Hi im a t3 gunslinger and I don't have a t3 elemental gun yet Which is pretty bad for a gunslinger. I have a shadow,and pierce but no elemental gun. Soo iwas wondering what's a good elemental gun for t3 that's 4*. I was getting a cryro driver but i was thinking about all the other alchemer guns. Or I just should get an sliver six:p.I couldn't make up my mind. SO MANY TO CHOOSE!!!
Which is a good 4* elemental gun for a gunslinger?
Freeze has the problem that after you freeze an enemy you may have already slipped a second shot that will unfreeze it, making it redundant.
You should always plan your equipment in terms of 5-star items, because that's where everything ends up (unless you're focused on Tier-2 Lockdown). Read the wiki and the forums, select the *5-star* items that you want, and then look back in their alchemy trees, to figure out how to get them. By following this approach, you avoid getting stuck in alchemy paths that you don't want.
The best 4-star elemental gun is the one that leads to the best 5-star elemental gun. There have been countless threads about these; trying searching Google for something like "spiral knights forum elemental gun". Briefly:
* Argent: Easy to use, decent damage.
* Nova: Harder to use, but higher damage in the hands of an expert, due to ricochets and "alchemer switching".
* Magma, Storm, Hail: Like Nova, but trade a little damage for status.
* Polaris: Easy to use, decent damage, high knockback.
My personal recommendation is Nova or Storm.
They are good when running with a group, work on your trick shots and a status inflicting alchemer can be a great asset to a group with close combat knights. No knockback, high damage, richochette that can hit multiple enemies and fire behind walls to hit blocks/switches or baddies with front shields, doesn't seem to cause as much lag as the Polaris when used.
I'd second the recommendation of the Nova (pure damage) or Storm Driver (high damage with shock status).
So, there are 3 basic Elemental options that I can recall: Alchemer, Jelly gun, or Roarmulus gun. The general opinion expressed around here is that Alchemers end up being more powerful at T3 if you're good at leveraging the multi-hit capability, while Jelly guns are more effective otherwise, and the Pulseguns are just crazy overpowered in solo play but very easy to misuse in a party. The TL:DR abstract of my recommendation is to familiarise with an Alchemer and a Jelly gun, then focus on whichever gives YOU the most satisfying gameplay, because regardless of which one is more effective in your hands, they're both viable if you're competent and neither is likely to make party mates nervous, so you can choose based on which you find more _fun_ rather than _effective._ If that sounds backwards to you, get a Pulsegun and roflstomp everything, but be careful about using it in a party and don't listen to peops telling you the Normal one is stupid because the Elemental one gets a bit of bonus damage- see last paragraph of this post for more detail if going Pulsegunner.
I'm focusing on the Shock Alchemer as my main Elemental weapon right now, (currently 4-star) it's chaotic flavour is growing on me with the ricochet mechanic harmonising well IMO with the random intervals and damage-spreading of the status effect; a unique, missilicious Spiral Knights take on the "chain lightning" trope. I like to use it with my Pepperbox, and intend to take a Jelly gun up the Shadow path before Elemental specifically because I expect it to also be fun to use with this Alchemer. Preference among the Alchemers comes down to taste, except that as noted earlier the Freeze one can often undo its own effect. You get simply the infliction chance of the last hit rather than 1-((1-(chance on any hit))^(however many hits you land)), but what really hurts is that the ricochets make it awkward to avoid thawing targets before they get their thawing damage. ...and of course also before you're done enjoying their not chasing you, if applicable.
I'm not very familiar with the Jelly guns due to having not gotten around to upgrading one yet, so I've not used it against Constructs or Jellies, but so far it seems to work just fine. Overall DPS is not top-notch, and it does feel like it takes longer to clean up monsters, but it feels about balanced with being able to safely attack at almost any opening, and the ability to quickly chew through destructible obstacles saves a lot of time. I don't know whether it saves more time on the one part or loses more on another, but it's cutting from the boring stone block clearing rather than the juicy bits of the level, which at the end of the day might matter more than which quantity is greater.
I recommend against using a Pulsegun for Elemental damage because, after having used both the Normal and Elemental Pulseguns, I think the Normal one is very underrated. The powerful pushing is a very big part of their value, so having no Shock to block the knock is by itself more valuable than the bonus damage vs. Constructs and Undead since these weapons are already so silly powerful that you're getting great gun DPS either way. The lack of Shock really makes the weapon blossom into an immensely satisfying tool for brutally bulldozing through massive mobs of monsters, which I find very cathartic sometimes- especially for the obscerd quantities of Thwackers in Decozones, which obviously works much better with something other than Elemental damage. The sound effects are also different, with the Elemental one having a rough, harsh sound while the Normal one has a smooth, almost soothing one that I find much easier to listen to while spamming through a Decozone. It takes some practiced skill to use any Pulsegun in a party, which should also be considered if you choose to use one for either damage type.
