Post by caboose on Aug 19, 2017 22:20:06 GMT
Basic Gunner Guide Sources: Link1 - Link2 - Link3
First a quick Summary/Description
What is a Gunner?
A character who uses a firearm as their main weapon of choice to combat demons. Their main attribute is Speed which increases their firearm damage.
✔ Advantages of Gunners:
Pin-pointer - Able to pinpoint a single enemy which is useful for luring/kiting or eliminating the most troublesome enemies as soon as possible without luring the enemies around the main target
Long Range - Have the highest range out of all the classes. Does Not Apply to Rapid Builds
Difficult to hit - With Counter, Dodge and Rapid , a skilled gunner can re-actively stay out of harm's way against many enemies and prepare for a Shot attack.
High DPS - Rapid Builds are one of the highest DPS, only second to Attack Melee, this is countered by their near point-blank range.
Variety - Different play-styles depending on expertise used.
✖ Disadvantages of Gunners:
Cast Time - Gunners start off with slow attacks with either long cool-downs or cast times, length decreases later on. This is the downside to a gunner's defensive aspects.
Ammunition - Gunners must have stocks of ammunition in their inventory at all times.
Fragile - Gunners usually have little to no Vitality, thus most have low HP. This becomes a problem mostly around demon mobs.
Weak Modifiers - Magic Bullet and Shot Type Gunners have some of the weakest damage modifiers in the game
Near Point-Blank Range as rapid - Rapids, though possessing high DPS abilities; must be close to almost point blank range before firing.
This is a guide for the Gunner Class I don't recommend using this guide for anything other than the Gunner Class.
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1.) 3 Standard Builds
Note: You can scroll down to "2.) Choose Your Skills/Techniques/Expertise" first if you want to read the descriptions of the Essential Skills first so you can more easily imagine what the play-style is for each Build.
Description: These are 3 standard builds that most people start with and then make it their own once they have all the basic Skills/Expertise.
Build 1: Shot/SharpShooter(Long-Range): Deals Damage with a +30% +50% Racial Boost Due to SS Checkpoints
Description: These Gunners use a Speed/Luck build. Intelligence is relatively useless for most gunners, same with Vitality. Strength is especially useless.
(1). Attributes/Stats:
(2). Expertise:
(3). Chain Expertise:
(4). Tactics:
Note: This build is only a suggestion. You may create your build by increasing your demonology and lowering your gun knowledge.
Build 2: MagicBullet/SharpShooter(Long-Range): Deals Damage with a +30% or +50% Racial Boost Due to SS Checkpoints
Description: Magic bullets are a combination of bullets that have elemental damage with debuffs. They have two main advantages. First, they carry an element. This means that you have at your disposal most elements rather easily. This can help you be more versatile. All of them use 1 bullet and have a varying MP cost. They fire slightly slower than normal shooting and have a cooldown. The status effects they inflict do not always work and the chance varies. All of the same element will cooldown at the same time. MB gunners additionally require high Magic, as MB is calculated with 100% Long-Range + 50% Spell Stats.
(1). Attributes/Stats:
Note: You may also distribute points into luck for more critical attacks (but you can't replace magic with luck because magic is absolutely required).
(2). Expertise:
(3). Chain Expertise:
(4). Tactics:
Note: This build is only a suggestion.
Build 3: Rapid/SharpShooter(Close-Range): Deals Damage with a +30% or +50% Racial Boost Due to SS Checkpoints
Description: Let’s you quickly pump out multiple shots at a cost of the long range of a regular shot. Each skill has it’s own hit counter per enemy before it knocks the enemy back, which is the total number of shots in the skill. Basically a pseudo-melee expertise for gunners. Note that each shot has a chance of raising expertise. Rapid Gunners Utilize Speed and Luck due to magic not modifying their damage, luck allows for more critical hits and higher damage potential to the rapid. Most Rapid users would recommend making Vitality your secondary stat. More HP = Less death. It also reduces cooldown by 2.5% every 10 points.
(1). Attributes/Stats:
(2). Expertise:
(3). Chain Expertise:
(4). Tactics:
Note: This build is only a suggestion.
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2.) Expertise and Skills
Description: These are the Skills/Techniques/Expertise that will determine which build you're going to choose. Reading about these skills will give you an idea of what your play-style will be so figure out which Chain Expertise (based on the description) you like the most.
Basic Expertise
(1.) Shot: A basic Expertise Skill for long-range attack.
