Although people like cutters because of their fast speed, the damage and lack of interruption to monsters are its flaws. The cutter would be effective against weak monsters such as the beast family (not snarbolax).
I'm actually going to come out in favour of the cutter line, specifically the DVS line. It's not a remarkably powerful sword, but it is fun.
That said, there's some important techniques and gear choices you must use to keep yourself from getting minced. First off, it's rarely advisable to go full combo given the lack of interrupt. Having the correct shield for the monster's damage type is vital, as the cutter line works very well if you dive in, slash away like crazy, then shield at the last second to tank the hit and bump the monster away to a safe distance so you can dive in and do it again.
For heavy hitting monsters like lumbers, it's well advised to attack from behind, or bait them into attacking first and dodge before going at them. Status-themed lumbers can often one-shot even a well matched elemental shield, depending on the depth.
Keep in mind while using this sword that you're going to inevitably take more hits and do less damage than you would with other swords. If you can make peace with that fact, then go forth and craft!
I like the Cutter series. I understand the general arguments against it concerning its Normal Damage and other flaws, but I like it anyway. It's great to release a vicious series of attacks after my target releases its slow Charge Attack. It also makes a great finisher weapon for weakened targets (Firotech).
Dread Venom Striker was my first 5-star sword, so I have warm feelings for it. And it's fun to use, and good against Vanaduke's mask. But, as other people have noted, it's not really among the best swords (and Wild Hunting Blade is even worse).
I'll just add these data on the damage per second of swords. DVS comes out alright, but never great. Of course, damage per second is not the only important factor in choosing a sword. Unfortunately, the other considerations --- range, knockback, interrupting, etc. --- make DVS look worse, not better.
The charge attack can be quite good, when used correctly. I like to use it against gun puppies (specifically red rovers), lumbers, and Vana's mask phases.
The key to using the charge attack well is to use it against largely stationary enemies with longer gaps between attacks. Basically, make the enemy attack, then sidestep and unleash the charge attack. If you do it right, all of the attacks will land and the attack will be over by the time the enemy is ready to attack again.
Another use is for gremlin demos. I can usually attack a demo and keep moving out of the blast radius of dropped bombs, but here it's important that you have somewhere to go; drive the demo and yourself into a corner, and you'll suddenly find yourself surrounded by bombs.
And having 2 hits per click, the cutter does simply demolish obstacles. Great for collecting goodies while evadin Grimlakin in Candlestick Keep.
The cutter line can be used almost anywhere, is fairly fun to use, but won't give you optimal damage much of the time.
Which would be the better idea for, say, Vanaduke's mask - Leviathan Blade or Dread Venom Striker? Also, spam regular attacks or unload a charge attack while the mask is vulnerable?
Also, exactly how much worse is the CIV compared to the Leviathan Blade? The Levi damage table on the wiki is broken.
About cutter:
The mask may move or burn prematurely, leaving your charge hitting the air while you're defenseless.
Plus you cant cancel it if say, your allies die and need reviving, etc.
Use it if you're confident enough.
A note about the charge attack: It behaves just like any other charge attack: once you're into the attack animation, the only wy to abort is to die or suffer shock. This is just like every other charge attack out there. The only difference with the Cutter is that the charge is long enough that the lack of ability to abort becomes noticable, as in you actually have time to attempt to abort. You can also notice this with the Troika and Autogun lines.
Personally, I love the cutter. It was my second choice sword after the troika. But it isn't good....except for teasure boxes, stone blocks, and minerals.
Long combo
Relatively low-decent DMG
Looks SICK (WHB)
Combos DO interrupt enemies such as gunpuppies.
HORRIBLE in PvP
Bad in T3 PvE
Basically, it is a bad end game sword and bad general-purpose sword. It is more of a utility weapon.
It's damage is NOT low. It just has more chances for you to miss since you have to land 10 hits in a combo. If you take the wiki data it does about 800~ damage in a combo if it all hits which is on par with most swords against a neutral type monster.
The first hit can interrupt scuttles and the other easy to interrupt monsters. The last hit will interrupt things like gremlins and gun pups but if you used the last hit you probably would get hit.
And it is not HORRIBLE in pvp. It works fine. Each hit stagger/interrupts the opponent a slight bit, and the poison annoys the heck out of everyone.
