing, database design and interaction, RCS, basic electronics, wiring, PCB work, Eagle CAD, and embedded systems (prototyping with Arduino micro-controllers).

Despite my knowledge of the material I've found that college isn't a suitable environment for me. I do much better in the workplace. I'm currently looking for a job (getting my foot in the door in my field would be great, but I'll settle for a stable working environment and decent pay). Once I've earned employment I intend to begin building a portfolio as a means to acquire a job in field. As of current date I have one project I can work on, and an idea for another, but I'd be open to any suggestions you might have. It will likely be a little while before I get started on a project, but I'd gladly accept your help as a developer. Should you choose to do so your involvement, in terms of your role in the project and the amount of time you commit to it, is entirely up to you.

Fri, 01/04/2013 - 23:03
#81
Hawxindanite's picture
Hawxindanite
I must add

In T2 LD I play as a Cobalt-wolver hybrid and this thread is quite good for me. But I gotta add. I am sorry to all the wolver clones out there but I know a gear mixture that murders wolver clones. I believe it was quick silver helm and dusker coat. It provides good defenses against all the attacks a wolver clone might try to do, XD. Sady for me though I only have a brute jelly helm at the meantime.

Sat, 01/05/2013 - 00:25
#82
Breaker-Xd's picture
Breaker-Xd
Quicksilver = Brute Jelly

Quicksilver and Brute Jelly are identical (I think), aside from their status resistances. Quicksilver gives shock resistance(comparable to the freeze that Duskers gives, and the stun that Brute gives)

The difference from Dusker (aside from status resist) is that it flip-flops the Pierce and Normal defenses (Dusker has higher normal defense, Quicksilver has higher pierce defense)

Wearing mixed evens out both defenses, which could be either a good or bad thing. Let's analyze:

Pros:
- Higher pierce defense than pure Duskers, better for toothpicks
- Good shock resistance (1 piece = shock: med)

Cons:
- SWORD DAMAGE: LOW. This is the reason I stick with 2 pieces of Dusker, which gives Sword Damage: med
- Lower normal defense than pure Duskers, worse for weapons like SS, Brandish line, Arc Razor (as if you'll ever see one unless you're playing me, lol)

Playing mixed QS/Duskers is indeed a viable strategy (many of my guildies use this set), and it counters:
- Shock-lock from Kilowatt Pulsars
- Toothpicks

The downside is that it leaves the knight weaker to other frequently used weapons, such as Nightblade and Sealed Sword/Grintovec/Kamarin

Though I love the appearance of the quicksilver helm, I have to say that it is, in my opinion, not worth the bark mods. Pulsars sell for a heluvalot, and I'd much rather get them, unbind, and pawn them off for a hefty price than get quicksilver. Also, the Damage: Low is less satisfying than Damage: Med (with Striker's Damage: Med bonus, High and Very High respectively)

It also might be my own bias, since I have Shock: med on my Dusker cap (putting me on par, nay, above a quicksilver helm in terms of status resist, due to two pieces of Dusker's natural freeze resistance.)

If you want to try it out (when you get it) and give feedback, that'd be great!

Sat, 01/05/2013 - 00:33
#83
Entrosync's picture
Entrosync
You can't tame me,I use

You can't tame me,I use hammer.

Sat, 01/05/2013 - 00:37
#84
Breaker-Xd's picture
Breaker-Xd
<insert pulsar spamming here>

PEW PEW
BZZZZT BZZT
Slash

Tamed. :)

Sat, 01/05/2013 - 01:36
#85
Bella-Donna's picture
Bella-Donna
Boop

I have meet SS users who only use the first swing and the long and short is, force them to run out of boost first. I use the SRH's dash to dodge around a bit and not use up boost while waiting for them to lost their boost, and well I find that the strategy to use is hit them after their swing and get away with the hit and run tactics one would use against a flourish wielder. As for Haze bombs, Just get the bomber out of the cloud and keep them out and you'll win. I'm not scared of statuses because well, I'll take care of other players before going after the bomber. For gunners, hybrid sword/gunners who use a shock based gun to deal shock and rush in for a kill are annoying but play some bullet hell games for a while and you'll start to laugh at the bullets in LD. Because I have nothing better to do, and likely rarely anyone will read this, with SRH there is a secret combo, to do it, swing, shield/boost cancel and swings twice. that should skip the dash if done right. just something fun people won't expect. now time to hide this at the bottom of a wall of text.

