Some of you might remember my lengthy guide which I never even got around to finishing. Mainly because updates would make it screwy.
So, I decided to make 2 things and that is it. Make it short and sweet.
The Goal? To mainly answer this question: How useful is x gun when I upgrade it to 5*? How does it compare to others?
This guide can also be used by people without said question(s). It can be used as a reference if you want, but my purpose it to be able to direct people who ask questions about wether or not their gun will ever be good.
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>>>>> How useful is x gun when I upgrade it to 5*?<<<<<
Elemental Guns:
>>Alchemers themselves are great for crowd control, and AoE damage. Once you learn how to utilize its charge attack, you will find it extremely useful. In addition to the high AoE damage of the alchemers once you learn how to position split bullets and the ricochet, the single target damage is comparable to the Antiguas and by no means bad. The split bullets that split to the left of the bullets can make you hit the same target twice. If you are successful at this, though it is sometimes extremely difficult or even impossible, double hitting single monsters 2/5 of the time will cause alchemers to out-dps Antiguas in single target damage.
Magma Driver - This is an elemental alchemer that sacrifices raw damage for fire. Considering the majority of content as well as mostly end-game content, it throws at you fire-themed monsters which you would use an elemental gun on or not very many elemental weak monsters. Examples of this is Firestorm Citadel and the shadow lair versions of Firestorm Citadel and Ironclaw Munitions factory. Because of this, you might consider getting a different alchemer if you do not already have a firotech. However, the only thing that this gun sacrifices for fire is a somewhat small portion of raw damage. You might occasionally get a snarky comment from someone if you use this in FSC, albeit the sacrifice for the status is small. The raw elemental damage it deals is equivalent to Hail Driver and Storm Driver. There is no bad reason not to use this in any place with enemies weak to elemental, just know that you won't be causing fire.
http://wiki.spiralknights.com/Magma_Driver
Hail Driver - This is an alchemer which sacrifices raw damage for freeze. Freeze is extremely useful for crowd control, despite the misleading and untrue things people might tell you. Yes, it is actually useful. I find Hail Driver the most useful alchemer mainly for its survivability purposes, though you are definately sacrificing damage for the freeze which many people do not like. When you learn how to utilize the freeze, it is a very useful tool. One great use for this gun is on Vanaduke's first and possibly second body phases. While positioning the charge attack a bit on his right or his left, you will deal a good amount of damage as well as freeze lock him. This is a nice and easy way to take out this phase. While not using this little tactic, you can shoot Hail normally at Vanaduke in order to freeze him. Once frozen, charge up a fairly nice CTR reduced Blitz or Plague Needle, and deal a great amount of damage to him safely.
http://wiki.spiralknights.com/Hail_Driver
Storm Driver - This is an alchemer that sacrifices raw damage for shock. Shock is a useful utility status, as well as good for damage. The shock will help you more on AoE than single target, but its utility is what you should be focusing on. A Nova Driver with its raw damage is accepted as greater for AoE damage, but offers no utility. A great gun, with a utility + damaging status.
http://wiki.spiralknights.com/Storm_Driver
Nova Driver - This is an alchemer with no status but the highest raw damage following an update. Nova is accepted as the best of the alchemers for damage, but offers no utility. Great all around gun, you won't have to worry about being not as useful in a certain status-themed strata.
http://wiki.spiralknights.com/Nova_Driver
>>Pulsars themselves are specialty use, and should not be used as a main DPS gun. First of all, their bullets move at a crawl but still very useful. Their specialty uses are survivability due to knockback, possibly AoE damage while you are not going to upset your party members, killing turrets, and killing devilites. Knockback can be extremely useful on these guns, as well as be the most annoying thing to your group members. Supernova offers the greatest knockback because shock will not cancel it, and Polaris offers the best DPS.
Polaris - Polaris is awesome, I (used to) use this in every single loadout due to how useful it is (until I discovered the magic of the Supernova). Takes out turrets while keeping them locked out from performing any attack, basically a turret death wish once you have them locked down. It is also amazing for taking out devilite packs safely. Finally, great to utilize its knockback for keeping huge packs of monsters away from you. A Polaris is more DPS-oriented than a Supernova, however a Supernova has better, more stable knockback. The shock on Polaris can cancel knockback. This gun is accepted as the best gun sidearm for anyone, as well as very handy for gunners. I highly advise not using this as your only elemental DPS gun, however. Whenever I would carry this one, I also had around another elemental DPS gun because spamming a Polaris is frowned upon, even annoying while solo in my opinion. Great for a fourth weapon slot as a gunner. Can be used to hit Vanaduke past his barriers.
http://wiki.spiralknights.com/Polaris
Argent Peacemaker - This is a more single target damage focused elemental gun. If an alchemer double clips their bullets 2/5 of the time, the alchemer wins in single target damage. However, that is unrealistic on most monsters excluding bosses. This gun leaves you slightly more vulnerable while firing moving at a very tiny bit slower movement speed while firing in comparison to an alchemer, and you do not have a 100% movement speed moment like you do with alchemers when shooting and pausing. Great option for hitting Vanaduke past his barriers, while still having mobility to keep you safe while you are still getting the hang of the fight.
http://wiki.spiralknights.com/Argent_Peacemaker
Shadow Guns:
>>With our few number of shadow guns, it is mostly up to mechanics.
