So I have a Firotech Mk II, but I primarily use swords. I use the gun on turrets and lumbers, and Ive come to the inescapable conclusion: Firotech just ain't got any 'oomph'. Seriously. The damage is minimal, and setting enemies aflame gives very little extra damage. I grind RJ mostly, so are there any good guns for it? Or does the firotech get better at 4 or 5 *?
Guns which deal decent damage?
You could say all guns are 'weak' if you only look at the numbers. They lack damage,but have range and some other perks.
It's balanced, else no one would use swords.
Expect for the 5 drivers which can do stupid amounts of damage and ricochets if you aim well and Blitz Needle, which has the highest DPS in the game.
I grind RJ mostly, so are there any good guns for it? Or does the firotech get better at 4 or 5 *?
4* is when you start to feel better about guns. The gap between 3* and 4* guns is very noticeable, and the charge attack gets a major upgrade at 5* (ex: with up to 2 people in a party, you can OHKO two zombies next to each other, or even turrets, if you get a good "clipping" shot where the charge is aimed to split and ricochet into your target. It's crazy.)
The 3 status alchemer lines (Cryo, Firo, Volt) all deal sort of mediocre damage at the exchange of well, status effect.
The non-status alchemers (Prisma, Shadow) deal stronger raw damage. I forget if Umbra is as strong as the Nova driver, since the wiki is silent on Umbra Driver's damage.
The two important things to be aware of when using alchemers:
- Use them against the monsters they're good against: either in behavior - shock works well on crowded monsters; or in damage - use elemental guns vs constructs and undead, shadow guns against gremlins and jellies.
- Use alchemer ricochets to your advantage. Shoot at the right or back-most monsters in groups. When you circle around monsters, walk clockwise so you can ricochet INTO the group.
Pulsars feel more powerful than what they actually do, mainly because that massive horde of zombies in front of you ends up plastered against the walls via a few seconds of spamming. Albeit some of the most annoying moments in the game come from trying to work with a Pulsar spammer.
In other words: Spam with moderation and realize that people tend to not like you when you use it a lot.
In T1 and T2, gun damage numbers can seem small. But they give you tons more range, mobility, and survivability.
If you don't care as much about the status and want a gun for damage, consider these:
(3* versions listed)
Prismatech Alchemer MK II: An alchemer that deals pure elemental damage. Will do more than the firotech, but lacks a status. If you are only using it for lumbers and puppies, this gun is great.
Kilowatt Pulsar: Possibly the best gun against turrets; deals elemental damage + shock and has huge knockback (which doesn't matter on turrets since they don't move). The bullets expand over distance, so it works well for sniping turrets. HOWEVER- you need to get Roarmulus tokens to get the 2* version (the Pulsar) and it also irritates other party members if used poorly (the knockback can send attacking monsters into other players)
Shadowtech Alchemer MK II: The same thing as the prismatech, only it deals shadow damage. It will still deal decent damage against contructs, but will deal even more against the jellies in RJP.
There are six 5-star elemental guns (Argent Peacemaker, Polaris, Nova Driver, and the fire/freeze/shock Drivers). Yes, the alchemers get much better at higher star-levels, because the ricochets really improve. And you, the user, get better at exploiting the ricochets. They're nice weapons. You may be unimpressed, because the damage numbers look small, compared to sword damage numbers, and because your ricochets aren't doing much.
Of course, for the slimes themselves a shadow gun would be better, but you're focused on gunning the constructs and silkwings. I'll add one more thing: You can pretty easily sword these, instead of gunning them. So, if you have an elemental sword, then give that a try.