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Big Smonk's Short Little Guide to Armed !!
#1
Hello my friends and enemies, my opps and clique, welcome to Big Smonk's personal guide to armed. I have played armed on several characters and all of this information is dated as of 8/28/2023. I will not tout myself as an ARMED GOD, but I do think myself of having the experience and ability to be able to tell people the good and the bad, the niche and the valuable moves that lay within this tree.

I will preface this whole ordeal with my bias: Armed is a good tree. It isn't overpowered, I don't think it's bad, I do think it's reliable and decent. Thus, my opinions on certain spells will be skewed in a manner that places them further in a positive light rather than a negative one.

Also, I will not be covering signatures.

ARMED: Armed as a whole is a tree based in close range combat. It has several mid-cooldown, hard hitting moves paired with low cooldown attacks with decent damage. There are two methods to playing this tree wholly dependent on the percentage of your bar that is physical. If you run mostly armed, you benefit far more from sticking close to your opponent for the entirety of the RPB, while if you only run the usual suspects (which I will get into), a hit and run strategy is far more suited for it. Most people run the latter rather than the former, and several moves change the playstyle to suit the former more. I have developed characters that have played into both, so I feel as if I can comment on it.

For those who don't know and who are very new, Armed is also one of two trees that benefit from physical power and the physical stat. The physical stat is flat power that applies only to armed and unarmed abilities. Most weapons that belong to the Armed style of fighting have more effective power when using these Armed spells, but less so when using anything that is not.

Going in order for each move...

DASH STRIKE - 14 Range, 5 SD, 6 seconds GCDE: I have not been paid by Chance to advertise this move, but I am so tired of people sleeping on it. Here's how dash strike works - you hit the move, it sends you towards your target on the most efficient path possible for 14 range. During it, you are castlocked and cannot use any other spells, however, it IS GCDE. If you collide with your target, the spell ends and deals 5 SD to your opponent. 6 seconds of cooldown. Imagine, if you would, a dash that you could use that is LONGER than your base dash, LOWER COOLDOWN than your base dash and takes the MOST EFFICIENT route towards your enemy.

If someone eviscerates you, you turn around. Teleport? You turn around. You head RIGHT FOR THEM. Not to mention, with a speedboost on dash, you gain the boost after the spell ends. The 5 SD is a cherry on top and the GCDE enables a possible free fatal post-collision. This move may not be some insane cover the arena in eye-bleed yellow, but by god is it the best mobility option for Armed players. I'm sick of the slander, it needs to stop. If you're not a beastkin or even if you are, TAKE THIS MOVE.

DOUBLE SLASH - In-Front-Of-You Range, 4.5 SD, 8 seconds GCDE: At 4.5 SD per tick with 2 ticks, this move is reliable damage. I will concede that it, along with sweeping cleave, fall on the lower end of armed moves and it has nothing to do with their damage. Double slash castlocks you, which even if it's GCDE, isn't great. However, if we lived in a non-castlock world where this move existed, it would shred any and all who dare cross it's path. If you need to fill a slot, it's not bad. It's far better for the sticky playstyle, especially due to stepcast and garuda-effect lending to it sticking to your enemy. Also, I've heard it works with flashsword, though I could be wrong.

SWEEPING CLEAVE - In-Front-Of-You-ish Range, 13 SD, 19 seconds: Another sticky move. As long as you're within 3-4 tiles of your opponent with garuda and stepcast, you get right in their face and smack them. Right over the head. In addition, it applies a slow. Some say the hitbox is wacky, I say that it's a great move, especially with that cooldown. Again, not to say it doesn't have it's flaws, but I do think people are way too mean to it. Admittedly, it also sits on the lower end of armed.

FATAL STRIKE (USUAL SUSPECT 1) - ??? Range, 18 SD (+4 SD Bleed ticks), 20 seconds: Many people look at the numbers of fatal strike and exhibit some form of disgust. They cry out and decry it's glory. I will say this, if you only look at it from a numbers perspective, Fatal Strike is a WONDROUS move. However, when you start using it, you realize that it's not exactly the free win that some make it out to be. For starters, hitting fatal raw can range depending on how fast you or your opponent is and if you're setting it up or not. The easiest way to hit fatal revolves around a setup, which realistically gives it a different cooldown. In theory, if I am a holy mage, I rely on sanctified flash to connect it. This makes Fatal Strike a 30 second cooldown, etc. etc. If I am to hit it raw, there is a far higher chance of a miss, but I can take advantage of it's lower cooldown more. In addition, during a fatal strike you can control it via CTRL+Move by default.

