Forums › English Language Forums › General › New Recruits

Search

Early gunslinger weapon advice

12 replies [Last post]
Fri, 07/29/2011 - 05:46
Tdandh78
Legacy Username

I enjoy the gunslinger playstyle and have some questions about early weapon choice. I'm upgrading from my starter gear to 2* I'm planning on running solo or playing more of a support role in groups. With that in mind I'm thinking of carrying a blaster and one of the alchemers, probably firo or cryo. Would this be a good choice or are there better guns to use at thus level. I'm also considering the usefulness of their upgrades. Thanks for any advice

Fri, 07/29/2011 - 08:10
#1
Cherubrock's picture
Cherubrock
both the blaster and the

both the blaster and the alchemer guns are very good guns to start with.

what you don't want to do is have say 2 alchemer guns and that's it.. becuase they only do elemental damage and would have trouble attacking things that are weak to piercing. or the other way around would be bad too .. having say 2 piercing guns?.. i'm not even sure if there are 2 piercing guns for 2 star gear though.

Fri, 07/29/2011 - 08:21
#2
Tdandh78
Legacy Username
Thanks for the confirmation,

Thanks for the confirmation, I intend to get a suite of guns but for the time being I'm just gearing up

Fri, 07/29/2011 - 08:27
#3
nox2go
Legacy Username
Going gunslinger is great,

Going gunslinger is great, but as guns are more specialized than swords, it requires very careful planning of final loadouts to succeed at 5* without excessive costs. Blasters and alchemers are great, but even at this point you should start thinking about the guns you want to upgrade all the way to 5*: You'll want one piercing gun (devilites, wolvers), one elemental gun (constructs, zombies, etc), and one shadow gun (slimes, gremlins) ideally.

IMO you can never go wrong with the shock or cryo alchemers, and the fire one is great but sees less action then the other two because of FSC. I'd look into possibly a shadowtech alchemer instead of a blaster, as blasters are great but do really change on the way to 5* as the alchemers do -- damage stays mediocre and unspecialized. With a shadowtech and, say, a voltech, you could easily get through jelly palace. ALthough it's 3*, I suggest you consider the magnus as well -- with a steady hand, it's the finalizing point against fiends and beasts, and still does well against gremlins too. I know many 5* gunslingers that run Callahan and Hail/Storm driver as a two weapon loadout, and they get to the core with no problems.

TL;DR: Think about what you want for 5* and start building for that. Magnus, Cryo/shock alchemers, and shadowtech alchemers are great. SHadow + elemental alchemer does well in jelly palace. Blasters not so much.

Fri, 07/29/2011 - 16:13
#4
Sk-Tactics
my suggestions

personally, I think the greatest problem pure gunslingers have is that our dps isn't that great.
fighting mobs when there are 2 or more healers nearby can really cause us a headache....

therefore, the guns combo i suggest would be a cryotech alchemer + an autogun.

  • Versus constructs and undead
    you shouldn't encounter any problem here as they are weak to elemental damage (cryotech)
  • Versus gremlin menders
    try to freeze one with your cryotech, kite the rest of the mobs away while charging your autogun,
    then run in & waste the mender with your autogun's charged attack when he thaw out.
    the extreme damage spike (thaw + charge + 1 more burst if necessary) should kill him even if there are other menders nearby.
  • Versus gremlin demos
    these pesky buggers can seriously limit your movement with their bombs when there are more than 3 of them around.
    use your autogun's charged attack to pull them out from their bombs & kill them.
  • Versus anything else
    shouldn't be much of a problem since you have at least 1 gun that does normal damage against them.
    besides, you can always do the freeze & kiss combo (cryotech freeze + autogun up close) against them.

In groups, you can use your cryotech as a crowd control gun or you can use your autogun's charged attack to "pull" monsters off your teammates.
Later on, you can choose to upgrade your autogun into a blitz needle if you want elemental + piercing damage, or a pepperbox if you want freeze + fire capabilities.

Other possible gun combos includes:

  • Prismatech Alchemer + Shadowtech Alchemer
    Elemental + Shadow damage ensure that you are strong vs 4 types of monsters & okay vs the other 2.
    You can substitute the Prismatech Alchemer for another elemental alchemer for support capabilities,
    but you should be aware that they do less damage than prismatech in exchange for the ability to inflict status...
  • Blaster + Firotech or Voltech
    Of all the readily available 2 star guns, Blaster seems to be the best for kiting. (Range 8, 3 shot clip, medium bullet speed)
    So it seems kind of logical to add some DOT on top of blaster's damage.
    Alchemer to inflict status -> weapon switch -> Blaster -> Blaster -> weapon switch -> Alchemer to reapply status -> and so on....
    Anyway, a blaster inflicts Normal damage so you can't really go wrong no matter which gun you choose to pair with blaster.
    That being said, please note that I don't own a blaster. I inferred its capabilities from the proto gun. (Wiki says its an upgraded proto gun)

Hope you find the info useful.

