Failing to Solo T2
So I've been having my fair share of fun with Spiral Knights. I got into t2, and it was cool, till I started feeling like I was missing something, sure I'm not supposed to die so much. I currently have a magic cloak, elemental hood, plate shield, striker, and super blaster equipped. Is this just a *^$# set up? I have a Firotech alchemer, gunslinger set, and wolver set at my disposal, should I be using those? Why is it this game seems so difficult for me?
Should I abandon using guns, or possibly abandon using swords? Is there something in this game that's super UP and I'm unaware of?
Also, is it just me or does the gunslinger set not do anything noticeable?
Firstly, you gear isn't great. Try to get all 3-4 star gear, which shouldn't take too long.
From what I've learned from 2 manning tier 2, damage type matters a lot. If your damage type is effective vs a certain type of monster, you will plow through rooms like nothing. If your damage type is non effective vs a certain type of monster, it takes like 5 minutes just to kill each one. I would recommend getting those extra weapon slots just for more weapon options if you are going to solo. It makes a world of difference.

Your gear is fine, but upgrading is never a bad idea if you're finding it tough to win with what you have. I did a lot of T2 runs with similar gear (different armor and helmet, but nothing I would consider better than what you have). You may consider getting an extra weapon slot for a blast bomb, though. That bomb is useful when there are a lot of enemies that you want to temporarily disperse, which can be important when soloing so you don't get hopelessly surrounded.
I'm guessing you're playing too quickly. When you're solo, it pays to go slowly through the levels, try to draw out enemies only 1 or 2 at a time so you don't face too much firepower at once. Also, use the terrain. You have a decent gun, so get used to hiding behind railings and shooting across corner gaps to keep space between you and your enemies. In arenas, where you can't use terrain or isolate monsters easily, don't do the second or third arena room unless the first one seemed really, really easy. Finally, practice using your shield, which goes hand in hand with slowing down you play. Know how many hits you can put in before you need to dodge or block and know how many hits your shield can sustain before it breaks.
You can also stop your run at the terminal. The difficulty increases significantly with depth. Until you're nearly ready for tier 3, in all 4* gear, soloing the last couple levels of tier 2 will be (and should be) quite difficult, so if you find yourself dying too often, don't be afraid to return to Haven before reaching Emberlight.
Icee gives some really good advice here, a recommended read.
The deeper you go in the Clockworks, the more it becomes a game of don't get hit. Use the space you have. If you don't have a lot of space, try luring monsters into rooms where you do. It's best to dodge. If you can't dodge, shield. But it's really best to consider shielding as an emergency move, because when you're in a pinch your shield is often quick to break, you need to get the best possible use of it. As Icee noted this slows down your game, but it keeps you alive most of the time.
Try to figure out which are the monsters that manage to hit you the most often. Gear up against the attack type you have the most trouble dodging. And dodging is all the more important with damage types you're not geared up against!
Oh and personally I'd recommend trying bombs. To me personally they're tons of fun! And they help a lot in creating distance between you and the monsters, while still dealing decent damage (especially to crowds of them, which makes danger rooms and arenas very doable solo). I use a Fiery Vaporizer (currently MkII). Monsters are usually running after you, which typically puts them in the blast radius. :)

Icee and Kaybol are both on the right track, as, for the most part, playing Solo is considerably different when compared to party play.
You may need to find an equipment set that both supports your needs in the Clockwork, but also your favored play style. I, for example, specialize with bombs, so that's all I ever carry, and to help survive while alone, I carry a Super Blast Bomb (to replace close quarters and disperse enemies) and the Rock Salt Bomb (which is used to replace my ranged attacks and has Piercing damage type), making for a slow, but overall safe trip into the unknown.
If you're alone, and particularly if you are focusing on the challenge areas or arenas, you will always need to stay moving, thus a gun or bomb will likely be the best option. Weapons that you must stop to use, or even worse move the user forward, will likely cause more problems than they will mend with what I would assume is a higher damage output. It is also to be noted that, as above, the shield is wonderful as an emergency survival tool. Not only that, but with proper timing, it can be used to bounce some of the lighter enemies away before they can even execute an attack.
I am no expert on melee, as I ditched it the moment I was able, but if you prefer getting up close and dirty, perhaps trying out some of the weapons that provide quick attacks, ranged charges, or bestow upon your enemies negative effects, particularly stun, poison or curse.
