What the title says, I need a good elemental gun. Use: Constructs, and other things that piercing doesn't work against. Right now, I'm using the Prismatech Alchemer, but I don't like the 2-clip size and I was thinking about getting a different elemental gun with a bigger clip size.
Alchemer or Polaris Line?
Yayyy gunner here, and i just caught your thread minutes after the making! I <3 these questions.
Okay:
1. Polaris and its utility.
a. polaris knocks back. this can help you but it can also hinder you and annoy groups. it knocks mobs out of the other bullets making DPSing harder. This is going to be a negpositive though, only because it is very very situational but in those situations, priceless (FSC).
b. It shocks. The shock will stop knockback, improving DPS but making the above utility kinda quirky :/ this is a negpositive.
c. This gun is for Soloing mostly. This is a negative unless you are a lone wolf (which is respected even if).
d. Has slow bullets. This is a negative.
e. Has a "safety" (bullets that do not expand are underwhelming). this is a negative.
2. Polaris and its aoe (area of effect damage).
a. the blast radius knocks mobs crazy, so you might get a good two or three shots into a group, then they are spread like heck. This is a negative.
b. it shocks which is an AoE status. This is a positive.
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1. Alchemer and its utility.
a. Alchemers do not knockback, which in itself makes it utility. you do not knock mobs out of DA charge, but help the DA charge kill things. You do not throw mobs out of other's attacks period, let alone your own. This is a positive.
b. This gun is great when you are in a group. You aren't being annoying knocking things out of other's slashes and help weaken things before they are sworded. It is also good solo which is explained in AoE.
c. The charge attack can be utilized to one shot certain mobs due to insane clipping of splits, including open-mouthed gun puppies, and phantoms. Or shot into a pocket of monsters, disintegrating anything in the pocket.
d. Has fast bullets. This is a positive.
e. Has no safety, can go up and mash things point blank if ya feel like it. This is a positive :)
f. Charge attack can be utilized to hit things un-reachable or with an obstructed path between you and it with split bullets. This is a positive.
2. Alchemer and its AoE.
a. split bullets. These always shoot off to the left of you and will ricochet, bouncing off of enemies dealing 100% per hit. This is massive AoE damage at times. This is a gigantic positive.
b. hitting switches etc. this kinda sucks. This is a negative.
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It's kinda obvious what you should go after, its the alchemer. Don't worry about clip size, you should shoot around in the trianing hall. try shooting a bullet, waiting a bit, shooting another, repeating that over and over without reloading. 2 bullets though will pack a ton of AoE damage, always aim for the mob at the right or in a pocket. Don't worry about switches though, youll even learn how to make split bullets not hit em.
If your a sword user and want a gun on the side, Id say get polaris. Im still working on my gunslinging set, but polaris seems to just be an all around good gun to use against contructs and to have alone with you're swords. Prismatech alchemer is also a gun im getting along side polaris because it does more straight out damage. Basically, I would say if your mainly swords look into polaris. if your a gunslinger, Id say look into both of them.
"Fire one shot, pause, one shot again, pause, etc"
Boom you beat me to it, i included that in the wall. please read it all though it'll help you decide on the alchemer which is my whole goal here :)
Edit: oh wait that wasn't you. You both look alike... i just can't put my finger on it.... what black magic is this.
On an unrelated note, you have inspired me to Ragecraft Prismatic Alchemers...
*Several hundred CE Later*
Alright, now with +dam vs undead med, I think Ima give a Nova Driver a go next time Im in FSC :P
Polaris is an amazing gun. I love my Umbra Driver and all (it's my favorite gun), but I don't think I'd sacrifice the incredible utility of the Polaris for an elemental alchemer.
Here's my take:
Polaris has:
* A 3-bullet clip. Benefits much more from ASI than alchemers do, and is better against stationary targets.
* Knockback. I can't stress how important this is. You really can't gun FSC without it (unless you want to rely on your teammates for things, which is a bad idea most of the time) and it's useful at other times too. In particular, it shines when you don't have a lot of room to maneuver.
* Area shock. More useful than it looks.
* AoE explosion radius hits all of the monsters that are closest to you and pushes them away.
Alchemer has:
* A charge shot that does something.
* Bounce. Can deal a lot of damage if you know how to use it, but it's an acquired technique. Polaris techniques are easier to learn and deal comparable damage.