Skills:
(2.) Rapid: Multi-Shot Skills
Skills:
(3.) Gun Knowledge: Passive Skills
(4.) Magic Control: An Expertise Skill for controlling magical power in addition to various types of attacks.
(5.) Destruction Magic: An Expertise Skill that provides magic to damage enemies at a distance.
(6.) Curse Magic: An Expertise Skill that provides magic to make your enemies weaker.
(7.) Demonology: An Expertise Skill for the understanding of demonic lifeforms.
(8.) Bless: An Expertise Skill for bestowing the various blessings of magic upon others.
Chain Expertise
Sharpshooter(SS): A Battle Expertise Skill for enhancing the damage that guns do against certain demon species(For All Builds. Although is not as important for Rapid Builds(Build 3).
Description: Sharpshooter is an expertise that allows you to know an enemies weakness, and through that, deal more damage.
Each Class "Checkpoint" unlocks "knowledge" about weaknesses of a new demon species. Damage increase applies to entire Species and not just Groups. To find out a demon's species, record the demon into your Demonic Compendium and open your list. (Example: Hua Po is in the Species: Demoniacs, Group: Earth Element. Therefore, Class 3 increases how much damage you deal to the entire Demoniacs species). Note: Each "Checkpoint" unlocks a 50% damage boost to a whole new species.
Pros:Each Class "Checkpoint" you reach unlocks a 50% damage boost to a new demon species (Racial Boost).
Cons: Each Class "Checkpoint" when reached increases Damage Recieved by +10%. Effects Stack.
Note 1: One of the major parts of being a Gunner is avoiding being hit so the pro outweighs the con if using Build 1 or 2. Note 2: This is why people using a Rapid Build(Build 3) usually don't max out SS because of their Close-Range combat style but you can still max/mix it in if that's what you want to do but I'd recommend compensating by increasing Vitality or making yourself harder to hit.
Expertise/Skills Required To Unlock:
Skills to play with:
Cruel Chase (Class 1.5) – Beast toggle
Phony Amnesty (Class 2.5) – Magica toggle
Birth Exorcism (Class 2.5) – Evil Spirit toggle
Guilty Pierce (Class 4.5) – Aerial toggle
San Cles Exile (Class 4.5) – Guardian toggle
Magic Bullet(MB): A Battle Expertise Skill for endowing gunshots with curse, magic, and elemental abilities(For Build 2).
Description: Magic bullets are a combination of bullets that have elemental damage with debuffs. They have two main advantages. First, they carry an element. This means that you have at your disposal most elements rather easily. This can help you be more versatile. All of them use 1 bullet and have a varying MP cost. They fire slightly slower than normal shooting and have a cooldown. The status effects they inflict do not always work and the chance varies. All of the same element will cooldown at the same time. For example, if you fire Forgetful Bullet Hole (Magic), then Toxic Bullet Hole and Spell Mute Bullet Hole will become unavailable until Forgetful Bullet Hole finishes cooling down. Cooldown isn't always a problem, as your next Magic Bullet skill should be finished cooling down by the time you attack with a skill of another element, making Magic Bullet non-stop.
Pros:(1) Arguably one of the better PvE classes in the game (2) Widest range of affinity in any class (3) Longest range (4) Easy to hybridize with Curse of the Wretched
Cons: (1) Difficult to use effectively in PvP (2) MP regeneration is costly at lower levels (3) Lowest damage modifiers in game
Expertise/Skills Required To Unlock:
Note: Elemental shots have a damage modifier of 107. Curse shots have a damage modifier of 105.
Skills to play with:
Squalling Bullet Hole (Class 1) – Force Bullet. Has a chance of inflicting Stun.
Toxic Bullet Hole (Class 2) – Magic Bullet. Has a chance of inflicting Poison.
Forgetful Bullet Hole (Class 2) – Magic Bullet. Has a chance of inflicting Muddle (Amnesia). Most gold parties will expect you to have this if you’re an MB.
Arm Snipe (Class 2.5) – Weapon based Bullet. Long-Range Shot if it was actually useful. It says it reduces Close Range Attack, but it’s not really noticeable.
Enchanting Bullet Hole (Class 3.5) – Mind Bullet. Has a chance of inflicting Charm.
Spell Mute Bullet Hole (Class 3.5) – Magic Bullet. Has a chance of inflicting Mute.