Tue, 08/02/2011 - 09:47
#5
Felbunny
Legacy Username
The autogun is king for dps

The autogun is king for dps early on. So much so, that it'll out dps the early alchemers, even against undead and constructs. It's trickier to use than the other guns, as you need to stay still to fire it, but that just makes things fun (reposition, fire, reposition, fire)
cryotech combos with that nicely to offer crowd control, but I found the combo to be much more appealing on paper than in practice, as you need to be fireing your autogun pretty much constantly to put out worthy dps for your group

I'm bedecked in gunner gear, but I run with a pepperbox and a snarble barb. (normal damage means I can pepperbox anything, and nothing is harder to shoot, but easier to kill with a rapier style weapon than one of those little office supply chucking demons). I didnt find much use for the other guns with a pepperbox in tow, but thats all gonna change with 4* and the antigua

Tue, 08/02/2011 - 13:34
#6
Soulstaker's picture
Soulstaker
I'm not really much of a gun

I'm not really much of a gun status fan because you have to charge it.I do JK a lot.is shadow tech recommended and worth it?

Tue, 08/02/2011 - 18:07
#7
Evilnut's picture
Evilnut
Alchemers can inflict status

Alchemers can inflict status without charging. It's just not very often for a low tier one. It gets more and more reliable as you upgrade it.

Thu, 08/04/2011 - 11:25
#8
Alchemystic's picture
Alchemystic
Normal damage guns are of

Normal damage guns are of little use to gunslingers. You will be carrying at least 2 guns that cover 2 damage types. That means you can do normal damage to anything weak to the missing damage type. It doesn't make sense to use a general purpose gun when you are trying to specialize in guns.

Managing reload on guns can be tough early on until you finally get a full gunslinger set. The attack speed increase from the gunslinger set affects the time it takes to fire consecutive shots. This makes firing the full clip on a gun more effective and something you want to do rather than something you want to avoid.

You want a shield that has status resistances. Since the gunslinger armor does not have any status resistances, you want to rely on a shield that can block a lot of hits from status inflicting attacks.

At some point, you may want to consider turning off the auto aim setting or remapping it to a key so that you can toggle it on and off. Auto aim can get in the way of your attempts to snipe at problematic monsters like healers because it directs you towards the whatever monster is closest in relation the the direction you are facing.

Thu, 08/04/2011 - 17:07
#9
Ipatuss
Gerry, Don't use a shadowtech

Gerry, Don't use a shadowtech for Royal Jelly. You need a sword, or a Biohazard, or some bomb.

Evilnut, For me, inflicting shock with my voltech alchemer is pretty common

Thu, 08/04/2011 - 20:37
#10
Soulstaker's picture
Soulstaker
Too late crafted one.I

Too late crafted one.I actully like it but I think I should get ASI med for it.I do not really want to risk 15k.

Fri, 08/05/2011 - 13:14
#11
Aziraphaile
Legacy Username
As Dilbert mentioned, the

As Dilbert mentioned, the Shadow alchemer line is actually a very good investment if you're running JK often, as it decimates the palace levels leading up to the boss.

JK him(her?)self though, is best approached with a sword. There's too much crap in the way to reliably hit it with a gun, and because of the self-healing mechanic you need a reliable and constant source of damage for the fight. The catalyzer guns might work better than most, because charges stacked on the other jellies will hurt the boss if they're close by when they blow up, but you'd honestly have an easier time just using a Calibur or something similar.

I actually have Shadow Driver that I still use for those levels, despite investing in a Catalyzer myself. Jellies are nice in that they tend to pack themselves up for you, and the Alchemers give immediate results with groups of enemies like that. Catalyzers are also less useful in the context of group play, where other players tend to kill things faster than you can stack charges, or just spread things around. I do like my Catalyzer, but I generally don't take it anywhere unless I'm intending to solo or perhaps duo with my bombing buddy.

Fri, 08/05/2011 - 15:07
#12
Soulstaker's picture
Soulstaker
No worrys I got a tempered

No worrys I got a tempered caliber and soon getting full 3 star armor.

Powered by Drupal, an open source content management system