* Status of your choice. If you want it.
Polaris vs
Zombie - Epic win
Spookat - Meh
Howlitzer - Great
Gun Puppy - Great
Lumber - Great (but takes a while to kill them which is annoying)
Mecha Knight - Bad (all guns are bad on them, but Polaris is arguably the best; will annoy the hell out of your swordie teammates though)
Scuttlebot - Who really cares
Retrode - Fine
Alchemer vs
Zombie - Great if you can stay mobile
Spookat - Fine
Howlitzer - Fine
Gun Puppy - Fine
Lumber - Good (but takes a while to kill them which is annoying)
Mecha Knight - Bad
Scuttlebot - Who really cares
Retrode - Good
And technique guide.
With Polaris you have to learn how to use the knockback to keep the enemies where you want them. And it won't always work, but it mostly does. If you're single-targeting to clean up the last monsters you can shoot at close range for lesser damage so you don't have to worry about the knockback. And slow bullets aren't always a negative (you can reload while your bullets are still hitting). Shoot 2 and wait to skip the reload works fine and is useful frequently, but I don't use it all the time. Charge shot is worthless.
With alchemers you have to learn how to use your bouncing charge shot to properly hit all the enemies, as well as sometimes getting your regular shot to bounce too. I would argue that alchemers are best charged. They should be fired past the enemies nearest to you and into the thick of things (this is sometimes a difficult shot) where they will bounce and deal steady damage to a large number of enemies. The charge shot isn't bad on single targets as well if you're just trying to deal damage, but alchemer single-target DPS leaves something to be desired (not that Polaris is any better in that respect).
And final note:
Polaris is the most annoying weapon in the game save Nitronome. If you use one, try not to shoot it in your teammates' faces and try not to push the enemies into them.
I have several elemental alchemers and a Polaris. They each have their uses.
In a group, I usually reach for an alchemer, or I equip both so I can get really situational (like in Candlestick Keep levels, where everything is weak or neutral to elemental, so I don't need to mix my damage types). The Polaris is especially annoying in arenas and danger rooms with groups. I knock things away from my teammates, the bullets move so slowly that my teammates knock things away from my shots... In general it's pretty useless in a party of 4 in those levels, so when I'm in a group in an arena, I take an alchemer and everything works wonderfully.
Polaris is awesome for soloing and still pretty awesome in occasional situations in groups (mostly in clockwork tunnel levels where you have a lot of corners into which you may knock enemies). If you're good, you can use it at a closer range to avoid the knockback problem, but then you sacrifice the riccochets you'd have with an alchemer and you end up within striking distance of some enemies.
If you can afford them, get both. If you can't, start with an alchemer if you play a lot in groups, or go for the pulsars if you're more inclined to solo.
I'd use polaris if you're a regular sword swinger that has problems with turrets. I use a nova driver personally in the clockworks with dmg vs construct VH, and trinkets so all my guns have max charge. Max charge on the alchemer line will blow holes in mobs of enemies. The polaris also knocks around the enemy quite often, and can be equally harmful to your allies by blowing a charging tree into your teammates.
In LD you'd probably want to go polaris heavy either way unless you are good at dodging rapiers. Getting good enough to dodge/hit with alchemer requires a lot of practice, patience, and pain :).
Thanks for your responses guys, I think I'll stick with Alchemer since I party a lot. But another question: if the proposed changes go through, would the Silversix line be a viable option?
If they made Silversix pure elemental, it probably wouldn't be too bad as a sidearm for a swordsman, since the high speed and large clip size (and range) makes it great for picking off that one monster you don't want to charge at again. The only thing is that it is reaally weak, but considering the clip size, it shouldn't be an issue.
My thoughts on this.
As an owner of both a Nova Driver and Gigawatt Pulsar, I feel inclined to speak about it.
I mainly run FSC for heat and sweet sweet crowns. I always bring both.
Now, for regular zombies I always bread-and-butter them with Nova, if only because I don't have to worry about knocking them around. This applies well to about 90% of things in there. There are times, however, when the knockback from Gigawatt is just too useful, and I can't say there's a better weapon to take out Gun Puppies and Howlitzers [the rocket ones]. For instance, Charred Court, FSC floor 2, I can always take out the rocket room solo because I can always just keep firing and shocking the Howlitzer before it fires, and in tight spaces where I can manage it the knockback is useful when I can get it. It even lets me sort of loophole the circle the room intends for you to go, as the shock arcs through other zombies hitting the ghost block. I would never use Nova here, if only in fear of hitting the rocket-spewing death machine by accident.
