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Should I bite the bullet now and work towards Blitz Needle, or wait for Gunner update?

13 replies [Last post]
Tue, 08/05/2014 - 14:52
Lodesamoney

I'm asking because everyone is pretty much demanding that I have a Blitz for FSC runs, even though I get by pretty well with just Argent Peacemaker. But I don't know if I want to commit the resources because once the Gunner update comes out, there's about a 100% chance that I'm going to retire the Blitz Needle in favor of the 5* piercing Antigua.

Right now, this is my equipment.

-Lv7 Argent Peacemaker
-Lv8 Blackhawk
-Lv10 SS Buckler
-Lv1 Vog Cub Cap/Coat
-Elite Trueshot Module

What I'm working towards.

-Another Elite Trueshot Module
-Perfect Mask of Seerus
-Shadowsun Slicker
-Sentenza

At some point I intend to put CTR Med UV's on all my guns, but for now I'm just trying to get them.

So, what are your thoughts? Commit the early resources to have Blitz Needle for a short time, or wait it out for the Gunner update? Is it worth my time, money, and mats?

Tue, 08/05/2014 - 15:21
#1
Poopsie's picture
Poopsie
...

antigua and autogun would never have the same functionality. Antigua is fast and good for filling up damage constantly, while autogun is slow and powerful. You wouldn't like autogun if you're not used it. Why aiming ctr med on antiguas? The charge has worse recovery time than autogun. Also, personally I don't care much on what people bring on missions/arcades.

Tue, 08/05/2014 - 15:22
#2
Lodesamoney
That's primarily why I prefer

That's primarily why I prefer an all-Antigua loadout, because it's a gun that I'm very comfortable with. Hence why I can't wait for the Gunner update and the 5* piercing Antigua, so I have a full loadout of 5* Antiguas that cover every damage type.

But I do see the value in having a Blitz for FSC. It's just that 5* recipes are such a huge crown sink that I really don't want to commit to for a short-term benefit.

I got the Strike Needle recipe for free, , and making the 2*/3* versions are cheap, so what if I compromise? Would a 4* Lv10 Strike Needle be good enough for FSC runs?

Tue, 08/05/2014 - 16:24
#3
Bopp's picture
Bopp
non-update-based advice

The following advice ignores the gunner update entirely.

You like Antiguas because they are easy to use. But they are not actually good guns. Alchemers, when used by experts, inflict more damage. They also offer a variety of statuses. Alchemers are harder to master, but therefore give more enjoyment when you have mastered them. Antiguas have almost-unusable charge attacks. Autoguns are extremely powerful, like the heavy machine guns of this game. Catalyzers are interesting and sometimes very powerful (if your party lets you use them). Pulsars are interesting and useful crowd-control weapons, when used well.

So I advise you to explore the guns more. To me, the Antiguas are a newbie trap: attractive at first, but unattractive as you gain more experience in the game. Certainly they are my least-favorite guns at this point.

Yes, a level-10 Strike Needle is good enough for FSC runs. Strike/Blitz is also useful in other places, such as Legion of Almire, Heart of Ice, etc.

Edit: Please move this thread to the Arsenal forum (by editing the original post and choosing that forum from the drop-down menu).

Tue, 08/05/2014 - 17:52
#4
Holy-Nightmare's picture
Holy-Nightmare
Don't get a Sentenza, the

Don't get a Sentenza, the Obsidian carbine is much more useful.

As for whether or not to get a blitz needle.... well it is the best weapon to take down Vanaduke and can 1-2 shot Trojans with the charge making it a good weapon if you learn their spawn points and camp them. It is terrible for fighting slags in the numerous tight spaces in the FSC, for that get a storm/nova driver or to make use of your Vog cub armor get a DA.

Invest is some varied shields, Swiftstrike is nice but it is good to have something sturdier to fall back on. Dread Skelly shield and COA are good for shadow defense, the Savage tortoise (better than a jelly shield) and Ironmight shields are reliable pierce defense shields, the Heater shield (outclassed by Omegaward but not by much) and the Grey Owlite are good elemental shields.

Wed, 08/06/2014 - 00:21
#5
Fehzor's picture
Fehzor

If the antiguas work for you then use them. Like Bopp said in a dark and mysterious yet incredibly seductive voice not unlike many deep shades of lavender, other guns are stronger in terms of pure DPS, as well as much more useful on the whole. I have however, found good use for the antiguas when not focusing on guns at all; the innate damage buff against undead/poison effect combined with the larger clip size and range really enables me to hit blocks and switches as well as get off a bit of extra DPS, whereas something like an alchemer or a blitz needle feels a bit clumsy and overbearing when the main source of damage is coming from elsewhere.

But really you're mistaking yourself, just sticking to one line. The game has much more to offer, and you will accept and cherish that if you want to really enjoy the endgame content, where diversity is just as important as having "good" gear with decent variants. Try the blitz needle, step outside of your comfort zone. If you don't use it ever again, that's fine, but chances are that crafting it and mastering it will provide you with a sense of satisfaction... not to mention improve your fighting skills and capabilities beyond the one weapon type.

