Question of the day!

The Grey Feather set is incredibly defensive allowing you to tank the two worst statuses in the game with ease. Requiring shadow defense in Vana is a bit revealing about how well you play, if you need it then you obviously can't dodge Slags as well as you need to be able to do. In fact the biggest threat of the Slags is them bodyblocking you.
While this set doesn't offer any offensive perks it will keep you safer in the worst situations. The best armor item to match with it is the PMoS since they share damage and status resists. The normal defense bar may not seem like much but when you are in Vana the Trojans and Vanaduke both are the larger threats and they deal lots of Normal and Elemental damage, Trojans can even inflict shock and this set covers you from all these threats. In fact this armor set is probably one of the best sets to craft for a new player.
The ability to shrug off the two most dangerous (and common) statuses in the game is a huge blessing.

First of all, the importance of defense is too low in general, making armors with offensive boosts (almost) always preferable over defensive armors. Status resistances may be useful. but usually they can't beat offense either.
Then there is the competition:
Gunners have armors for every single situation, just craft a Sacred Firefly/Falcon Sentinel (or maybe Keeper/Wraith) Set, which has shock/freeze weakness instead of shock/fire resistance, but also great offensive bonuses which will overall be probably more useful.
Swordies have the Vog Cub set, with the same defense (normal and elemental switched) and the same fire resistance (no shock resistance, but no weakness either), but again: with offensive bonuses which will help you a lot more than 1 single status resistance. If you even manage to get a shock resistance UV on it you kinda have a Grey Feather set, but with SASI: med.
Bombers can choose between the Volcanic, Mad or even Bombastic sets, all with 1 resistance but offensive bonuses, or the Mad Bomber set, which is basically the bomber-only equivalent of the Chaos set (no curse weakness and only-bomber bonuses): not really defensive, but with a huge offense. They all have elemental defense, although the Mad Bomber set has lower defense.
When you can finally consider crafting 5* sets you will probably have enough skill and experience to be able to survive with the mentioned alternatives, and if you can't survive with them, you probably won't survive with Grey Feather set either, since you will survive a little longer, but so will your enemies without the extra offense the class sets provide. If I would have to use a defensive set, it would rather be the Divine set, with higher shadow defense instead of normal, an extra curse resistance and the Veil has DB vs fiends: med.
The shield however is one of the best, protecting against the most dangerous statuses and having high elemental defense, making it great for the Vana boss fight. As a swordie I mainly use BTS, but from the defensive shields (every shield except for BTS and SSB) GOS is one of the best, together with Omega Shell and CoA.
TL;DR
For the armor: there are similar, more offensive alternatives and offensive bonuses are usually better than a little extra defense.
For the shield: if you aren't a swordie or pro enough to use SSB, it is great.
IGN: Jmoormann

@Nertgvv, @Vohtarak
To give you an example, I'm not doing this for the prize, I just like to state my opinion (I also like to win :P).
Anyway, as you already said, this set is obviously not one of the best for FSC, since almost every monster there deals shadow damage, however, its fire resistance does help, so it's not "completely useless". The Grey Feather set, compared to the other FULL magic sets is the most noob-friendly option, even if it doesn't have any bonuses, since a FULL Divine set doesn't have any normal defense (monsters DO deal some normal damage in T3), and the FULL Chaos set's penalties are too harsh for inexperienced/laggy/clumsy people. I'm not saying anything about the shield, I don't want to make this lengthy.
So my conclusion is: the full Grey Feather set (cowl + mantle + shield) is an "Okay" set, as it is the safest in its family, and provides some resistance to the most annoying status effects (fire and shock), even though a mixed set would probably be better.
*On a separate note, this set looks awesome on anyone ^-^
*I've capitalized some words because I don't want to start a war over "how much better" the other sets are, just because some people didn't read the full sentences.
*This post is just my humble, biased opinion on this subject.
~Arylide

I don't see why you would need to tell me that you're not here for the prize, it doesn't seem relevant to anything I said

@Vohtarak
I'm sorry, maybe I read your post too fast? I just wanted to support Nertgvv giving him an example ("Im pretty sure not everyone is writing something for the sake of the prize. Its only a motivation."). Again, sorry if I read your comment wrong, or if that part of my post was unnecessary, but I don't see why you would need to reply to that either. Anyway, have a nice day!
~Arylide

