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Ask a Master Gunslinger Anything. Even about Shoes.

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Thu, 08/25/2011 - 15:29
#51
Rangerwillx's picture
Rangerwillx
Bloody wolvers and devilites.

I needs moar advice. I'm currently doing well as a gunner, but a few monsters give me trouble. Advice?
1. Alpha wolver. They cannot be knocked down with my Mega, they have a large amount of HP, and they bite 3 times. There frikin OP!
2. Devilites. Perhaps it's just that I'm not in Shadow resist gear, but when 50 of these guys spawn and throw stuff at me, I put me shield up and its already hit me. ?? These guys both suuuck.
I'm wearing a Gunslinger sash and a elemental hood, as I'm doing T2 mostly.
Sorry to throw so many questions at you, but thats yer job right? :D

Regards,

~Rangerwill~

Thu, 08/25/2011 - 18:50
#52
timanth
Legacy Username
@RangerwillAeeee yup.1. For

@Rangerwill

Aeeee yup.

1. For Alpha wolvers, it's really hard to stunlock them like it is with the wolvers. Actually, it's impossible since they only flinch and don't get knocked down until they die. What I do is keep my distance from them, shoot 2 rounds, get more distance, shoot 2 rounds, etc. They usually die pretty fast like that, you just gotta have practice. It is IMPERATIVE that you never let them get close enough to bite you; their bite will go through even a piercing-defense shield if you let all 3 hits hit. What you want to eventually do is learn how far their triple-bite will take them, stay just out of range of it, and then unload on them.

2. For Devilites, this is abit more tricky. You have to kind of figure out how many shots will kill a devilite in order to know when to fire both shots or just fire one and shield. If I know that both shots will kill the devilite, I will go ahead and unload the clip and moving while reloading to avoid the other thrown projectiles. If not, then I shoot once, and then shield. The highest number of devilite spawns is around 10-15 on Devilish Drudgery and Dark City levels. It's enough to give a solo player some trouble, but remember, as a gunslinger, you have survivability on your side. Take all the time you need in the world to deal with the annoying little buggers. Remember that if you shoot them while they're about to attack they will drop the item they are about to throw!

Thu, 08/25/2011 - 20:57
#53
Somenubcake's picture
Somenubcake
new questions

i'm wanting to swap from a full-time swordie to a full-time gunslinger...

originally i was thinking of getting the nameless set but i'm also curious about the other options (in particular, the divine set or dragon set or radiant silvermail). what are your thoughts on that?

and my other question is which shield should i go for? I didn't really want to go for a owlite line because that is rather generic and expensive. I was thinking about the skelly line or the crest of almire?

Thanks for ur advices

Fri, 08/26/2011 - 00:24
#54
Xahna
Throwing my hat in the ring

Full time gunslinger who's been playing with different armor sets recently so I figured why not give my two cents? I'm currently playing around with armor ideas for regular clockworks and different bosses and actually looked at/tried out the Divine set, and Dragon set.

The Dragon Scale set looks interesting because it has two defense types that seem problematic for plenty of people but the set lacks normal defense which is the most common source of damage around. Sources for normal damage include Brambles, Blast Cubes, all Gremlins, all non-status inflicting Lichen, all Mecha Knights, all Retrodes, and all Scuttlebots...pretty serious list, and I left out things found only in certain boss levels or on rare occasions. Fire defense is pretty nice for some strata, and really important for FSC though.

Silvermail set can really be roped in with the Dragon Scale set but with the addition of poison/curse resistance which are two status effects I either never have to deal with, or am never worried about due to rarity/non-issue(poison really isn't so bad). Silvermail drops elemental for shadow, which I feel is a step in the wrong direction in general as the most abundant sources of shadow damage are easily avoided.

My personal favorite out of the listed is the Divine set, which seems really appealing but the glorious lack of defense vs normal damage has already been covered, as has the general need for shadow. My original intentions for this set was for FSC but I found that normal damage was really needed in the fight against Vanaduke, and any time shadow defense would reduce damage was already a death trap IE me getting trapped in a corner with a group of friendly slags.

