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2 weapon combo issues

13 replies [Last post]
Sun, 08/28/2011 - 08:05
The-Rawrcake's picture
The-Rawrcake

right now im using a snarble barb and a cryo alchemer, not a third wep yet cause i dont have the ce to afford the slot. I thought this would work since piercing is good against fiends, beasts, and neutral to gremlins which every single one of those dodge like crazy against guns so i chose the snarble barb. Then, for elemental its good against construct, undead, neutral to slime. All of which dont dodge guns, are easy and sometimes better to kite / gun so i chose cryo alchemer as my second weapon (snarble barb for the dodging undead red guys at the graveyards).

My issue is that i was in a flame lash arena and there was a slime (oiler i think is the name) that was on fire and my gun and piercing sword both were not effective against it. My question is should I chose a different combo because of this? (my knight guy is new with 2* so wont be a big deal to have to change guns etc) are there going to be any other monsters that would resist both of my weps that i really need to be aware of?

Edit: sorry for making a whole new thread instead of using one the the ask ones i wasnt sure where to go since i have a gun/sword combo

Sun, 08/28/2011 - 08:31
#1
MicoTR
Legacy Username
Have you even TRIED shooting it?

Wiki says that it stops burning when frozen

Sun, 08/28/2011 - 08:45
#2
The-Rawrcake's picture
The-Rawrcake
ok and im starting to think

ok and im starting to think there will be many other situations if not the fired up oilers that i dont want to use my combo like the frozen jellies.

Should maybe i switch out the cryo alch for a nova/ prismatech?

Sun, 08/28/2011 - 09:01
#3
Randomzz's picture
Randomzz
well...

at best you have neutral against slime. So it's up to you... I use a prisma driver right now because I made a prismatech alch (the 2* version) when I first started and it came out with a CTR VH. Add that to the medium CTR from a lvl 10 gun, and that gives me max without having to pay at all. And it gets maybe 10% extra now than other alchemers. Personally, I love using my avenger/blackhawk combo. Blackhawk is very unpopular, but it takes care of my two big annoyances- wolvers and gremlins. Avenger can take care of everything else. Sometimes I switch in mega magnus for blackhawk if I'm going into a fiend stratum

Sun, 08/28/2011 - 09:05
#4
culture
Legacy Username
The Cryo should always do

The Cryo should always do neutral damage to slimes, including the Oiler. The damage display numbers won't always show the right color though, especially in Tier 1 and the top half of Tier 2. Sometimes a weapon is doing neutral damage but the color of the numbers will be the dark gray ineffective display instead. Or it does bonus damage but the numbers only show up as neutral. The color algorithm determines that not enough of the special damage type is being applied to change the color at that depth.

Sometimes it is just easier and faster to walk up to something and whack it with a sword. Because your only sword is piercing, it really limits which monsters you can do that to. When you only have two weapon slots, you should probably either carry a neutral sword + gun or two swords. Here are some examples:

Tempered Calibur + Cryo
Neutral sword and elemental gun so that you can slice through anything and do bonus damage to gun puppies or kite bots/zombies. Wolvers can be annoying to take down with a Calibur, but at least it does neutral damage.

Iceburst Brandish + Snarble Barb
Elemental and piercing swords makes quick work of constructs, undead, fiends and beasts. Brandishes are compatible with slimes as they are fast enough to interrupt most of their attacks. The Snarble Barb is great for gremlins because of its knockback and knockdown. Of course, no gun... so harder to kite or take out gun puppies from a distance.

Iceburst Brandish + Nightblade
Elemental and shadow swords makes quick work of constructs, undead, gremlins and slimes. For wolvers and fiends you can do neutral damage, but the sword's attack pattern isn't going to help in any particular way.

Nightblade + Snarble Barb
Shadow and piercing - I don't really recommend this combo... it means always dealing neutral damage to constructs and undead. Graveyards are all over and constructs are very prolific in arenas. This is, however, a great combo for danger rooms since those are either Slime or Gremlin+Wolver.