Now let's go into my favorite and least favorite mechanic. Dash-Fatal. Dash fatal is a shorthand way to describe using the ability during a dash. The results can vary based on timing, but if you ask me, it's random. Dash fatals do two things to the ability. One: It makes the range FAR HIGHER. At base, it's a 9 range dash and you hit anyone you dash through or into. Two: There is a possibility for what I will call 'Fatal Correction', which occurs when an opponent is close enough during your fatal strike that it will almost home into them. However, consistency is not guaranteed and shouldn't be relied on. Another use for dash fatals is mobility. When you dash-fatal, you can control the trajectory with your movement keys and you do not need to head towards your opponent. This can be used to escape corners, move around or past big moves, whatever you think you might need big distance for.

However, fatal strike has one fatal flaw: THE JANK. This is practically a feature, do not fix any of this because I doubt you can as this code was created by ancient titans of old. There are two janky exchanges fatal can have, with some yet to be documented like a chronicle. First is what I will call empty-dash fatal. This happens I think because as you pass through them, you are in your dash animation instead of your fatal animation, leading to NO connect. Second is fatal exchanges. When two fatals cross, it seems that only the first to fatal goes off. I do not know why this happens. There's other jank, but I don't know it yet or felt it wasn't worth writing.

EDIT: If you dash fatal into an invuln, it will try and tick multiple times. This will kill you if it's TC or DPalm and heal them to insane amounts if it's Ribcage. Be warned.

In conclusion, this move is good. It has ups and downs, it is a great move and without it, armed would be worse by a county mile.

GALEFORCE - 9 Range, 4.7 SD (5 ticks), 22 seconds: Galeforce is a controversial move. As someone who had a part in getting it nerfed, I think it's still a great move. With a total of 23.5 SD, it has two flaws. One, it is a drag. Walls severely harm your damage. Two, it is a drag without any CC. If there's no setup, you can just walk away. I think it's worth it for a pile of damage, but if they don't LITERALLY stand still, you're getting next to nothing out of it. I think it's good, but it's mostly up to you. My favorite thing to pair it with is Grappling Hook (metal whip).

PHANTOM STRIKES (USUAL SUSPECT 2) - 6 Range, 4 SD (3 ticks), 30 seconds: The Armed auto-hit. It has many uses. One-part evasion tool, one part battle closing auto-hit and one part just 12 SD hit the button. This, despite being commonly taken, I say people can do without. While it is good to just hit it and let it rock, there's some issues. When you phantom strike, all three ticks aren't guaranteed with additional movement speed or teleports. In addition, the spots where you strike can range from either random or predictable, and if you get unlucky with the latter, get ready to take a bunch of damage. It's still a good grab and I recommend it, but you don't need it.

EDIT: I failed to mention this - but at the end of the strikes, you can usually throw out a move after. A commonality is to throw out Power Smash. However, this can be predictable and used to your opponent's advantage! It is also based on position. After your phantom strikes, try and do something unpredictable. Either set up with a slow or toss something to hamper your opponent. Power smash is the easiest method, however.

POWER SMASH (INTERMEDIATE) (USUAL SUSPECT 3) - 3 Range, 13 SD, 25 seconds: With step-cast and Garuda, this is a 5 range autohit. It was good at 14 SD, and while it's 13 now, it's still worth it. Slap your opponent and slow them. Unless it got reduced to like 11 SD, you can always count on this spell. Auto-grab.

QUICKDRAW (INTERMEDIATE) - 9 Range, 9 SD, 26 seconds: You either love it or hate it. I personally am not a fan. Quickdraw is a 'counter', it eats one tick of damage, teleports to the opponent, deals 9 SD and then knocks them back slightly. This is a problem because ANYTHING can trigger it. A bleed tick, an overheat tick, a FLOOR TILE. You only have about half a second to do so and the cooldown is unforgiving for it. The damage isn't great, considering it's the same as a double slash, but it does punish low health targets camping in AoEs. The range is okay, but still, I don't enjoy this move and I think in it's current state can be swapped for literally anything else. Also, GCD, so you can't input any moves after it triggers in the time window.

PRECISION SLASH (MASTER) - 5 Range, 8 SD (+ ??? SD), 32 seconds: People say Precision Slash is too slow. Which, it does have decent startup, but it's manageable if your opponent's down a dash and moving at normal speed as it has some SUCKAGE. That 5 range translates to a 5x5 box of vacuum force. The reason why the ticks are labelled ??? is because it's basically random. On average, it's 24-26 SD, but it can be affected by some odd things like initial position changing how much damage is taken. Or abyss pool and other anti-knockback being capable of utter shred depending on positioning. It's up in the air if you want this or not, I personally don't think it's bad, but there are better options for different preferences.

THE STANCES:

GARUDA: At +20 agility and with an active cleanse on Q, this is likely the stance that armed users will take to start. It is the first stance that gives armed users a technical "corrective step" that all master stances give later. It's a decently good stance with no gimmicks or crazy niche things. It is ALWAYS useful and frankly is a mainstay of the base armed stances.

EDIT: someone annoyed me about this, by "corrective step" I mean that Garuda gives you extra range. Also, all master stances have Garuda passive.