However, in terms of DPS, I really can't say. I do know that, with all the hordes of zombies, Nova's charge is literally the perfect thing. It's very much possible to get ricochets off that hit around 11 zombies at once, and that adds up extremely quickly. The only thing I dislike about the charge is the attack pushes you back a bit, usually for me into spikes but that's because I'm bad at video games.
As for swordsmen, Polaris. No question. You tend to just want that high dps against turrets, and Polaris gives that in spades. As well, in FSC at least, every swordsmen I see carries around and elemental sword of some kind, and lets them take out trash zombies no problem. Honestly, for a 2 slot setup, 1 of them being a sword, it's a huge tossup between Polaris and Blitz.
As for other alchemers? Only one I've ever really used is Hail, and I wouldn't recommend that for anything other then just straight-up soloing.
there should be no doubts in terms of dps by this point in time
nova's dps > polaris's by a crazy amount
reasons:
1) polaris have slow bullets and knock back, both hinder your dps significantly (especially the ridiculous knock back)
2) nova's normal shots do the same amount of damage as a polaris's expanded shot (without the annoying knock back)
3) using nova's normal shots, if you can spawn the ricochet inside the target = 2-3 hits on the single target per shot. (reason 3 alone allows you to out dps the polaris easily)
even the status alchemers can out damage the polaris because of the internal ricochet and the high status infliction rate (each shot does the same damage as an unexpanded polaris shot; status effects are inflicted VERY frequently)
^^ Another thing you can do with your Nova's charge against single targets is to get extremely close, so the gun is pretty much inside the enemy, then fire. I do this against slimes with my Shadowtech Alchemer, and I do 3 times the damage :D
i know alchemers go "boom, boom" then reload. pulsars go "pew pew pew" then reload.
You can measure the skill of a gunslinger by how often they reload
If they almost never reload, they know what they are doing
If they are reloading every few shots, they are a horrible gunslinger
The only exception is the Autogun line, due to the Charge requiring a reload animation.
I dunno, I'm a pretty good gunner and I reload a lot because I'm lazy and shoot&wait takes too much concentration. On top of that, the third shot is really what turns the Polaris shot spread into an unstoppable knockback wall, and alchemers don't gain much DPS from shoot&wait because of the one shot clip.
I mean I definitely understand why shoot&wait is optimal and I use it when I need to, but I think it's silly to judge someone's skill by whether or not they're playing optimally. Maybe they just don't want to. Sort of like how I always take a Blitz into Jelly Palace because I like to use it to destroy blocks, and how I always take an Umbra into FSC because I don't like fighting slimes with the Polaris.
"Polaris is the most annoying weapon in the game save Nitronome. If you use one, try not to shoot it in your teammates' faces and try not to push the enemies into them."
Orrr:
Away from their DA / other much more damaging weapon attacks or charges with much more stable knockbacks. "Stable" because they will not shock and cancel knockback like the Polaris.
Also:
Not everyone in your group gets to be the knocker backer - this gun is great in FSC while solo and only occasionally (gun puppies) while in a group.
If youre a lone wolf, hop to it and get a polaris. If you like to help your group or plan on ever being in a group and shooting an elemental gun, get a Nova / alchemer.
If you really want the knockback and dont mind shooting a few extra hits at things to stay alive, go supernova. You will not regret it after being zombie jumped into your face because your polaris just failed to knockback because of shock (shock isn't always perfectly convenient and cannot always cancel a zombie leap).
Again, before all of the supernova hate comments, its if you don't mind using a few extra shots to kill things and you want to master survival.
Haters hate on me all you want because I am wierd, but supernova can also come in handy on a new gremlin boss (supernova users will rejoice when their knockback gun is usable on possible gremlin content) because obviously polaris will deal only 25% damage to them and gremlins resist shock. In fact I got a pulsar gremlin medium just incase that I am making into Supernova.
@Kalaina-Elderfall: Elemental guns are not that bad against Mecha Knights. Using a bullet to force a shield helps with keeping a swarm of them from getting too close. Once you know how to anticipate when a shield is about to drop, you can fire off shots during that window of opportunity.