Scorching Bullet Hole (Class 4.5) – Fire Bullet. Has a chance of inflicting Aflame.
Hailing Bullet Hole (Class 5) – Ice Bullet. Has a chance of inflicting Freeze.
Thundering Bullet Hole (Class 5) – Electric bullet. Has a chance of inflicting Shock.
Curse of the Wretched: A Mage Chain Expertise, although its low requirements make it useful for anybody really. Skills in this chain give your opponents various debuffs so they won’t bother you so much. Not dependent on any basic stat.
Expertise/Skills Required To Unlock:
Erosion Hex (Class 1) – Area of Effect debuff centered on you. Has a chance of inflicting any and all debuffs on any enemy it hits. Tired of demons getting in your grill? This is the skill for you. Just make sure they’re not immune to debuffs.
Bullet Hex (Class 3) – For a short period of time (1 tick), Long Range damage to an enemy is increased. It has a low probability of hitting.
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3.) Stats/Attributes
Description: A list of stats/attributes and what they do for Gunners and how you can spend them.
Quick Stat/Attribute Spending Explanation:
You want to work on maxing your Primary Stat to 99. I would recommend adding points to your Secondary Stat at about half of what your Primary Stat is.
By the time you've gotten to the point that your Primary Stat is maxed out you will most likely know enough about stats/attributes in general to figure out which other stats you'd like to focus on and if not then there's a description down below that'll tell you what each stat does so you can decide for yourself.
Note: I would also recommend taking a similar approach to Expertise.
Primary Stats:
Speed: Your primary stat. You should max this(All Builds). (Increases damage with firearms. Reduces Cooldown and Incantation effect as secondary effect) - Reduces cast time and cooldown by 1.5% every 10 points.
Secondary Stats:
Magic: For people going into Magic Bullet(Build 2). (Raises max MP and damage for Magic Bullet) - Every 2 Magic = 1 Spell. Also increases MP at a lower rate than Intelligence.
Vitality: Increases HP and Physical Defense. - Most Rapid users would recommend making this your secondary stat. More HP = Less death. It also reduces cooldown by 2.5% every 10 points.
Intelligence: Increases MP and Magical Defense. (Intelligence - Only useful for Hybrid builds with Enhance) - Not especially recommended, since candy does come cheap. Reduces cast time at the same rate as Vitality.
Luck: Increases Critical Chances and Critical Resistance. (Increases Critical hit rate and Critical hit defense) - The only way to increase damage if you’re not going Magic Bullet. Also affects drops.
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4.) Quick Build
Description: The quickest way to achieve a specific build using the least amount of classes.
A. Max Magic Bullet: (For build 2)
B. Max Sharpshoot(For builds 1 & 2)
C. Max Sharpshoot & Magic Bullet(For Build 2 leaning towards SS)
D. Max Magic Bullet & Sharpshoot(For Build 2 leaning towards MB)
IMPORTANT NOTE: This is an outdated version of the game some skills in the guide might not be accessible due to the game version the Chinese Server uses.
If you have any suggestions or if you see any mistakes let me know by messaging me or leaving a reply
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Download/Sign-Up Guide: HERE / D I V O N I C (English) Clan Reqruiting: HERE / Chinese/English/Japanese Server Questions Answered: HERE / Basic Gunner Guide: HERE ⌐╦╦═─ - - - - -
First a quick Summary/Description
What is a Gunner?
A character who uses a firearm as their main weapon of choice to combat demons. Their main attribute is Speed which increases their firearm damage.
✔ Advantages of Gunners:
Pin-pointer - Able to pinpoint a single enemy which is useful for luring/kiting or eliminating the most troublesome enemies as soon as possible without luring the enemies around the main target
Long Range - Have the highest range out of all the classes. Does Not Apply to Rapid Builds
Difficult to hit - With Counter, Dodge and Rapid , a skilled gunner can re-actively stay out of harm's way against many enemies and prepare for a Shot attack.
High DPS - Rapid Builds are one of the highest DPS, only second to Attack Melee, this is countered by their near point-blank range.
Variety - Different play-styles depending on expertise used.
✖ Disadvantages of Gunners:
Cast Time - Gunners start off with slow attacks with either long cool-downs or cast times, length decreases later on. This is the downside to a gunner's defensive aspects.
Ammunition - Gunners must have stocks of ammunition in their inventory at all times.
Fragile - Gunners usually have little to no Vitality, thus most have low HP. This becomes a problem mostly around demon mobs.