IFRIT: Ifrit is the "build for it" option. It grants +10 power which is nice. The few times I've used it/seen it used, it typically goes as such. You use some form of set up like a bone lance, GCDE stun/root, pop ifrit and then dump. It doesn't matter which moves you use, but Power Smash-Fatal Strike-Something Else (even flameslide perhaps) is a viable response, but with the active cooldown, you shouldn't rely on it to win you the whole round. It is however, hard for your opponent to get a lead after a skill dump on them.

FORMORIAN: Oh, my sweet, dear Fomorian. +10 vitality on a stance really isn't bad, I'd argue it's good. However, it's active is essentially a very long cooldown 20% DR shield. It doesn't last that long, the crit-guard doesn't work, you do not and shall not take this stance. F-tier, trash, ptooey.

Overall, Armed is a good and decent tree. Of course, it depends on paired trees for better performance, but at base I really love it! I compare it to another tree I've grown to like recently - Earth. Solid, good and in a decent place. It's neither overpowered, nor is it garbage tier. It is a viable tree that can pair with many-a thing. However, let's be honest with ourselves.

You just like using swords. Don't we all?
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#2
bro dash strike is ass
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#3
You can dash strike with juggernaut tag AND proc any dash speedboost with it (Drakanite, dancer, windwalker...).

And even without juggernaut, you can dash strike with dash speedboosts to hit and run tactics and reposition yourself to cast a point blank beam, for example.
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#4
Quick summary + some opinions 

Fatal - honestly a high skill high reward move that will get you fucked up if you use it wrong, learning dash fatal and fatal timings require skill and practice. This the bread and butter against tank sustain users (you’re still gonna lose)

P.S just use set up with it lol!

Phantom strikes- to the ones that spam moves right as they get off of cd, this move right here is why you get kited to death and take a bajillion damage, use with caution. It’s surprisingly amazing at dodging wave moves like tidal wave but it’s also surprisingly easy to leave the op in your oppressive aoe

Psmash- you can’t land it? Hit space hit p smash boom now you never miss plus you have mobility(yes psmash has insane mobility) 

Dash strike- I used it. if I didn’t turn into a semi kite build on Gallade or if I had a blood bone build rather then blood tempest I’d use it. You get in their face and land a free move, you also don’t have to use it for damage you don’t have to land it. Use it cross map then dash afterward and watch as you just home into your opponent

Again you don’t mash this move off of cd

Fun fact dash strike can sometimes move when stunned by scarlet and illusion flurry probably helping you get out of whatever evil combo they thought of(or making you get hit more)

Pslash- lame I hate it get out of my head(not bad always better options)

Galeforce - requires setup but you’re better off following up with a fatal in most cases, but it’s a personal pref move even with grapple hook.(grapple hook fatal on top)

Cleave- what?

Garuda- oh wait I can press Q and get rid of their pesky CC. OMG! Did I get lucky and cleansed their super op stun combo before it started now I get to avoid 80sd worth of damage and win the rpb!? Nice!
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#5
0/10

Simple reason being you didn't give SWEEPING CLEAVE the rightful respect it deserves. The best move in armed. A staple. The pinnacle of armed. Yet you didn't put it at the top of your list showing its dominance over every other spell, you tried to pity it when comparing the spell to its lesser armed spells. You are clearly a sinner lacking in armed knowledge. Go take some time to learn the true depths of SWEEPING CLEAVE'S potential.
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#6
See, I would have left this alone until you disrespected Double Strike!

I'm tired of the hate on Doublestrike and people saying it's bad, I think the move is fire for the cooldown you get on it! It's GCDE, got a low cooldown for the damage you get from it, and in many cases, it leads into some crazy combos. 9 Damage that you could pull off every five seconds, and combine into other armed moves!

Combine it with the benefit of the Garuda Passive giving you an extended range for it, the move is just great. People are just afraid of getting close and intimate, and to them, I say to heck with you! Why pick up a sword if you don't want to get nice and close!

Also, Dash Strike is great, especially for the wacky armed builds that aren't holding as much mobility. Dash striking into some moments can lead to good setup for the cooldown the move has.
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#7
It's becoming apperant to me that every spell that someone says is trash in melee is vehemently defended by another player screeching about the milage and use they get out of it.

Truly, all trees should strive to be as well utilized and balanced as armed.
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#8
You dare say Precision Slash is a mid option?

Mods, spin this man around until he’s dizzy.
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#9
participants for funniest responses to a guide contest (you're all last place, go away none of you read)
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#10
hi, i play armed a lot. like 95% of my characters are armed which i believe makes me more than qualified to give my opinion on the matter and i'm here to give you the rundown on these abilities.

we don't need to get into specifics here, and so the grading scale will be as follows: ass, mid, and use it.

dash strike - ass
double strike - mid, situational use
sweeping cleave - ass
fatal strike - use it
galeforce - use it (with good set up)
phantom strikes - use it
power smash - use it
quickdraw - mid
precision slash - mid

ty for coming to my ted talk.
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