Forums › English Language Forums › General › New Recruits

Search

Kurapika's Guide To Success. From Start to Finish!

4 replies [Last post]
Thu, 12/15/2011 - 18:58
#6251
Trying's picture
Trying
The wiki is online

The wiki is online

Fri, 12/16/2011 - 04:47
#6252
Kurapika's picture
Kurapika
o_o

Well, with that said Try, I will finish the guide when the wiki bounces back from its maintenance downtime.

Fri, 12/16/2011 - 11:44
#6253
Kreuz-Drache's picture
Kreuz-Drache
Nah, it still works. The

Nah, it still works.

The link button thingy doesn't have the complete link to it. You have to add the slash(/) to it.

wiki.spiralknights.com/

^Try that.

EDIT: This works too.

http://wiki.spiralknights.com/Main_Page

EDIT 2:

Meh, I wouldn't recommend Autogun lines. That standing still can really put a dent when trying to kite. I personally would recommend getting an elemental gun, like the Alchemers. Not saying the Autogun is bad, but I wouldn't recommend it as a players' first gun.

I would recommend looking to the brandish lines too. Being able to have access to your choice of elemental damage or shadow damage(Depends on what you craft to.) is pretty bombin, especially considering the elemental brandishes can give out status conditions and the shadow damage from the Nightblade can go very nicely for Royal Jelly runs(Since Jellies are weak to Shadow damage. )

Fri, 12/16/2011 - 12:12
#6254
Mohandar's picture
Mohandar
/me waves to Kurapika

Gunning is an under-appreciated part of SK. The main issue is early on, there are no armors supporting gunners (unlike wolver gear). Secondary is the fact that the alchemers don't become really good until 4*, when there are actually enough ricochets to do some serious damage. The alchemers (Storm, Nova, Umbra), along with the Biohazard and Callahan will be the mainstays of a gunner build. (Blitz Needle and Polaris are special gear for dealing with turrets or Trojans/Vanaduke). Lastly, there are no gunner shields, and the gunner armor give low damage boosts and few useful resists (no freeze, shock, fire). A last point of contention is that as the party size increases and monster HP scales up, it gets harder and harder to dispatch monsters, particularly in confined spaces where previously you would have been able to clear out a few mobs to make some space. Put it all together, and gunners are at a large disadvantage, both starting out and endgame.

That said, this is a very fun build that I call Recon style, after the Lockdown class:
Ash of Agni, Umbra, Storm drivers (4th slot for additional gun, or backup sword like Leviathan)
Very High or better bomb CTR, gun ASI, Medium or better gun damage. (Use Swiftstrike, Nameless/Justifier, weapon modules and UVs if you have any)
In solo mode, when monster HP is low, you can light them up with Ash, let them burn for a second or two and they will go down with one or two hits from the appropriate gun. On fire-themed floors, you can sub Shivermist or Voltaic Tempest. In a team, monsters will be too tough to eliminate in this fashion, but by weakening them with status and constant gunfire, you become a powerful supporting force (the swordsmen in your party will be able to cut down the softened monsters with ease)

For the starting player, I would recommend the lower star versions of said gear. Bring a bomb and a the appropriate gun, more if you have a weapon slot, but at this point it is doubtful you will. It'll take longer because of lower damage and ASI/CTR bonuses, but it will play almost exactly the same. The style is very much about keeping in constant motion, plunking bombs or shooting while on the run.

Powered by Drupal, an open source content management system