In Vana? Only the trojans and slags do shadow damage. The throne room is mainly normal+elemental. I've never tried it, but Grey Feather should do just fine.
It should be pretty nice vs. the Roarmulus Twins also. So Grey Feather matches two boss rooms and innumerable Clockworks levels pretty well. Whether that's enough to be useful depends on how much you value defense over offense.
[BTW, I just ran my first successful FSC run, so I'm finally a Vanguard. I did not use Grey Feather, though, so I can't really say how that would work. I used a Seerus Mask, Chaos Cloak, Swifty Buckler, Blitz, and Storm. Elemental defense does work in FSC.
I won't pretend it was pretty. It was a solo run on Normal mode, and I still burned a few sparks.]

I know I'm not supposed to answer this one, but I can't just not answer it.
The thing about grey feather set that no one seems to be mentioning is exactly how much tankier it is than say.... vog. Defenses vary per depth, but the ratios still apply and the argument really only gets better due to the inevitable huge numbered vitapods.
On D25:
Full vog = 125 elemental + 142 normal
Full grey feather = 150 elemental + 125 normal
Difference in damage taken from most pure elemental attacks: 25 HP (grey feather = better)
Difference in damage taken from most mixed elemental/normal attacks: 33 HP (grey feather = better)
Difference in damage taken from most pure normal attacks: 17 (vog = better)
One health tick = 40 HP
So using grey feather set provides you with between half a health tick and a full health tick of damage every time you get hit.
Is it of ANY use at all somewhere, i.e. the 'best fit'? Yeah. I mean basically everything in the game has a situation that makes it "best". Armor of the fallen? Pure fire/poison+undead enemies that deal very light shadow damage and several hundred poison/fire whisps everywhere. It's just a wee bit unrealistic to expect that exact area to pop up like ever... and in our case, it almost never will since Seerus outclasses it defensively. We'd have to see an elemental shock+fire area that somehow also featured poison/ice strongly. The bottom piece would be OK in red roarmulus, but having offense stats+one stauts is preferable in general (at least to me, to each their own..) after using Seerus for the same but better protection.
The shield on the other hand is pretty fantastic when you get down to it. It defends fire+shock as well as elemental+normal, which makes it an acceptable shield for all of the harder levels in general- those that deal shock/fire and especially those that deal shock/fire on top of elemental.
----
Another thing that quite a few people haven't mentioned is that Vanaduke himself deals normal+elemental damage. FSC comes down to whether you'd like to resist Vanaduke or the slags that appear prior to Vanaduke. That alone is a pretty solid argument for the item being relevant to FSC in my books. Of course, normal defense helps you for both parts, especially with things like trojans around that deal primarily that damage type.

God dat sickness sucks..... god slept 14 hours straight. Played Geometry Dash. Ugh.
Anyways, it finally updated after... 3 days? I think so.
Hopefully I did not get any haters. Ill do the prize distributions tomorow, I promise :)

