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New gunner update gear!

43 replies [Last post]
Wed, 12/03/2014 - 12:12
Gigaslash's picture
Gigaslash

Let's discuss dem gear.

Thu, 12/04/2014 - 13:33
#1
Noxiousnarwhal's picture
Noxiousnarwhal
Piercing

First, and probably the most obvious, is the fact that there are now truly mobile piercing guns - the callahan will still be great against greavers since it has a significant explosion radius to interrupt them, but it never had enough mobility to deal with devillites properly and only dealt with wolvers "adequately". It's getting a mobility buff, but still doesn't have the highest of dps... so riftlocker vs gilded griffin:

Riftlocker pros:
Blaster lines deal more damage per shot than antigua lines (and more dps if you are swapping them)
Blaster lines have slight knockback

Griffin pros:
Higher clip size --> slightly more dps if only pausing instead of swapping
More useful charge attack in PvE
No knockback

If swapping works properly, the riftlocker's the clear favorite for damage, but it may be unsafe to use against wolvers or trojans if with a large team in a tight area due to the knockback. In these situations, you may opt to use the griffin instead. Against devillites, the knockback is beneficial since you want to keep them far away while poking them down.

tl;dr:
Riftlocker is great for devillites/solo runs against any field/beast enemies

Griffin can be good for wolvers/trojans in team runs if your team is uncoordinated or the space is tight (otherwise riftlocker).
If you know how to swap shoot, making riftlocker first = better clear times. If you do not know how to swap shoot, griffin.

Wed, 12/03/2014 - 12:46
#2
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

theres a shadow magnus now, so no need for callahan on gremlins

btw its riftlocker not walker

Wed, 12/03/2014 - 12:51
#3
Noxiousnarwhal's picture
Noxiousnarwhal
Derp

Must've been playing too much kassadin on league!

Do enemies still get knocked down if they are frozen? If so, great - winter grave is new gremlin killing machine. If not, though, the callahan may still be worth using instead because of the knockdown every shot with damage max.

Wed, 12/03/2014 - 12:53
#4
Parasthesia's picture
Parasthesia
Let's see how those piercing

Let's see how those piercing charges work versus shielded enemies and then we'll talk about OP.

Piercing mobility is an excellent choice in lieu of a piercing alchemer.

I predict iron slug to be the best. Gotta try it out tho.

Finally shock walk gunner gear for LD, as well as another answer to normal max.

Wed, 12/03/2014 - 13:14
#5
Setakat

Yus!

Time to come back to SK. Collect cr and orbs. Craft new weapons.

Thank you OOO for this early christmas present.

Erm, anyone know where stats are on the new armours/helms? I'm not at my gaming computer, so I can't check right now (and not for another 10 hours damnit)

Wed, 12/03/2014 - 13:17
#6
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

they would be on the wiki, but its player made so we need to wait for people to get all of the stuff first

Wed, 12/03/2014 - 15:23
#7
Bopp's picture
Bopp
"more useful charge attack in PvE"?!

Post #1 claims that Antigua-style charge attacks are more useful than Blaster-style charge attacks?

I disagree. Blaster-style charge attacks are okay but not great. Antigua-style charge attacks are essentially useless.

Please help me understand where an Antigua-style charge attack is useful --- specifically a piercing Antigua.

Wed, 12/03/2014 - 15:38
#8
Parasthesia's picture
Parasthesia
Maybe against

Maybe against trojans/vanaduke. Except it would just be an inferior (and now slower) blitz.

Wed, 12/03/2014 - 16:01
#9
Noxiousnarwhal's picture
Noxiousnarwhal
@Bopp

Both are pretty terrible, but antigua charges have use in that final arena of f26 dfv and in some scenarios in HoI. That's about all that I can think of - one hell of a situational positive, but listed nonetheless.

Wed, 12/03/2014 - 16:30
#10
Firemetal's picture
Firemetal
Speak about vana..