Sat, 01/05/2013 - 04:43
#86
Blackskies
@Bella-Donna

Lol don't underestimate my reading prowess. I found something similar. You can do the same thing after a charge if you attempt.to combo shortly after the charge initiates. I figured as much out the first day I got it, but I daresay it's not quite as useful.

Sun, 01/06/2013 - 11:26
#87
Breaker-Xd's picture
Breaker-Xd
@Bella-Donna

I see your trick!
I've used 3-hit swords the same way (mostly Nightblade), but more often than not that's only when running missions and clockworks. In Lckdown I find it's annoying to set up and use.

Potentially, it could be used for someone who toggles AA (like I do) with flourish combos. Every weapon has a hidden "combo counter", which forces the user to pause after a number of hits equaling the length of the full combo has been done. For example, with a flourish, I can shield cancel and attack rapidly with the first hit a total of 3 times. After that? There is an unavoidable delay, in which attacking, even after canceling, will do nothing. At first, I thought it was only my incompetence, but after reading the wiki shield-bearer guide, I realized that this it was because of this "combo counter".

With a flourish, the possible combos are:
1, 1, 1
1, 2, 1
1, 1, 3
1, 2, 3

From my experience, 1, 1, 1 is used as the "aggress so violently that they can't react" strategy, mostly on guardians, since it stops their hits.
I have personally used 1, 2, 1 to get in a surprise stab in at an enemy striker. I have also used 1,1, 3 to do a quick lunge, catching a fleeing foe, but this is rarer since it leaves me open to counter attacks.
Full combos are fine if I'm lazy and just want to spam with AA, or if I have cornered a foe.

Sun, 01/06/2013 - 13:49
#88
Mk-Vl's picture
Mk-Vl
@Bella Donna

That explains it! I've been having problems where I'd swing with my hammer and then try to to the first two swings but I wouldn't be dashing. And I like the dash :/ I've always attributed it to lag but now I know the secret!

Wed, 01/09/2013 - 14:38
#89
Nottheanswer's picture
Nottheanswer
~

There's actually another couple possible combos, though they probably have a bit less utility in LD than in the Clockworks:
1,1,1,1
1,2,1,1

The inputs look like this:
Attack (shield cancel), attack (shield cancel), attack (hold as if to start a charge), release attack button
Attack, attack (shield cancel), attack (hold as if to start a charge), release attack button

This works similarly on any 3-hit sword (including R.Hammers!), and a similar 1,1,1 combo works on 2-hit swords.

Again, not much utility, except possibly the element of surprise (4hitcombohax).

-----

With regards to armors/helms: a couple threads (a quick search found this one) seem to say differences in defense don't make a huge difference, generally not enough to warrant an additional hit to kill, whereas defense UVs make a noticable difference. So assuming similar * leveled gear (bai Fencing Jacket), it'll be offensive bonuses that make the difference.

Sun, 01/13/2013 - 00:45
#90
Breaker-Xd's picture
Breaker-Xd
Complicated

@Nott
The combos look potentially useful, but seem hard to set up. I'd most likely stick to 1, 1, 1, for now :P

From what I've seen with 2-hit swords, clicking and holding for the first hit lets yoy move around and re-position before hit 2, and has greatly increased my accuracy and dodging skill.

The damage reduction from armor probably doesn't make a huge difference; barely a full hit, most likely. I have not tested this, but the link you posted looks pretty much like it covers this point.

Sun, 01/13/2013 - 01:51
#91
Xenonguard's picture
Xenonguard

Would a Quicksilver set be useful for a guardian, considering most people use flourish lines or kilowatt pulsars and guardians rarely need the attack damage increase provided by Wolver set lines?

Sun, 01/13/2013 - 22:30
#92
Breaker-Xd's picture
Breaker-Xd
The best defense is a good offense

@Neonguard

Some of the best guardians I know can dish out striker-level damage! (myself included back when I played guardian, but by "striker level" I really only mean 6-8k-ish)

Being guardian by no means equates to not attacking. Indeed, I personally found the attack bonus from Wolvers more vital to guardians than it was to strikers, given that guardians do not get damage bonus, only ASI: Low.

Quicksilver might increase durability against Kilowatts and Flourishes, but a guardian shield is more than tough enough to ward off a few kilowatts, and a flourish would bring the enemy into danger-zone.

To be honest, I find that a good guardian versus a good striker is almost a toss-up; either side could win, depending on who has that slightly higher skill, or slightly better connection. I've killed many a good striker as guard, and been able to kill many more by virtue of healing with my shield.