I mean neutralizer can be used effectively if you really want to. It has moderately high damage (meaning not the best damage of all time, but up there) and its charge does deal quite a bit of damage+flinches the enemy. The downside to all of this that far outweighs these pros is that...
-the gun allows you to overshoot damage greatly
-the gun is incapable of dealing lower amounts of damage
-the gun forces you to work against your team members
-the gun has slow moving bullets
-the gun is awful against shielded mobs
Lets go over a scenario, so that you can imagine how these things play out. Lets say I have 3 shots on a zombie at about half HP, 5 shots on the zombie next to it and 2 shots on the zombie behind them. There are 3 more zombies around them that have no shots attached. In order to maximize my damage, I have to somehow detonate all of the shots just so, timing it perfectly such that all of the zombies get hit the most times possible.
If I don't do this, I would have been better off just using one of the drivers. Consider these D28 wiki values-
Each neutralizer charge: 97
Detonation charge: 421
Nova driver base hit: 220 effective, 126 neutral
Nova driver charge: 431, 339
Nova driver charge (full + neutral): 339 + 126 * 12 = 1851
Nova driver charge (full + effective: 431 + 220 * 12 = 3071
In order to compete with nova driver at its worst (neutral damage), I have to land 3 normal hits for every 2 nova driver lands. In the scenario above with 6 slags and 10 charges, I would deal 30 * 97 + 421 to all of them with neutralizer if I were able to pull it off well and hit them 3 slags with each of my 10 bullets, which comes out to 3331 damage. To deal this much with an alchemer, I have to get in about.. 2-3 successful charges depending on how much hits. Since we're talking about the one and only Nova Driver, it'd only take one charge to outdamage it vs the slags provided we're good with the thing.
Now, this sounds like a good deal but you have to consider that my party isn't going to sit there while I show them how pretty of an explosion I can make, they're going to go in and attack the things. Lets say my good friend with argent peacemaker comes in and shoots the slag with 3 shots on it, without thinking. That's a pretty hefty amount of damage down the drain for me, about 300 + the other slags that would get hit. But lets say that he sees it and doesn't kill it and instead chooses to delay a bit- he could have shot it, and because he didn't I've cost the party damage anyway as had I not been there another zombie would have fallen to my friend's gun. This kind of conflicting situation happens every single battle and is pretty much unavoidable.
Then there's the opposite- if they're all using neutralizer, then chances are we'll overkill the enemies. We'll set up 10 times what I suggested because there's no one there to stop us and then land half as many shots because it gets harder and harder to maximize the enemies that you're hitting and with more people using the weapon communication begins to deteriorate. Then the slags only have like 1000 health each- if I deal 20,000,000 damage to them after setting up for 10 minutes I'm still only doing 1,000 damage because there was only 1000 damage to deal in the first place. Now you could master this, but by the time you find friends with the gun and perform enough runs to actually master the whole controlling of the damage and so on to the level where it can compete with nova driver.. well, you're probably just killing time and clearly don't have problems with FSC.
Lets have another scenario- I'm fighting about four slag that are low on health and my party is goofing off in some other room because we did split up. All of my shots either deal 1 damage or 400 damage. Or more than 400 damage, if I really want them to. But I don't need to deal 400+ damage, because the slags are spread out and just need to be slapped a few times with combuster or blitzed down a notch real quick like, and that's something that I just can't do with neutralizer. I can ONLY set up and deal a loads of normal damage, no finishing moves attached. I can try to use the 400 damage but I'm going to feel awfully silly when I could have just popped out whatever elemental weapon and finished the job that way.
All of these things combined take that decent and potentially amazing damage stat that I mentioned and throw it in the toilet. You can and should use neutralizer because it's a fun weapon, but you really shouldn't try to rely on it as a first weapon.

What if you use a neutralizer and work with someone else with a vortex?

Good question. Obviously neutralizer + vortex would mess with a horde of slags, but I'm not very worried about the slags. Can a trojan get caught in a vortex? Or Vana himself?

Would it work? Yeah.
But it would be hard to detonate and like two thirds of the weapons in the game work just as well or better with vortex bombs. It would be less neutralizer shining and more the bomb just doing what it does. If there were team members shooting in with other charges those would likely kill everything before you could detonate as well.
Small-town is also right in saying that it wouldn't solve the much larger issue of trojans.

In Vana you want control. Neutralizer (while powerful as a normal weapon) is not optimal for crowd control. This compiled with the 50% effectiveness against shield bearing enemies, means that it is much less useful than other guns.

Polaris or Sentenza + Electron Vortex in Vana?
Polaris, hands down. Too many shadow resistant monsters in FSC.
If you actually meant...
Polaris or Argent Peacemaker + Electron Vortex in Vana?
With 2+ players, Argent Peacemaker.
Solo, Polaris.
Why? The AP charge deals significantly more damage if the enemies are still caught in the vortex to have it hit multiple times.
If you are solo, by the time AP charge is sending out the damaging shot... the enemies are free to move [less the ones shocked].
Expanded Polaris shot beats normal AP shots.