Which would be better for vana, riftlocker or gilded griffen?

Wed, 12/03/2014 - 16:34
#11
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

for charge use riftlocker
antigua charges are suicide on a boss

but if theres no shivermister I think the griffins regular shots will do better, dont quote me on that though

Wed, 12/03/2014 - 16:40
#12
Noxiousnarwhal's picture
Noxiousnarwhal
On vana itself, it may

On vana itself, it may actually be the griffen because the shots are thinner. Hard to say without trying it, I guess. The blitz is just op now though, got heavily buffed so stick to that!

Wed, 12/03/2014 - 17:21
#13
Gkku's picture
Gkku

Tip for the new behavior of Magnus charges: It seems that they always throw enemies backwards relative to themselves. So quite literally shoot them in their face to maximize damage, since it'll keep throwing them backwards back into the path of the bullet.

Thu, 12/04/2014 - 00:50
#14
Fehzor's picture
Fehzor

Antigua line can actually deal done serious crowd control with its charge. If a clump of mobs is approaching you at a distance, you can often get in a charge and wreck them. It also pierces large mobs like the royal jelly, and lets you get in a big chunk of damage every time that mob turns its back to you. The risky nature of the charge still makes most other weapon charges better suited for the job though.

Blaster charges are really best at maximizing damage on a few incredibly close mobs, as well as handling wolvers.

Thu, 12/04/2014 - 01:55
#15
Turn-Me-On's picture
Turn-Me-On
@Bopp Alright, here we

@Bopp

Alright, here we go:

In general, antigua charges are nice for gun puppiez (bird cancels their attack).

Argent Peacemaker:
Charge DESTROYS roarmulus twins. I think at max damage, it can oneshot the boss in the stunned timeframe solo (oneshot meaning one charge and its on to the next phase already). It takes charge + a few extra shots when in a party. But believe me, that bird annihilates roarmulus twins. The only other weapon that can rek roarmulus to an extent it the DA charge, but thats a sword. So for guns it's the best. Not even nova driver charge beats it vs roarmy.

Also pretty decent vs Skelly Mobs in FSC. New undead high sweetens the deal. Here, blitz still reigns supreme for guns.

With the Gilded Griffin, I could see the charge do some nice damage to Snarbolax. Also, firing it into a group of fiends would undoubtedly do nice damage, but still isnt the best option. Since fiends and wolvers dodge, its charge really wouldnt beat the AP or Sentenza charges anywhere.

So yeah, antigua charges are OK overall, but nowhere near useless. Definitely better than a val charge against enemies that dont dodge.

Thu, 12/04/2014 - 01:58
#16
Turn-Me-On's picture
Turn-Me-On
@Oohonarak "Antigua charges

@Oohonarak

"Antigua charges ars suicide on a boss"

On Snarby? Nah, not really. On jelly king? Eh, sort of. On Vanaduke? Yeah, probably.

On Roarmulus? You couldn't be more wrong.

AP charge vs roarmulus. Just try it. Be around 5 squares away, release directly in front. Watch the numbers fly.

Thu, 12/04/2014 - 04:30
#17
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

sorry about that I meant that just on vana

Thu, 12/04/2014 - 06:39
#18
Bopp's picture
Bopp
thanks for the examples

Thanks for the examples of where you use Antigua-style charge attacks.

The example of firing into a distant crowd of monsters seems useful. Perhaps I'll try it again.

I'm not sure about the Royal Jelly example. A couple of months ago, inspired by Fehzor's recommendation, I tried fighting RJ using Sentenza charges. It was disastrous. I would probably get better with practice, but it's hard to imagine it being better than numerous other tactics, including ones with 3-star weapons.

The example of Roarmulus Twins is okay, but there are already many ways to take down a Twin in one stunning.

The example of zombies in FSC is good. That's another example of a crowd of (slow) monsters.