Kiting is key. Kiting, in case the definition eludes thee, is leading your foes around as if they were attached to a string, a bit like a kite. Generally, the more room you have to do this, the better, but since enemies cannot occupy the same space, occasionally dragging several enemies into a corridor and then pinning the first one in place means you only have one to deal with at a time. Once again, alone, this process can be painfully slow, but it works. And it's safe.
Last and most importantly, have fun. No, seriously, this is really important. If you're having a hard time routing your enemies, perhaps you should take a break, clear you head. It'll help when next you enter the fray.
Hope all of this helps. Good luck down there!
Melee really depends on knowing well your opponents' attacks and how your own attacks interleave and compare to theirs. Tailor your personal strategy to each enemy. This takes experience but learning is fun.
Pay attention as you go through the clockworks to the following:
1. How quickly does that type of enemy move and/or attack? Remember that enemies will act slightly differently (or even radically differently) from tier to tier. Tier II wolvers are much smarter when flanking than Tier I wolvers, for instance, and that's oft the downfall of a player new to Tier II.
2. Can that enemy's attacks be interrupted by your sword? This can buy you time as long as you keep hitting them. Exception: remember that slime attacks can never be interrupted except by knockback.
3. What is the pattern to the enemy's attack? Most enemies will telegraph their attacks quite well through their animations, which means that you can learn to anticipate what they're going to do.
4. What type of attacks is the enemy most weak to? Most resistant to? This will, as others mention above, make a real difference. And remember that at the towns and the clockwork terminals you can always change your gear, to best prepare for the next levels (see Gate Map under the main menu).
5. And probably most importantly, what's the speed, damage, and range of your sword? Timing is everything during melee.
You also need the right kind of armor against the enemies you're attacking. You're up close and personal, more so than someone using bombs or range, so this is really important. Normal and elemental damage are the ones you want to concentrate on blocking in Tier I and II (and probably III, but I haven't made it down there yet), but pay attention as well to the need to block shadow for fiend levels.
In melee, it's not a matter of hitting your enemy as much as possible in as short a time as possible. It's a matter of taking the enemy down without yourself getting taken down. The faster your sword, the more damage per second you can deal, but the easier it is to lose control and end up in a nest of enemies. The slower your sword, the harder it will hit, but the easier it is to get taken down by counterattacks if you leave yourself open.
The shield is a prime part of melee too. In Tier II, I've found it most fruitful to, unless I get the drop on the enemy and it's clearly not going to attack me before I get to it, let it counterattack and hit the shield, and then whack it when it's left itself open. Most enemies don't constantly attack, and pause between them. Again, knowing your enemy is key. And having a really good shield with great defense and health is very important.
Love your enemy, and then destroy them.
The recommendations with bombs and guns are appropriate if you're just starting out since they're pretty safe and you don't really need to know too much about your enemies to kite besides their damage resistances.
On the other hand if you're interested in using swords the main aspect you need to concentrate on is timing: you need to know your weapon and your enemies; you need to know how much recovery time you have, especially if you intend to use the full combo (for the extra damage), you need to know how often the monsters attack and all of that comes with experience. From what i managed to learn here's a few tips that might help:
->Have a sword with knock-back: be it the classic calibur charge or the troika series normal attack combo you need something to give you some breathing room and help you prioritize targets; reaching that healer in the back is going to be very annoying if you don't have a way to reach him without taking damage.
->Cutter series is a very niche sword when soloing: it has a very low range and when fighting groups it puts you in a very bad position. Sure you might be able to fight jellies and maybe some fiends with it but anything else that's encountered frequently won't let you get off your full 5-combo safely (and that's the power of fast attacking swords high dps..if they let you). Sure the sword is awesome for alphastriking unaware puppies with your charge and eliminating lumbers. Your best bet if you want to keep using the striker is jumping from mob to mob to knockback them fast enough so they stop attacks and help you get out of range from others' retaliation. For me this is pretty hit and miss, sometimes i manage to do it, sometimes i take half of my hp in damage.
->Get appropriate armor. Yes you're going to get hit, be it lag or simple personal mistake, make sure 1 hit won't be the end of you because if you die there are no friends to rez you..it's your energy that's going to take a hit. Look on the totem outside and match your gear to what you expect to encounter (check the wiki for details on what monsters do what damage); don't forget status conditions and their resistances, you can get away maybe without poison, curse or fire resist (though this last one is pushing it if you encounter the lovable missile puppies) but going in a shock area or worse, freeze area, without resist is extremely risky, it's very easy to get overwhelmed when you can't move :).
->If you don't already shield bash, learn to do it and do it often, especially if you're using the cutter series. If you see an attack coming stop your hitting and try a shield bash, you might be able to throw him far enough so that you/your shield won't take any damage.