Gawd I am so bad at memory
I'll do it this weekend
If I don't tell me and I'll give you guys 100ce. {IF}
Yeah, sorry, meant Argent Peacemaker. Fixed
EDIT: [I added this to the original thread too] Family Day Contest! This weekend (Sat, Sun, Mon) we have a Family Day Contest! This will include 3 yes/no questions per day and a legit question. Whoever gets them all right... er, well, the last one is opinion, but yeah... gets.... special tag on winners list and 300cr (lel)

Just to clarify- is this...
The player has: Electron vortex
Deciding between: Polaris and Argent peacemaker
or
Deciding between: (Polaris + nothing) and (Argent peacemaker + vortex bomb)

The player has: Electron vortex
Deciding between: Polaris and Argent peacemaker

In that case I'd go for Argent Peacemaker. Why? I already posted this in another thread about Pulsars vs. Blasters
Pulsars are unlike Blasters very well suited for specific situations, but completely useless for other ones. Most people say Pulsars are spammable easy to use solo weapons, but this is definitely not true. First of all Pulsars actually require a lot of skill, since they are only useful when you are in control of the room and all enemies are far away. Imagine you are attacking some Gremlins with your Permafroster. You have them all cornered, but suddenly a single Thwacker surprises you from behind. He is too close for your Pulsar, and while you are busy killing him the others escape. The second thing is that a combination of Pulsar suppressors and sword hitters works a lot better than a solo Pulsar. The swordies don't have to worry about flinching and statuses, the Pulsar does that, and the Pulsar is protected from close-range attacks. You can also use a full Pulsar-party to create an impassable bullet wall.
The problem with Vortexes is that enemies get spread all over the place (although the Electron suffers less from that because of its shock), and therefore enemies might be launched to you, making the Polaris completely useless. Pulsar + Vortex is only viable when your party is able to protect you from the Slags who will get launched all over the place. The Pulsar's 2 best things, the grouping and the status spreading, are already done by the Vortex. And FSC features a lot of crowded rooms full of Slags where you probably don't have enough space to use the Polaris well.
The AP however can benefit from the Vortex. You can either first do some AoE damage with the Vortex and finish the leftovers off with kiting, or group them with the Vortex and deal massive damage with the charge. You will need high CTR and ASI for this though, since like Scepticraven already pointed out the AP's charge takes a lot of time to execute and the huge bird might come too late to hit all of the enemies. Also important is the damage bonus vs undead.
The Vortex will probably be your main weapon anyway, as FSC with its crowded rooms full of Slags is ideal for it. The only thing you will probably need the gun for is killing the leftovers from the EV, and AP is just better for that.
N.B. I would rather use Wildfire in combination with the Electron Vortex, as you already have great shock spreading with the Vortex. Players who already have the Vortex should go for the Wildfire. But for FSC Polaris is better of course.
TL,DR
Vortex already does the Polaris' tasks, where the AP can complement it.

If your only gonna get one, is the new gusnlinger armor useful?
Yes, Various useful sets.
Alone, it will not outperform chaos/black kat, but each of them do provide very competitive offensive bonuses with the ability to select a specialized status resistance.
I'm rather amused how the larger wall of texts tend to "win" the questions. I'll stick with my short yet descriptive answers.

For the record, I really think that Skepticraven nailed the last one but for the wrong reason. Vanaduke can be fought far more easily with polaris than argent peacemaker. Both deal elemental, but polaris shots will always be expanded against Vanaduke and will have the chance to deal shock, holding him in place... so if you're solo, having polaris would be a huge boon to you.
If you're not solo, then argent peacemaker would let you finish off slags without blasting them into team members, and you wouldn't need either weapon for the boss since you'd most likely be the "water boy" in a party of blitz needle users with such a loadout. The whole bird into vortex thing was kind of a red herring, since using nothing but the vortex would almost always be safer than trying to fire off an entire clip + the bird hoping that the vortex doesn't spew slags all over the place.
I also agree with Skeptic in that posts being longer is a bad thing. It's much harder to cover all of the necessary points in a paragraph than it is in five paragraphs. Definitely not proud of being one of the primary offenders, though I do try to make up for it in part with formatting.
-----------
For the armor question, I'm going to go with yes.
The ability to just select any combination of resistances and slap them onto a piece of gear that has the same level of offensive buffs as Seerus is pretty huge for gunners... and the crux of the argument for "why" is because unless you're going down the ubermench route of having 100% very high UVs + black kat + MSI + trinkets, you'll never have just one set of armor. This is particularly relevant because of how mixable the new gunner sets are- if you want say, normal + elemental + shadow + shock resistance, divine veil + the gunner armor will have you covered... and it'll let you decide whether you'd prefer higher shadow/elemental + whether you'd have your attack bonus for some monster family. Of course with just one you'd have to decide these things in advance, but that isn't hard at all- you know what you want.
Another thing about it is that it offers unique combinations and gives them good stats. For instance, poison+elemental/normal, fire+piercing/normal shock+shadow/normal and fire+shadow/normal(+no fiend disability) are all combinations that would be much harder to come by without crafting new gunner armors. So when tortodrones roll around and you need an armor set, the shock/shadow gunner armor is going to be quite simply the best option unless you've got the black kat set+shock maxes up your sleeve somehow.
If you plan to get just one armor set for everything (which is basically like the manifest destiny of the arsenal forum for whatever reason) then that would work fairly well too- just get the shadow one that is weaker towards freeze+resists shock and stick a fire UV on it. That alone would carry you through the bulk of levels.. though you'd start to have trouble on runs like the ice queen at the end of the game.