Thu, 12/04/2014 - 07:19
#19
Fehzor's picture
Fehzor

It could just be that I find in the royal jelly palace quite often, and am particularly advantaged there... I should probably not mention that tactic for serious use, even if I end up using it whenever I get stuck with it. Like it's not something that you should try to rely on, but it is something you can make work.

Thu, 12/04/2014 - 07:33
#20
Keepscaite's picture
Keepscaite
Moving on from the Piercing

Moving on from the Piercing Guns, let's talk about some of the other guns. Such as, the Tundrus (freeze/shadow magnus)

I haven't gotten it yet, but I plan to. How hard does this gun wreck Gremlins?

Thu, 12/04/2014 - 07:56
#21
Donkey-Haute
charge movement speed data

As some of you know, the guild Lancer Knightz has a long-running project to collect data on weapons, missions, etc. We are currently working on updating our handgun data after this big update. In this post I report preliminary results on movement speed while charging guns.

It appears that all guns allow the knight to run at full speed while charging. This is an especially big improvement for Callahan, which used to cut the knight's movement speed down to half. Presumably the same comments apply to Iron Slug.

The guns we've tested cover every major style except tortofist and Overcharged Mixmaster. In detail, we've tested Valiance, Callahan, Blitz Needle, Polaris, Argent Peacemaker, Hail Driver, Nova Driver, Umbra Driver, Biohazard, and Sentenza.

In comparison, many swords and bombs slow down the user while charging. We have detailed data on swords, and will soon have detailed data on bombs.

Thu, 12/04/2014 - 09:16
#22
Gigaslash's picture
Gigaslash
I sense a disturbance.

Am I the only one who doesn't like the plethora of armor and helmets introduced?

Thu, 12/04/2014 - 09:21
#23
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

theres something for every situation, whats not to like?

unless you mean looks, thats personal preference though

Thu, 12/04/2014 - 09:22
#24
Smalltownguy's picture
Smalltownguy
plethora

I'm reserving judgement on the armor until I understand it better.

So far I think the Snakebite lines will be unpopular except maybe for Rotting Metropolis. Beyond that, I'm not sure. Maybe Firefly Shade for FSC and devilites? Or would Firefly Hex be enough better for devilites to justify the crafting cost?

Thu, 12/04/2014 - 22:50
#25
Noxiousnarwhal's picture
Noxiousnarwhal
Shadow

(tl;dr at the bottom if you don't want to read the reasoning behind the shadow weapon strengths/weaknesses)

Okay, let's move to the winter grave line then. I've only got the 4* so far, but it certainly wrecks gremlins even better than the callahan did. Despite being frozen, they still get knocked down. This is an amazing thing, as it means that you won't even need damage max to knock down gremlins on every shot now, and it comes with the benefit of locking them down even longer with freeze. Single swapping the gun gives great results, though you can also opt to dual swap with an umbra driver or phantamos for slightly higher dps since the gremlins stay down long enough. If facing more than 2-3 gremlins, just single swap it and keep the whole group on the floor. Keep in mind that the umbra driver is the more effective swap steroid when facing clustered groups due to the riccochet, but the phantamos gives more dps against a single target. The charge attack is fantastic against groups, as it can carry a wave of enemies with it and deal multiple ticks of damage to each. You'll almost always end up with a wave of frozen enemies after using the charge, and they'll be in perfect position to fire off another.

The winter grave does an "okay" job with slimes, but the biohazard is much more suitable for them (and you can't use the winter grave effectively in IQ runs anyways). Slimes have extremely slow, predictable attack patterns, allowing you to get them stacked up very easily. They also tend to group up, which plays right into the gun. When used in the right situations the bio/neutralizer allow for extremely quick clear times. The biohazard actually does less damage per shot than pre-GU if used against a single enemy, but comes with the benefit of the normal shots dealing damage in an AOE. The biggest downside to the gun is that if you don't kill an enemy/group of enemies in one detonation, they go FLYING. This is terrible in a team, so only pack cata runs in either solo runs, team runs where you know you can kill the enemies in one detonation (ie compounds), or team runs where multiple players are using catalyzers to enable one shot kills. One other downside is the way in which stacks detonate - they can be triggered by either the charged shot passing through a stack or by the charged shot contacting an enemy with stacks. They do not seem to be triggered by other explosions, which is a shame (Also, unlike GU beta, they are not triggered by other weapons so no more winter grave bio synergy). Do not attempt to use the bio/neutralizer against shielded enemies, though, as the stacks float outside of the shield range meaning that many of your stack explosions will be blocked and deal no damage. The same applies when enemies are near walls - any stacks floating inside of a wall will deal no damage when detonated.

