Reading “Definitive Research on Best PvM Doc Weapons Thread,” posted by Biochemyst, I realized that while it provided significant information about damage predictions – which are for the most part pretty accurate- it didn’t address how different weapon types would affect the rest of your setup – from armor, to HUD/Utils, to imps/symbs. This, in my opinion, leaves this guide decidedly not “definitive.” My goal is not to provide the definitive guide, but rather to augment Biochemyst’s fantastic guide with a look at how different weapon setups will fare for different setups. I will examine most of the weapons that he has done DD analysis of and provide pros and cons for each – as I see them. Obviously – this is subjective. I make no claims to either having tried all the different options or to having played a character all the way to 220.
We will start with the favorites:
Shotgun: (Maw, Ith and Kyr) The major advantage to the maw is that boosting the skills for the maw will also allow you to equip a Snakemaster for PvP – if you PvP the Maw is probably the most solid PvM choice for you available today. A high QL alien shotgun with a large crit scope could do better because of its lower attack cycle time and the horid crit bonus of the maw, but the Maw would definitely be a solid choice on RK, where its high max damage would actually come into play. Up against most other weapon lines, shotgun is very IP friendly – only requiring 3 skills (4 if you swap for AS). Also, assuming that you triple implant everything possible, shotgun conflicts with only one nanoskill – the faded BM in the waist. Strangely, fling shot conflicts twice with shotgun, leaving the cluster usage of the maw to 4, despite the fact that it can be equipped quite early in the game. Shotgun is also compatible with high end doc armor – getting small bonuses (read: tiny bonuses) from both Chosen and Azure armor. The downside of shotgun is, to me at least, that it cannot compete at high levels or in high crit setups. In Biochemyst’s PvM weapons guide – in the 210 high crits setup, the maw sits at about 1/3 the damage of Kyr Hammers, the MBC or Kyr Pistols, and far less than half the damage of Gelids. Furthermore, the viable PvM shotguns are fugly.
1he: Ahhh gelids, the age-old favorite of the soloing doc. Cold damage rapes a variety of high AC mobs which resist all but the minimum damage of other weapon choices, a huge nuke proc and relative IP and cluster friendliness. The naturally low attack time of the gelids, combined with their relative lack of crit bonus, leaves the gelid IP friendly – you have to train up 1he, FA and MM up to max if you want to twink them on at 170 (proven possible), but very little IP needs to go into Melee Init. Cold damage cannot be implanted, but it can be augmented with a Penumbra Tuac or a variety of other damage enhancing choices. The Gelids are also cluster friendly, taking up a lot of useless cluster slots (shining left hand for example) and not using up any important cluster slots (I assume nobody will keep the MM eye in after equipping =P) for nano-skills or nano delta. For soloing in levels 175-210, it looks to me like Gelids are far away the best choice. The lack of crit reliance for damage leaves the HUD3 slot open for the Eremite Macro Sensor (providing an extra 1% crit decrease) and the huge damage potential and IP/Cluster friendliness makes it obvious why for so many docs – its Gelids ftw. Kyr axes do better than gelids in BC’s DD sim, but I question our ability to reliably sneak attack, or whether the extra damage is worth the extra IP cost of raising the other specials, especially given how crappy they are. They may lose a little against high end kyr weapons or the MBC in the last 10 levels, but they’ll always hold their own, and you wont have to fund the e-bay monsters to get them, and get them on. (yes I know there are other ways to get high QL alien armor, but you have to admit, its not available to everyone). For this, the gelids win the “everyman award.”