The best elemental gun is Triglav. I don't care that it's not elemental and it's not a gun, it's still the best elemental gun.
unless u plan to LD, getting 2 novas is better than anything else for targets that arent resistant to elemental. it most definitely crushes bots and undead, but also easily pwns jellies (being that they are simple angry mobbers) and even crushes fiends. i kill devilites faster with my alchemers than with my callahan. you have to be a swap gunner to maximize damage, so if you arent, and play more defensively, then go with shock or freeze.
also consider polaris - note that there are some angry attitudes towards it and some people will rage quit, rage solo or just rage rage rage. i never use polaris cuz 2 alchemer swap is faster though.
Argent Peacemaker has an odd hitbox which allows it to hit through narrow gaps, and it's easy to use effectively as well as mobile, but the bullets individually do low damage and the charge is fairly situational in its usefulness. As a result, you're probably going to end up with a sore index finger.
Drivers are more powerful per shot, but have a lower firing rate and a smaller clip. However, their ricochet ability makes them a great choice against mobs, and the charge can OHKO turrets without much messing around. They take more skill to use effectively than the AP, but are definitely worth the effort. Hail gets a slightly worse rep due to the freeze breaking from ricochets, but is still a decent option for setting up enemies for a charge; Storm's status inhibits movement; Magma is just pure DoT, which is debatable in usefulness. Nova is the pure damage version.
Polaris is more of a utility gun. It is not really intended for the sake of killing everything, but for keeping turrets shut down, herding monsters and so forth. Please be careful with it, or you will find yourself annoying a lot of people. It isn't designed to be spammed.
I would go with the drivers, personally, but then that's just because I favour that kind of play style...
If triglav is not a gun,or an alchemer,what does it have to do with this thread? P.S., I was on vacation, that's way i'm not on the forum that much.
I was thinking of getting another GET AWAY FROM ME-type-of-gun(knockback). Even though i have a radiant pulsar(please dont judge me of how underated it is)Its kind off hard to use because of the projectiles that only does knock back in med/far ranges and since it is a pulsar, its slow projectiles.The enemy will probilly dodge it thus, fourcing me to spam.Any way enough about the radiant pulsar,i just use if for its damage output in far range.So the only knock back handgun i could think of is: pulsar line, valiance, magnus.Wich should i choose?
Magnus is a good damage and knockback gun.
IMO though, for a slightly lower damage but higher magazine, the Antigua line(either). No knockback, but mob-pierce charge.
Most guns do not have a great deal of knockback on their standard attacks.
The two exceptions are the Pulsar lines (which you already have one of), and the Blaster line. The Magnus will knock soft-bodied enemies down, not back, which causes them to flinch instead of be pushed away. Generally speaking, the Pulsar deals the most knockback so long as you can keep at a reasonable distance for the bullets to expand enough. (Pepperbox also does knockback, but that's only on its charge. There's also the Antigua-lines which have a pushy 7th 'ghost' projectile, but again that's only on the charge.)
If you want knockback ---> Valiance.
The only pushy gun options I'm aware of are Blasters, Pulseguns, and non-pierce Autoguns, and the latter is only for the charged attack. (Jelly guns' charge attacks gain a pushy seventh projectile at 4-star, but it's much weaker AND slower than Autogun for that purpose, and Magnus' charge attack is hardly any better if any at all, which is why I wouldn't describe them as "pushy." Pierce Autoguns flinch rather than pushing, much like Magnus' non-charged attack.)
If what you most want is something to enforce personal space, and you're not always able to shield-bump monsters out to pulse grenade arming distance, then the Blaster is a super-solid gun. Autogun charges are definitely offensive rather than defensive, (though I haven't tried with max CTR yet so I might be missing something) even more than the Pulsegun's normal attacks.
Blaster is one of the most bland guns, but it's also one of the weapons I most often reach for when I expect to be on the defensive. You probably already know that it's as mobile as a Roarmulus gun, and its projectiles are fast like Magnus or high-star Alchemer, but what really seals the deal for me is that in my experience the projectiles have big collision boxes and reliable detection and splash.
Silversix is preferred mostly by hybrid and non-gunslingers because of their mobility, but not by gunslingers because of damage.
Alchemers on the other hand are great for gunslinging as they have a great charge attack, DPS, and switch shooting technique
Or.. You could always go with Polaris.. but its explosions are not so team friendly and the knock back is very random, a great solo gun but not a party gun.
Valience works well too, even though it is normal.