The phantamos line is shadow vanilla to the max. Against gremlins/slimes, the gun is spectacular against neither but effective against both. A great gun to carry when there are mixed enemy types, as a fallback when you can't one-shot a slime with bio charges, or even when you just want a higher dps swap steroid than an umbra driver. The charge attack is meh.

The grim repeater does its job well, but not without flaws. As with the regular blitz/pepperbox, this gun can be used as a kiting tool or burst weapon depending on your positioning. It shreds through the jelly king (and even the ice queen), and deals with groups of gremlins very effectively. I'd only recommend using this over the winter grave against combat gremlins when there are too many to keep floorlocked or you have a flash charge ready, though. As with the blitz, one normal attack is all it takes to break a mender's shield, and you can single swap this weapon to kill a mender before it can start to run. The biohazard and phantamos deal with regular slimes more effectively, though it can be used to wreck a lichen colony if your team pulls aggro. The biggest downside is the fact that the charge attack causes extreme knockback - you won't get all of the shots off against single enemies other than lichen colonies, much like the pepperbox.

tl;dr:
Winter grave is good against single gremlins --> small groups. Good to dual swap with umbra/phantamos, yet strong to single swap as well

Biohazard is great against slimes/good against nonshielded gremlins. Only single swap (or dual swap biohazards for even more dps) since one-shotting groups with stacks is important

Phantamos is all-around good, especially useful against slimes that don't get one-shotted by bio (lichen colonies, some arenas in ice queen runs where you can't get an opening to stack one enemy with bio). Good single swapped or dual swapped with other shadow kiting guns

Grim repeater is best against large groups of gremlins, gremlin menders (especially against the shields --> single swapping), JK/IQ bosses, lichen colonies in a team with cc/aggro on another party member

Thu, 12/04/2014 - 15:57
#26
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

I would have something to add but java updated and REMOVED THE ABILITY TO ALLOW MEDIUM SECURITY THINGS
so now I cant play on armorgames, and theres no way to transfer the account, GG java, I hate you

Fri, 12/05/2014 - 12:05
#27
Skepticraven's picture
Skepticraven
↓

Raven's Opinion Following:

Autogun line now outclass antigua line.
If you didnt realize before, the damage numbers are the same.
Now with the normal attack boosts, you can dish out a shotgun of sentenza attacks with the grim repeater [at the expense of moving while shooting].

Catalyzer line is now useless.
S.P.A.M. now has a new alias: Biohazard.
The weapon is best compared to the magnus line, since the charge attack is most similar.
Less damage, more knockback/unpredictability.

Magnus line can now compete with brandishes.
That is significant. They have more interrupt power than brandishes. Normal shots for interrupting, charge for high DPS.

Pulsars are still junk weapons.
They just got maybe a 20% nerf on damage. I still wont be using them.

Blasters are fairly nice.

All in all, I'll be using the magnus line much more. Alchs still have their place for me by charge spamming, somewhat replaced with swapping by blasters. I'll still never use pulsars. Sentenza now replaces OC in my RRT loadout. Autogun lines swap out a couple antigua lines in my loadouts. I'll need more testing before magnus lines are finalized in my loadouts, but some brandishes may be replaced.

