Wizard with a Gun

Wizard with a Gun

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Spitfyre37 Oct 17, 2023 @ 11:49pm
Which are your favorite guns for each spell tree?
So I've been enjoying using Spark Shot and Lightning Bullets in my Carbines, and using Order in the Wanderbusses, but I've been largely neglecting the Machine Wand and Revolver. What are your favorite trees, combinations, etc. for the guns? I'd love to be using all four guns more equally instead of just relying on range and Lightning strikes with my carbine. So throw out your current builds, let's get discussing this game!

Semi-unrelated note, has anyone found an actual use for the "utility" bullets like Stunning or Delirium? I've been completely passing over them in favor of more damage.
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Showing 1-5 of 5 comments
Sylvester334 Oct 18, 2023 @ 1:57am 
water shot and lightning strike on a carbine is my goto "I want you dead button". Pump two/three water shots into the enemy and hit it with the lightning strike. Being wet pumps the damage a bit. I want to say 1.5-2.5 damage depending of if it has 1 or 2 levels of wetness.

I also found a fun set up for the machine pistol for gathering wood and stone. Use spark or destruction bullets and put the basic homing and telekinesis powders on. Then just go to town on trees or rocks. The bullets just zoom towards whatever is nearest and will usually pass over items to pick them up for you.
Stun is great for several reasons. Put it on a carbine and load it up with powders as the spell power improvement all powders seem to provide increases the time. I'm already at 8 seconds midgame.

Since lightning strike on carbines and taking several plays a lot like a silly stacking disintegration wand build I had in an old crpg so I have been going with that. Most powders don't seem to work with them though. Putting crit chance on stunned enemies and crit damage makes two-shotting mid bosses possible. My main gun is a machine wand set up for chain lightning and water trail. Second chamber is just destruction bullets for now along with more water and repair to get rid of chaos. I expect to switch that out to movement options once I can unlock those and will have to use others to clear chaos.

Really the problems with builds is most powders seem tied to their trees in either usefulness or actually working at all, and secondly its the mats to keep up. However trails work and are possible to mix. I went with cold and water bullets too for a bit but I wasn't able to keep up with farming ice chunks so I dropped it in favor of the trail tactic.

Initially I used fire and poison. Fire makes a mess though so I'm not much of a fan. The poison tree seems nice but again you kinda have to go all in or you wont get the materials you need. Magus stuffs are too finnicky for me. I might try again later but charm isn't great because of the number of shots you have to take, and if you want a second minion, the first often kills it or dies before you get the charm off. Maybe if one specializes in it enough a quasi necromancer/pet build could be possible. Force seems interesting, as well as freeze and all the stuffs under both, but I have yet to try it. There's three CC methods that could be juggled for great fun, but might slow the game down too much.
MechWarden Oct 18, 2023 @ 8:04am 
Stacking poison works great with the Machinewand, and is often my go-to spell for it, as it makes up for the reduced damage the rapid fire gun has. However I found out that some of the Poison Finishers and Fear bullets don't work as well, so I'd say use a different gun for that part. Early on, I paired fire and poison on a Machinewand to gain more than one resource from trees and some enemies. Plus DoT stacking is nice. Also, taking a page from the promo trailer, teleport bullet on a machinewand gives a stupid amount of teleport shots. In my current run, I have switched from fire to cold, and that has helped preventing getting burnt and also causes many enemies to fall short on charge attacks.

One of my more preferred guns, the Carbine, has some really good heavy hitting options. I tried out Force and Freeze bullets, and there is just something satisfying with locking up an enemy and stacking extra damage modifiers onto that ice shattering. In this current run, I found a carbine preloaded with Lightning Strike rounds and Freeze, and oh dang that makes most enemies trivial. However, mind the slow recharge time on that Lightning Strike bullet.

I have used revolvers, and they are very serviceable and functional, but once you know what you want out of a comb, you tend to look for something specialized.

Wanderbuss I've kind of neglected, even though it can be a really powerful shotgun, but I can only test so many things in a given run. I might focus on that in another run, but with the spread out damage per shot and short range felt a bit like a liability to test when compared to other guns.
Kisama Oct 18, 2023 @ 9:22am 
Carbine with Fire + Oil . Napalm, Spreading fire, Dense oil, fire trail. Oil trail, Tar Powder, Dripping oil powder, Pass through enemies powder.

I would recommend putting immune fire on your hat, otherwise you will light yourself on fire constantly.

Shotgun with double order bullets and homing on chaos is also busted, especially if you drop forceful push on it so that the enemies bounce into each other as they crowd around portals.

(side note) I think my fire is also lagging the game at endgame so i've taken to doing shorter runs. I seem to start endless fires on trees and things that won't necessarily take burn damage, and the game has a hard time handling fires all over the map.

Last edited by Kisama; Oct 18, 2023 @ 11:45am
Boshea Oct 18, 2023 @ 7:18pm 
Stun on a Carbine is great for scanning enemies.
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