Traevelliath: Trying to avoid reload as a gunslinger defeats the purpose using gunslinger gear. Increased gun attack speed doesn't do anything if you aren't trying to fire multiple shots in quick succession.
with good amount of ASI it doesn't make a huge difference whether you unload or prevent ur reload
http://forums.spiralknights.com/en/node/23492 <-- post 1
http://forums.spiralknights.com/en/node/28726 <-- post 10
with this in mind, i can deduce that somebody above doesn't know what he/she was talking about
Some replies, in no particular order:
With a good Polaris 3-bullet spread in FSC, you can hit about six zombies for full damage (~250 per hit with Max damage bonus, varies by floor), maybe seven. With a meh spread you can hit three zombies. If you don't hit three zombies with the spread, you can consider it a miss. You should never be using a Polaris to try and hit the same zombie multiple times if there are three or more zombies to shoot at. When shooting at a single target, you should be moving directly at that target while shooting so that your later shots have a better chance of hitting them. You should also be knocking the single target into a corner where you can then bullet spam them to death without knockback concerns.
When I'm in FSC, I'm nearly always fighting my own zombies while the rest of the team does other things. So it's rather easy get the "solo" benefits of the Polaris knockback even while in a group. In battling rooms with a lot of zombies, I'm either trying to pick off the trojan(s) with my Blitz or I'm getting the six-hit shot spreads against zombies while pushing all of them back.
I would definitely agree that the Supernova could be useful in a lot of situations. Personally, I never use a gun that doesn't hit the enemy's type weakness, though. So while I love the Polaris and all, I never want to use it on slimes or fiends unless I have to. Maybe in solo I could stomach a few extra shots to kill things, but when grouping (and I always group nowadays), exacerbating the weakness of guns by not getting type advantage isn't really a good thing when your swordie teammates end up having to fight everything while you work on the same enemies the whole time.
Shoot&wait's primary advantage isn't the increased DPS but rather the fact that you can shield whenever you want to. It's very defensive. And it does noticeably increase your damage on guns that aren't alchemers. Personally I find it easier to be accurate when I'm not constantly firing, though, and I like to click spam, which is why shoot&wait takes so much more effort than just reloading.
When soloing mecha knights in an arena, guns work fine to kill all of them without taking any damage. It just takes a while. But I wouldn't say that guns aren't bad against them.
The point of the shoot pause shoot it not to JUST optimize your rate of fire.
Any good Gunslinger can tell you that Reloading is how they get killed. When you are reloading, you are either immobile or dramatically slowed, you can't shield, and you can't attack. This is the most vulnerable part for a gunslinger. If you constantly reload, you have to rely on the shots you fired to keep the enemies at bay, long enough for you to finish reloading. When you are up against stuff like say... the FSC Zombies, if you reload, you are wide open for a Zombie to leap across the screen and attach itself onto your face. If you shoot pause shoot, and you see a Zombie about to leap. You can put up a shield or start running to avoid said attack. If you are reloading during this, you are unable to do either.
@kalaina
shield and run is great. but i think it's for some people (or most?). but when i play i tend to get into positions where i can do consistent damage while i can dodge everything regardless of if i'm reloading or not.
@ traevelliath
what you've defined as good gunslingers are obviously not good gunslingers. good gunslingers don't get hit period. it doesn't matter if they reload or not; as long as they don't get hit and can pull off consistant dps, they are good gunslingers.
as a side note: how many times have u run fsc and what were u doing there? why would you even put urself in a position where a zombie can jump at you when you can't get out of the way because you are reloading? i run fsc all the time with my full gunner gear (nameless set, no fire resist, no shadow resist). i reload a bunch and i rarely get hit. when i do get hit it's not because i was reloading.
Best gunslingers are those with highest DPHB*.
Combo recovery (or reloading, as you call it) matters not.
*Damage Per Health Bar. Actually really good gunslinger doesn't use health pills at all - only after reviving several other players in a row.
But, back to topic.
Polaris is good for soloing. Alchemer is good for team play. That's my opinion.
I like the Polaris line. It works well against big, heavy/slow/immobile things
One tip I have though to make the Alchemer Line less annoying: Fire one shot, pause, one shot again, pause, etc. Instead of two shot, reload, two shot, reload. Once you get a rhythm going, using the Alchemer line is almost like a musical dance, especially if you are constantly moving while doing so.