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HELP! about gun choices

12 replies [Last post]
Sat, 06/16/2012 - 04:49
Lunaice's picture
Lunaice

Currently I am confused with the guns I will get in the future... and I need help.
I'm adding choices that give a great impression to me, but you may also suggest other guns.
You can also replace a suggestion to the current guns (I'm still preparing for transition to 4*)

I am in need of a 3rd weapon and soon a 4th weapon.

Here are the info you might need to help with my choice

Already have? Shadow and Elemental guns (Both Alchemers)
Style of shooting? I prefer to get close at the enemy like 3 squares then circle around them till they die.
What if it is a mob? I make them pack close then do the same but like 1 square farther?
How about corridors? Kite by going to one side to another.
Any problem in the clockworks? The devilites,wolver,gremlins dodge alot, ALOT. Turrets can be a pain if surrounded on all corners
Farming spot?:
Gotta say I'm planning to do T2 arcade runs w/ RJP.
But if I'm saving, RJP (can solo it pretty well)

Here are the Choices:

Pulsar- a gun made for turret killing, I don't see any other purpose for it other than trolling your team mates but I maybe wrong
Blaster- This is truly a versatile gun... I think, as it has the power to stop turrets to attack(Not sure) and is normal damage, an all around weapon, also a perfect side arm for sword and bomb users.
Autogun- fires a stream of fast bullets but requires you to stop to shoot.
Antigua-Interesting gun, probably this is the second last of the guns that I got to see(next the catalyzer)
Magnus- This is the gun that can end the dodging monster problem, but there may be better guns...

And another thing, can you please compare this(even this is so similar to the above objective):
Pulsar vs Voltech Alchemer
Blaster vs Pulsar
Catalyzer vs Shadowtech

Thank you for your time

Sat, 06/16/2012 - 06:50
#1
Misten's picture
Misten
Get autogun-blitz. You will

Get autogun-blitz. You will need it very soon in FSC and then learn to use it well enough that you won't need to use magnus line at all.

For the comparsions, i leave it to more able players to answer.

Sat, 06/16/2012 - 07:15
#2
Noogard's picture
Noogard
Pew pew.

Autogun charges are perfect for killing gremlins and are quite effective at killing beasts but you need to wait for them to start attacking, dodge, and the attack while they are stuck performing the attack.

I can't talk about the Valiance but if it can stop turrets like some people seem to say, then it would be a great asset to a pure gunner set for the sake of turret demolition and knockback.

Polaris is a brute of a gun but has little place in a gunner set. On sets that I do use the Polaris, I use it to purposefully bounce enemies back and forth between two shots while running at them with a sword giving them no time to attack me. Other uses for it include turrets and panic mode when you must get everything to get off of you but as a gunner who likely has room to breathe, the Valiance could do that much much better from what I've seen.

I personally prefer the Catalyzer but that really comes down to enjoying the playstyle of it. Biohazard is firstly great because I feel at least one poison gun in a gunner set is a necessity due to how fast menders can heal. More importantly though, the charge attack explosions do insane damage and imo, make RJP a very very fun place. I should also mention that the Catalyzers are one of the most team based weapons due to the ability to stack charges on the charges of other players and being able to set them off regardless of who placed them. As for the Shadowtech, it's probably a better choice if you're more proficient at alchemers plus it seems you already have one. If you can't decide, get both.

As for Antiguas, they're pretty meh. The damage they do in comparison to the potential damage of alchemers is pretty sad along with how slow they make you trying to do the same damage but the range and bullet speed can make it a useful gun to use until you can switch to something better after approaching. The charge attack is the best part of the antiguas due to being able to shoot through crowds and it basically activates an autogun mode that can be quite risky if you don't know how long it will make you stand still.

