Crazy new gear for the win!

Weapons never seen before = fun.
BALL-N-CANNON (2* Hand Cannon --> 3* Macelobber --> 4* Mace Cannon --> 5* Ball-N-Cannon)
The Hand Cannon is a powerful (for a 2*) single-shot Gun that travels quickly at a range of 7.5 squares, with a square-wide foe-piercing cannonball, causing hefty Normal damage and pushing along foes in its wake. Once the cannonball reaches a wall or the end of its range, it knocks over nearby enemies with sheer force (and 1 point of damage), then lands on the spot and stays there, obstructing enemies that pass by for the eight seconds it persists (great for chokepoints). The shooter has an 8-second reload where they walk slower; this is due to automatic operation of the teleportation device that returns the Hand Cannon shot. (The Hand Cannon line also has a standard shot recoil of 1.5 squares, so don't turn your back on that Shadow Fire.
Here's the gimmick. If the shooter touches the cannonball, the cannonball disappears, but the reload finishes instantly! This makes for a tough choice: approach the cannonball, which is likely surrounded by baddies, or dodge said baddies with the slow reload walking speed? The charge attack lobs the cannonball with extra force, causing improved damage, increasing the range to ten squares, and creating a more powerful "knockdown wave" at the end that deals one-half the damage of the charge shot's hit damage, as opposed to one damage. The recoil is an impressive three squares of self-knockback, so watch your back when unloading a Hand Cannon charge.
The shot goes over low walls, but if it ends over a pit, you won't be able to pick up the cannonball and will be forced to reload the normal way. For 8 seconds. Ouch.
The Macelobber line, in its quest to defy logic for the sake of sheer coolness, fires a spiked cannonball. This improves the damage as well as making it split Normal/Piercing, and makes the ball go quicker to catch dodgy fiends and dodgy Wolvers. The user also moves slightly quicker during reload. While the cannonball is on the ground, enemies nearby will slowly take the Piercing damage from the spiked cannonball, making this effective for area denial against those dastardly Devilites. Also a nice alternative to the Blitz for Trojans; shoot while the Trojan is swinging/boosting, circle, and run left and right while the Trojan gets poked over time. Other than that, it's basically the Hand Cannon, but 3*-5* depending on the upgrade level.
FLAVOR TEXT
Hand Cannon: "A light gun from the Skylark. One of these guns was modified by Desna for personal use, and since then, they've been all the rage among gunmen. Pick up the cannonball to reload instantly."
Macelobber: "In defiance of all logic, this gun substitutes spiked maces for cannonballs. Pick up the mace to reload instantly... and wear thick gloves when you do."
Mace Cannon: "Returning a Macelobber to the original firing strength of the Hand Cannon worked like a charm. But most charms don't come with spikes. Pick up the mace to reload instantly."
Ball and Cannon: "The medieval flail is so antiquated. Cannons are way cooler than chains, hands down. Pick up the mace to... wait, you know this, you upgraded the thing since it was a two-star Hand Cannon!"
VOLCANNON (2* Hand Cannon --> 3* Ember Cannon --> 4* Blaze Cannon --> 5* Volcannon)
The Volcannon is the Normal Damage counterpart of the Ball and Cannon. Instead of the special-damage line having the status, I give the status to the Normal Damage line, for the win.
The Volcannon line's basic attack is the same as the Hand Cannon line, except it's given Fire of increasing strength depending on Star level (maxing out at Good chance of Strong. Like the Combuster.) Also, the cannonball blocks enemies AND lights them on fire if they get too close. Like the Macelobber line. But instead of poking things, it lights them on fire. The Pyro would be proud.
The charge attack is different in an interesting way; instead of going 10 squares, it only goes 8 with increased damage, but leaves a trail of flame behind it that causes more Normal Damage and Fire to anything that walks over it. The fire trail lasts four seconds, about as long as the Ash of Agni (don't worry, though; it's much tougher to kite with this sucker, nothing's supplanting AoA on my watch). Picking up the cannonball will not destroy the fire trail.
FLAVOR TEXT:
