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Difference between revisions of "Gunner (PSO2)"

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| rowspan="3" | [[File:RAtkUp.png|link=|38px]] || R-ATK Up 1<br>R-ATK || +3 || +6 || +10 || +14 || +18 || +23 || +28 || +34 || +40 || +50
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| rowspan="3" | [[File:RAtkUp.png|link=|38px]] || R-ATK Boost 1<br>R-ATK || +3 || +6 || +10 || +14 || +18 || +23 || +28 || +34 || +40 || +50
 
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| R-ATK Up 2<br>R-ATK || +4 || +9 || +14 || +19 || +25 || +31 || +39 || +50 || +62 || +75
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| R-ATK Boost 2<br>R-ATK || +4 || +9 || +14 || +19 || +25 || +31 || +39 || +50 || +62 || +75
 
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| R-ATK Up 3<br>R-ATK || +4 || +9 || +14 || +19 || +25 || +31 || +39 || +50 || +62 || +75
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| R-ATK Boost 3<br>R-ATK || +4 || +9 || +14 || +19 || +25 || +31 || +39 || +50 || +62 || +75
 
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Revision as of 02:36, 8 November 2016

Combines high rate of fire and high maneuverability using ranged weapons for close range combat.

Class Weapon Overview

Skill Tree Overview

Gu Skill Tree.png

R-ATK Boost 1 DEX Boost 1 R-DEF Boost 1 Rare Mastery Gunner Dive Roll
R-ATK Boost 2 DEX Boost 2 R-DEF Boost 2 T Machinegun Mastery Dive Roll Advance
R-ATK Boost 3 HP Up TMG Arts S-Charge Dive Roll
Shoot
Twin M.gun Gear Just Reversal
Aerial Advance Automate Deadline Showtime Chain Trigger
Zero Range
Advance 1
Showtime Star Chain Finish Chain Finish Bonus
One More Time Toughness Time Twice Chain S Roll Up
High Time S Roll Arts
Zero Range Advance 2 Zero Range Critical Attack PP Restore Perfect Keeper S Roll JA Bonus

Skills

Basic Skills

HP Up

Increases maximum HP.

Icon Level 1 2 3 4 5 6 7 8 9 10
Hpupskillicon.png Max HP +3 +6 +10 +14 +18 +23 +28 +34 +40 +50

R-ATK Boost 1, 2, 3

Increases R-ATK.

Icon Level 1 2 3 4 5 6 7 8 9 10
RAtkUp.png R-ATK Boost 1
R-ATK
+3 +6 +10 +14 +18 +23 +28 +34 +40 +50
R-ATK Boost 2
R-ATK
+4 +9 +14 +19 +25 +31 +39 +50 +62 +75
R-ATK Boost 3
R-ATK
+4 +9 +14 +19 +25 +31 +39 +50 +62 +75

DEX Up 1, 2

Increases DEX.

Icon Level 1 2 3 4 5 6 7 8 9 10
Dexupskillicon.png DEX Up 1
DEX
+3 +6 +10 +14 +18 +23 +28 +34 +40 +50
DEX Up 2
DEX
+4 +9 +14 +19 +25 +31 +39 +50 +62 +75

R-DEF Up 1, 2

Increases R-DEF.

Icon Level 1 2 3 4 5 6 7 8 9 10
RDefUp.png R-DEF Up 1
R-DEF
+3 +6 +10 +14 +18 +23 +28 +34 +40 +50
R-DEF Up 2
R-DEF
+4 +9 +14 +19 +25 +31 +39 +50 +62 +75

Weapon Related Skills

Twin Machinegun Gear

Landing hits fill the gear gauge, which increases damage dealt.

Icon Level 1 Damage
1/3 Gear 2/3 Gear Full Gear
TwinMachineGunGearIcon.png - - 105% 110% 130%

Twin Machinegun Mastery

MAIN CLASS ONLY
When equipped with twin machineguns, PP regeneration on hit and critical damage is increased.

Icon Level 1 2 3 4 5
TwinMachineGunMasteryIcon.png Critical Damage 101% 102% 103% 104% 105%
PP Gain +0.20 +0.40 +0.60 +0.80 +1.00

Twin Machinegun Arts Short Charge

MAIN CLASS ONLY
When equipped with twin machineguns, linking a PA or a technic to a different chargeable PA will reduce the charge time to zero.

Icon Level 1
TwinMachineGunArtsSChargeIcon.png - -

Notes:

  • Only affects Aerial Shooting, Heel Stab, and Infinity Fire.
  • Unlike Fighter's Tech Arts Just Attack Bonus,

Showtime

ACTIVE SKILL
Twin machinegun only skill
Increases the accumulation rate of enemy hate and weapon gear.

Icon Level 1 2 3 4 5 6 7 8 9 10
ShowtimeIcon.png Hate 200% 220% 240% 260% 280% 300% 320% 340% 360% 400%
Gear 110% 120% 130% 140% 150% 160% 170% 180% 190% 200%
Duration 45s
Cooldown 60s

High Time

MAIN CLASS ONLY
During Showtime, a damage bonus will be accumulated. Taking damage will reset the bonus.

Icon Level 1 2 3 4 5
ShowtimeIcon.png Increase
per Second
1.0% 1.5% 2.0% 3.0%
Damage Increase Limit +10% +15% +20%
Time to
Reach Limit
10s 7s 5s 8s 7s

Showtime Star

During Showtime, increases max PP while equipped with twin machineguns.