->If you're still in 2* gear never be under 5-6 bars of HP if you can help it, especially in the lower depths of t2.
Why would you want to use swords? Because done right they're the highest damage weapons you can use, guns are low damage, high safety and bombs do good damage but are a bit slow to fire. High risk high reward, LIKE A REAL MAN! :P
Back to your particular situation (provided you still want to use swords):
-> I personally don't really like wolver unless maybe doing jelly king because i haven't seen any pierce damage outside big lichen spikes and floor spikes, so you're basically sacrificing entire pips of defense for a stat you won't use. My recommendation would be to start saving for "thematic armors": X-breaker set if you're doing elem themed stratums, skelly if lots of undead etc. . You elemental is a good set for the element stratums if you started getting the game a bit since you'll take damage more from hardly avoidable stuff like seeker missiles, fire on the whole tiny path, lazor beams from outside the screen and those are all elemental damage. But until you're getting used to dodging, blocking and knockbacking my suggestion is to use armors with a bit more normal resists because a lot of enemies still do quite a hefty chunk of normal damage (including those in shock/frost/fire stratums)
-> Get another sword: calibur is the safest "general purpose" one being decently fast (it doesn't have the high recovery times of the troika series for example) with a very good get out of jail free card charge (with very good damage if you manage to get the doublestrike on the whirlwind). Troika is pretty nice for hit'n'runs since it has a nasty whack and a 2hit combo that gives you breathing room even from wolver "bosses".
->Always err on the side of caution. f you're wondering if you should risk that last hit in your combo or start blocking...always block. You can compensate for that last hit with a couple few extra seconds, but pips of HP care harder to come by.
Is terms of enemies try fighting slime levels (they're fairly straight forward: all the jellies and lichens just attack and melee and occasionally do a pretty predictable "charge") or undead levels (zombies are easy to time hit->block->hit, cats are easy to avoid, only challenge being phantoms block their 3 hits->get 1-2 hits in yourself depending on sword, prepare to block, avoid the curse sword). Beast levels are a bit harder since the wolver bosses are quite annoying and strict on timings and elemental levels like to drop the lazer firing robots that seem to have huge reach with their melee attacks (that isn't even close to their animation) and the god damn puppies. Goblins are quite intense with the various types you get, tight timings on their meleers and bomb droppers that cover their healers.
"LIKE A REAL MAN!" or LIKE A REAL WOMAN! But I agree otherwise with everything you've said, Dalakor.

Um... I can solo Tier 2 with...
Vile Striker (I used to do it with Striker...)
Fiery Vaporizer OR Firotech MK2
Jelly Shield (UGH)
Skelly Suit
Magic Hood
I just hit then shield at the right times.... LOL I went into tier 3 with my friends with this gear and rarely died... my only problem was spikes because I had no piercing defense and I'm a klutz..

To solo, I think you practically need to have calibur line or another heavy sword. You need the knockback on non-charged attacks to cut free of a crowd sometimes, no matter how careful you are. I solo pretty well with shadow driver and ascended calibur in t2. With calibur and autogun I was soloing the top half of T2 making terminal runs. Calibur's charged attack is great for any kind of locked room fight. Kite the enemies charging, turn into them and scatter them, rinse, repeat. A gun or bomb is necessary for certain enemies that aren't susceptible to this. (Noticeably gremlin bombers will hurt you a lot if you try this with them, and lumbers... usually you get away with it. When you don't, it hurts a lot.)
I do want an extra slot so I can have an elemental damage bomb to supplement my normal damage sword and shadow damage gun, but they're kinda pricey for something that goes away in 30 days and I also want to unlock Tier3.
I just want to add that I found soloing T2 very hard when I first got there. I haven't significantly improved my gear since then, but I ran with some parties and in general got some practice in, and things fell into place. While this may seem like a simple game at times, it always leaves room for us to play better than we did before. :)
the main key is getting the timing down and knowing what the mobs can do. once you can significantly reduce the damage you take, it just takes time to run through the levels
or... u can search for a 'Rescue' guild member and hire one of us to either rescue you when u need it (u can summon us) or escort you until u reach ur goal :)
I solo exclusively and I rarely have trouble. It might be your gear.
For armor, I'm using Wolver series armor (also just got to 3*), Spiral Demo Helm (with a Skelly backup for when I'm expecting undead/fiends), and an owlite shield. That covers the basics in terms of damage. I find I rarely ever encounter piercing damage, but I like the bonus to sword damage from Wolver, and it's a popular series so it was easy to find it at a discount; same with Owlite, really. I like the energy defense on a shield, as I whip out my shield most often against spamming gunpuppies and other ranged attacks, which are typically energy.
