Difference between revisions of "User:PringerX"

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   <td align="center" style="line-height: 30px;"><font size="4"><strong>Mohandar</strong></font></td>
 
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    <td align="center"><font size="2"><strong>Guild: Impervious</strong></font></td>
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Revision as of 19:42, 20 November 2012

Mohandar
"FIRE FIRING FIRE QUICK FIRE
FIRING FIRE NAO!!!!!"
Mohandar Portrait 1.png
Guild: Impervious
Icon-shield.png



Icon-gear.png About Me

Gate-Deconstruction Zone.png Under construction.

I'm a gunner. I shoot stuff, and sometimes I soften things up with a haze bomb. Pew pew pew.

Equipment-Valiance icon.png Why guns rock

In a game such as Spiral Knights that has no true 'tank' build, mobility and damage reign king. While swords may hold a slight edge (pun intended) in the latter, guns are indisputably the most mobile weapon. There are 5 main lines of guns, primarily categorized by how their bullets behave: Autogun, Pulsar/Catalyzer, Antigua, Magnus and Alchemer. Many people use the Pulsar or Antigua lines as sidearms due to their ease of use. However, the raw damage of properly used Alchemers approaches that of swords, while retaining the mobility characteristic to the Antigua and Pulsar lines. This combination of independent 360 degree fields of fire and movement allows you to mow down enemies while avoiding return fire; melee enemies are utterly at your mercy.

The sole disadvantage is that Alchemers do not come in a pierce flavor, so you will have to settle for the Callahan's lower rate of fire and DPS or the Blitz Needle's riskier charge attack.

Crafting-Unknown Placeholder.png Other stuff

Gate-Deconstruction Zone.png Under construction.

The Gunslinger Guide, may be of use to aspiring gunners.

32px My Gear

As a gunner, I care more about status defenses, particularly against Shock which can completely throw off your rhythm. Damage type defense is typically secondary to achieving Max (+6) damage and Ultra/Max (+5/6) ASI, so I wear Shadowsun, two Elite Trueshot modules, and either Justifier, Nameless, or Seerus depending on the occasion. Because a gunner's main defense is mobility, Swiftstrike Buckler is a must (you get very good at weaving through bullet hell). Although in certain situations, I will sub in a Grey Owl or Crest--if the level environment spams a particularly dangerous status at you like Ghost in the Machine, it is impossible to perfectly dodge all the time especially in a hectic team battle.

As mentioned, I use two trinket slots. They are very easy to maintain, and worth every bit of the initial investment: Two trinket slots is akin to having two stackable Medium UVs applied to all your weapons of the same type- in fact, better because typically Damage UVs may only target a single family of monsters; trinket damage bonuses apply to all monsters.

I find three weapon slots to be nearly essential, as it allows for two primaries (alchemers for switch-shooting) and a secondary, usually a bomb, for support. Many levels have a mix of enemies- two common, one rare possible. The third slot allows you to plan for those contingencies. Four slots opens up the options even further, but is really somewhat unnecessary. I usually run a mist bomb- typically Venom Veiler. This bomb is vastly undersold- it shuts down Menders and Silkwings, making arena levels a cakewalk. It also makes for a great support bomb when I run with newbies, as it softens up monsters without outright killing them. Watching a high level player mow down enemies can get pretty boring.

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