A guardian's biggest concern is getting swarmed; a shield has no chance against 3 or 4 strikers attacking at once. Some people like guardians to stick with a pack of strikers, but I personally always ran off solo to hold a specific capture point, usually for the whole match without dying. This strategy works well if the rest of the team is competent enough to capture the other bases (since you need 2 of 3 OR 3 of 5 for most of the game to win, your teammates must be able to capture the other 1 point or 2 points on 3 point and 5 point maps respectively.)

If your team ever does get decimated, however, then you're going to need to move around a lot, and striker might be a better option. While you can certainly play a strong game with guardian, it is extremely hard to carry an entirely incompetent team without the ability to dash to other bases.

Thu, 01/17/2013 - 05:15
#93
Hawxindanite's picture
Hawxindanite
Hey tried Brute jelly with Dusker its great

So yeah the defenses pay off a lot, it's really hard to kill you, the effects are a lot more noticable with heart trinkets
Also There was another dusker clone with a SS a TSB and a Killowat pulsar (or Giggawat XD), note no heart trinkets were used, I killed him 4 times while he killed me 2. It may just be that I'm really better than the guy but I noticed that he would always pull out his SS in order to hit me, but seeing the bane of my loadout I figured out a strategy. If a guy pulls out his or her SS when you have a Jelly man loadout, you should just harass the guy, all I really did was walk of to one side, then shoot him numerous times with an Antigua then move again to the side to shoot the guy numerous times with an antigua as he recovers from the stagger. After a while, I saw the dude run to the back door in the map Avenue so he may reheal since I saw he was panicking all i did was pull out my Kamarin and go SURPRISE! And whack the guy with the kamarin.

Sat, 01/19/2013 - 12:32
#94
Breaker-Xd's picture
Breaker-Xd
Sounds good.

Did you notice any significant damage-differences from the Brute Jelly?
Did Brute help against toothpicks?
Gigawatts don't go in T2 O_e... they kick you into T3.
The standard way of dealing with SS users is to wait for their big second swing, and then to utterly destroy them while they are incapacitated. Also, a faster sword and some quick circling makes quick work of them, albeit being more risky.

Also, I've come to find that Antigua isn't actually all that bad of a gun in Lockdown; people don't even notice that they're being shot at until they've lost 3 to 4 pips. I rarely use it though, since Kilo is more useful for capturing, but I've seen a Magnus used with wonderful results, as I may have stated before.

Odd guns are by no means useless; they're just different to use.

Antigua is great with its 6-shot clip, but the shots do something like half a pip per hit. It's OK for sniping a single target, but in a case like that simply killing with a sword might be faster and more beneficial to your team (Less time killing = more time capping)

When dealing with crowds, Antigua could potentially be useful for dealing small damage, but I find that firing a Kilo into a crowd is amazingly great for shocking everything and everyone.

Antigua is hands down the BEST weapon for scouting an area for recons; the many-shot-clip allows you to spin and fire; Argent Peacemakers and Sentenzas are used for this exact task in T3 Lockdown, where recons are more of a threat. But in T2, unless there's a recon with a hammer and a whole lot of skill hiding somewhere on the field, I'd leave the Antigua at home.

Sat, 01/19/2013 - 12:55
#95
Klipik's picture
Klipik

I have a "clone" loadout (dusker set, TSB, SS) with optional Try-hard pendants, but I play guardian. Do I still count as a clone?

Sat, 01/19/2013 - 16:49
#96
Autofire's picture
Autofire
Did I hear someone ask for recon tips?

Well....I'm going to say that eventually I'm going to have some of my own.

I should ask, though, what's the opinion on Arc Razors? As a recon, I find them very handy for the huge lunges they cause, allowing you to move somewhat fast in the heat of battle without using a striker boost. (Which recons lack.) The charge isn't as good, but it's nice for opening a fight because you can change your aim before you swing.

Oh, and what about the Cutter series? I use a DVS in T3, and the recon sword speed decrease actually HELPS because is keeps the hits from coming out so fast that more then half of them from hitting. My favorite thing is when a skolver sits there as I combo him. Idk why he doesn't move when I do that. :P

Meh, just asking for opinions on some fast swords. I read some of the first posts and some of the last ones, but skimmed the ones in the middle. Sorry if I did miss something about them. (Though I doubt anyone actually talked about these two swords because they are so unused.)

Sat, 01/19/2013 - 23:44
#97
Breaker-Xd's picture
Breaker-Xd
On the Contrary!

@Klipik

Technically, I would not count you as a clone; Guardian is NOT common, it is not a cookie cutter choice. Congratulations! You are a wolver misfit!
No, in all seriousness, Guardian is an amazing class to play; I played guard for the longest time, and still use it when I don't have to pull my team out of the gutters and scrape a win by the tip of my flourish.

