I am cuurently a split chaos/divine armor and I am a swordie. I used to gun but I sold my old ones. I don't want the new shadow valiance and I don't want a pulsar because I already get yelled at enough for using hammer. I see people doing nice damage with valiance and the fact that it is normal makes it very helpful in pve too. However voltech would blend well with hammer. My usual loadout is 4* flourish( heating it) and hammer. I can get a good 10-15k 2-4 defends and 6-10 caps with it if not lagging; since chaining flourish combos and hammer combos is easy. I feel I don't do well because I just rush at my enemy trying to dodge their attacks.
Would Valiance be good?
Guess what? There's an area dedicated to lockdown...and another one to discuss weapons...
^Guess what? Go make some friends IRL. Find something better to do than follow some lame ToS guidelines that nobody pays you enforce.
@OP
Valiance is a great general gun if you dont specialize in guns. It has KB per hit, does respectable damage, and is fast 3 clip gun. I recommend it. Also, It has very good range. It is sub-par performance-wise in PvE, but it is very effective in PvP since the dmg is decent and the KB is useful.
I may need to add in that I use a gamepad with bad aim, and I don't use AT cause I don't enjoy getting pestered.
No Valiance is gonna spam me if I'm a guardian. So drive me closer so I can hit them with my sword!
Guardians are probably the biggest sitting ducks versus a Valiance, or any competent gunner really. Your typical BKC+Shadowsun set will pack an Ultra Damage Bonus, which drops the Guardian Shield in four hits (pretty much guaranteed, I've yet to see a situation where a shield survives more than four consecutive hits), with roughly two pips of residual damage off the last hit passing through. If you're daring, getting close to a Guardian to goad them into swinging leaves them open for enough time to belt in a bullet there as well, doing roughly 4.5-5 pips of damage. On average, most Guardians can tank through about 10 hits after factoring in potential recovery of health through the shield's regen (aka, you miss a few too many times and fail to break the shield). Even then, with VH damage bonuses, it's 5 hits to the shield and I believe 4 pips per shot, which still puts it within the 11-12 shot guaranteed kill on a Guardian. At that point, the only thing the gunner has to do is stay out of reach and make sure they don't get tunnel vision and miss someone coming on screen to help out.
That being said, the Valiance is a decent all-purpose weapon - a lot of people (including myself initially) underestimate the Valiance's knockback and interrupt on connection, and a well placed shot can usually mean the difference between someone capping a point or not, you getting away from a fight or not, or taking on multiple enemies at once. You'll see lower damage returns on it without BKC, but a pure Shadowsun or Chaos set should still put the damage within a very respectable range.
I'm not sure what the damage difference is between Ultra and Very High for Valiance, but for Antigua lines at max heat, it's a measly 11 point difference. The only time that's ever going to really make a difference is in very specific situations where you've whittled away enough health to leave your opponent with maybe 5-7% or something of that nature. So by comparison, I'd imagine it's maybe a 40-50 difference between VH and Ultra, which may mean one more shot in most cases but that's usually inconsequential if you're connecting with sword hits enough.
Also with all of that being said, I would recommend investing in either the other piece of Chaos armor that you're missing or considering a gunslinger line armor - the only bonuses that Divine Veil confer that are worthwhile are the status resistances, and while that might offset the Chaos' negative resistance, the damage bonus you give up in order to have that little bit of tissue-paper resistance isn't worth it in the long run.
Valiance is a freaken awesome gun for PvP for 2 reason (there are others)
1. Anti-gunner gun
-can keep your distance vs alchemers
-has great range and bullet size
-is great gun for mixing up the fight
-can force the gunner to use more of his striker dash then he wants to
2. Best damaging gun for a gunner (if you're going for damage)
-Max damage with this gun hurts
-knockback keeps people back.. pretty basic concept
Extreemly versitile in PvE. Use it against devilites or greavers constantly, and gremlins can be kept back for a bit with this thing as well
^ (My catchprase)
Thanks people! How much would a Valiance do with one peice of chaos? Buying UVs never helps me.
PvP:
+ Large Bullets; amazingly easy to hit with this, so easily a great finisher and heckle weapon.
+ Fast Bullets; people usually have a difficult time dodging since they bullets fired are fast.
+ Covers Long Distance; has one of the largest ranges of any usable LD gun, coming close behind AP/Sent/OC. Easily gives gunslingers a hard time getting close to you if they're using Alchemers.
+ 3 Shot Clip; you can shield cancel and reposition yourself without too much worry of reloading and backing off cause of it's nice clip.
+ Knockback; helps throwing off enemies attacking you as you continuously reposition them. Back peddling with it is surprisingly effective.
+ Versatile; very flexible with anything you choose to equip it with, Flourish, Alchemer, DVS, you name it, it'll help always. Can be a side arm and main.
- Somewhat weak; it deals normal damage which everyone has defense against. Easily negligible downside if you regularly hit with it and are a swordie. Even gunslingers couldn't care less about the damage it deals, but most likely don't main it since they practice the stronger Alchemers and Antigua guns.
PvE:
Swordies:
+ Works Against Everything; you're likely to have a sword of every damage type, it isn't a bad idea to have a single gun that helps you everywhere on every enemy.
+ Large Bullets; easily hits the dodgy enemies, most notably Devillites and Gorgos.
+ Knockback; can save you from some enemy attacks if you fire a couple shots and knock them out of range (Zombie lunges).
- Weak; it does poorly as a damaging weapon cause it deals normal, so it's better to use solely for playing safe and as a finisher.
Gunners:
- Not an Alchemer.
Bombers:
?~ Can't say I heard of a bomber using a gun. It most likely wouldn't be Valiance as their first choice.
Valiance is probably the easiest gun to aim and get hits off (short of spamming Polaris at cornered people in LD). The bullet size and 3-clip makes a huge difference, so the lack of damage is negligible. As much damage as driver-switching deals, it just isn't versatile enough for PvP most of the time. Not to mention it wittles away at your shield, which is a huge problem if you play striker.
valiance from my own personal experience, is a bad gun, both PvE and PvP wise, if you really want a gun other than pulsar in PvP, you can always use the storm driver, that gun can shock skolver clones and make your life alot easier. Valiance's performance in PvE (my story) is painfully below average, guns that have specialized damage will always out perform the valiance given that the enemies are weak against the damage. After using guns such as sentenza and trollaris, Valiance feels just like a pea shooter, nearly useless. From the LD spectation, I see that striker gunner only use them to flinch and stun the skolver clones to cover their retreat, never used in head on combat.
ps. Specialization > generalization, jack-of-all trade gears have no place in SK.