Good Day, dear visitors and members of the Spiral Knights Community
This is my first post as i deem it necessary to ask you guys for help, because I am still a newbie and sometimes struggling with several stuffs ingame.
Okay, here's my problem.
I love handguns, the feel when you alone can dominate a map, leaving your enemies in shame of their own inability to counter.
I also love soloing dungeons, the notion that you can only rely on your skills and weapons, knowing the weaknesses and faults of your enemies and using your surrounding for your own benefit. That's why I am a gunner, but a gunner without a proper gun is a useless gunner.
I don't really know a lot about handguns which are available in Spiral Knights, I always used my Proto Gun until i faced the Jelly King and be forced to admit that I alone can never fend of an army of jellies. I accepted my loss diligently, as I was always been aware that my Proto Gun is slowly losing its powers against the stronger enemies. I teared up a bit, because the Proto Gun was the first gun I received and it was a darn good one.
Now I came here to ask for your advices. I am a pure gunner who relies on a gun, which can be "somehow" used against the multiple types of enemies alike, and possible to be safe of any damage while doing so. My subweapon is still a Brandish, which is absolutely formidable against stronger enemies who lack of a decent defense-tactic just like gremlins and butterflies.
I think the Antigua is a great weapon, because I saw one using it ingame... maybe it was a Silversix, dunno. I think about getting one and to crown this weapon as my trusted main weapon. Is this good idea? What can you guys offer me for alternative plans?
I've seen countless guns in the auction, Shadowtech,Alchemer,Magnus, etc, I am so confused because I don't have a clue how they are working and if they are intefering with my current gameplay, which I kinda got used too.
Man, this is a clusterbig thread, I hope I didn't blabber too much and want to thanks ANY viewer who reads this through.
Thank you very much for your attention, maybe we will meet ingame someday
Locher
The Soloing Strategist
The Blaster line of guns is the closest to the protogun in the way it handles - 3 shots, respectable range, and keeps you fairly mobile.
The Alchemers are two-shot elemental guns. Their bullets split and bounce on contact, which makes them handy for mobs. There's the cryotech, firotech, and voltech alchemers, which have ice, fire, and shock effect chances. As elemental guns, they deal extra damage against Construct and Undead type enemies, reduced damage vs Beast and Gremlins. There's also a no-effect (damage-only) elemental gun called the prismatech alchemer.
Shadowtech doesn't have any effect, but it deals shadow damage, which does more damage versus Slime and Gremlin type monsters, reduced damage vs Fiends and Undead.
Magnus is a two-shot gun that does piercing damage with a somewhat noticeable blast radius (you can hit maybe 2-3 clustered monsters at a time with it), but it can knock over smaller enemies, which can be pretty useful. It does piercing damage, which is good vs Fiends and Beasts and bad vs Constructs and Slimes. Each shot keeps you still while shooting, though.
The Autogun line (pepperbox / needle shot) is essentially your shotgun type weapon. It sprays a bunch of bullets (up to two volleys at a time), keeping you still. High damage output, if you can manage to get all of them to hit.
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The Alchemer line might be of interest to you, but if you really just want a proto gun upgrade, go with the blaster.
Also, an alternative to your sword - if you want to maintain a sort of 'gunner' feel to things (keeping range), you might also want to invest in a bomb. Their effects can come in handy and deal status effects and/or damage to more enemies at a time.