Weak Modifiers - Magic Bullet and Shot Type Gunners have some of the weakest damage modifiers in the game
Near Point-Blank Range as rapid - Rapids, though possessing high DPS abilities; must be close to almost point blank range before firing.
This is a guide for the Gunner Class I don't recommend using this guide for anything other than the Gunner Class.
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1.) 3 Standard Builds
Note: You can scroll down to "2.) Choose Your Skills/Techniques/Expertise" first if you want to read the descriptions of the Essential Skills first so you can more easily imagine what the play-style is for each Build.
Description: These are 3 standard builds that most people start with and then make it their own once they have all the basic Skills/Expertise.
Build 1: Shot/SharpShooter(Long-Range): Deals Damage with a +30% +50% Racial Boost Due to SS Checkpoints
Description: These Gunners use a Speed/Luck build. Intelligence is relatively useless for most gunners, same with Vitality. Strength is especially useless.
(1). Attributes/Stats:
- Speed(Primary) Max Out
- Luck(Secondary) Max Out
(2). Expertise:
- Gun Knowledge: Class 9
- Shot: Class 9
- Demonology: Class 2
(3). Chain Expertise:
- SharpShooter(SS): Class 6 Rank 2
(4). Tactics:
- Use Sharpshooter Toggles to increase damage to each species by +30% Racial boost
- Stay away from point blank range of enemies
- Fire Away
Note: This build is only a suggestion. You may create your build by increasing your demonology and lowering your gun knowledge.
Build 2: MagicBullet/SharpShooter(Long-Range): Deals Damage with a +30% or +50% Racial Boost Due to SS Checkpoints
Description: Magic bullets are a combination of bullets that have elemental damage with debuffs. They have two main advantages. First, they carry an element. This means that you have at your disposal most elements rather easily. This can help you be more versatile. All of them use 1 bullet and have a varying MP cost. They fire slightly slower than normal shooting and have a cooldown. The status effects they inflict do not always work and the chance varies. All of the same element will cooldown at the same time. MB gunners additionally require high Magic, as MB is calculated with 100% Long-Range + 50% Spell Stats.
(1). Attributes/Stats:
- Speed (Primary) Max Out
- Magic (Secondary) Max Out
- Luck (Optional)
Note: You may also distribute points into luck for more critical attacks (but you can't replace magic with luck because magic is absolutely required).
(2). Expertise:
- Gun Knowledge: Class 9
- Shot: Class 9
- Demonology: Class 2
- Curse Magic: Class 2
- Magic Control: Class 4
(3). Chain Expertise:
- Magic Bullet: Class 7 Rank 3
- SharpShooter: Class 6 Rank 2
(4). Tactics:
- Use Sharpshooter Checkpoints to increase damage to each species by +30% or +50% Racial boost
- Since some Magic Bullet skills share the same cooldown, alternate between different skills to shoot faster
- Stay away from point blank range of enemies
- Fire Away
Note: This build is only a suggestion.
Build 3: Rapid/SharpShooter(Close-Range): Deals Damage with a +30% or +50% Racial Boost Due to SS Checkpoints
Description: Let’s you quickly pump out multiple shots at a cost of the long range of a regular shot. Each skill has it’s own hit counter per enemy before it knocks the enemy back, which is the total number of shots in the skill. Basically a pseudo-melee expertise for gunners. Note that each shot has a chance of raising expertise. Rapid Gunners Utilize Speed and Luck due to magic not modifying their damage, luck allows for more critical hits and higher damage potential to the rapid. Most Rapid users would recommend making Vitality your secondary stat. More HP = Less death. It also reduces cooldown by 2.5% every 10 points.
(1). Attributes/Stats:
- Speed (Primary) Max Out
- Luck (Secondary) Max out
- Vitality (Possible Secondary or Tertiary)
(2). Expertise:
- Rapid: Class 8
- Gun Knowledge: Class 6
- Shot: Class 9
- Demonology: Class 3
(3). Chain Expertise:
- SharpShooter - (Class 6 to 0)
(4). Tactics:
- Rush into point blank range, fire at anything that moves.
Note: This build is only a suggestion.
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2.) Expertise and Skills
Description: These are the Skills/Techniques/Expertise that will determine which build you're going to choose. Reading about these skills will give you an idea of what your play-style will be so figure out which Chain Expertise (based on the description) you like the most.
Basic Expertise
(1.) Shot: A basic Expertise Skill for long-range attack.