You have to stand practically on top of the monsters to hit them with the phantom swings, though, and those make up about a third of the total damage output.
The cutter line is ok, vile striker was my first 4star sword but after I discovered how much more damage I could do by specializing my damage based on my opponent I let it sit for about a couple of months.
I recently tried it out again recently after watching Exiledread's excellent solo UFSC vid (http://www.youtube.com/watch?v=fzBG1gYBK_s) and seeing how useful the DVS could be if used properly.
It has since replaced my dark thorn blade as my fsc sword (Storm driver, Vile striker, shiver) since I became too poor for 4 slots (impulse accessory buys kill me every time) because I like it better for trojans and it's more useful against the gun pups, oilers and vana mask. I also really like it against kats.
That said, there are plenty of times where I prefer my silent nightblade, dtb, or avenger because they all have better charge attacks, deal more damage per hit, have better range and better knockback.
I've seen someone use a cutter well. One tactic is hit twice (two clicks), then shield and back away. This way, you get in 4 hits before the monster attacks, and still have time to avoid it, since the attacks are fast. As Nicoya said, though, you will need better armor especially for T3 as you may end up tanking several hits. Also, it will work TERRIBLY against mobs.
PvP...if you try the hit 'n run tactic... may be effective? But the damage may be too low and'll be outclasses by other weapons.
Compared to other swords (NOT winmillion), it is pretty bad in PvP. It does minimal damage, but it does interrupt attacks. Once the combo is finished though, you're dead. But I was mistaken, it's damage is fine for the full combo. Just takes more skill to use I would say. Needs a range buff.
On a random note, the flourishes second and third swings have the same range as the troika's second swing. (tested at RJP area before boss with reappearing blocks: First hit of both weapons knocked out the first block, and the second hits knocked out the third. Wth?)
Cutter line is a good weapon for Arcade (not for PVP), but a good secondary weapon because dont interrupt attacks, use it when you are shure then the monster doesnt hit you or shielded fast, actually I prefer bring a dread venom striker to vana versus a final flourish because is more fun, but in Darkfire I prefer the final flourish because his fast killing and his fast hit/shield (less time undercover to get hurt).
In this video I used my Dread venom striker see it to know how to play whit it.
http://www.youtube.com/watch?v=xOVFKwrwc1k
I overheard some discussion a while ago, mainly over one of the fastest Vanaduke speed runs. In short, the Dread Venom Striker is comparable if not slightly better than weapons like the Final Flourishes and Barbarous Thorn Blade vs Vanaduke (While walking around). Also, I believe it is the best against the mask phases, but I haven't run the numbers.
The DVS primary attack only has around 2.5% chance to poison/hit. The charge has about 5%. That still means that at 2.5% it takes around 40 successful hits to have a chance at poison - actually it's the other way around, 40 average hits implies about 2.5%.
For DVS - A full 10 hit combo has a 22% chance of poison. A full 10 hit charge has a 40% chance of poison.
In comparison successfully hitting with every FoV charge has a ~87% chance of fire, and a hitting with every combuster blast is ~92%. (In non-FSC levels)
If the DVS had a 20% chance of poison/hit with it's charge attack and a 10% chance of poison/hit primary, I would say that it's comparable to it's other sword brethren. But until then, I'm leaving it on the shelf.
Also I get this weird glitch sometimes where the damage from my charge attack does the same amount as the primary swings. Both of which have roughly the same poison chance as finding a four-leaf clover. :-\
I'll preface this by saying that I'm a pure gunner most days, and therefore make a terrible swordie. Take this with a grain of salt.
That said, my DVS lets me cancel and escape faster than any other sword, which is a godsend. I can sneak an attack or two in here and there while still remaining mobile enough not to get hit. It's brutal against large or immobile enemies (Lumbers, Trojans, turrets) because all those ghost attacks will definitely hit (which is probably why some people like to bring it to FSC).
Also, don't use it in Lockdown. I did a couple times for fun. I killed one guy. In four games. /cry
Blast bombs are more of the soloist bomber's weapon. A freezing vaporizer could be used to lock enemies in place so you can wail on them with the cutter.
I still only have a hunting blade, but here are some things I learned:
1. When using a Cutter, try getting at least some ASI on it. It will dodging and blocking (which is everything good about this sword) much easier.
