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Weapons
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Miscellaneous
Submitter Perdition's Gate Enjoyer
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Weapons
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Jun 1, 2021, 9:15 PM *
Ignore this, terribly out of date and unreasonably harsh on the Firestorm. For a more accurate (and succinct) weapon rundown:

Spiked Gauntlets: Good, up until Blue mana becomes more common, then you can just use Timon's Axe.

Timon's Axe: Straight-up replaces Gauntlets. Best option for melee enemies and Afrits.

Hammer of Retribution: A rocket launcher that doesn't hurt you. Great for crowds, serviceable for melee.

Quietus: The weakest of the tier-4 weapons (Though still pretty good). Damage is great, but you have to be close to your target to do the most damage.

Fighter Flechette: Works like a grenade. Outclassed by Hammer, but a fine replacement in hubs without one.

Mace of Contrition: Gauntlets without the combo punch. The added range helps, but it still feels inadequate.

Serpent Staff: Perfectly serviceable workhorse weapon that doubles as a lifesteal chainsaw. Shots deviate from center if not autoaiming, though.

Firestorm: Does the same damage as the Hammer on average, but it relies on nearby walls/enemies for extra damage and struggles against Centaurs. Nowhere near 3/10 though (I'd give it a low 7 now).

Wraithverge: You already know the Wraithverge is busted. No witty remark here.

Cleric Flechette: The only way you'll be able to deal with Centaurs and the Heresiarch. The uberdeath missile when Disc'd is a nice bonus, if not a bit unwieldy.

Sapphire Wand: A mini-railgun with infinite ammo. 'Nuff said.

Frost Shards: Never feels like it does enough damage. The melee freeze isn't even that good.

Arc of Death: Fries centaurs and everything below it. Plus you can shoot it up cliffs and through windows.

Bloodscourge: Homing is a little weird. Still powerful against hordes of monsters.

Mage Flechette: Clone of Heretic's Timebomb. Not very useful outside of Hub 1 and the Heresiarch fights.

Parias's Weaponry: A summary of my thoughts.

Mace of Contrition: I've seen it said that this is the only reason not to play as Parias. They're lying, this thing's got reach! It's like Parias is actually using the full length of his arm, unlike Doomguy, Corvus, Baratus, Strifeguy, and Chex Warrior. While it is slightly weaker than you'd expect, the range at which you can hit your target aids in escaping a retaliatory attack, which evens it out. 85/100.

Serpent Staff: A strange (yet effective) combination of an Ethereal Crossbow and Gauntlets of the Necromancer. When not in melee range, the staff fires 2 bullets that wave left and right, slowly getting farther and farther away from each other. This presents accuracy issues, but those can be easily remedied by aiming slightly to the left (or right) of your target, and the wavy motion might make it easier to hit moving targets. In melee range, however, it becomes a life-stealing chainsaw attack, like the Powered-Up GotN before it. The difference is that the SS does more damage at the expense of draining less health comparatively. Kinda janky, but it has its moments. 70/100.

Firestorm: While the mentality of "This weapon is the one reason why you shouldn't use Parias" is flawed when talking about the MoC, it fits when talking about the Firestorm, which is just a crappy rocket launcher. It doesn't deal enough damage (Chaos Serpents usually take 2 shots), it uses too much mana, it fizzles out after 1024 map units, or about 6 Heresiarchs(!), and Centaurs will most likely shield the blast damage. this weapon disappoints on all fronts. 35/100.

Wraithverge: This weapon makes up for the depressing Firestorm by being an overpowered win button. A combination Chainsaw-Bloodscourge that improves on both, the WV fires an orb that splits into four Spirits after a short period of time. Spirits will home in on an enemy, repeatedly attacking them for pretty good damage while also stunlocking them. The BFG wishes it was this good. Mob of beasts closing in? Use the Wraithverge. Flying enemies potshotting you from the air? Use the Wraithverge. Really don't want to fight a boss? Use the Wraithverge. The only kinda bad thing about it is the 18 mana it takes from both pools to fire this thing. Also, Centaur can reflect your own spirit against you, which is less a flaw with the weapon, and more a flaw with the enemy. 95/100.

Flechette: Indispensable when used by Parias, it creates a cloud of gas that poisons your foes, stunning them. This is the only way to deal with packs of Centaurs, so I like to keep a stock of 'em. If a Disc of Repulsion is used with the cloud, it deals massive single-target damage. This sounds good on paper, but it doesn't work on bosses(you'd be better of using the WV), It's rather clunky(You need to use two items in quick succession), And it uses 2 pools of ammo while not having the long-range capabilities or homing power of the WV. Still, it's your best option for Centaurs. 80/100.

Icon of the Defender: Parias' class boost from the IotD is phasing in and out of tangibility like a Disciple, along with the standard Godmode. The ghost mode is kinda redundant, as you already have invincibility. At the end of the day, you still can't be hurt, and that's a win in my book. 75/100.

Mystic Ambit Incant: Basically just a few Quartz Flasks for ol' Perry and The Gang. 70/100.

Final Thoughts: Parias' playstyle is centered around stunning, outpacing, or otherwise avoiding monsters. His DPS is impressive, his healing is great, and he's got ways to get the heck outta there. Sure, his options for long-range, high single-target damage are limited, but that doesn't really matter when you've got a giant cross that shoots angry ghosts at your foes. FINAL GRADE: 73.57 out of 100 (515/700, to be specific)
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