Right now I'm playing around with a Plate set that I'm building into Volcanic, probably a waste of time but we all have our vices. The drop in attack speed hasn't been too noticeable, though I haven't tested it with the slowest of my guns...My main draw to this set is the strong normal and elemental (or course) mixed with good fire/stun (for FSC), I hate stun just as much as I hate ice which may lead to my playing with more armor in the future so if you want to know how it all pans out hit me up IG or add me to your friends list IGN listed below.

Hope my experience with the listed armors has helped some. I feel your pain on the shield problem, but I have yet to venture into the world of shield crafting lol.

A little about me:

IGN: Justtommy

Helmet: Nameless Hat (UV Shadow Low)
Armor: Deadshot Mantle (UV Elemental Max) - wish I sould have gone with one of the piercing sets...
Weapon 1: Polaris (UV Increased Attack Speed Medium)
Weapon 2: Callahan
Weapon 3: Biohazard
Trinket 1: Elite Trueshot Module
Trinket 2: Elite Trueshot Module

Aditional weapons I play with from time to time
Hail Driver
Blitz Needle
Shivermist Buster

Fri, 08/26/2011 - 12:10
#55
Somenubcake's picture
Somenubcake
Thanks!

thanks for the reply. i guess i'll just stick with the nameless set

Sat, 08/27/2011 - 15:56
#56
Twest
Polaris

Question 1:
What is your method of best maximizing DPS with the Polaris?

I have a polaris (asi med). I usually run 2 swords and a polaris or shivermist, with vog set or vog/skolver. So the most ASI I'd ever get currently for my polaris is medium.

I noticed you said "If you don't like managing when to use the situationally-useful exploding bullets, though, get a Storm Driver." in one of your earlier posts.

Does this mean you will frequently use the polaris' near shots instead of the higher damage exploding far-shots on non-station mobs? When and why?
Turrents are obviously best hit with far-shots, but what about your experience with lumbers, retrodes etc.

Are you unloading your whole clip as fast as you can with your asi vhigh (nameless set)? Do you pause between shots and try to not reload?
Or even if you reload, will you pause slightly to stop all the far-shots from exploding in one spot, resulting in the last two shots missing? (I sometimes feel this happens.)

Question 2:
Trinkets?

I'm planning on making a gunslinger set later on. I assume I'd just make a nameless given earlier discussions about elemental damage.

What trinkets do you get? Is ASI vhigh worth it? My experience tells me 2x damage is the best, but I would like to confirm.
My likely loadout would be 2 guns (Polaris, Biohazard, or Callahan) and my levi.

Question 3:
I generally am satisfied with running 3 slots, and would likely keep one of them a sword. I would switch my two guns according to the upcoming stratum. I noticed you like to run with with all three damage types at the same time. Do you actually use all three in a given stratum? Is it just to reduce the hassle of switching?

I ask this because it may be worth it to open up a 4th slot...

Thanks in advanced!

Sat, 08/27/2011 - 16:04
#57
Bigfootm's picture
Bigfootm
What Dark Ritual?

Just realized I would only need one gun to have every defense covered... Thought I may as well test it out.

The gun I need is a shadow weapon. So tell me your "Opinion" of a shadow gun. I'm heading towards umbra but I would like to here ALL the pros and cons of the shadow guns.

Sat, 08/27/2011 - 16:17
#58
Benb's picture
Benb
IMO

@bigfootm: IMO, here are the pros and cons(timanth, this is my opinion, you can tell me if I make a mistake :) ).

Umbra Driver:
-pros: ricochets, charge attack releases four bullets.
-cons: does not have any status effects and does only 2 shots.

Sentenza:
-pros: will be very good in lockdown PvP.
-cons: pretty much sucks otherwise.

Biohazard(my personal favorite! :D):
-pros:Lowers attack damage and defense with poison, has an awesome charge!
-cons:slow bullets, although I'm not sure that that's so bad...

That's my thought.

Also, I thought you were an expert SWORDSMAN.