Ember Cannon: "A Hand Cannon with an added incendiary component. Aim away from self, gas tanks, and Oilers. Especially Oilers. Pick up the cannonball to reload instantly, while somehow not burning your hands."
Blaze Cannon: "Advanced systems keep this from exploding in your face, while keeping all the gunpowder and alchemical fire you could want. Pick up the cannonball to reload instantly."
Volcannon: "Now reinforced with heavy Volcanic Iron, the Volcannon is a weapon feared by the icy creatures of the clockworks... and makes an excellent grill! Pick up the cannonball to reload instantly, though you already knew that."
GALE ROD (2* Elemental Rod --> 3* Gust Rod --> 4* Wind Rod --> 5* Gale Rod)
The Elemental Rod is a simple one-swing sword (technically, it's actually just a rod with a blue crystal ball) that that lunges once, zapping the area in front of the user with magical force. This deals Elemental damage in a small area in front, about the range of a Flourish's second swing (but with a little less speed). The charge blasts the ground, causing an explosion of Elemental force around the user.
The upgrades to the Elemental Rod, however, are very different from their original form. An example is the Gust Rod. This causes Elemental damage with the swing, but instead of a magical zap, the Gust Rod line produces a wave of sheer knockback and knockdown in front of the rod (the knockback increases with Star level) and slightly to each side, reaching five squares ahead and three squares wide. The Gust Rod swings fast, though its damage range is low, and does not slow down the user at all when charged. The Charge Attack swings very fast, and unleashes a blast of wind that's four squares wide and seven squares ahead, and damages enemies with half the swing force as well. The wind reverses slow enemy projectiles, like Pulsar shots and Turret bullets. (The crystal ball on the Gust Rod line is green.)
The point? It makes an effective sidearm for a Gunslinger and a counter to turrets and the Polaris. And before you quote Hahn, Hahn doesn't have to be right.
FLAVOR TEXT
Elemental Rod: "A simple weapon held by Owlite apprentices, this rod only requires a simple swing to activate."
Gust Rod: "An Owlite rod with the power of the wind. Useful for putting distance between you and your foes, it also deflects slower projectile attacks."
Wind Rod: "The addition of more power makes the Wind Rod even better at blowing targets away."
Gale Rod: "This rod was once used by a powerful Owlite sage for house cleaning before, according to his memoirs, it blew his house down. This made the Spiral Order even more eager to use it as a weapon."
MOUNTAIN ROD (2* Elemental Rod --> 3* Earth Rod --> 4* Stone Rod --> 5* Mountain Rod)
This upgrade to the Elemental Rod sports a brown crystal ball instead of a green or blue one. It has the same lunge; when swung, it creates a stone block that lasts for five seconds, causing Elemental damage on the spot it's created when it's created. A maximum of three blocks can be active at once; the Charge Attack creates a wall of five blocks perpendicular to the swing, ignoring the limit entirely. Stone blocks can be broken by enough damage from any attack, taking the same damage from all damage types; allied weapons ignore the blocks, as do allies themselves. Charge Attack blocks are twice as durable as standard Earth Rod blocks, and the durability of both increases as the weapon gains heat levels and star levels.
The Earth Rod line swings slightly slower than the Elemental Rod, but its main use is for anti-gunning and in chokepoints. Imagine placing the Block wall at a chokepoint and shooting at enemies through it; very useful strategy for patient gunners! Beware, though; bomb blasts (from Lockdown players, Mortafires, Gremlin Demos, and such) deal triple damage to blocks, and Grimalkins will attack blocks without disappearing.
Blocks, upon creation, damage objects in their area, but vanish if the center is on an impassable object.
FLAVOR TEXT:
Earth Rod: "An ancient Owlite tool used to create cover and impede enemy progress."
Stone Rod: "Bringing this along will instantly make you the best friend of every patient gunslinger in your party."
Mountain Rod: "This magical rod creates blocks as strong as its namesake. Great for distracting Grimalkins, creating cover, and getting your teammates' heat when they inevitably run in and get themselves killed."
Comments? Compliments? Complaints? Completely unrelated statements?