Sun, 08/28/2011 - 09:20
#5
The-Rawrcake's picture
The-Rawrcake
ok i know im able to roll

ok i know im able to roll with a neutral, but with that im going to have to sacrifice possible big damage advantages since right now i have the mindset that im going to use a gun and sword for the reason of how elemental works against the kitable stuff so elemental gun and piercing on the dodgey stuff to a pierce sword as i said on my first post.

Right now i see that my piercing snarble barb will exactly take care of every version of fiend, beast, and gremlin effectively, or neutrally.

Also, a prismatech alchemer will exactly take care of every version of construct, undead, and slime effectively or neutrally.

With this im sacrificing say a calibur spin attack for higher damage on normal strikes to most families. And up top, that takes care of every family (please tell me if I am missing a family). The main reason i see this working is that both weapons arent causing a status affect that would alter the effectiveness of say, a cryo alchemer against a frozen jelly. I am really into the cryo alch series because of the freezing, but as you said culture it should not matter if i am using a freeze themed gun on a freeze themed jelly. Is this proven anywhere?

Sun, 08/28/2011 - 09:46
#6
Tipiak's picture
Tipiak
it should not matter if i am

it should not matter if i am using a freeze themed gun on a freeze themed jelly

It will not matter... as far as the damage is concerned... but...
you will refreeze un unfrozen jelly (or shock/put on fire a slime of the corresponding family).

To be honest I think you can still have 2 elemental status based guns in your arsenal (say Cryo and Polaris) and switch depending on the stratum :-)

Sun, 08/28/2011 - 10:06
#7
The-Rawrcake's picture
The-Rawrcake
ok and when i actually was

ok and when i actually was killing the oilers with the elemental cryo gun, they were taking significantly less damage than what i would think normal jellies would be, i am sure it was not just the color of the displayed numbers that was off, are the numbers not always accurate as well?

Sun, 08/28/2011 - 10:13
#8
Icee's picture
Icee
Burning oilers heal.

When oilers are on fire they heal themselves. You were probably doing the right amount of damage, but they were healing fast enough that you couldn't kill them. Unfortunately, they don't actually get their fire put out by freeze unless they stay frozen for a couple of seconds, which rarely happens in a flamelash arena. A freezing bomb will be more effective there, but I've seen the slimes keep burning despite using shivermist in the arena.

Sun, 08/28/2011 - 10:15
#9
The-Rawrcake's picture
The-Rawrcake
ok ill take everyone's word

ok ill take everyone's word for it. 2 wep combo of the cryo alchemer and snarble barb, should have no weakness to any specific thing

Sun, 08/28/2011 - 11:23
#10
Fraxur's picture
Fraxur
Look I think Oilers work like

Look I think Oilers work like this. When they are not on fire, neutral (Normal and Elemental) weapons deals damage that they should deal, but when they are on fire, Elemental weapons (not sure about Normal damage dealing weapons) like Avenger will be ineffective against them. I am not sure with the case of Shadow weapons because I found that out in FSC (where you don't need a Shadow weapon).

Sun, 08/28/2011 - 14:06
#11
Bluehelmet
Btw

Dude217, hope u realize that the blackhawks not gonna help u at all against any wolver strats in T3 (thats y its frowned upon as a shadow wep). The G(ran) F(aust) is a much better option against both wolvers and gremlins.

Sun, 08/28/2011 - 16:23
#12
Alchemystic's picture
Alchemystic
It's fine to stick with what

It's fine to stick with what you have. You just need to understand more about how Oilers work.

They will not heal from fire if they are already burning. While burning, Oilers can also light the oil slicks they leave on the ground on fire. If an Oiler stops burning, they can heal and relight themselves if they touch an burning oil slick. This is why Oilers can still continue to burn if they are frozen. They are sitting next to burning oil slicks while frozen.

Sun, 08/28/2011 - 22:52
#13
Sk-Tactics
Additional info on oilers

Additional info on oilers: they have increased defense when they are on fire. On Depth 2, cryo/firo/voltech alchemers does 11/21 basic/charged damage on normal oilers & other slimes while damage is reduced to 8/11 on oilers that have been set aflame. Personally, I don't think the increased defense makes much of a difference. Oilers just aint dangerous enough if you are keeping your distance with a gun, it just take a bit longer to kill them.

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