Heavy Weapons (The MBC): Widely considered to be the most uber doc PvM weapon out there, a 220 MBC does damage that can only be described as, in the words of Donald Trump- “Uge.” It gets better because a good percentage of that damage comes from special attacks, meaning that the damage is not interrupted by the long cast times of high end SL DoTs. Many a thread has been posted about the insane damage output of the MBC. This weapon is probably the best PvM weapon for those docs with more money than they know what to do with, because it is, in my opinion, only the best IF you have a lot of %AddRadDam in your setup. Because of the way burst works, and the quick special recharge of the MBC, the number of bullets fired out of an MBC vastly exceeds that of anything other than a full-auto weapon in the hands of a soldier. The effect is a great magnification of the effectiveness of every point of added damage. If you have a Dchest, RBP, Rad. Damage Arul Sabas and rings of power, the MBC is gonna be the way to go. For docs with a full set of SS or Mercs armor however, but not the Dchest/RBP set, I would think that the higher QLs of Alien Hammers, Alien SMGs or Alien Pistols that you could equip could be better. Also, there are no viable heavy weapons alternatives up to that point, so unless you want to be running around Penumbra missions with a Chalice, you’re gonna be using up one of those precious IPRs. Seems the most popular choice for pre-MBC is the JAME: powerful when you can get it on, but severely gimpy if you look at BC’s DD sim.
Melee Energy (SoD/KO Hammer): Popular for the nanomage crowd because of the int. trickledown to Melee energy, it seems to me like this combo doesn’t cut it because (among other things) of the totally crappy placement of shining ME clusters. Furthermore, the other clusters completely prevent any add damage clusters to be added in. Additionally, this is, along with the regular Kyr Hammers, which totally own this combo in terms of damage (at least on paper), the most IP expensive weapon choice today for docs: ME, FA, Brawl and MM all need to be raised, along with Melee Init- assuming you want a crit scope. The only plus side, as I see it, is the mods from the SoD- +4 nano delta (not exactly amazing, but helpful), 32 int (getting better) and –4% nanocost (pretty freakin’ sweet). Honestly, if you’re not a NM, there’s no reason to go this route, and if you are, there’s still something that does more damage than this combo, if you can stand to give up the light saber effect.
1hb (Kyr Hammers): The winner of the pure damage output contest in BC’s damage output contest- the only reasons I could see not going with Kyr Hammers is if you MUST PvP, you can’t stand Melee, have enough +damage mods and wads of cash to make the MBC worth it, or want to train up more than two of your base abilities besides your weapon skills. Seriously, despite relatively good cluster usage (other than the bright right arm for brawling against nanodelta), the Kyr Hammers are gonna set you back some SERIOUS IP. In addition to two large specials, they must be dualweilded, and the multimelee reqs on kyr weapons are utterly ‘tarded. However, if you gotta do big damage, gotta look sharp (my favorite stylistically) and don’t have the big bucks for the uber Tara gear – Hammers are probably your best bet. The thing that, in my mind makes the hammers better than the MBC, if you can stand to be melee (I know a lot of people can’t- I prefer it tho), is that if/when you get your high QL mercs armor- you can equip a QL of hammers far above 220 – where the hammers already OD the MBC in the damage sim. Putting on a QL260 MBC just means you paid less for your MBC, but didn’t put it on till 220 and had a lot of Supple/SS armor to help out.
Pistol (Dual Kyr’Ozch Pistols)- Pistols are another popular doc option, given that the pistol skill takes less IP to train, and it is a proven fact that you can get a QL300 type 4 pistol on (if you can find Puxx and have a whole set of SS armor). Seems like the higher possible AR rating with pistols would lead to more hits, possibly making the pistols the tops in terms of damage. Even with the cheaper pistol skill however, the top damage dealing setup with pistols will kill a lot of IP, and even maxed, wont throw out specials quite as fast as the MBC (can a doc cap the burst? AODB says you need 1550 burst to get it to 8 seconds). The main problem with pistols however is, like the Melee energy setup, the clusters suck: shining pistol interferes with shining nanodelta. Some of this can be made up with perks, unlike any other weapon choice other than ranged energy, but I would think that the the difference in AR once you take out a QL250 shining cluster would be significant. Pistol takes the award for best “cradle to the grave” weapon – CDR and buffing weapons will last you a LONG time as a doc, and the kyr pistols are certainly a viable endgame weapon choice, if not the best choice for all you ranged folks.
Assault Rifle (JAME) – Amazing at low levels, when you can first get it on, the JAME tends to loose strength over the levels, and is usually thought of as a precursor to MBC use. It’s probably best to leave it at that, since our ability to tote around a high QL Kyr AR is pretty limited.