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Combat Tips

7 replies [Last post]
Sun, 03/24/2013 - 20:34
Draciusen's picture
Draciusen

Here you can post combat tips for new recruits, apprentices, and even veterans looking for some more info.
There's plenty of guides on making money, equipping the proper gear and even mastering the Auction House, but none that I've seen for combat.
Whether it's in a boss run, arena, or arcade level; I just want something compiled.

General
-Calibur charges and Pulsar shots should be used tastefully. If you don't have a grasp of how to use them properly, just don't equip it at all. Flying monsters are an extreme health hazard to any knight, Recruit to Vanguard.
-Don't interrupt a bomber's kite (When they run around in circles/oblate spheroids placing bombs), or only use normal attacks or charges that don't knockback monsters
-Learn to shield-cancel, the wiki page deals with this nicely: http://wiki.spiralknights.com/Shieldbearer_Guide
*Reason - After a full combo, there's a delay in which you're completely vulnerable to a monster's attacks because you can't raise your shield up. Shield Canceling removes that delay by performing only the first attack. Also used to eliminate rushing forward and knocking back monsters.
*While we're on this, please learn to use that thing you call a shield. It saves you from QUITE a bit of pain.
-When you're the only gunner in a party, target Gun Puppies/Howitzers ASAP if you can, leave the melee mobs to the swordsmen/women.
-Avoid spamming blinding weapons (Such as the Pulsar, Shard Bombs, and Nitronome) in a party unless you absolutely must. It's a huge pain to guess where the monsters are in that massive cyan bubble.
-The front side of a Lumber = Very painful
-Don't be offended if you're not being revived right away, oftentimes it's because your party can't spare the health or your actions are being deemed as a hindrance rather than a help

Sun, 03/24/2013 - 20:39
#1
Draciusen's picture
Draciusen
Reserved

Royal Jelly Palace - Royal Jelly
-Never press both buttons at once in the 1st level unless you're fully 5* and can eliminate them all in a single Acheron Charge
-On the right room in the 1st level, it's a very smart idea to break all the blocks and bushes before pressing the switch if you're unsure about your party's skills or your own.
-When your party is low on health in the 2nd level, it would be VERY wise to not go for the hardest room (Upper right) first. Very few people can handle the entire room on only 2 bars SOLO, much less in a party
-Your Flourish/Snarble Barb is useless here. Change weapons or prepare to get out.
-If you time your swings properly, you can cancel the Royal Polyp's shots every single time (So yes, you can use a full combo here)
-Poison is effective on the Jelly King, as it prevents him from eating his annoying subjects and healing.

Ironclaw Munitions Factory - Roarmulus Twins
[Needs tips]

Sun, 03/24/2013 - 20:40
#2
Draciusen's picture
Draciusen
Reserved

Firestorm Citadel - Lord Vanaduke
-His mace hurts a lot apparently
-Blitz Needle is quite effective on him

Mon, 03/25/2013 - 00:35
#3
Hexzyle's picture
Hexzyle

Unfortunately, the people who are in the most need of threads like this aren't the type to read forums.

Mon, 03/25/2013 - 04:46
#4
Zeddy's picture
Zeddy

This is a topic for new recruits, and should as such be moved to the forum for new recruits.

Mon, 03/25/2013 - 05:35
#5
Lanieu's picture
Lanieu
Ironclaw Munitions Factory -

Ironclaw Munitions Factory - Roarmulus Twins
[Needs tips]

Do this alone, ALWAYS. Those switches are so aggravating with 4 people trying to slap them at the same time. /lol

Mon, 03/25/2013 - 05:52
#6
Draciusen's picture
Draciusen
Uhh

How to move this thread then?

Mon, 03/25/2013 - 08:19
#7
Thinslayer's picture
Thinslayer
Re: ICMF

I pretend to be an expert on ICMF. It's not so bad once you crack the whip and get everyone to cooperate. Having more people in your party means you can 1) be revved when (not if) you die, 2) block all the monster spawners in the last room on the second level, and 3) have bodyguards for the switch-thrower in the boss room. They make the game much easier if you can convince them to let you do all the switching. If you can't convince them to work together, the main trial will be to survive when you are repeatedly gate-trapped by your squad mates. Always bring an Owlite-line shield.

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