- Increases Speed Attribute
- Critical Boost (Class 2 Only)
- Decreases Shot Incant Time
- Increases Shot Damage
- This Expertise affects Magic Bullet by 30%.
- This Expertise affects Sharpshooter by 40%.
Skills:
- Range Shot: Normal attack using projectile weapon.
- Speed UP 1: Passive skill that increases Speed. (Speed +3)
- 13 Snipe: Sniping. Increases Critical by 40. Decreases CLS-R by 10, and MP regeneration by 1.
- Gun Maniac: Shooting skill learned through training. Passive skill that raises LNG-R ATK. (Long-Range +3)
- Speed UP 2: Passive skill that increases Speed. (Speed +3)
- Speed UP 3: Passive skill that increases Speed. (Speed +3)
- Long-Range Shot: Aim accurately, and hit a distant target.
- Speed UP 4: Passive skill that increases Speed. (Speed +3)
- Pierce Shot: Fire a shot that creates a vacuum behind it. All enemies between the user and the target are damaged. (An Area of Effect Skill/Spell that attacks in a straight line.)
- Speed UP 5: Passive skill that increases Speed. (Speed +3)
- Heartbreaker: Aims for your enemy's vitals, momentarily lowering their close-range defense. (DOES NOT LOWER CLS-R DEF)
(2.) Rapid: Multi-Shot Skills
- MP Boosts
- Decreases Rapid Incant Time
- Increases Rapid Damage
- This Expertise affects Support Bullet Chain Expertise by 20%.
- Let’s you quickly pump out multiple shots at a cost of the long range of a regular shot
- Each skill has it’s own hit counter per enemy before it knocks the enemy back, which is the total number of shots in the skill
- Basically a pseudo-melee expertise for gunners.
Skills:
- Trigger Happy: Enables 3 rapid shots to the enemy. Deals damage based on weapon type.
- (you can only select one of these) Magnificent 7: Firing faster than human sight. Can be fired 7 times in succession. Special attack that deals fixed damage.
OR - (you can only select one of these) Eraser: Enables 6 rapid shots to the enemy through intense concentration. Weapon-based damage.
- Max MP UP: Passive Skill that increases Max MP. (MAX MP +15, MP Regen + 1)
- Viper Scope: Aims for the gaps in the enemy's armor, and increase the damage of follow-up projectile, pierce, and shot attacks. Weapon-based damage.
- Max MP UP: Passive Skill that increases Max MP. (MAX MP +15, MP Regen + 1)
- Bullet-ridden Pit: Fills your enemy with holes through random fire. Varying damage to one enemy. Shot range is short.
- (you can only select one of these) Heavy Sonic Trigger: After every shot, a countdown to the gallows. High knockback.
OR - (you can only select one of these) Qi Shot: Gather bio-energy and fire a shot without bullets. Deals varying damage to one enemy depending on weapon type.
- Blast Trigger: Enables 7 chain attacks on a target. Deals a good amount of weapon-based damage to one enemy.
(3.) Gun Knowledge: Passive Skills
- Required for Magic Bullet & Sharpshooter
- Increases damage while reducing wear on guns
- Increases Long-Range Stat
- Class 7 gives -20% cast time on shot
- This Expertise affects MagicBullet Chain Expertise by 40%
- This Expertise affects Sharpshooter Chain Expertise by 20%
(4.) Magic Control: An Expertise Skill for controlling magical power in addition to various types of attacks.
- Required for Magic Bullet & Curse of the Wretched
- Gives toggles that boost base affinity damage, which means soul stoned Aquans/Flamies/Erthys/Aeros weapons will not work with these
- Toggles add +10% damage and -20% damage for their opposite element. Also reduces incant by -20%
- This Expertise affects Curse of the Wretched Chain Expertise by 20%
- This Expertise affects Magic Bullet Chain Expertise by 20%
(5.) Destruction Magic: An Expertise Skill that provides magic to damage enemies at a distance.
- Required for Curse of the Wretched
- Not very useful, cause if you’re going Magic you’re probably doing Magic Bullet anyways
- This Expertise affects Magic Bullet Chain Expertise by 10%
(6.) Curse Magic: An Expertise Skill that provides magic to make your enemies weaker.