Fri, 12/05/2014 - 12:44
#28
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

skeptic I highly recommend you go to the arcade and look for some catalyzer users who know what theyre doing, they are in no way useless

Sat, 12/06/2014 - 02:50
#29
Krakob's picture
Krakob

I'm finding my Biohazard to be very useful, actually. It's admittedly a bit hard to make sure everything explodes in one go, but I guess the solution is to tag a single mob as much as you can instead of just spamming in a crowd.

Sat, 12/06/2014 - 08:13
#30
Skepticraven's picture
Skepticraven
↓

Its why I stated it as my opinion.
I found pulsars to be fairly useless prior to the update.
I now find catalyzers useless post update.

Tactics exist to use them effectively, but I would argue if you have other guns... the other guns out-damage and out-strategically maneuver catalyzers.
Catalyzers used to be one of the highest DPS crowd control weapons in the game. Now they are just explosive spamming weapons with comparable DPS.

Additionally, magnus line charges partially pierce almirian royal guard shields. They fully pierced them in the test server [giving 3+ hits], now they only partially [for 1-3 hits].

Sat, 12/06/2014 - 08:44
#31
Almond-Riddle's picture
Almond-Riddle
I ended up getting the

I ended up getting the Neutralizer so that I can use it against Kats. I have to say that it does the job well. It's extremely easy to use now, I used it against Devilites today and was relieved to know that they could keep up pretty well with the erratic movement of overtimers, since the Charge only needs to graze the tags to explode. It's not as explosive as before the gun update, but it's much faster and more flexible now.

Sat, 12/06/2014 - 11:25
#32
Sangerine's picture
Sangerine
"It's not as explosive as

"It's not as explosive as before the gun update,..."

All is relative. As you can stick more orbs in less time now, you probably do more damage.

"but it's much faster and more flexible now."

That it is. Plaster a gunpuppy or polyp or any mega slime with orbs, charge: boom. :-)

Sat, 12/06/2014 - 13:09
#33
Fehzor's picture
Fehzor

My latest adventures with the catalyzer line weapons seem to indicate that they can be a good weapon if your entire team is spamming them, and that everyone's theory crafted but terrible in practice strategies now work as intended.

The strategy in question seems to be two to three people firing normal shots as fast as they can, and one person detonating them. As long as the detonator is doing her job, all of the damage from the normal shots is accounted for. Since all party members are using the weapon, all have agreed to predict the knockback in the same fashion, and the party is free to get work done. I'm not certain as to how much work or how capable the party trying this is going to be, but at least there is some merit to what they're doing.

The only problem with this is that the bulk of parties aren't purist catalyzer parties. In team play without any other catalyzer users, the catalyzer is still god awful, as your team members still haven't signed up for unpredictable knockback, and aren't obligated to sit there while you overshoot your damage on a single set of three mobs. Since most weapons just go out and deal damage regardless of what you do while catalyzer must get in a clip or two and a charge shot to do any real damage, you're often the last one to get in any sort of hit and it feels like significantly more work than anything else. Combined with the weapon's slow shot speed, this makes the gun incredibly frustrating to use.

In essence, nothing much has changed for the catalyzer. It's less skill based and more spam based now, but it's still the same same weapon it was before. Worth crafting for the fun of trying to make it work, and not much else.

Sat, 12/06/2014 - 17:24
#34
Noxiousnarwhal's picture
Noxiousnarwhal
@raven

The catas actually have more dps than before, provided you're hitting at least two enemies. They've higher dps than any other gun given a large enough group of enemies, provided you position well. The ideal ice queen team right now seems to be 1 pulsar + 1 vortex bomber + 2 catas, where the pulsar player groups up the enemies, the vortex bomber keeps them there, and the cata players destroy an entire arena wave in one shot. It requires a huge deal of coordination, but the clear speeds are just insane.

Sun, 12/07/2014 - 08:47
#35
Almond-Riddle's picture
Almond-Riddle
In uncoordinated parties, you

In uncoordinated parties, you can still use the cata's charge. It's slow, but it does big damage and has high flinch rate.

