Pure gunner weapons for staying back and firing?

What are good guns in a situation where constant movement isn't necessary?
I'm looking for equipping 2 guns at a time, starting from 3 star equipment.

Autoguns are the best guns for staying still and pumping out damage:
Needle Shot -> Blitz Needle
Dark Chaigun -> Grim Repeater
If you're running with few weapon slots, the I'd recommend the Magnus -> Iron Slug. Iron Slug charge shots will work in almost every combat situation.

I think I'll work towards a blitz needle, a storm driver, and a winter grave, would that be a good combination?
What helmet and armor would be nice for these charge oriented weapons?

Blitz Needle is famously overpowered and the most popular weapon for taking down Vanaduke.
Storm Driver offers very good damage and useful status. It takes a little while to master the ricochets, but they are the key to alchemers, because they basically double your damage output. Here is a short explanation.
Winter Grave is good, although not as good as Callahan. The freeze often interrupts the charge attack, so that monsters don't ride the full charge attack for full damage. (The same problem happens with Glacius.) But freezing monsters can be useful too. So go for it.

"Winter Grave is good, although not as good as Callahan. "
Would I be better off getting grim repeater, storm driver, and callahan then?
Also, which 3 star version of these weapons would I get first, and which one would I upgrade to 4 star and 5 star first respectively?

What helmet and armor would be nice for these charge oriented weapons?
Well, you want handgun CTR, so that suggests Chaos, Seerus, and maybe Padded. By the way, you also want damage bonus and ASI. In particular, ASI can help you recover quickly from attacks. For a complete list of your options, consult the gunner section of my armor guide.
Would I be better off getting grim repeater, storm driver, and callahan then?
That is also a good plan. However, Vanaduke is disproportionately important, and Blitz is probably better than Callahan against him. So your original plan is slightly better than this new plan.
Also, which 3 star version of these weapons would I get first, and which one would I upgrade to 4 star and 5 star first respectively?
Keep in mind that you actually need just two of these weapons. So maybe you should take two of them to 5 stars, and then start the third one. Which one you leave for last probably doesn't matter much. If I must pick one, I'll pick Winter Grave, because the end-game monsters disproportionately resist shadow.

I recommend Iron Slug/Winter Grave over Callahan. Pierce-weak monsters tend to dodge magnus line guns too well [especially in parties]. Personally, I like Winter Grave against Slime/Gremlin, while prefer Iron Slug against everything else.
However, any magnus line weapon requires careful placement of attacks - on a similar order of difficulty as drivers. Once you become adept at attack placement, the DPS of these guns rivals brandish charges [very strong, but still weaker than autogun charges].

Blasters and Pulsars are good guns with knockback, aim right and you may need to move very little.
Fiery Pepperbox, Grim Repeater, Iron Slug, Callahan, Winter Grave are all guns with great knockback on the charge. If you have a high enough CTR you can sit in the back and fire a charge shot to push enemies away.
I would still promote learning good movement patterns in the game. There are several situations in which you are forced to move while fighting. In fact before every battle try to map out your possible paths and then try to keep monsters off you by following that path. Playing by yourself makes controlling monsters easy, since they all go after you, you can lead them around the room while firing as you keep backing away.

I don't seem to be doing too well at the moment with needle shot and voltech alchemer mk II, so I bought a tundrus and I like this weapon much more than the other two.
Would Winter Grave+Callahan be a good combination?

Winter grave + callahan would be decent, but only with CTR.
I wod recommend Blitz Needle + Winter Grave to cover all of your damage types most efficiently. You wouldnt need elemental, since blitz can take care of undead and shadow weapons handle constructa sufficiently. Mecha knights will be your biggest challenge, especially in arenas, but a few winter grave charges should keep you clear.

Winter Grave with Callahan is a good combination. The problem for me is Winter Grave's freeze. It stops monsters so that they don't ride the charge attack for full damage. Glacius has the same problem. Of course, freeze can be helpful too. I just wish that Winter Grave had some harmless status like stun, poison, etc.
As Keep-On-Crying said, definitely get lots of CTR, as magnuses are strong in charge attacks but weak in regular attacks.

Thanks!
But as for the magnus/tundrus line of weapons, does standing closer to the target when releasing a charge attack deal more potential damage, and if it does, is it worth the risk?

Thanks!
But as for the magnus/tundrus line of weapons, does standing closer to the target when releasing a charge attack deal more potential damage, and if it does, is it worth the risk?

The distribution of damage in the magnus-style charge attack is a little tricky. Most of the damage seems to come at the end of the attack. You would rather inflict the second half of the attack than the first half. For some enemies this doesn't matter; they ride the whole attack and die. But for other enemies it seems to make a difference. Maybe someone else can give you more specifics.
In case you don't know, the most important thing about the magnus-style charge attack is the knockback. Monsters don't get knocked in the direction of your bullet, as with other weapons. Instead they get knocked in the direction of their backs. So, if you want a monster to ride the charge attack for full damage, you have to shoot its front.

Thanks, but also: How do I figure out which way is the front for monsters that don't seem to have a front?