- Required for Magic Bullet & Curse of the Wretched
- This Expertise affects Magic Bullet Chain Expertise by 10%
- Curse Magic is not recommended to raise higher than Class 2 unless you wish to combine Curse of the Wretched into your build. Most pure Magic Bullet builds will be focusing on Shot and Gun Knowledge as a means of raising Magic Bullet, with perhaps a few Magic Control classes for MP cost reduction
(7.) Demonology: An Expertise Skill for the understanding of demonic lifeforms.
- Required for Sharpshooter
- This Expertise affects Sharpshooter Chain Expertise by 40%
(8.) Bless: An Expertise Skill for bestowing the various blessings of magic upon others.
- Required for Curse of the Wretched.
- This Expertise affects Curse of the Wretched Chain Expertise by 20%.
- This Expertise affects Support Bullet Chain Expertise by 40%.
Chain Expertise
Sharpshooter(SS): A Battle Expertise Skill for enhancing the damage that guns do against certain demon species(For All Builds. Although is not as important for Rapid Builds(Build 3).
Description: Sharpshooter is an expertise that allows you to know an enemies weakness, and through that, deal more damage.
Each Class "Checkpoint" unlocks "knowledge" about weaknesses of a new demon species. Damage increase applies to entire Species and not just Groups. To find out a demon's species, record the demon into your Demonic Compendium and open your list. (Example: Hua Po is in the Species: Demoniacs, Group: Earth Element. Therefore, Class 3 increases how much damage you deal to the entire Demoniacs species). Note: Each "Checkpoint" unlocks a 50% damage boost to a whole new species.
Pros:Each Class "Checkpoint" you reach unlocks a 50% damage boost to a new demon species (Racial Boost).
Cons: Each Class "Checkpoint" when reached increases Damage Recieved by +10%. Effects Stack.
Note 1: One of the major parts of being a Gunner is avoiding being hit so the pro outweighs the con if using Build 1 or 2. Note 2: This is why people using a Rapid Build(Build 3) usually don't max out SS because of their Close-Range combat style but you can still max/mix it in if that's what you want to do but I'd recommend compensating by increasing Vitality or making yourself harder to hit.
Expertise/Skills Required To Unlock:
- Shot: Class 2 Rank 0
- Gun Knowledge: Class 1 Rank 0
- Demonology: Class 2 Rank 0
Skills to play with:
Cruel Chase (Class 1.5) – Beast toggle
Phony Amnesty (Class 2.5) – Magica toggle
Birth Exorcism (Class 2.5) – Evil Spirit toggle
Guilty Pierce (Class 4.5) – Aerial toggle
San Cles Exile (Class 4.5) – Guardian toggle
Magic Bullet(MB): A Battle Expertise Skill for endowing gunshots with curse, magic, and elemental abilities(For Build 2).
Description: Magic bullets are a combination of bullets that have elemental damage with debuffs. They have two main advantages. First, they carry an element. This means that you have at your disposal most elements rather easily. This can help you be more versatile. All of them use 1 bullet and have a varying MP cost. They fire slightly slower than normal shooting and have a cooldown. The status effects they inflict do not always work and the chance varies. All of the same element will cooldown at the same time. For example, if you fire Forgetful Bullet Hole (Magic), then Toxic Bullet Hole and Spell Mute Bullet Hole will become unavailable until Forgetful Bullet Hole finishes cooling down. Cooldown isn't always a problem, as your next Magic Bullet skill should be finished cooling down by the time you attack with a skill of another element, making Magic Bullet non-stop.
Pros:(1) Arguably one of the better PvE classes in the game (2) Widest range of affinity in any class (3) Longest range (4) Easy to hybridize with Curse of the Wretched
Cons: (1) Difficult to use effectively in PvP (2) MP regeneration is costly at lower levels (3) Lowest damage modifiers in game
Expertise/Skills Required To Unlock:
- Shot: Class 2 Rank 0
- Gun Knowledge: Class 1 Rank 0
- Curse Magic: Class 2 Rank 0
- Magic Control: Class 1 Rank 0
Note: Elemental shots have a damage modifier of 107. Curse shots have a damage modifier of 105.
Skills to play with:
Squalling Bullet Hole (Class 1) – Force Bullet. Has a chance of inflicting Stun.
Toxic Bullet Hole (Class 2) – Magic Bullet. Has a chance of inflicting Poison.
Forgetful Bullet Hole (Class 2) – Magic Bullet. Has a chance of inflicting Muddle (Amnesia). Most gold parties will expect you to have this if you’re an MB.