Sat, 06/16/2012 - 07:22
#3
Dukeplatypus's picture
Dukeplatypus
Are you using a status

Are you using a status alchemer or prisma? Can you rebound a shot off one mob to hit twice? Do you plan on using Swiftstrike?
Magnus is actually a pretty neat gun that can do a decent chunk of damage, as well as flinch-lock fiends, beasts, and gremlins, and if, God forbid, you go for Iron Slug, you can also stop turrets. But for FSC, nothing moves fast enough to make it better than Blitz.
Pulsar is a gun that's really easy to use, but will infuriate your team if you spam it mindlessly. It does decent damage, shocks (if you go for Polaris), and stops turrets. Also, a rather good weapon to solo Vana with.
Antigua is a personal favorite of mine because it is just so easy to use and it feels great. It will outdamage other guns if you can't trick out an Alchemer and it has the largest clip size. Oh, and the 5* charges are underrated, that bird can be amazing.
If you choose an autogun, NEVER use the normal attack. Also, I'm going to assume you'll go for Blitz because the other two are horrible.
You pretty much have the whole story about Valiance right there (if I may add, I'm glad the Blaster line is finally getting the reputation it deserves).
Catalyzer is more fun than utilisible. It's slow, but the charge is rather powerful and is finally affected by damage bonuses. You can stack lots of charges on a target and push it into a mob to do some pretty good crowd control. Poison is okay and can mess with Menders if you can manage to hit them.
...That's all of 'em, right?

Sat, 06/16/2012 - 09:30
#4
Tenkii's picture
Tenkii
:3

Autogun:
Most people just use the charge in close range. It's really more of a turret/shotgun than anything. You'll spend most of your time charging and counterattacking.

Magnus:
It's fun, especially if you learn how to switch-shoot, but its DPS is terribad in comparison with other guns :(
They do interrupt devilites and wolvers though.
Iron Slug does exactly the same damage as Callahan vs neutral monsters, so the only reason to even want to try Iron Slug is for the novelty of being able to interrupt slimes or turrets with regular shots (and if you're in a post-basil depth, two quick shots in succession).

Pulsar vs Voltech Alchemer:
Voltech-->Storm Driver is more versatile - It works great in close range, and works exactly the same in long range. It's outdamaged by Nova Driver and long range Polaris. Voltech also works as a decent devilite fighter because you can shock them into not being able to move.

Blaster vs Pulsar:
Valiance is better as a 1v1 weapon than Supernova. It does everything ... averagely, and isn't bad for anything, while Pulsar lines are better for turrets, hitting small groups, and soloing safely due to its long range knockback.

Catalyzer vs Shadowtech:
Shadowtech-->Umbra driver is more versatile due to its speed and predictable strength. You said you already have alchemers, so I'm sure you know how to use them. I'll talk about catalyzers since less people use them.

Catalyzers needs patience to use right - whether you have a Vortex bomber pulling in monsters together for a good explosion, or waiting for monsters to group together before you detonate charges. It's a lot more fun if you have other catalyzers in your party, and nearly unusable if you're in a party full of swordsmen, because they will either kill or knock away monsters. Its regular shots are decent damage and great fire rate, but slow-moving, so it's better if monsters are chasing you, and pretty much unusable if they're chasing others. Biohazard works well in RJP because monsters are so close together. Catalyzer-->Neutralizer works on zombies in addition. My gunner-vortex loadout for FSC brings Neutralizer in place of a sword, for larger/tighter groups of monsters.

Since you said you have alchemers already, if you're going pure guns and want to use catalyzers, start with an Alchemer out since the ricochets are useful for getting them to chase you, then you can switch to Catalyzer and start laying down charges. In close range, you can bait an enemy to begin an attack, then release charge. The shooting animation pushes you back and possibly out of their damage range, if you space right.

------

Also, every gun reliably can interrupt/knock down non-resistant monsters during their windup by using their charge attacks. Catalyzers can interrupt turrets reliably because they're friendly to charge attacks. Alchemers, valiance can also use charge attack to interrupt them too.

Only a few guns can interrupt with their regular shots though.