2. TURN OFF AUTOAIM
3. I would suggest for you to get a Swiftstrike Buckler. You won't regret it.
4. Learn when to stop in your combo. Usually, two swings (with ghost strikes) (with Swiftstike Buckler) will leave you enough time to dodge or shield from any single enemy's attack.
5. Use your shield often to shield bump enemies away. You want to be attacking enemies one at a time.
6. Wolvers and Devillites aim and then wait a bit before they attack. In otherwords, if you're in a combo when they aim and attack, they will attack behind you.
7. Many enemies will be interrupted, especially Devillites and regular Wolvers. But because of the knockback, the interruption is a bit unpredictable.
8. Alpha Wolvers are not easily interrupted and can easily break your shield. Don't attack them headon.
9. You can continuously attack lumbers, dancing around them so that they never manage to face you.
Asi is always okay to get, provided it applies to the weapons you use and does not put you over the maximum bonus allowed.
Turn autoaim off to be able to aim between enemies in order to hit the most possible. Actually, turn autoaim off, unless you really need it for the toothpicks.
You dont need ASI for cutters. I can use it with ASD medium and still not get hit.
I have an asi med on my Vile Striker and love it. I would never use it in pvp, though...
I use the poison variant of the cutter line for soloing. The single attack doesn't have knockback and doesn't move you and can be repeated very quickly, so it is good for repeatedly knocking Greavers and Devilites out of their attacks. The rest of the attacks move you forward at a good clip and also have moderate knockback and a wide swing, so if you do the first attack out of the range of enemies then use the rest to move around large enemies or groups of enemies your attacks will still hit them while still moving you around the enemy and will keep things like Lumbers and Retrodes from getting a bead on you. The last hit of the cutter does cause enemies to recoil like any other sword line, which can give you breathing room after completing a combo or can be used to pimpslap Gremlin Menders to interrupt them from healing.
The main time I avoid using it is if I know there will be Mecha Knights, Axe Gremlins (T2 and higher) and other enemies that can attack quickly or attack while turning. It only knocks back about as far forward as you've moved, so it keeps them in range of you as opposed to heavier swords that shove enemies well away from you, and no amount of slashing a circle around them will keep them from turning to the side to hit you anyways. Otherwise it is a relatively versatile weapon and is fun to zip through a crowd with while watching the numbers fly.
Its better to shield or run in a tight circle. I suppose damage bonus would benefit cutter lines the most.
ADI. Just use the charge attack on it right after it shoots then tank a bullet and then finish it off. Though depending on how lucky you are with poison, how big your party is, and how much ADI you have you could 1 hit KO it.
Full skolver + swift strike gives you vh damage and high asi. Skolver with buckler gives ultra damage.
For comparison, the first option gives 6 points worth of bonus. 2nd one gives 5 points. I would prefer skolver and swift strike, having a decent bonus in both asi and damage is better than adding a point to an already vh damage. However, I don't use cutter lines, so I can't say how much asi adds for you.
I just ran a quick test
(subject to some human error)
24 combos per minute -ASI high
23 combos per minute- normal
23 combos per minute -ASD med
So there's not that big of a difference.
The only noticeable difference I see in ASI is in the last swing of the combo.
Unless your aim is to demolish the biggest concrete block in Cradle, the real pay-off to ASI is safety: whether you can get off [X] attacks and still shield in time to avoid an attack. That difference will necessarily be tiny when measured in seconds or DPS, but that doesn't mean it's not significant. . . .
The test was meant to test if ASI has an effect on the speed since people have speculated about a "speed cap" kind of like how armors give you diminished returns after a point.
It would be unrealistic to test "whether you can get off [X] attacks and still shield in time to avoid an attack" since I highly doubt you will always be fight only one monster at a time.
If you are considering Skolver+BTS vs Skolver+Swiftstrike the amount of boost you get becomes irrelevent. You would want the BTS since you will be forced to tank some attacks and you will want something that can survive more than one hit.
Most weapons interrupt enemies with a combo. Cutter doesnt, wich means the enemy can counter your hits mroe easily.
It's also fast, but weak. A slow weapon does more damage in one hit.
It's normal damage, wich means it doesnt have any bonus against anything.