Umbra Driver - A shadow alchemer. Its split bullets are amazing for packs of slimes, as well as the ice queen / royal jelly / jelly king boss when positioned correctly. On gremlins, this gun is far better on menders, because it will burst them down before they can bubble themselves becoming invulnerable for a number of hits. A Sentenza does not offer the burst damage to take out menders fast enough in most situations, while you can double clip splits from an Umbra on menders at times. Otherwise, a Sentenza's mechanics make it possibly better for gremlins, though an alchemer is great for taking them down as well. More of an all around great usage gun.
http://wiki.spiralknights.com/Umbra_Driver
Biohazard - And this one is specialty usage. Brief catalulzer description, charged shots make big boom. Issue is, big boom does not benefit from gun damage bonus currently, and chain-charging hinders your mobility greatly: launching makes you total immobile, and moving while charging slows down your movement speed. This hinders survivability. Use mostly for packs of slimes. Do not think because this has poison, it is the best on ice queen / royal jelly / jelly king. Raw damage tends to be the most important on that boss, as you should be using curse + poison vials to burst down the boss extremely quick. Even on the shadow lair boss (ice queen) the fight goes fast enough to where raw damage might be the most useful. If you prefer the normal attacks on this gun instead of the charges, I highly suggest investing your time in an Umbra or Sentenza instead for their normal attacks if you can. Though it may seem just negative things that I am saying, it is an all around viable gun not lacking in damage greatly, and definately much more fun than any other shadow gun. If you like this gun like I do, then you will be ok getting it.
http://wiki.spiralknights.com/Biohazard
Sentenza - Sentenza deals higher single target damage than Umbra, unless alchemers are double hitting the same monster at least 2/5 of the time. Due to the mechanics, it is nice to use on gremlins with just how their dodge patterns are and how the bullet hit box is screwy on gremlins, somtimes hitting their shield yet damaging them. Not as great as the Umbra on menders, however, because it doesn't offer great burst damage that a double clipped split Umbra can do, as well as the Umbra charge potentially one shotting them. Still great on slimes, the charge attack can deal a great amount of damage on IQ / RJ / JK when positioned correctly.
http://wiki.spiralknights.com/Sentenza
Piercing Guns:
Blitz Needle -
http://wiki.spiralknights.com/Blitz_Needle
Plague Needle -
http://wiki.spiralknights.com/Plague_Needle
Callahan -
http://wiki.spiralknights.com/Callahan
Normal Guns:
Volcanic Pepperbox -
http://wiki.spiralknights.com/Volcanic_Pepperbox
Neutralizer -
http://wiki.spiralknights.com/Neutralizer
Supernova -
http://wiki.spiralknights.com/Supernova
Valiance -
http://wiki.spiralknights.com/Valiance
Iron Slug -
http://wiki.spiralknights.com/Iron_Slug
Blank guns are coming later. I'll get to them eventually.
Please comment on what I have wrong / what you want me to add. This guide is open for anyone's suggestions.
First of all, thanks for doing this. This is looking to be a much better than the current gunslinger's guide we have on the wiki at the moment. Hopefully it will replace that one. A few points:
Polaris
"this isn't to be used as a DPS gun like an elemental alchemer...single-target DPS of Polaris is superior to any elemental alchemer" I'm not sure whether you've unwittingly made a contradiction or you are attempting to expose a subtle difference. Care to elaborate?
Also wouldn't the alchemers out-DPS the polaris? My reasons for saying this are:
- Alchemers can use single-target internal richochets (combine this with the fact that 1 shot, pause, 1 shot [for alchemers] is faster than 2 shots, pause, 2 shots [for polaris])
- Polaris knockback reduces accuracy and knocks monsters out of range (unless cornered)
- Higher damage for nova driver? (I don't actually know how the damage correlates, and there are few numbers in the wiki, but I believe the numbers are similar if not higher for the alchemers)
Callahan
You mention the knockdown of gremlins. I think you should also mention that it knocks down wolvers and also interrupts devilites (and maybe others?)
I think you should also explain why stun can be good or bad (as I assume this guide is for newer players)
Other
In the Pepperbox/Blitz/Neutralliser/Iron Slug descriptions you mention various uses in Vanaduke's boss fight (and also biohazard in relation to JK and IQ). Would it not be more appropriate to mention this in section 6? If you feel otherwise then I at least think you should also mention that Blitz is the highest DPS weapon against Vanaduke.
In several weapon descriptions (AP, Pepperbox, Callahan, Blitz) you mention survivability. I feel you should explain why each gun has good/bad survivability unless you plan to mention each gun specifically in section 1 (which I don't think would be a good idea). All this would require in most cases is saying that the attack/charge locks you into place for a long period of time.