I finally got a Catalyzer. Upgraded it to Toxic, now on the way to virulent :P

Sat, 08/27/2011 - 21:45
#59
Xahna
Answers

@Twest
The largest problems with the explosive bullets from the Polaris is blinding team members, I don't usually have this problem as my friends know what to expect when inviting me to the party lol. The second biggest problem I've seen with the explosive bullets is areas where you need to keep mobs in a certain area, or you're trying to avoid knocking mobs into team members; in both cases I have been known to close distance and avoid the explosions and just keep a constant stream of damage hitting my target.

I never want to unload a full clip with any gun, alchemers tend to make me reload often but what can you do? I am almost always firing 2 shots, pausing, and firing 2 more. There are some occasions where I will unload, which normally means pressure has been put on more than just myself. Ideally, when using the Polaris or Biohazard, I like to have a solid stream of 2 shot bursts that I'm staggering left/right and working nearer as needed, I love holding back a huge horde as long as possible.

ASI is a simple call, if the armor is adding it don't bother with the trinkets. That being said ASI is wasted, IMO, on the guns that are already quick like alchemers. ASI is helpful with your slower guns like Polaris, Biohazard, and Callahan; though I never find myself going out of the way to find ASI as I favor punch over speed with my chosen weapons (personal preference I'm sure).

As for running 3 damage types, if you're going to go all out guns you're not getting all you can if you're not specializing in damage types. I not only use all 3 in a single stratum, I've used all 3 in a single lvl since it's nothing to see a group of constructs chilling with gremlins that have wings there to heal. If you just want to run 2 guns and a sword I really suggest Polaris (it's that good), and something that works well against what you have the hardest time with...piercing (Callahan) is killer against most fiends and beasts, shadow (alchemer/Biohazard) makes short work of slimes (you better not have problems with slimes), and gremlins. One thing about only carrying 2 guns is you'll be able to crit on 4 mob types and do normal vs the other 2 + you have your favorite sword around.

@BigFootM

My take on the choices for shadow guns is that there are really only two serious options Umbra Driver, and Biohazard...the end lol. Sentenza is pretty terrible, might be good if they introduce an actual PvP area...of course I also think Argent Peacemaker isn't any good outside of FSC. I think the breakdown on the two options comes down to your play style.

Umbra Driver is a much quicker option, it's harder for gremlins to dodge while largely being easier to use and better at groups than the Biohazard. Ricochets are great with it, the charge attack is very useful.

Biohazard is my personal favorite, though you wouldn't get that from my take on the Umbra Driver lol. Biohazard fires bullets that move almost painfully slow, the only hope you have against a group is the charge followed by a volley of regular shots that all have to hit the same target while having that target surrounded by whatever else you want to hurt. Against gremlins the Biohazard is cumbersome if you're not used to it, the bullets trigger dodge multiple times as the projectile travels making your fight against gremlins a bit more drawn out while also requiring a different strategy than most other fights. The Biohazard has to be used to herd gremlins into a group against a wall (or just against a wall alone), this is accomplished with a barrage of staggered shots fired in anticipation of a line of dodges (it's pretty interesting really, hit me up IG and I'll show you lol). Once you get the fighting style down it's really rewarding as when you do finally get to that wall their about to get hit 5+ times at once, normally instantly killing any gremlin on any tier. The charge attack is very powerful, the poison is great for those pesky healers, and the times you to get the charge off on a group will really be satisfying (most commonly used vs slimes).

Know that's a block and a half for the Biohazard, but all's hunky dory until you take it to gremlin land and find out you no longer know how to fight them lol. When I don't feel like giving proper effort it's very common to see me pull a Callahan and juggle gremlins instead of using shadow damage.

Hope some of that was useful lol.

Sat, 08/27/2011 - 21:53
#60
Bigfootm's picture
Bigfootm
What Dark Ritual?

As much as I love the speed on the Alchemers, is the Polaris' speed the sane as the Biohazard?

Sat, 08/27/2011 - 22:02
#61
Xahna
Polaris

The Polaris' projectile travels faster than the Catalyzer line of weapons. The biggest difference between the two, bullet speed aside, is the monsters I use each against (taking weaknesses into account) make a huge difference in ease of use. Everything the Polaris is really good against doesn't dodge at all, which should be taken into account.