i like the cannon ball idea for the fact it does an area damage in its piercing form and the fact that the user has to go pick up the bullets withing the 8 second reload time limit. the only thing is, i dont know how ill OOO progam the area dmage where the ball stays for the 8 second. your idea is very unique though.

There are some things to consider: will 2 gunners pick up each other bullets? (lets play pong, lol)
What about one person,with 2 different versions?

Now that I had way too many consecutive hours of Wakfu than should be healthy, I have returned with a bucket full of purple squiggly lines.
The cannon is a little close to Magnus, but cuts mobility further in exchange for a cannonball effect. In fact, it reminds me of the Scorch Shot in TF2 where if you hit someone directly the bullet hops for a couple seconds, damaging any other enemies who may happen to walk into it and the enemy who was initially hit to begin with. The range seems a little shy of standard (Valiance has an eight space bullet path) but more than likely compensates with juicy damage. The thing is a cannon, why would it have low damage? The blocking effect is clever, especially after being counterbalanced with the extended reload time unless you recover the projectile. For parties it could work so team members can pick it up like a statue and bring it over to you, but if you pick it up it automatically reloads. They would be unable to attack or shield while carrying it but their effort is rewarded by you blasting the lunch out of whatever you nail in the gut next. The piercing branch would probably have the delay before firing to contrast from Magnus and Valiance, but the spikeball would still be big enough to have a chance to hit an unsuspecting dodger.
For the branches I have a few thoughts for both of them:
- Macelobber
- Projectile has 1.5 space radius size compared to the fire branch (for 4*+)
- Charge attack pushes enemies along with it (for 3*+)
- Charge attack causes the user to be knocked down and back 3 spaces
- While the spiked projectile is blocking enemies, if they try to move through it they will take 10% damage the attack would have done (different values if the cannonball was fired using the basic or charge attack)
- Volcannon
- Projectile is normal/1 space radius size
- Charge attack knocks enemies down upon contact (but not back)
- Charge attack causes the user to be knocked back 5 spaces
- Higher raw damage than Macelobber line but still only has pure normal damage (still inflicts fire on basic and charge attacks)
- For the status rates:
- 3*: 3/3 (moderate chance of minor)
- 4*: 4/3 (good chance of moderate)
- 5*: 4/4 (good chance of strong)
- While the flaming cannonball is blocking enemies, if they try to move through it they will take 5% damage the attack would have done (still different values if you used the charge or basic attack) and apply the relevant rate of inflicting fire (see star ratings)
I would use Volcannon because Pyro would want me to. I like playing Pyro in TF2. Airblast everything.
Speaking of airblasting, that sword. What if it were a Spur branch? Obviously Spur still needs some kind of buff, but until then it already fills that wind-slash-pinwheel-thing niche, if that ever existed. There are far stranger things. Wakfu has a six legged starfish with a face that eats animals to become obese and gain new attacks during combat. Anyway, for this the effects should be split when going into branching:
- Massive knockback (3+ spaces)
- Area of effect with knockback (not as much knockback, but larger area coverage to push)
- Projectile destruction/reflection
Your second branch with barricades reminds me of barricades from my engineering stuff, which is majoritively team support and defense, while these sound more for individual use than trying to be a team player. Not that anything is wrong with soloist styles, it just seems like too large of an advantage compared to the other three effects for a sidearm. It also reminds me of the earth element skills of the Foggernaut class in Wakfu where if you use certain attacks on an open space it creates a barricade (blocks line of sight, not movable, lasts one turn) instead of using the attack to deal damage. Weird coincidence. Anyway, enough getting distracted, more stuff for you:
- Have all branches start as Spur for their common 2*
- Major knockback branch:
- Basic attack mimics the heavy sword mechanic but only has a single swing space radius (standard is about 1.5)
- Deals piercing damage
- The first swing of the basic combo has no pushback, but the second swing pushes (2.5 for 3*, 3.3 for 4*, 4 for 5*) spaces away
- Charge attack is a wider swing (1.5 space swing radius) which hits in a 90 degree angle where the user is faced and pushes all impacted enemies (3.75 for 3*, 5 for 4*, 6 for 5*) spaces away; deals the same damage as the second basic swing
This first one has very minor area of effect, but can really push that cart to be credit to team.
- Area of effect branch:
- Basic attack mimics the standard mechanic (Spur already does this) with standard swing range (1.5 spaces)
- Deals element damage
- The first swing of the combo pushes 1 space, but the second swing has a 2 space swing radius and pushes (1.5 for 3*, 2.2 for 4*, 2.7 for 5*) spaces away
- Charge attack is a wide swing (2 space swing radius) which hits in a 120 degree angle where the user is faced and pushes all impacted enemies (2.25 for 3*, 3.3 for 4*, 4 for 5*) spaces away; deals the same damage as the third basic swing
A little less pushback, but more area of effect. It also has three basic swings instead of only two.
- Projectile destruction/reflection branch:
- Basic attack mimics the heavy mechanic (like the first one) with only a 1 space swing radius (also like the first one)
- Deals shadow damage
- The first swing pushes enemies ~0.7 spaces away, the second swing pushes 1.3 spaces away
- Charge attack interferes with projectiles:
- 3*: In a 90 degree angle, slows all enemy projectiles within three spaces (only projectiles within the angle and three spaces or closer) to half speed
- 4*: In a 90 degree angle, destroys all enemy projectiles within three spaces (same as above)
- 5*: In a 90 degree angle, redirects up to three enemy projectiles to the exact opposite direction they were fired and become friendly to you but hostile to the faction which fired toward you (projectiles which do not follow a constant projectile path like homing rockets will simply behave as if you fired them; still only applies to projectiles within the angle and three spaces)
All three of these force the user to stand still (like using an Autogun) for three seconds during which their effects will occur.
- Bullets from any gun (derp)
- Avenger/Faust line charge projectiles
- Brandish charge explosions
- Thorns from the Snarbolax sword charge
Lacking in both area of effect and pushback, this thing is destined to be the anti-Trollaris. All the projectile interference effects work against all forms of projectiles (including sword charges if used against other players). Projectiles affected by the charge are as follows:
I would get that last one to reflect Howlitzer heads. That would be hilarious.
If you want me to cook up some damage for all of these I can try it tomorrow. I have my Easy-Bake oven set to fun and a blood st- I mean, red painted apron at the ready.

we should always be able to shield, the moment u cant, plus with the speed movement decrease, that just a big formula for death in tier 3.
Wakfu leveling marathon with an event going on, adding this to my index and coming back later.