If you're only going to get one, you're in the wrong place.
But you're not in a bad place. Let's assume you're a BIG spender: you already have CTR+4 and ASI+4 on your guns. You want a set for Vana, and would like to complete your loadout with an additional CTR+2, ASI+2, Dam+6.
In that case, the new Normal+Elemental+Fire set (or Normal+Shadow+Fire if you're more worried about slags than Vana himself) would serve you quite well. It would give you your CTR+2, ASI+2, and Dam+2. A couple Elite Trueshot trinkets would complete the set. Your shield could be anything.
Compare that to someone with those guns and full Chaos. He would have CTR+8 (which caps at +6, unfortunately), ASI+4, and Dam+4. He could add a Swifty Buckler to give an additional ASI+2. He would then need an Elite Trueshot trinket, a Fire trinket, and a Fire UV, and still have less Fire resistance than the gunner armor would give.

Gunslinger gear is useful, it provides new options to old problems.
Gunner set for Ice queen? We got the perfect one now.
Granted these sets aren't as universally useful in comparison to Chaos, but that set is totally unbalanced and should be up for a nerf.
The new gear is balanced, probably the most balanced thing SK has released lately (looking at you BK set). Before you implement new and balanced gear however you should probably fix what is currently broken.... no one will give the new sets a second thought because Chaos and BK sets are the way they are, they just overshadow everything, even the new stuff.

And don't criticize pweez
@Smalltownguy your IGN is Smalltownguy?
This one is highly situational, as there are instances that would prefer the use of one other the other (whether the level is shock or fire themed is the big one)
I'm going to say that they are roughly equal. They are both the same type of gun, deal the same type of damage, and have the same mechanics. The only difference is the status that they inflict, and this is where the debating begins. So I'm just going to do a list.
Polaris
Pros:
- Deals shock damage which is elementally typed for greater damage vs undead/mechs
- Shock ticks cause interrupt
Cons:
- Shock ticks may prevent knockback from occuring when hit by expanded shots
Wildfire
Pros:
- Deals fire damage which is applied more frequently than shock
- Its has sparks flying from a ball of fire in its barrel. What more do you need?
Cons:
- Fire doesn't work in FSC... (then again, you don't want slags being temporarily frozen by shock while trying to knock them around in FSC's tight passageways and rooms so...)
So, the end result:
Versatility: Polaris since it has more interrupt capacity.
Style: Wildfire. See Wildfire Pro point #2
End verdict: Weapons are equal.

Given the circumstances of the last winning answer...
Polaris vs Wildfire: Which is better? (personal opinion based)
Neither.
Storm and Magma driver beat them, hands down.