Sat, 08/27/2011 - 22:05
#62
Bigfootm's picture
Bigfootm
What Dark Ritual?

Ehhhhhhh. Bleigh... And I thought the Polaris was slow. Eh... I'll just stick to being a master swordsman. And bomber. If I were to (and probably will) get a shadow gun I'll probably get a umbra. Still want to hear what op has to say.

Sat, 08/27/2011 - 22:07
#63
Xahna
Lol

would be interesting to hear OPs take on the whole thing. Yeah, if you think Polaris is slow you better put away any notions you had of using a Catalyzer of any type ;-p. Good luck out there lol.

Sun, 08/28/2011 - 03:23
#64
timanth
Legacy Username
@Twest1. I use the

@Twest

1. I use the non-expanded bullets more than I use the expanded ones, yes. I will often use the expanded bullets to push things into corners though, in order for all 3 bullets to hit. I will also use a combination of the Shivermist Buster and Polaris in FSC to make sure all the exploding bullets hit. I pretty much always 3-shot-reload unless I have to shield in the middle of the clip, since ASI gives 3-shot-reload higher DPS than 2-shot-pause.

2. I don't use trinkets. If I WERE to get trinkets, I'd get the damage ones to boost the lower damage of the guns.

3. I do use all types of damage in a given stratum, especially if the stratum is status-effect themed and not monster-themed. Of course, gunpuppies are everywhere, so elemental is essential, although with the new turrets, I am not sure about their placement (whether themed or just random). I got the third slot after I did a T3 run in a fire stratum where one of the depths had mandatory fiend, and I had brought a Gigawatt Pulsar and a Virulent Catalyzer.

@BigFootM

The Biohazard's bullets actually do speed up as you get it to 5*. They're still slower than alchemer bullets though.

As for a shadow gun to use, I'd recommend the Biohazard, personally. The Umbra Driver is just straight damage, and one of the best abilities of guns is to inflict status effects reliably without using a charge shot (where the status effect is pretty much guaranteed).

@tomkinsd6

Actually, ASI is most helpful to guns like the Alchemers and the Magnus series. The Biohazard and Polaris actually have VERY high attack speed, just slow bullets. THis is why you can often get the bullets to overlap when you fire constantly while moving forwards.

As I've said before again and again, the Biohazard requires a much different playstyle than most people are used to, even experienced gunslingers who have never used one. The way I use the Polaris and Biohazard guns is to exploit the dodge/shield mechanic of Gremlins/Mechaknights, because they have a short period of cooldown between when they can dodge/shield again. Thus, you can actually fire a warning bullet, then fire three bullets in quick sucsession and they will all hit. It's a much more aggressive style, requiring you to chase down mobs instead of fighting them passively.

Overall, the Biohazard is a gun that requires some smart handling on mobs that can dodge (like Gremlins). You can't just run in unloading clip after clip. However, with jellies, just unload+charge away XD.

@Everyone else
I'm currently taking a break from Spiral Knights to try out Dragon Nest. My apologies to those who are trying to find me in game. I'll still try to answer as many questions here as I can, though! Sorry for not being around much and thanks to others for picking up my slack.

Sun, 08/28/2011 - 19:01
#65
Yuyukosama
After ANOTHER long arduous

After ANOTHER long arduous Vana run I've finally decided to something else. Namely, the autogun serious.

Considering I've decided to go Blitz, what are your UV recommendations? ASI or CTR?

I doubt think I'll be firing off very many standard clips, but I'd like to know your opinions

Sun, 08/28/2011 - 20:26
#66
timanth
Legacy Username
I would highly recommend CTR

I would highly recommend CTR on a Blitz, but it is really situational. I should mention that Vanaduke seems weak ONLY to the charged shot, not the normal shots. However, the charge does do 143x15 damage to him without mods on. This method is really reliable if you are good at dodging or have a dedicated Shivermist Spammer in your party. Basically, with the huge DPS you will be putting out, Vanaduke will always be aggroed on you, making it difficult to get up a charge and unleash it without taking damage. Howver, if a Shivermist user constantly locks him down and prevents him from turning, you turn into a ridiculously high-DPS machine that can pour our over 2000 damage to him every few seconds as you charge upand maneuver towards his rear end.