Wed, 08/06/2014 - 00:50
#6
Bopp's picture
Bopp
oh definitely

Yes, the Antigua-style guns are excellent at breaking blocks and minerals. So, if those are your most troublesome enemies, then you should focus on Antiguas. ;)

Wed, 08/06/2014 - 01:03
#7
Fehzor's picture
Fehzor

Oh come on, its a serious thing and you know it. If you have to hit a ton of stuff in quick succession, the antiguas are the greatest thing.

Wed, 08/06/2014 - 09:15
#8
Lodesamoney
Well, I have a Lv10 Strike

Well, I have a Lv10 Strike Needle now, and I'm probably gonna leave it there and not take it to Blitz, unless I walk into a fortune of forge boxes soon. It's definitely an awkward weapon to use, I'm very accustomed to being able to run and gun, moving while firing my AP/Sentenza. But I'm glad I made one, I can actually battle Fiends and Beasts now.

Next up is a Shadowsun Slicker. Then I gotta save up money to buy OCH and get a Seerus Mask.

Wed, 08/06/2014 - 11:43
#9
Holy-Nightmare's picture
Holy-Nightmare
@ Bopp

Blocks are not enemies but can often allow enemies to get too close. (except those stone jellies)

A prime example being graveyards, you have 2-3 phantoms closing in on you and you are doing your best to outrun them but then, oh! What's this?
A huge stack of Stone blocks are in your path, you pray that there is a ghost block but none can be found, as you fire in vain with your alchemer the phantoms close in and soon you are dead.

Keeping weapons of various speeds is extremely useful, and can prevent such situations, Cutters and Antiguas are fairly weak but have a utility, when things are slow paced feel free to take a second to aim that alchemer charge, but when the going gets tough and you need to break an obstacle fast then Antiguas make for a good blockbuster.

Wed, 08/06/2014 - 13:19
#10
Bopp's picture
Bopp
not a problem

I have never had the graveyard problems that you describe, so you haven't convinced me. But if it helps you, then maybe it will help the original poster too.

Wed, 08/06/2014 - 13:29
#11
Lodesamoney
I'm uncomfortable with

I'm uncomfortable with Alchemers because they only have two shots per clip, and so missing a shot, especially a charged shot, can be disasterous. Antiguas have six shots per clip, the shots are much faster, you can raise your guard faster, the reload is faster, and missing a shot is only a minor annoyance instead of a potentially fatal error. This is the main reason why I dislike Blitz, you're frozen in place while firing and cannot raise your guard until you've emptied the first burst. You fire this thing at the wrong moment and you're biting on cobblestone.

A beginners trap, maybe, but it's also beginner friendly. I like ease of use, which is why I love Antiguas so much. And besides, they cover all important damage types (or at least will with the Gunner update).

I play okay with the Blaster line though, and I'm actually considering getting a Valiance for my 4th slot, for those moments where I'm cornered and I need immediate breathing room. Valiance's knockback would be handy in situations like that.

Wed, 08/06/2014 - 15:36
#12
Poopsie's picture
Poopsie
...

Another thing to master as gunslinger, is to avoid reload no matter how many clips handgun has. On alchemer, you could shot once then stop/shield/move for a bit while then shot again. Or learn the silly hard part, switch shooting. Alchemer charged shot has quick recovery, also you are not required to get close to enemy for maximum damage unlike autogun charge.

Wrong moment... hmm, most likely it goes like...
Let the monsters near you charge their attack, then you avoid their attack (directions), then release charge/attack back.

Wed, 08/06/2014 - 16:44
#13
Holy-Nightmare's picture
Holy-Nightmare
I'm not saying get a blitz

I'm not saying get a blitz because it is a must but if you are going to call yourself a "gunslinger" you have to use more than one line of weapon with enough proficiency to aid your team.

Even learning to play with magnus lines can be helpful, especially when you are aiding lower ranked knights and want to put a one shot flinch on whatever is trying to hurt them. (by not doing extreme damage you help them learn to play and keep them safe)

Alchemers are the "pro" weapon, with a tricky but powerful charge than can decimate enemies if used right. (turrets and slow enemies or groups)

Catalyzers are fun group weapons. (turn slow enemy into bomb, shield bump towards others, kill all)

Valiance is universally useful (though not extremely effective). (whenever you join random party)

Autoguns are for selective target removal. (Immobile, large enemies that justify the use of extreme instant damage) (Pepperbox charges for some crowd control)

Antiguas are for keeping damage flowing and clearing out areas. (fast enemies and clearing out blocks)

Tortoguns are for aiding bombers and creating safe zones. (tag team with speed reducing haze bombs or vortex bombs if you're good)

Pulsars are for long range crown control. (spam it)

I have at least one of each of these and while I can't say that I'm an MLG pro or whatever I know which situations each gun is used in.

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