For weapons, I love the Troika series; I'm currently on Kamarin, the 3* version. The 2-hit combo has great knockback, and the second hit interrupts almost everything. The first hit is slightly weaker, but it's actually relatively fast to recover, so if you're worried that you won't get that second hit in (or you don't need to to kill what you're hitting), then you can attack once and cover up/move. Most monsters will take 2-4 hits (depending on how deep you are), so its easy to figure out exactly how many times you need to hit them - that way you don't waste time whiffing, hitting nothing but air, while a wolver or something bites you in the butt. Also, your hit range is enormous, which is crucial when you're soloing - Troika has a long, wide arc with both hits. You can also delay that second hit slightly, to allow a monster to walk into range, or whatever. Sometimes, if I have enough room, I deliberately whiff the first hit and time the second to hit whatever is coming at me, since that second hit is so fantastic. If they don't release a 5* Troika by the time I get there, I'll probably be forced to try to get into the Sealed Sword series; Divine Avenger looks sexy.
For a second weapon, I use the Blaster series guns. They're easy to obtain, the damage is solid, 3-shot combo and a higher rate of fire beat out the Alchemers, and you don't have to worry about being weak against any monster. I spend a lot of time shooting, too. Kiting, or run-and-gun tactics, as they call them, are vital. If a group is too big to handle in melee, I switch to my Blaster and have at it. I switch back and forth a LOT during a fight, too. I like to fire two shots - not the whole combo, so that there is no lengthy reload animation - then immediately switch to my sword and finish up with two hits. Then I back up right away, whip out the gun, and start again. Deadly against solo monsters who can't teleport or whatever. Big rooms, arenas, wolver mobs, multiple gunpuppies, and lumbers all get handled primarily by the gun.
In terms of other tactics, horde health drops, chop down every little bush and tree you find for hearts, and choose your vials carefully. Sleep is the best, imo, perhaps tied with Poison. Poison is amazingly useful when you're up against a tough group that includes some healers; I usually save poison for those encounters. In any given run, my ideal set-up is 3 health pick-ups, 3 sleep vials, 3 poison vials, and a free slot for whatever I find as I go along, which I use whenever it becomes useful. For fire/shock/freeze, just remember the element of the level you're in (if it has one), and that most monsters of that element will be largely immune to it; use a different vial instead.
Some specific tactics: Monsters that dodge can't do so when they're attacking. Wolvers are annoying to shoot, but if you time your shots against howling or attacking wolvers, you'll do fine. Those robotic knights that put up a shield are also annoying, until you realize that there is a delay before they can shield-up again; shoot them once, wait a second, then pepper them with three shots. Easy, just slow. Lumbers have an attack that is easy to avoid, but it also causes stun and can even stun other monsters; sometimes I use this to my advantage, baiting the lumber then drawing monsters into its path. Its easier to target stunned monsters. ^___^ Healers tend not to heal themselves or eachother, especially if another monster is injured somewhere. In groups with healers, I pepper the crowd with a few shots, then try to quickly run around the group and hit the healers with a quick sword strike or two; if I'm desperate, a vial or a bunch of gunfire. Once they go down, its just a matter of whittling down the rest.
I rarely charge weapons, as I need the speed for mobility, and the long firing animations leave e vulnerable, which = bad. The Troika series does have a really cool charged attack, but its hard to aim and has a long recovery. The blaster series has a boring charge; in the time it takes to fire one double damage hit, I could have fired three times, so meh. I haven't gotten interested in bombs yet, but I might at higher levels, when they have bigger areas and better damage options. There's a series that inflicts poison, I think, and that would be a fantastic way to start off a lot of encounters. The Graviton bomb looks neat, too; I like the way it ties monsters up for a while.
I think that's everything I've learned, really. Go slowly, conserve health, and fight dirty. ^___^
I'm not an expert by any means...
but maybe its not your equipment, it's just you're not used to it yet. Also, maybe you're equipped for the wrong gate since "tier 2" is not just one level but many different levels with many different specifications. If you're not doing well in one gate, maybe you should try another.
Or maybe you should just simply work with a party, are you trying to solo for materials? Perhaps you may consider working with a party a few times until you get used to the stages. Sure the enemies may have more health, but at least you have more people around you to be body shields :-)
I'll leave others to give you equipment advice. Mine was just very general advice since I suck anyway :P