If you would like further clarification on how I do Vanaduke without ANY deaths in the party, let me know here and I'll try to write up a guide :)

Mon, 08/29/2011 - 13:14
#67
Espeonage's picture
Espeonage
I just want to mention that

I just want to mention that the normal Blitz shots still output their super-effective damage. The reason the damage numbers do not reflect this is a combination of boss resistances (bosses have drastically lower resist/weakness values), resistance confliction (much like Menders, Vanaduke is slightly resistant to all special damage types, including Piercing), and overall bugs with the damage thresholds. Frequently, Sword charge attacks will show normal blue numbers when it 'crits.'

- On Vanaduke's body, normal slashes of the Final Flourish deal orange crit numbers. However, the charge attack shows blue numbers on all hits.

- After the fix for Polaris series expanded shots (Normal -> Elemental), expanded shot damage on Vanaduke's body decreased from 101 to 93. The damage still appears as blue numbers, though the charge attack appears as resisted.

Mon, 08/29/2011 - 15:53
#68
damon180
Legacy Username
Question about mercury mail

Here's my setup:

Shadowsun Stetson
Shadowsun Slicker
Grey Owlite Shield
2 Elite Handgun Focus Modules
Volcanic Pepperbox
Callahan
Nova Driver
Umbra Driver

I have worked charge attacking into my strategy since the trinkets came out.
Does the Mercury Mail increase your movement speed even when charging? It would be nice to have more mobility if I fire mainly charge blasts at the monsters.
Thanks!

-Blueflood

Tue, 08/30/2011 - 12:34
#69
Espeonage's picture
Espeonage
@damon

The movement speed bonus will apply to all walk actions, but the problem is that the increase is so insignificant (perhaps 2% at the most for one piece).

You'll only notice a difference if you charge-strafed across the length of a Deconstruction Zone in a straight line, just so you could be 1-2 tile spaces in front of your teammate who was also strafing like you for the entire distance.

Additionally, depending on how the bonus is calculated in conjunction with other mechanics that afflict walkspeed, there are multiple ways in which the potential benefit of the bonus would be further decreased from its already minute increase.

Wed, 08/31/2011 - 13:48
#70
Yuyukosama
well no sight of any CTR

well no sight of any CTR autoguns yet, but have found a decently priced ASI autogun.. is there that much of a difference?

Thanks

Fri, 09/02/2011 - 12:51
#71
Abathur's picture
Abathur
ASI doesnt matter for it.

ASI doesnt matter for it. Really waste of money. You NEED CTR!!

Sun, 09/04/2011 - 02:37
#72
Master-Gunslinger's picture
Master-Gunslinger
Great job

Great job with the thread timanth, I was hoping someone as knowledgeable as yourself could continue with the gunslinger help. Keep up the good work!

Tue, 09/06/2011 - 04:12
#73
Abathur's picture
Abathur
I have a confusing question:

I have a confusing question: I was attacking Vanaduke with my Blitz Needle charge, dealing 144 dmg per bullet, now i got a 2nd (already had one) dmg bonus medium tinker and immediately deal 194 dmg!! WTF How could that be? Didn't the first one count??

Dmg Bonus only with tinkers:
0 Tinker: ? (EDIT: Just heared from somone he deals 143 o.O so...)
1 Tinker: 144 (EDIT: ... this here is bugged and should be between 143 and 194? ... ? o.o)
2 Tinker: 194

50 Dmg more??? Thats definitly too much! o.O

Tue, 09/06/2011 - 05:04
#74
Cherubrock's picture
Cherubrock
Hey Xyonon .. I have 1 DMG

Hey Xyonon .. I have 1 DMG med trinket and get 170 so yeah.. something was not right..