I can go entire games without falling below half health (thanks to my trinkets and shield), and remain firmly cemented to the capture points most near enemy base.

@Autofire

We talked TONS about Arc Razor!
See posts:
65
66
68
69
70
And like 71, 72, and a few on from there.

I've found cutter an interesting option, similar to Antigua; it's fast, but hits really weak. It's good if you can control it, dodge, get in, get out, and such, but the same holds true for most other swords.

Arc Razor's damage may seem pitiful, but it really comes out to about 1 or 2 more hits to kill a Try-hard (Tri-heart?) striker.

From my adventures in T3 Lockdown, I have determined that Recon is basically only suitable for causing panic, or else for assassinating. It's less effective in T2, unless you have a rocket hammer, simply because in T3 there are so many specialized weapons and armor sets that it is easy to take off half a knight's health in one hit. (Ex: DA on a Skolver, GF on a Vog. Obliterates them.) Since the big swords in T2 are Grintovec/Kamarin and Sealed Sword, and almost all armor has some form of normal defense, the damage output is not as great as in T3, comparatively.

Cloak is great, though, since it strips defense; however, using cloak means putting yourself at risk of getting revealed and easily destroyed. Recons can't really fight too well; I've tried :<.

Sure, Arc Razor's combo could potentially act as a fake dash, but it is nowhere as fast as the striker dash, nor as the hammer dash. It is pitifully outclassed.

Sun, 01/20/2013 - 02:15
#98
Xenonguard's picture
Xenonguard
^^^

Actually, I use recon in T2 LD if only for the bomb charge time reduction. I find that spamming haze-type bombs is more effective at holding off a point than a kilowatt pulsar, and allows you to inflict other types of status damage such as fire or poison. Using a stun haze bomb really helps when you're spawn camping and really want to stagger the strikers zooming out.

Sun, 01/20/2013 - 06:27
#99
Hawxindanite's picture
Hawxindanite
I've been wondering

I am now heating up a toxic vaporizer and I will post the damage I am dealing per game with it for the recon.
As of now, there isn't much of a difference when I go full wolver than when I "hybridise" since SFs' are Literally proto swords against me. Also it is quite easy to dodge the SS attacks, so that isn't too much of a prob for me. Also the jelly-wolver loadout is most effective when recon since you get a reasonable damage increase and also you get the proper defenses that you need.

Sun, 01/20/2013 - 14:47
#100
Klipik's picture
Klipik
/e steals post #100

Some things about fighting "clones" from my point of view (clone guardian):

-Stun-locking does not work on guardians. Use this to your advantage. If someone tries to do the 1-1-1 combo to you, don't stand still. If you back away far enough, they'll have to boost to catch up before they do their next attack. What they come at you, whip out a toothpick and smack them in the face. While they're being interrupted (and while their invincibility frame is wearing off), switch to the SS. As soon as they become hittable again, unleash a full SS combo. Those three hits will kill them if they don't have heart trinkets, and if they do it'll drop them down far enough to stop dashing in head-on.

-Pulsars have SLOW BULLETS. Really slow. If somebody starts pulsar spamming you, don't try to tank the shots with your shield- that's what they want you to do. They wear out your shield with the Pulsar and then swoop in to finish you off when you're defenseless. Instead, just dodge the shots if the space you're fighting in is big enough.

-If the clone has a rocket hammer, KEEP YOUR DISTANCE. Even if you have a Magic/Elemental set, these things will chew through you like... umm... really good food. :3 Force them to use either the Striker Dash or the Hammer Dash. If they use the Hammer to close the gap, you need fast reaction times and decision-making -- you have to decide whether you want to dodge, or block. If the dash brings them anywhere within 3 squares of you, block- you have no idea if they are going to use the third swing or not. Especially if they are using Auto Target, anything in that three-square radius is pretty much gonna get hit. If they go with the Striker instead, keep them at a distance by stopping them in their tracks with whatever you have. Pulsars work well. Try to avoid using short swords like brandishes here- they put you right in the hammer’s swing. Guns and long swords like toothpicks and SS’s work best, but I also wouldn’t recommend SS because of its sheer slowness. If you miss a big swing against a hammer user, prepare to be interrupted and killed to death in a matter of seconds. At the same time, this goes for them too- if the clone misses the third swing of the hammer combo, pour out your DPS onto him as fast as you can, because he won’t be able to do anything about it for about half a second.

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