...But to begin with, bringing a Cata to a random party is like bringing a max CTR Nitronome. It's not recommended.

Mon, 12/08/2014 - 06:03
#36
Straight-Line
In case of confusion on paths.

Turns out the only thing that change in upgrading the armor paths is if its plated, woven, or sacred. So if you get woven grizzly shade, you need to make sure the next upgrade is plated grizzly shade I made tons of mistakes thinking I could switch up :p

Mon, 12/08/2014 - 06:17
#37
Riltend's picture
Riltend
Need stats on wiki

I've been looking at the wiki to see the stats of the new armors and weaps, but joy...
All stat-pictures are broken, as usual with all new items u.u
The armors don't even have a seperate page yet...
Where to find them?

Mon, 12/08/2014 - 07:03
#38
Krakob's picture
Krakob
@Riltend

Try in game. The wiki is maintained by players, not some magical being who automatically updates everything instantly as soon as new content is released.

Mon, 12/08/2014 - 07:32
#39
Riltend's picture
Riltend
@Krakob

I know, at school now and bored, so I thought I would take a look before starting farming tonight.
I just had no clue what it all is, figured it out now.

Mon, 12/08/2014 - 08:10
#40
Straight-Line

http://i.imgur.com/yThPjFo.png credit to Kilpik

Mon, 12/08/2014 - 14:53
#41
Skepticraven's picture
Skepticraven
↓

@Armor alchemy tree topic.

The wiki editors have been struggling with figuring out how exactly to handle an alchemy tree with 36 entrees. Given the standard process, it would take my screen 3-4 pages worth of scrolling to just fit the table alone.

It is still largely mid-testing to have an economical fit, but you are welcome to see/help the progress we got going over in this thread. [Or directly to the testing sandbox that I've made here]. It is a monster of an alchemy tree.

Mon, 12/08/2014 - 16:32
#42
Straight-Line

nah man, Path of Exile (POE) holds the title of largest skill tree ever

Sat, 12/27/2014 - 04:33
#43
Mnemonomnomnom's picture
Mnemonomnomnom

"Let's discuss dem gear."

I've been lurking for a couple weeks or so and think I'm ready to comment now, ater having some time to re-familiarise with this game, play with things and digest the changes. I mostly agree with Narwhal, at least as far as things I know about are concerned. Autoguns and Alchemers are still go-to weapons, but now the Magnus and maybe Blaster are joining them, which IMO is good for the game for the improved variety of top-tier choices. I gots me a Catalyser and found that it's actually less easy for me to get nice explodey damage, especially since the knockback makes a mess of things if I underestimate how many bomblets I need. Strangely, the charge attack seems powerful enough to make it easy to use by just spamming those. I miss how I could run forward while firing to stack up a big pile of projectiles, though. I've been thinking a lot about the state of Shadow weapon options now, and have compared the Alchemer, Autogun and Magnus options for Shadow at 3-star and fully heated. Practicality-wise, I am very pleased to report that they seem pretty well-balanced against each other, and I don't know which I would choose if not for a personal, subjective fondness for the new Tundrus line. I'll have to come back to the Catalyser later, after I get the essentials at least to complete 4-star.

(Some background: I'm a returning player, starting a new character. Before I left, I had developed a strong preference for gun-class weapons, so the recent content update helped to drag me back in. I had a lot of fun with the Spineapple bomb and Sudaruska sword and will eventually get those again, but for now I'm looking to cover my bases as easily as possible, which means "pure gunner" since I can stack all of my offensive bonuses on all of my weapons.)

I'm a bit surprised there's nothing Alchemer-related, that I'm aware of, except for the global changes to combo mechanics and movement effects for all guns. I would have expected some modification so the status-inflicting ones are more competitive with Nova. I would not expect, but would be pleased to see a Pierce and/or Normal Alchemer, but overall I'm still happy with how useful Alchemers are. That's NOT to say I'm disappointed; they're still my first choices for mobile DPS, the ricochets are still great for reaching things I can't otherwise, and the Prisma torpedo is still magnificent.