Sat, 06/16/2012 - 12:58
#5
Atacii
...

Get a Blitz. Good against anything not resistant to pierce, although I don't like using it for the more mobile devilites.

Besides gun puppies, the Pulsar is good for clumps of devilites.

If you have three or four weapon slots, I wouldn't really suggest Valiance.

Sat, 06/16/2012 - 13:29
#6
Merethif's picture
Merethif
Valiance works magic against

Valiance works magic against Greavers. It interrupts theirs attacks nicely and knock them far enough to not get you caught into haze cloud (if they actually have a chance to produce one). Theoretically Greavers, as all fiends, are vulnerable to piercing, but I wouldn't advice Callahan or Autogun against Greavers. Fast back-pedalling and keeping enemy at distance is a key in case of Greavers and that's what Valiance is best for. Pulsar won't do the trick because Greavers quickly fly to a distance too short for a Pulsar to produce knock-back explosion.

Polaris is good against Devilites. I suppose same goes for Supernova, but I don't have first hand experience with Supernova.
Personally, when entering fiendish level solo, I always equip Valiance and Polaris.

Magnus is efficient against Wolvers and Gremlins if you have problem with their dodges. Autogun is probably more deadly against Wolvers but somewhat more tricky to use so I'd go with Magnus, especially if you like kiting, which is still doable with heavy handguns.

Sat, 06/16/2012 - 15:56
#7
The-Rawrcake's picture
The-Rawrcake
Supernova knocks devilites

Supernova knocks devilites around more than a Polaris, since the Polaris shock helps keep them stable.

Sat, 06/16/2012 - 18:21
#8
Lunaice's picture
Lunaice
Thanks!

@Dukeplatypus
Are you using a status alchemer or prisma? Voltech, :S Though I might change to Firotech.
Can you rebound a shot off one mob to hit twice? 50-50.
Do you plan on using Swiftstrike? Yes, I'll get one if I got the hang of not getting hit alot(I just get hit once per level)

I'm pretty sure now I will add the blaster to my slots over Pulsar

Still thinking about Magnus and Autogun, I'll probably make a decision if I got a feel of FSC, though I might stick to RJP, but that can change.

Antigua? I don't know but I'll get it as a by-product of the vicious cycle of grinding.

Thank you everyone for your opinion.

Sun, 06/17/2012 - 07:35
#9
Demonicsothe's picture
Demonicsothe
Note that the damage from

Note that the damage from status effects will not increase with your gun damage bonuses.

Polaris line is a very efficient turret killer, and a good sidearm if you play solo more than not.

Magnus line, assuming callahan, is a safe but weaker source of piercing damage from guns. I use my callahan on devilites, although I do carry a blitz alongside it. You will most likely do fsc anyways. Once you are experienced with it, it becomes a cakewalk with any kind of weapon.

The difference between antiguas and alchemers is that the antigua is easier to use. Turn on autoaim if you want, or shoot between 2 mobs. You reach the damage ceiling quite easily. Alchemers are harder to use, in a sense that if you don't ricochet the shots, you immediately fall behind in damage. They do have the potential to do huge amounts of damage, both on charge and normal shots.

Mon, 06/18/2012 - 01:43
#10
Lunaice's picture
Lunaice
@Demonicsothe

so you mean Antigua lines will have a faster time ending the stage than Alchemers, then I will take the antigua line.
Time to get 36 more Jelly gems and recipes (probably 28k worth of recipes and 2k of mats and... I'll handle the CE..)

Mon, 06/18/2012 - 19:51
#11
Demonicsothe's picture
Demonicsothe
I mean that yes, antigua does

I mean that yes, antigua does good damage easily. Alchemers has the potential to be better than antigua, but only if you work for it.

Mon, 06/18/2012 - 20:34
#12
Traevelliath's picture
Traevelliath

I highly suggest a 3rd weapon slot before you leave tier 2 for tier 3. A 4th wont be necessary until you're well into your FSC grind routine (if ever).

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