Tue, 09/06/2011 - 06:32
#75
Abathur's picture
Abathur
I have taken screens from

I have taken screens from where i deal 144, this is kinda freaky. But good to know that you did 170, makes sense :D thank you!

Thu, 09/08/2011 - 16:36
#76
timanth
Legacy Username
If you are indeed affected by

If you are indeed affected by this bug, you should post some screenshots in the bug forum, I'm sure OOO will fix it as soon as they can.

@Seitsuki
ASI on autoguns doesn't really seem to affect them much. I think the reason is because ASI only decreases the delay between your consecutive shots. but as you've probably noticed, the autogun series can basically fire both clips in one simultaneous stream, making ASI completely useless. I would recommend continuing your hunt for a CTR autogun.

Fri, 09/09/2011 - 11:46
#77
Glowing-Ember's picture
Glowing-Ember
So, Chaos armor...

I made a topic about it, but I wanted to know what other gunslingers thought.

I'm thinking of building some Chaos armor down the line, since it seems like the Shadowsun set except with Elemental instead of Piercing defense (and it looks pretty sweet), but is it worth it?

Also, timanth, can I add you in-game? I don't mind if you delete me but I'd like to watch you play sometime.

Fri, 09/09/2011 - 12:48
#78
Twest
Currently have: Gunslinger

Currently have:

Gunslinger hat - Normal def med
Gunslinger sash - Fire def med

Planning to make both into a nameless set, for general gunning.

But, for FSC purposes:
Should I try for a different UV? (more fire resist?)
Should I stick with my vog cub set? (both shadow def uv)
Should I make a deadshot set instead with fire resist uv's?

I would equip:
Levi (Ctr vhigh) or DA (CTR med)
Polaris (ASI high)
Shivermist (CTR vhigh)
Valiance, AP or Blitz

Polaris vs Supernova
My polaris does 93 damage on vana, but my friend's supernova does 113.
What are other's peoples thoughts about making a supernova and replacing my polaris for FSC?
The shock is not frequent or high enough to make it the same amount of damage I think... but I've never really watched how much damage shock does over a given period of time.

Thanks in advanced!

Fri, 09/09/2011 - 13:20
#79
Espeonage's picture
Espeonage
I'd still recommend Polaris.

It Shocks often, and each tick, including the initial proc, deals 21 damage to the Duke. So you are still dishing damage similar to a Supernova, with the added benefits of the Shock spasms.

It also makes the Skellies and Pups on the way very easy.

Edit:
I'd also recommend a Damage Bonus UV for your Polaris. As mentioned, and something I can vouch for: The Pulsar series already has a very fast attack speed, shooting at the same speed as a Valiance or so.

Fri, 09/09/2011 - 13:34
#80
Twest
Fair enough, I'll stick with

Fair enough, I'll stick with the polaris. Also, a normal damage supernova is useless to me otherwise.

Re: Polaris UV
The problem is that Vana doesn't have a known type... So what is the purpose of a specific bonus UV on him? Polaris does enough damage on the other ones.

I like the ASI because I feel if I can get 2 shots off and run away more quickly than without it, resulting in less risk of getting hit. YMMV.
I find ASI, unlike on the cutter series, actually does speed things up on the polaris & valiance.

I'm making two elite trueshot trinkets, so i'm not too concerned about damage UV's atm.

The questions re: armor is still outstanding!

Fri, 09/09/2011 - 15:15
#81
Goldmaker's picture
Goldmaker
Well this gear is good

Well this gear is good ?

Armor.Divine mantle
Head:Volcanic Demo

wep1:Polaris
wep2:Shivermist
Wep3:Blitz.

and what wep are good in arena ?

i was thinking is someting like:

wep1:Polaris
wep2:Biohazard
wep3:Nitronome or DBB

yeh im a Bomber-hybrid.

Fri, 09/09/2011 - 16:43
#82
Espeonage's picture
Espeonage
I proposed a Damage Bonus UV

I proposed a Damage Bonus UV because ASI won't dynamically affect the Pulsar series, nor does it add a significant difference to the majority of handguns.
Pulsars already excel at damage, fire very quickly and the charge attack is negligible aside from trying to set up a Shock infliction. The best component that can be noticeably boosted, is its damage for specific areas.