I think I like the new Autogun, after comparing it against Shadowtech and Tundrus at 3-star, though I'm not sure if it will be one of my main Shadow weapons through T3. Functionally, it's great and looks to be a top-notch Shadow weapon the way the other Autoguns are top-notch Pierce and Normal weapons. Aesthetically, I like the new purple colour and maybe the swap of the cylinder for a belt box. I also like the way the HUGE munitions, luxuriously soft, gentle sound, ghost ring sight (har har, Three Rings!) and the wacky way we wield weapons when considered all together suggest a low-velocity "grenade machine-pistol," which I find delightfully ridiculous.

The Magnus buff puts it on par with the Alchs and Autos, IMO. I like the way it knocks monsters back, but it's their back rather than what one would intuitively expect. :D Har, har, again. That weirdness might make it a bit less newb-friendly, but lets you do cool tricks like the "Where 'you going? Get back here!" when monsters try to flee. I like the idea of putting Freeze status on a Shadow weapon, so I have to have that now that it's an option, and the Magnus looks a lot more fun to me than the Pulsar. It's kinda like an Iceburst Nightblade, but with a twist; besides the knockback direction, the extra-big hit is an explosion at the end rather than a swing at the beginning, so it's great for smashing turrets.

Blasters might now be a more important weapon type, now that they're available in all the damage types most players would want. (I sorely miss the Pierce/Elemental and Pierce/Shadow that some weapons had long ago, but I seem to be in a minority.) I find Blaster's simplicity very charming when I'm in a mood for it, and the ranged knockback without a minimum range very nice, but the damage just wasn't enough to make me want to use it over an Alchemer. They all craft from the 2-star Blaster, which new players get for free in the process of earning Tier clearance, in addition to the recipe to make more, so that in combination with Blaster's user-friendliness and versatility make it an easy recommendation for newbies.

I'm a bit surprised and disappointed that Antiguas don't get a nice buff to make them more effective, but am pleased with the new Pierce one's aesthetics. I don't have much to say about them functionally, because I never learned to get much out of them. I've always liked the "upside-down," low bore axis arrangement of the gunny parts. The differently-shaped wing things appeal to me much more than a palette swap, and I like the colour scheme a lot more than those for the other Antiguas; a mixture of light and dark, all of it metallic but not allusive to precious metals.

I'm a bit more than a bit surprised and disappointed with what was done with the Roarmulus guns. We now have 4 Pulsar types, but still only 2 Catalyser types, and the latter got some changes which some players like but some dislike. I got a Cat already and still intend to upgrade it, just because I must have a Poison gun if that's an option, and as cool as the Obsidian one looks, I think a Catalyser would be much more fun. I think I'll upgrade a Pulsar for levels where I might get lots of Rocket Puppies at once and no chance to ready a Driver, Magnus or Autogun charge for a clean kill. I dislike the Shock one, but I adore the Fire one's Iron Man colour scheme, so am pleased to see an Elemental Pulsar that I would consider using, and it will look nice next to my Freezing Magnus.

The new armor is a wickedly huge selection, but at least it's all orderly so it's easy to remember what the options are. Perhaps we should have an update now so that Basil no longer offers recipes which are also available at Wall of Heroes. I'm guessing Firefly Sentinel will be the most in-demand due to FSC/LoA and how the economy works, but I still choose to stick with the old Magic top and Gunslinger bottom combo just because I like to say it's a Gunmage set. :P Rather than all this armor stuff, I think I'd like to see a gun-boosting Shield to mirror the Snarble Shield, though _of course_ it would have to be one of the shapes with a little notch in the upper right corner. Ideally, I'd rather just have armor and shield which are basic and generic in defensive properties but whose variants differ in the bonuses they give for guns- ASI, CTR and/or Damage in different combinations.

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