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Difference between revisions of "Gunner (PSO2)"

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| [[File:RangedAttackRareMasteryIcon.png]] || R-ATK || +30 || +32 || +34 || +36 || +38 || +40 || +42 || +44 || +46 || +50
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| [[File:RangedAttackRareMasteryIcon.png]] || Rare Mastery Gunner || - || R-ATK || +30 || +32 || +34 || +36 || +38 || +40 || +42 || +44 || +46 || +50
 
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Revision as of 03:56, 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 Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
Hpupskillicon.png HP Up - Max HP +3 +6 +10 +14 +18 +23 +28 +34 +40 +50

R-ATK Boost 1, 2, 3

Increases R-ATK.

Icon Skill Name Prerequisite Effect Skill 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 Boost 1 Lv 3 R-ATK +4 +9 +14 +19 +25 +31 +39 +50 +62 +75
R-ATK Boost 3 R-ATK Boost 1 Lv 3 R-ATK +4 +9 +14 +19 +25 +31 +39 +50 +62 +75

DEX Boost 1, 2

Increases DEX.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
Dexupskillicon.png DEX Boost 1 - DEX +3 +6 +10 +14 +18 +23 +28 +34 +40 +50
DEX Boost 2 DEX Boost 1 Lv 3 DEX +4 +9 +14 +19 +25 +31 +39 +50 +62 +75

R-DEF Boost 1, 2

Increases R-DEF.

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

Weapon Related Skills

Twin M.gun Gear

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

Icon Skill Name Prerequisite Effect Skill Level Damage
1 1/3 Gear 2/3 Gear Full Gear
TwinMachineGunGearIcon.png Twin M.gun Gear R-ATK Boost 1 Lv 1 - - 105% 110% 130%

T. Machinegun Mastery

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

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
TwinMachineGunMasteryIcon.png T. Machinegun Mastery - Critical Damage 101% 102% 103% 104% 105%
PP Gain +0.20 +0.40 +0.60 +0.80 +1.00

TMG Arts S-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 Skill Name Prerequisite Effect Skill Level
1
TwinMachineGunArtsSChargeIcon.png TMG Arts S-Charge - - -

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 Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
ShowtimeIcon.png Showtime R-ATK Boost 1 Lv 3 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 Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
ShowtimeIcon.png High Time - 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 Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
ShowtimeStarIcon.png Showtime Star Showtime Lv 2 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 Skill Name Prerequisite Effect Skill Level
1
ShowtimeIcon.png Toughness Time Showtime Star Lv 3 Gear Loss 0%

One More Time

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

Icon Skill Name Prerequisite Effect Skill Level
1
OneMoreTimeIcon.png One More Time Showtime Star Lv 3 - -

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 Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
ChainTriggerIcon.png Chain Trigger R-ATK Boost 1 Lv 3 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 Skill Name Prerequisite Effect Skill Level
1
TwiceChainIcon.png Twice Chain Chain Finish Lv 5 - -

Chain Finish

Increases the damage of a Chain Finish.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
ChainFinishIcon.png Chain Finish Chain Trigger Lv 3 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 Skill Name Prerequisite Effect Skill Level Cooldown Reduction
1
ChainFinishBonusIcon.png Chain Finsih Bonus Chain Trigger Lv 5 - - 0.25 * chain count

Zero Range Advance 1, 2

Increases the damage of close ranged shooting attacks.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
RAtkUp.png Zero Range Advance 1 R-ATK Boost 1 Lv 3 Shooting Damage 101% 102% 103% 104% 105% 107% 109% 111% 113% 115%
Zero Range Advance 2 Zero Range Advance 1 Lv 5 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 Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
RAtkUp.png Zero Range Critical Zero Range Advance 1 Lv 3 Critical Rate +20% +25% +32% +40% +50%

Perfect Keeper

Increases damage dealt when HP is over 75%.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
RAtkUp.png Perfect Keeper Zero Range Advance 1 Lv 3 Damage 102% 104% 106% 108% 110% 112% 114% 116% 118% 120%
HP Threshold 75%

Aerial Advance

Increases damage dealt against airborne enemies.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
AerialAdvanceIcon.png Aerial Advance R-ATK Boost 1 Lv 3 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 Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
AutomateIcon.png Automate Dealine R-ATK Boost 1 Lv 3 Activation Rate 20% 24% 28% 32% 36% 42% 47% 62% 80% 100%

Attack PP Restore

Increases the PP restore rate of normal attacks.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
PpUpIcon.png Attack PP Restore Zero Range Advance 1 Lv 5 Restore Rate 110% 120% 130% 140% 150% 160% 170% 180% 190% 200%

S Roll Up

Increases damage dealt during a Stylish Roll.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
StylishRollIcon.png S Roll Up - Damage 150% 160% 170% 180% 200%

S Roll Arts

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

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
StylishRollIcon.png S Roll Arts S Roll Up Lv 2 Damage 200% 225% 250% 275% 300%
Consumed PP 10

S Roll JA Bonus

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

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
StylishRollIcon.png S Roll JA Bonus S Roll Arts Lv 2 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 Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
RangedAttackRareMasteryIcon.png Rare Mastery Gunner - 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 - -