^Not to mention nova/hail driver.
---
But between just those two guns, wildfire is much better under most circumstances because it doesn't deal shock and does deal fire.
The evils of shock
Shock cancels knockback sometimes and I do mean at regular and seemingly random intervals, which makes the gun unreliable in whether it's going to push the enemies back or stick them in place or what have you.
This shock business is going to very likely make your party hate you. If I'm trying to use a sword, and you give whatever I'm swording away at obnoxious and random knockback, I'm not going to be happy about it. It also means that you can't position the next shot appropriately- with wildfire, you can run up a bit and shoot at them as you go, so as to hit with all 3 shots expanded.. polaris on the other hand would be a shot in the dark- it would either shock them or not, and in doing so force you to miss opportunities for damage.
Shock VS Fire
Another key factor are the monsters that are weak to either-
Fire: Zombies, lumbers, lichens, ice cubes, glop drops
Shock: Kats, which resist fire. Possibly other mobs? I'm not sure.
Shock does fire damage, but with elemental defenses applied to it which means that despite many of the fire weak enemies being "weak" to shock due to their lower elemental defense, fire will always win out and deal more damage to them except in the case of kats whom are seriously destroyed by shock. Of course, neither of these guns are good against kats. If I want to leverage shock against kats, I'm going to bring voltaic tempest, storm driver or mixmaster, not polaris or wildfire. The fire weak enemies listed are all slow moving and can be taken advantage of with knockback-- once cornered, there won't be any escape for them... a tactic that shock also potentially ruins.
Where polaris is actually better
The place that polaris really shines is against a larger mob like tortodrones (which still prefer supernova..), Vanaduke, the royal jelly, basically huge things that are relatively immune to knockback and chase you down. None of these are really optimal places to bring pulsars either, but it is something to consider for the future.

@Smalltownguy your IGN is Smalltownguy?
That's me. In game it displays my name as SmallTownGuy, but I'm not sure the caps make any difference.

NB This will be a long post again, but just so I can give more detailed reasons, not because it looks better or so
Here I disagree with Fehzor, although the difference is not really big. I'll explain why:
Again I'll refer to my own post about Pulsars:
Pulsars are unlike Blasters very well suited for specific situations, but completely useless for other ones. Most people say Pulsars are spammable easy to use solo weapons, but this is definitely not true. First of all Pulsars actually require a lot of skill, since they are only useful when you are in control of the room and all enemies are far away. Imagine you are attacking some Gremlins with your Permafroster. You have them all cornered, but suddenly a single Thwacker surprises you from behind. He is too close for your Pulsar, and while you are busy killing him the others escape. The second thing is that a combination of Pulsar suppressors and sword hitters works a lot better than a solo Pulsar. The swordies don't have to worry about flinching and statuses, the Pulsar does that, and the Pulsar is protected from close-range attacks. You can also use a full Pulsar-party to create an impassable bullet wall.
You should only use Pulsars anyway is you are sure that you have either enough other weapons to use when the Pulsar fails, or when your party can protect you. When either of these are true, the knockback that gets prevented by the shock should be no big issue as you have enough alternatives or protection. When enemies manage to get close, what will eventually happen, Wildfire will be just as useless as Polaris, and you will need a plan B anyway.
Pulsars are not meant as DPS weapons. If you want do deal heavy damage, go for Drivers, Autoguns, Blasters, basically every other gun. Therefore I don't think Pulsars should be judged on how much damage they deal, but rather on how good they do what they are supposed to do: interrupting, suppressing and knocking back. Note however that in some situations Polaris will be better even for damage as knockback might make you miss the other bullets, where the Polaris' shock might prevent enemies from getting knocked back, allowing you to land another hit with the Polaris or move in to strike with your sword quicker. It also fires quick enough to hit again if the shock prevents knockback.
Wildfire will often deal more damage because of its fire, and unlike Polaris it has guaranteed knockback. Therefore on paper it might seem more useful, but lets look at the enemies you will usually use it against:
-Turrets. When fighting turrets, especially multiple at a time, you will prefer the extra interrupting shock provides over the little extra damage fire has compared to shock.
-Slow large mobs. Shock mainly shines against densely packed enemies, against which you will mainly use Pulsars. The shock will deal damage to all surrounding enemies, making it eventually outdamage Wildfire against densely packed mobs, and renders the group almost completely immobile, allowing you to use a strong charge like a Brandish on it.
-FSC is the most popular place for Pulsars, especially Polaris. Except for that almost everything there has fire immunity, there are often so many Slags together that Polaris will deal more damage and do its job better than Wildfire.
With Pulsars you will try to corner and suppress enemies. Both can do this job, but Polaris will also immobilize them.
Some other various reasons why Polaris is generally better:
-The Combuster, one of the (or maybe the most) most used weapons, already deals great fire, so you won't also need Wildfire for that
-Polaris is more useful for swordies and bombers who have great profit from immobilized enemies. For specialized gunners Wildfire might be better, but gunners should mainly focus on DPS guns which Pulsars don't belong to.
-It's true that the enemies who are weak to fire (I thought Zombies were weak to fire too) are slower and therefore are weaker against Wildfire (on paper). But almost all elemental weak enemies (Retrodes, Scuttlebots, Zombies, Scarabs) (with the exception of Kats, against whom both will be useless) are slow and/or grouped enemies against whom shock will be more useful
TL;DR
On paper Wildfire is better, but Polaris is better in what a Pulsar should do: immobilizing and suppressing. Knockback might be prevented by shock, but a Pulsar user should always have a plan B for that; if you have no plan B for a Pulsar, you will eventually die anyway