Arm Snipe (Class 2.5) – Weapon based Bullet. Long-Range Shot if it was actually useful. It says it reduces Close Range Attack, but it’s not really noticeable.
Enchanting Bullet Hole (Class 3.5) – Mind Bullet. Has a chance of inflicting Charm.
Spell Mute Bullet Hole (Class 3.5) – Magic Bullet. Has a chance of inflicting Mute.
Scorching Bullet Hole (Class 4.5) – Fire Bullet. Has a chance of inflicting Aflame.
Hailing Bullet Hole (Class 5) – Ice Bullet. Has a chance of inflicting Freeze.
Thundering Bullet Hole (Class 5) – Electric bullet. Has a chance of inflicting Shock.
Curse of the Wretched: A Mage Chain Expertise, although its low requirements make it useful for anybody really. Skills in this chain give your opponents various debuffs so they won’t bother you so much. Not dependent on any basic stat.
Expertise/Skills Required To Unlock:
- Curse Magic: Class 2
- Destruction Magic: Class 1
- Magic Control: Class 1
- Bless: Class 1
Erosion Hex (Class 1) – Area of Effect debuff centered on you. Has a chance of inflicting any and all debuffs on any enemy it hits. Tired of demons getting in your grill? This is the skill for you. Just make sure they’re not immune to debuffs.
Bullet Hex (Class 3) – For a short period of time (1 tick), Long Range damage to an enemy is increased. It has a low probability of hitting.
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3.) Stats/Attributes
Description: A list of stats/attributes and what they do for Gunners and how you can spend them.
Quick Stat/Attribute Spending Explanation:
You want to work on maxing your Primary Stat to 99. I would recommend adding points to your Secondary Stat at about half of what your Primary Stat is.
By the time you've gotten to the point that your Primary Stat is maxed out you will most likely know enough about stats/attributes in general to figure out which other stats you'd like to focus on and if not then there's a description down below that'll tell you what each stat does so you can decide for yourself.
Note: I would also recommend taking a similar approach to Expertise.
Primary Stats:
Speed: Your primary stat. You should max this(All Builds). (Increases damage with firearms. Reduces Cooldown and Incantation effect as secondary effect) - Reduces cast time and cooldown by 1.5% every 10 points.
Secondary Stats:
Magic: For people going into Magic Bullet(Build 2). (Raises max MP and damage for Magic Bullet) - Every 2 Magic = 1 Spell. Also increases MP at a lower rate than Intelligence.
Vitality: Increases HP and Physical Defense. - Most Rapid users would recommend making this your secondary stat. More HP = Less death. It also reduces cooldown by 2.5% every 10 points.
Intelligence: Increases MP and Magical Defense. (Intelligence - Only useful for Hybrid builds with Enhance) - Not especially recommended, since candy does come cheap. Reduces cast time at the same rate as Vitality.
Luck: Increases Critical Chances and Critical Resistance. (Increases Critical hit rate and Critical hit defense) - The only way to increase damage if you’re not going Magic Bullet. Also affects drops.
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4.) Quick Build
Description: The quickest way to achieve a specific build using the least amount of classes.
A. Max Magic Bullet: (For build 2)
- Curse Magic: Class 2
- Magic Control: Class 1
- Gun Knowledge: Class 9
- Shot: Class 2
B. Max Sharpshoot(For builds 1 & 2)
- Gun Knowledge: Class 2
- Shot: Class 9
- Demonology: Class 5
C. Max Sharpshoot & Magic Bullet(For Build 2 leaning towards SS)
- Shot: Class 9
- Gun Knowledge: Class 8
- Demonology: Class 2
- Curse Magic: Class 2
- Magic Control: Class 1
D. Max Magic Bullet & Sharpshoot(For Build 2 leaning towards MB)
- Magic Bullet: Class 9
- SharpShoot: Class 5
- Shot: Class 7
- Gun Knowledge: Class 7
- Demonology: Class 2
- Curse Magic: Class 2
- Magic Control: Class 1
IMPORTANT NOTE: This is an outdated version of the game some skills in the guide might not be accessible due to the game version the Chinese Server uses.
If you have any suggestions or if you see any mistakes let me know by messaging me or leaving a reply
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Download/Sign-Up Guide: HERE / D I V O N I C (English) Clan Reqruiting: HERE / Chinese/English/Japanese Server Questions Answered: HERE / Basic Gunner Guide: HERE ⌐╦╦═─ - - - - -