Icon Level 1 2 3 4 5
ShowtimeStarIcon.png Max PP +25 +30 +35 +40 +50

Toughness Time

During Showtime, reduces the amount of gear lost on hit. Only takes effect if Twin Machinegun Gear is learned.

Icon Level 1
ShowtimeIcon.png Gear Loss 0%

One More Time

If damage was not taken during Showtime, Showtime will be reactivated once.

Icon Level 1
OneMoreTimeIcon.png - -

Class Specific Skills

Chain Trigger

ACTIVE SKILL
After activating the skill, the next normal attack will initiate a chain. Once the chain starts, regular attacks and uncharged technics will raise the chain hits, and the next PA or charged technic you use will cause a Chain Finish, having its damaged increased based on the chain count.

Icon Level 1 2 3 4 5 6 7 8 9 10
ChainTriggerIcon.png Duration 30s
Cooldown 150s 140s 130s 120s 110s 100s 90s 80s 70s 60s
Chain count
1-8 9-18 19-28 29-38 39-48 49-58 59-68 69-78 79-88 89-98 99+
Damage multiplier
150% 200% 300% 320% 340% 360% 380% 400% 425% 450% 500%
Time until Chain stops
6s 5s 4s 4s 3.5s 3.25s 3s 2.75s 2.5s 2.25s 2s

Notes:

  • If the enemy part in which the chain trigger was used is broken, the chain is cancelled.
  • Although you can only activate this skill while having a TMG equipped, you can increase the number of hits with any weapon, and activate the Chain Finish with any PA of any weapon.
  • Allies in the party can contribute to the chain with attacks, techs and PAs.
  • Once you use a PA, you have a grace period of ~3 seconds in which all PAs will benefit from the Chain Finish bonus.
  • PAPartizan Vol Graptor and PABullet Bow Banish Arrow do not benefit from Chain Finish.

Twice Chain

When equipped with twin machineguns, chain count will accumulate twice as quickly.

Icon Level 1
TwiceChainIcon.png - -

Chain Finish

Increases the damage of a chain finish.

Icon Level 1 2 3 4 5 6 7 8 9 10
ChainFinishIcon.png Damage 101% 102% 104% 106% 109% 112% 115% 120% 130% 135%

Chain Finish Bonus

When a chain finish is activated, the cooldown for Chain Trigger will be reduced according to the accumulated chain.

Icon Level 1 Cooldown Reduction
ChainFinishBonusIcon.png - - 0.25 * number of hits

Zero Range Advance 1, 2

Increases the damage of close ranged shooting attacks.

Icon Level 1 2 3 4 5 6 7 8 9 10
RAtkUp.png Shooting Damage 101% 102% 103% 104% 105% 107% 109% 111% 113% 115%

Zero Range Critical

Increases the critical rate of close ranged shooting attacks.

Icon Level 1 2 3 4 5
RAtkUp.png Critical Rate +20% +25% +32% +40% +50%

Perfect Keeper

Increases damage dealt when HP is over 75%.

Icon Level 1 2 3 4 5 6 7 8 9 10
RAtkUp.png Damage 102% 104% 106% 108% 110% 112% 114% 116% 118% 120%
HP Threshold 75%

Aerial Advance

Increases damage dealt against airborne enemies.

Icon Level 1 2 3 4 5 6 7 8 9 10
AerialAdvanceIcon.png Damage 102% 104% 106% 108% 110% 112% 114% 116% 118% 120%

Automate Deadline

When HP drops below 25%, a mate will be automatically used.

Icon Level 1 2 3 4 5 6 7 8 9 10
AutomateIcon.png Activation Rate 20% 24% 28% 32% 36% 42% 47% 62% 80% 100%

Attack PP Restorate

Increases the PP restore rate of normal attacks.

Icon Level 1 2 3 4 5 6 7 8 9 10
PpUpIcon.png Restore Rate 110% 120% 130% 140% 150% 160% 170% 180% 190% 200%

Stylish Roll Up

Increases damage dealt during a Stylish Roll.

Icon Level 1 2 3 4 5
StylishRollIcon.png Damage 150% 160% 170% 180% 200%

Stylish Roll Arts

During a Stylish Roll, pressing the PA button will unleash a more powerful attack.

Icon Level 1 2 3 4 5
StylishRollIcon.png Damage 200% 225% 250% 275% 300%
Consumed PP 10

Stylish Roll Just Attack Bonus

Increases the damage of a Just Attack after a Stylish Roll.

Icon Level 1 2 3 4 5
StylishRollIcon.png Damage 102% 104% 106% 108% 110%

Rare Mastery Gunner

MAIN CLASS ONLY
Increases R-ATK when equipped with a weapon with a rarity of ★10 or greater.

Icon Level 1 2 3 4 5 6 7 8 9 10
RangedAttackRareMasteryIcon.png R-ATK +30 +32 +34 +36 +38 +40 +42 +44 +46 +50

Dive Roll

INNATE SKILL
It's a dive roll, what else is there to say?

Icon Level 1
DiveRollIcon.png - -

Dive Roll Advance

Extends the invulnerability duration of Dive Roll.

Icon Level 1 2 3 4 5 6 7 8 9 10
DiveRollShootIcon.png Duration 0.05s 0.09s 0.11s 0.13s 0.014s 0.15s 0.16s 0.17s 0.18s 0.20s

Dive Roll Shoot

Allows for an attack to be made during a Dive Roll.

Icon Level 1
DiveRollShootIcon.png - -

Just Reversal

INNATE SKILL
After being blown away and downed, pressing the Jump key allows for a recovery action.

Icon Level 1
DiveRollShootIcon.png - -