The only one I can think of is polyps. The bigger issue with them is that they are stationary and cannot be knocked back at all. You have to experiment, to see how they take a magnus charge. I don't have an explanation off the top of my head.
For example, lichens may not look like they have a front, but you can tell where their "front" is when they move in that direction.
Polyps will take about 3 hits from a magnus charge no matter where you hit them from.
As for getting close, depends on what you're fighting, larger monsters will get hit more from a properly lined up charge shot, smaller critters will die from a few hits as it is, so its not as needed. It is possible to make a lichen colony (large) ride the whole charge attack for considerable damage.

The front of a monster is generally which direction it is moving. If something like a Lichen or Jelly cube is moving towards you it's "front" is facing you.

So, I've been trying out my magnus+tundrus thing lately, using tundrus on slimes, gremlins, and constructs, and magnus on everything else.
I've been liking my tundrus very much, killing almost everything that isn't resistant to it in one hit,
I don't like my magnus.
Sure, it doesn't freeze my enemies, but I'm missing just about everything. The charge attack projectile is way too slow to hit pierce weak monsters and a lot of undead are pretty fast as well.
I have no idea how to use my needle shot(I keep dying using it), I sold my voltech alchemer mk ii(because I don't like shock) to get me a prismatech alchemer(which I won't touch until I've got 5 pieces of 5 star equipment), I've got a iceburst brandish that I won't ever use(because it's a sword), and I'm still trying to figure out what will be my other gun.
I'm thinking of pulsars at the moment. I am trying to get chaos armor, which doesn't really go that well with pulsars (due to lack of charge damage), but the knockback really appeals to me.
Which one would go well with a tundrus? I'm thinking of supernova at the moment, but I really don't know.

Don't ditch the magnus yet.... the regular shot is quick enough to catch those pierce weak monsters and has a high enough flinch chance you can usually flinch them in just one shot. In addition to this most of the endgame monsters are undead and fiend and your Tundrus won't be much use there.
Learn how to switch shoot guns and you can find some nice combos with the 2 clip guns. Alchemers for dual status (fire and shock), Magnus(or tundrus)/Autogun to lock them with flinch and easy DPS with the autogun (Tundrus/Darkchaingun and Callahan/Blitz).
The Needle shot works great for either eliminating single targets with the charge attack or by giving spread long range damage with the charge. It pairs with the Magnus gun because the Magnus can temporarily immobilize targets for the Needle shot.
Pulsars are Ok weapons but it can disrupt teammates. To use one correctly you must learn how to spread and time your shots in a way that herds the enemy to one area of the room. Once you get them there your team has more free space to operate. One of the best Pulsars in my opinion is the Flaming Pulsar line. While it's status has no effect in the Final boss the level the Elemental damage paired with the fact it doesn't get a status that inhibits knockback means you get nice power and control.
Chaos is a powerful armor but if you can't dodge you'll end up very dead.

You are quite right that the magnus charge projectile is much slower than the regular shot projectile.
A pulsar is easy to use, at least if you aren't worried about disrupting your teammates. Its knockback is actually its key feature. You can use it to shape crowds cleverly. Antiguas and blasters are also easy, but ultimately very boring. And none of these guns does an enormous amount of damage.
I'm glad that you're trying a variety of weapon styles. That's much of the fun of this game. Beyond that, I don't have a simple answer for you. You have to practice some of these weapons to master their use. And you have to reconcile their use with your play style and teammates. Enjoy.

I'm definitely thinking about getting the pulsar, but I still am not sure which one to get.
I'm considering going for iron slug+supernova, which I do not know if it will work well. What do people think of combining these 2 normal element weapons?
Still, my main plan is tundrus/magnus+a pulsar. #20 suggested the flaming pulsar(thanks for the reply!), which I definitely will consider, but I prefer to get several opinions before taking action. What would you suggest?

The only pulsar I've used is Polaris. It works well. Shock is a useful status, except that it interferes with the gun's knockback. Presumably the freeze version (Permafroster) suffers the same problem to an even greater degree.
Supernova and Wildfire differ in their damage types (normal vs. elemental) and status (none vs. fire), but I can't see a real tactical difference between them. Their differences boil down to different amounts of damage against different enemies.
So I would say that any combination of 1 and 2 below should work. It's a question of versatility. For example, do you want to be able to use your magnus-style gun on all enemies? (If so, pick Iron Slug.) Or would you like some extra damage, in exchange for not using your magnus on constructs and slimes? (If so, pick Callahan.) And so on. There's more than one right answer.
1. Winter Grave, Callahan, or Iron Slug
paired with
2. Polaris, Wildfire, or Supernova.
Even if you're only at 3 stars, plan your equipment in terms of 5 stars, because that's where everything ends up.
There are three styles of gun that focus on charge attacks: magnuses, autoguns, and alchemers. I recommend these to every potential gunner. Your "constant movement isn't necessary" only strengthens the case for them.
So get one gun from each of these styles, all in different damage types. Carry two of them at a time, depending on which monsters you'll be facing. This is very effective and very fun.
* magnuses: Callahan (piercing) or maybe Iron Slug (normal) or Winter Grave (shadow)
* autoguns: Grim Repeater (shadow) or Blitz Needle (piercing) or maybe Volcanic Pepperbox (normal)
* alchemers: Nova/Storm Driver (elemental) or Umbra Driver (shadow)