AWESOME QUESTION!!!!
Tomorow is family day contest. :D
GET READYYYYYY!!!!!!!!!!!!!!!

What event did the overcharged mixmaster come from?
Ask the wiki.
What is the difference between the 1st Kataclysm and the second one?
Ask the wiki.
What is the differences between 4* and 5* polarisis other than the damage and look?
Compare using the wiki.
List the monster types with weaknesses/resistance.
Ask the wiki.
Where can you get Scissor Blades?
Ask the wiki.
What is the accesorizor (Bechamel) wearing?
Ask the wiki.
Is a slag referring to the zombie or the fire zombie?
Ask the wiki.
What is all the types of an undead?
Ask the wiki.
Finale (personal oppinion): Which is the best tortofist?
Grand Tortofist kills tortodrones best. [39 letters!]
Also, the wiki has quite a bit of information. :D

I meant only the oppinion 40 letters not the whole thing
you have 1 chance to improve your awnser ok? xD

Family Day/Valentines Day Contest IS UP!!!!!! T This will include 3 yes/no questions per day and a legit question. Whoever gets all of dem right... I mean the first three right and the last one has PROOF for opinion (look at Fehzor) wins! Winners get bold on winner list and 300cr (lawl)
Lets get goin and spread the love <3

"Sorry bout the last question, only 1 post so cannot say winner."
Lawl. The wiki won that one.
"This will include 3 yes/no questions per day and a legit question."
"1. Who won the first question in this series?
2. Is the Polaris a bomb?
3. Is gremlins resistance to elemental or weak to elemental?
Oppinion: What is better, Permafroster or Winter Grave?"
I count one yes/no, but I will still decide to answer them as yes/no questions.
1. No.
2. No.
3. Yes.
Oppinion [opinion]: Winter Grave, because DPS on charge is significantly more due to the ability to hit multiple times.

Like, 1 word answers. sorry for misunderstanding. Wanna edit ur post?

Winter grave is better in general, but they're both different enough for me to say that neither is just better.
Winter grave = charge+damage reliant; you're going to be hammering away with that awesome shadow+ice charge
Winter grave = a major damage dealing weapon; you can REALLY fall back on magnus line weapons as your main DPS.
Permafroster = ASI + MSI reliant; you're going to be strafing, posiitioning yourself, and knocking things into corners
Permafroster = a utility weapon; you aren't going to fall back on it, but it can still be pretty nice to have
This is kind of like asking whether fancy dining is better than fast food. I mean yes, fancy dining generally has nicer food, but what if I want a cheap hamburger? I don't always want to spend a ton of money on escargot.

1. Who won the first question in this series?
Fehzor
2. Is the Polaris a bomb?
No
3. Are gremlins resistant to elemental or weak to elemental?
Resistant
Opinion: What is better, Permafroster or Winter Grave?
Winter Grave. The Permafroster's freeze is almost useless as you will fire a lot of bullets, and if an enemy gets frozen the next shot will break the ice. The Winter Grave's freeze however helps a lot, since the freeze will give you the time to charge again, enabling a Silversap-like chaining. As long as you keep enough distance, the possibility of the knockback not being applied due to the freeze shouldn't be a major problem.