Additionally, ASI does make something of a difference on the Cutter series, though it's most notable and useful for combo-circling certain enemies (Lumbers, Vanaduke.)
___

The Vog set sounds very well, but it seems you'll be using just 1 Sword, both options having the charge attack as their greatest utility/asset rather than normal swings (though of course, the DA combo is just as well.)

I personally go through FSC with a Deadshot Chapeau and a Vog Coat, since both have Fire Med UVs, and I'm well satisfied.

Sun, 09/11/2011 - 12:47
#83
Goldmaker's picture
Goldmaker
Eww i think, i do something

Eww i think, i do something wrong.

for a bomber gunner what is better ?

Volcanic bomber helm and divine mantle or divine veil and mad bomber suit ?

becouse im using volcanic bomber + divine mantle i feel i lost alot of UV for a defence i dont need.

Sun, 09/11/2011 - 15:26
#84
Goldmaker's picture
Goldmaker
Sry but.. BUMP FOR GREAT

Sry but.. BUMP FOR GREAT JUSTICE ABOUT MY armor setup xd

Mon, 09/12/2011 - 04:11
#85
Cleverpun
Legacy Username
I've decided my gimmick is

I've decided my gimmick is using weapons that have a high difficulty curve but are very rewarding to use (both in fun value and damage potential).

Which, if any, guns would you say fit this idea? To give you a bit more of what I mean, my current weapons are a Khorovod and a RSS.

Also, which are the best options for the catalyzer and magnus line branches??

Mon, 09/12/2011 - 04:49
#86
Espeonage's picture
Espeonage
@ Cleverpun

Which, if any, guns would you say fit this idea?

Possibly something of the Autogun or Magnus lines.

Also, which are the best options for the catalyzer and magnus line branches?

Biohazard and Callahan lines would be the better upgrade paths.

Mon, 09/12/2011 - 04:59
#87
Espeonage's picture
Espeonage
@ raton

You'll primarily need the Shadow defense for Devilites, Howlitzers and Kats, but if you're not going to the places that have them, you won't need to bring your Divine gear. Most guns are 'fine' without Gun-specific enhancers/armor; it'll work well enough by itself, and bonuses for guns in general don't do much for their specs anyways.

Just bringing Mad Bomber with your Bombs and Guns should be fine. If you keep a range with the set, you won't have to worry about the gears' downsides as often, and a gun can compliment this nicely.

Mon, 09/12/2011 - 05:05
#88
Cleverpun
Legacy Username
@ Espeonage

Thanks. I figured Callahan and Biohazard were obvious, but just thought id make sure :D

Thu, 09/29/2011 - 11:00
#89
Softhead's picture
Softhead
Neutralizer?

Im going to be a normal fighter(use normal weapons) but should bother gettin nutralizer? It has high attack on tier 1.

Thu, 09/29/2011 - 11:02
#90
Softhead's picture
Softhead
Neutralizer?

Im going to be a normal fighter(use normal weapons) but should bother getting nutralizer? It has high attack on tier 1. Sorry double post.

Tue, 05/29/2012 - 15:48
#91
Liquid-Ice
What balances with Polaris in a 2 gun combo?

So I used to use a cryo driver and a shadow driver, which was a great combo... But then I stumbled upon the 4* version of Polaris! Now I use that and the shadow driver for the type combo. After using the 4* Polaris for awhile I love it! Now I really dont really like how I can only fire one bullet at a time before having to reload with my shadow driver, and it has so much less range; it just doesn't feel as good. Is there another gun that will go well with Polaris? The gun must be able to shoot while moving, that's big for me...

(i was thinking about biohazard maybe ... polaris / biohazard combo?)

Tue, 05/29/2012 - 16:44
#92
Lukehandkooler's picture
Lukehandkooler
8 month necro

May I direct you to this thread that is still actively maintained and updated by a master gunslinger.

http://forums.spiralknights.com/en/node/13420

~Luke

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