In the other 2 threads that discuss elite gunner styles, there isn't much about alchemer tricks and speed gunning. I have found that across the board, people seem to be damage gunners; for things such as FSC, they focus on doing the most damage PER HIT (equipping shadowsun), which I have found to be quite boring, if you will. Speed gunning is about landing the maximum number of HITS, to create more damage in a smaller amount of time. I prefer a method of tactical speed gunning which uses about 75% alchemers, and 25% other guns, centers around pre-planned strategy, angles, attacking around corners, and the like. I very rarely have to shield, and things never really get too hot to handle. Damage Per Second, on this guide, will not be measured per enemy, per hit, but as either "Total Combo" or "Total Charge" damage, which is the "Damage Per Combo/Shot/Charge Over All Enemies Hit", which is more appropriate for Alchemers, due to the Ricochet abilities.
My Current Loadout is as follows:
Helm: Seerus Mask, UV Shadow Med
Armor: Nameless Poncho, UV Pierce Med
Shield: Swiftstrike Buckler UV Pierce Maximum!
Trinket Slot 1: Elite Trueshot
Trinket Slot 2: Elite Trueshot OR Elite Handgun Focus
Weapon Slot 1: Hail Driver UV Undead Medium
Weapon Slot 2: Storm Driver UV Construct Medium
Weapon Slot 3: Umbra Driver
Weapon Slot 4: Blitz Needle, UV Undead Medium, Gremlin Low.
I'll probably be posting links to screenshots in this thread as well, regarding specific alchemer tricks, as this should act as an in-depth guide to learning how to perform them.
EDIT: Upon request for clarification, most of the strategy revolves around normal alchemer shots and their ricochet abilities, creating an 1000+ damage total combo in stratum 6. That said, there are a few of the tricks which use charge, thus the switch-out in TS2 for the Elite Trueshot OR the Elite Handgun Focus.
EDIT 2: Because of Confusion, I changed the name of the thread from "Strike" gunner to "Tactical Gunner". I hope this clears up the questions.
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The Captain
On the charge attack of 5* drivers, the main bolt splits into 4 parts, instead of two, unlike its predecessors. The first 2 bolts follow the same route as they would have when fired by a 4* or lower, however, the second 2 bolts come out at a >80 degree angle from the initial trajectory, effectively allowing you to attack around corners. this is particularly useful in levels such as Wasteworks, Blast Furnace, and Cooling Chamber, as well as in Candlestick Keep, where you can often chance upon your enemies before they chance upon you.