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?
Wakfu leveling marathon with an event going on, adding this to my index and coming back later.