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Swords for the "Defensive" Sets

8 replies [Last post]
Sat, 08/29/2015 - 20:21
Falminar's picture
Falminar

Yes, Holy-Nightmare already made something like this. Here are my own sword ideas for these.

Holy's post: http://forums.spiralknights.com/en/node/110907

"Defensive" sets: Royal Jelly, Grey Owlite, Dread Skelly (as mentioned by Holy-Nightmare in his thread).

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Skelly:

2* Skelly Bone

Normal: A basic, calibur-like 3 hit combo.

Charge: A basic, 180° slice that deals 150% of a normal attack damage.

3* Scary Skelly Bone

Normal: Same as 2*.

Charge: Same as 2*, but generates a dark purple explosion which bones come out of when hitting an enemy. Explosion can only trigger once.

4* Sinister Skelly Bone

Normal: Same as 3*.

Charge: Same as 3*, but can make 3 explosions.

5* Dread Skelly Bone

Normal: Same as 4*.

Charge: Same as 4*, but can make 5 explosions.

All hits deal normal/shadow damage.

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Magic:

2* Apprentice Wand

Normal: A basic, calibur-like 3-hit combo that deals less damage than most swords. Generates a small energy ball in front of the sword after the first swing, which gets larger after each attack. It shoots forward if the player doesn't attack for 1 second. 1 attack: 1/3 of a normal swing's damage. 2 attacks: 2/3 of a normal swing's damage. 3 attacks: Same as a normal swing's damage, has small AoE.

Charge: A direct strike forward (like a Flourish), which generates 3 2-attack power energy balls that shoot forward with a spread similar to the DA's charge.

3* Miracle Wand

Normal: Same as 2*.

Charge: Same as 2*.

4* Owlite Wand

Normal: Same as 3*.

Charge: Same as 3*.

5* Grey Owlite Wand

Normal: Same as 4*, but the 2-attack orb has small AoE and the 3-attack has moderate AoE.

Charge: Same as 4*, but the orbs have small AoE (as mentioned in the "Normal" section above).

All hits deal normal/elemental damage.

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Jelly:

2* Jelly Jabber

Normal: 2 overhead smashes (normal speed, this isn't a heavy/slow sword) followed by a Flourish-like strike.

Charge: A smash into the ground, causing 3 spikes to appear in the ground in-front (like a T3 Jelly Cube's thorn attack), each dealing slightly under the amount of damage of a normal hit. Launches away any enemies near you, but doesn't damage them. (Only if they're right next to you, if they're in the area where the thorns can hit them, they won't be knocked away.)

3* Brute Basher

Normal: Same as 2*.

Charge: Same as 2*.

4* Rock Rammer

Normal: Same as 3*.

Charge: Same as 3*.

5* Royal Run-Over

Normal: Same as 4*, but with 1 charge spike at the end of the combo.

Charge: Same as 4*, but also launches a spinning blob of jelly (basically a Royal Mini doing the Royal Jelly's stage 3 spin attack) that deals significant knockback and the same damage as a thorn.

All hits deal normal/piercing damage.

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So, how does everyone like these? Anything that should be changed?

Sat, 08/29/2015 - 21:13
#1
Trats-Romra's picture
Trats-Romra

The jabber and wand are cool, although being a bit skeptical about spikes coming from the ground.
And how the bone is different of Acheron? (speaking of the movement and effects and not how much damage it does)

Sat, 08/29/2015 - 21:19
#2
Falminar's picture
Falminar
@Trats

Not much in the basic combo, but with the charge attack - It only makes the explosions on hit, making it more of a close-range attack. It would be made to be more effective if you can hit a group of enemies with the actual swing instead of just the explosions.

Sat, 08/29/2015 - 21:24
#3
Trats-Romra's picture
Trats-Romra

On that case, it's ok to me.

Mon, 08/31/2015 - 18:25
#4
Falminar's picture
Falminar
Variants

3* Quicksilver Compressor

Normal: Same as 2*.

Charge: Shoots 3 thorns like the Snarble Barb. High chance of self-inflicting weak shock.

Status: Fair chance of moderate shock.

Crafted from: Jelly Jabber.

4* Charged Crusher

Normal: Same as 3*.

Charge: Same as 3*.

Status: Fair chance of moderate shock.

Crafted from: Quicksilver Compressor.

5* Mercurial Masher

Normal: Same as 4*, but shoots a single charge spike forward at the end of the combo.

Charge: Same as 4*, but shoots 5 thorns instead of 3.

Status: Fair chance of moderate shock.

Crafted from: Charged Crusher.

5* Ice Queen Crasher

Normal: Same as Royal Run-Over.

Charge: Same as Royal Run-Over.

Status: Fair chance of strong freeze.

Crafted from: Rock Rammer.

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5* Unstable Wand

Normal: Same as Grey Owlite Wand, but with more damage and a slight chance to self-inflict moderate stun on every attack.

Charge: Same as Gray Owlite Wand, but with much more damage and a slight chance to deal direct elemental damage to the user.

Crafted from: Owlite Wand.

5* Divine Wand

Normal: Same as Gray Owlite Wand, but deals pure elemental damage.

Charge: Same as Grey Owlite Wand, but deals pure elemental damage.

Crafted from: Owlite Wand.

Thu, 09/03/2015 - 05:12
#5
Hexaah-Forum's picture
Hexaah-Forum

I like the ideas for Magic and Royal Jelly, but I'm not sure if a bone fits for Skelly (Although I see where you're going with it). I think something more like a halberd type of weapon would be more suitable for Dread Skelly.

The idea of someone wearing great big devilish armour with spikes and horns coming out fighting with a bone just sounds a bit ridiculous. But I do think the ideas for Magic and Royal Jelly are well-suited.

Sat, 09/05/2015 - 15:50
#6
Corporal-Shade's picture
Corporal-Shade
I'm a wizard

So the bone is just a Shadow calibur?
This is opinionated but I'm pretty sure the Archeron Charge is better is murdering gremlins and slimes than a spin attack.
And yes, Hexxah the bone does kinda sound silly.
A Wrench Wand that isn't pure normal with better magik attacks!?
I upvote that. Archilus is a wizard so he needs a wizard Wand to go with him in the HoH.
Jelly Weapons.
Make a piercing brandish (kinda) if you want.
Ugh... why did they make the cautery sword...
P.S. I'm a wizard.

Sun, 09/06/2015 - 08:28
#7
Falminar's picture
Falminar
@Blaze and Hexaah

The bone -

The appearance of the bone will change as it goes up in star level. Probably what you're thinking about would be for 2*, then it improves and fits with the set well at 5*.

Also, the bone isn't just a shadow calibur - While it is similar/the same in normal attacks, the charge is different. It's a 180° attack, not a 360° spin, and creates explosions each time it hits an enemy (it's supposed to be more effective if than an Acheron charge if you can hit at close range).

Tue, 09/08/2015 - 04:57
#8
Exiled-Gremlin's picture
Exiled-Gremlin
Why not include a bone wand

Why not include a bone wand that on regular attack shoots dark spheres that haunt living monsters, spheres similar to these of maskeraith's ultimate 3rd skill, on charge it would blast more huge and dangerous spheres (charge attack similar to mixmaster's charge attack)? Just saying.

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