SO LAZY SORRY SO LAZY SORRY SO LAZY SORRY SO LAZY SORRY SO LAZY SORRY didnt do it yesterday. TODAY'S WINNER GETS 500CR READY UP!!!

"2. What damage does the biohazard do?"
My single word answer: Garbage.
The biohazard does garbage damage.
"Why would anyone want this [garbage weapon]?"
"Because it affords [them] other interesting opportunities."
"Like splicing single frames of [laggy explosions] into [dull runs]."
Oh that feels good.
"[Opinion]: What is better, Permafroster or Umbra Driver?"
Again this is apples to oranges and they're both useful in entirely different ways. Umbra driver is the "better" option, but permafroster is still better in certain circumstances.
Umbra driver = charge+damage reliant; you're going to be sniping enemies at a distance
Umbra driver = a major damage dealing weapon; you can REALLY fall back on umbra driver as your main DPS
Permafroster = ASI + MSI reliant; you're going to be strafing, posiitioning yourself, and knocking things into corners
Permafroster = a utility weapon; you aren't going to fall back on it, but it can still be pretty nice to have
This is kind of like comparing a flimsy assault rifle to a sniper rifle. The sniper rifle (umbra driver) can do more damage from farther away and in general, but the flimsy assault rifle (permafroster) can scare the crap out of them and hold them back until they're just flat out dead.

BTW, I didn't get my 100cr yet. Maybe we should try the camel-caps version of my in-game name (SmallTownGuy)?

'Dated
Yes. I'm sending it out sometime xD
Can more than 1 person answer?
Nert

"Sorry bout the last question, only 1 post so cannot say winner."
I guess that doesn't apply to Fehzor, despite only answering half the questions.
"Can more than 1 person answer?"
No. [I hope I win this question.]

I answered all of the questions that were worth answering- things like "what are gremlins weak to.." and "who won on day 2??" are kind of.. not worth answering.
----
Quickswitching or switch shooting can be done with either or both at the same time, but is generally a better deal with drivers.
Whereas pulsars are more utility oriented and have a sort of cap on the number of bullets that can hit and a larger clip size of three, drivers have much higher damage that can be landed over and over as well as a smaller clip size of two. Since switching the guns eliminates much of the clip size issue and allows for a steady stream of high damage bullets, they're much better suited for switch shooting.

WOWOWOWWOWOOWOWWOWOOWOWWOOWOW
No winner. Fehzor won the last one so he cannot win again, and sorry skeptic, you didn't awnser the question. For the sake of troll, your being honourally mentioned for the sake of cleverness [and troll].
Gonna keeep goin with the same question (Fehzor you will be still disqualified for this one sorry)
@Fehzor nice YouTube channel. Why do u like Iron Slug so much?

Obviously it's switch shooting drivers.
Ironically thanks to this post I finally understand how that works.

If you are in a party, I recommend Drivers as they are suitable for damage and do not piss your teammates off.
If you are NOT in a party(solo), then 2 Pulsars for crowd control and 2 Drivers for their ricocheting shots would be wonderful
Or you could just keep a Polaris and Acheron/Combuster/Glacius or Voltedge.
That rocks!!!

Only 2 Pulsars don't have statuses that hinder Knockback (Supernova and Wildfire) which is the main feature or the pulsar line.
Drivers on the other hand don't have knockback so that is a non-factor. It is also easier for drivers to land shots since you don't have to anticipate knockback, you spray out shots without worrying that your target will get knocked out of range. Drivers also work at any range while pulsars rely on keeping a distance to deal the most damage. In addition to this the charge on the Drivers is much more powerful. For the highest driver DPS (status included) get the Magma and Storm driver since these statuses can stack and both work in crowd conditions.

Aaaannnnnddddd........ *insert drumroll here*
ITS BACK! Q OF DEM DAY HAS BEEN RE-UPDATED! ( and I just realized I typed that by holding shift woops just use caps)
Keep on going! THIS IS POST 100!!!!
Lets do this!
-Nert
Grey Feather isn't useless in Vana. Fire is everywhere and Grey Feather provides fire resistance.
Beyond that, Grey Feather is the perfect armor set for the Red Roarmulus Twins (defensively speaking).
Oh, and Grey Feather Cowl has built in Prismatic Glow Eyes. You can make some pretty awesome costumes with it like this one