(Please note that this guide is currently being maintained and edited by Xyrphine of Skylark and Emiri of Heavenly. Our Discord IDs are Aoisepth#6969 and エミリ#6870 respectively. Yes, this guide is updated.)
Welcome!
Thank you for coming to this Gunner guide (PSO2 JP version). Gunner is a class with hidden capabilities that most players aren’t aware or exposed to. From my experiences, I’ve seen a vast variety of Gunner players :
-Players who are completely new to the class and have no idea what to do.
-Players who are accustomed to the class but are still lacking knowledge.
-Players who are adept to the class but are seeking improvement in their gameplay.
This guide will provide you with: general concepts of Gunner, tips and tricks, end game Gunner, optimal combos, frame data, and more.
Ultimately, my goal is to provide players with the best and most accurate information on Gunner. It always saddens me to see a fellow Gunner player dropping the class in the middle of their learning path. I’m confident this guide will help you overcome most of the obstacles you encounter.
I am open to any sort of feedback. Please feel free to send me a message via discord if you have any questions or concerns (RIN RIN TELEPHON#3536). If you feel as if we provided incorrect information, please inform us so I can fix it as soon as possible. Also, if you have trouble understanding something, let us know so we can help you understand it. We will try to update this guide whenever I find new information about the class or when changes occur.
Enough introduction, enjoy the guide!
Change Log [23 November 2020]
Added a section on Vortex weapon swapping under utility weapons.
Change Log [13 June 2020]
Added critical rates and skill rings to classes in skill tree damage comparison
- Explained Aerial Advancein Gunner’s Skill tree (since this got asked a lot and i want to clear any confusion)
Change Log [22 April 2020]
Updated numbers for chain combos and introduced NEW CHAIN COMBO!
Added Rifle PA(Impact Slider) due to the buff it has gotten.
Updated main class and subclass' skill tree to align with lvl95.
Added compound ring.
Added Etoile sub and explanation.
Added more weapon utilities in Gunner’s arsenal.
Explained various ways on how to S-Roll.<---Highly recommended tocheck it out
Explained weapon swapping technique.<--- Highly recommended tocheck it out
Updated notation value in frame data.
- Added misc. info right at the bottom.
- Introduce Calamity Bullet (Gunner’s Complex Photon Arts)
[1]Presentation
Let’s talk about the class first.
Gunner has two weapons in its arsenal :
-The main weapon, Twin Machine Gun(abbreviated as TMG)
-The secondary weapon, Rifle
The playstyle of Gunner is very unique from the other classes. The TMG is the weapon you will use the most. It is a close range weapon that lets you play in the air indefinitely. Meanwhile, the Rifle is an optional weapon, that is suited for long range attacks.
[2] Weapons and Photon Arts
Photon Arts (abbreviated as PA)are powerful actions that you can do with your weapon. Using them will cost you Photon Points (abbreviated as PP). Once your PP is depleted, you can nolongeruse any PAs until you regenerate enough PP back.. The PP gaugehasa natural regeneration over time, but they can also be gainedwith Normal Attack.
In this category I’ll explain what eachPhoton Artand other actions that theTwin Machine Guncan doand the useful ones for Rifle.
Twin Machine GunPhoton Arts
Normal Attack:A chain of3 attacks that happen in an orderly fashion: Normal 1, Normal 2 and Normal 3. Normal 1and 2 bothshoots 4 times,andNormal 3 shoots 5 times. Normal Attacks are weaker than PAs, but areableto regenerate PP. Normal attacks also assist you in staying airborne for longer durations. If performed correctly, you’ll be able to sustain yourself in the air without making foot on the ground.
Weapon Action:For TMG, this is Stylish Roll(abbreviated as S-Roll). This istheGunner’smainway to move in the air as well as evade attacks from enemies. There is a slight duration of invincibilityduring each S-roll performed. By default, there are 3 primary directions S-roll can be performed; left, right, and backwards. There is another additional direction which is the Front but that requiresa ring.More detailabout itwill be covered later in the guide. If you perform the S-roll consecutively three times, the 3rd S-roll will have a longeranimation, which also hasinvincibility frames. S-roll also allows the ability to shoot during the animationwhich also regenerates pp.
Aerial Shooting: Achargeable PA that is broken into two parts. The uncharged version lunges your character forwards and performs an upwards kick, but in the air it does not move you forward and increases your height by a little. The charged version has the same start up animation but instead of ending at the upwards kick, you launch yourself into the airdoing an additional two hits.. This PA is used to help maintain altitude or to gain height, and It also has parry frames during the kicking motion.
Aerial Shooting Uncharged Aerial Shooting Charged
Aerial Shooting Uncharged in the air
Bullet Squall: This PA is not used veryoften but it does serve apurpose during certain situations. The initial kickknocks down enemies and fires a series of bullets below you. Repeatedly pressing the PA increases the duration by firing more bullets. During the animation of this PA, you are fixed atyour position and cannot move. The PA does provide a smallAoE (Areaof Effect).Using this PA with a max TMG gear will increase the damage it does significantly.There is a crafted version of this PA which I would highly advise getting. More information about the crafted versionand TMG gearwill be discussed later in the guide.
Dead Approach: Perform a shoulder bash that lunges your character forward. This PA is used in manysituations. It can be used as a gap closer to shorten the distance between you and the enemy while also dealing gooddamage. This PA also has parry frames during the animation. It is a very linear PA and does not provide vertical tracking.
Messiah Time:Do a slow-motion forward dive while shooting a few bullets. After your dive, you do a slow-mo spin shooting even more bullets.During both the dive and spin you are invincible, but there is no invincibility during the transition from the dive to the spin.
Messiah Time on the ground Messiah Time in the air
Infinite Fire:Fire successive rounds of bullets while being able to move and jumpwith the last few hits being significantly stronger as well as having a small AoE. Pressing the PArepeatedlymakes it fire more bullets. There is also a crafted version of this PA and is significantly used in today’s Gunner gameplay.
Satellite Aim:Fire two powerful shots at close range. When attackingsmaller enemies, this PA will launch them into the air. It is possible to hit multiple targets with this PA, providing a small AoE hitbox.It also generally prioritizes head hitboxes.This is one of thebread and butterPAsdue to its versatility.
Satellite Aim on the ground Satellite Aim in the air
Elder Rebellion: Fire a total of 9 shots. The first 6 shots only hit a single target while the last 3 shots provide powerful burst damage and have a small AoE. It is one of the few long-distance PAs for TMGs. It can be used to pick off enemies from a distance or as an emergency chain finisher for bosses.
Elder Rebellion on the ground Elder Rebellion in the air
Reverse Tap:Perform a spinning handstand while hitting enemies with a spinning kick. During the animation of this PA, it has a suction effect that draws nearby enemies towards you. This is one of the most used PAs when it comes to mobbing. It groups the targets close together while also dealing a great amount of damage. This PA has parry frames throughout the kicking motion.
Heel Stab:A chargeable PA. Lounge forwards doing two scissor kicks in successions.. If charged,itshootsan additionalspray of bullets in a wide cone area in front of you. Heel Stab can beboth a gap closer and a long range attack.
Heel Stab uncharged Heel Stab Charged
Shift Period: Shoot many bullets to surround you. Afterwards do a final burst to launch them further. This is Gunner’s circular AoE PA.This has great synergy with Reverse Tap.
Grim Barrage:Fly towards an enemy and once you reach them, shoottwo burst of bullets. This PA travels very far and can track enemies. If you are in the air, it will allow you to track targets verticallymaking it one of the best options to reach high points with ease. You need to have an enemy lockedon,auto locked by the game, or be in TPS modeto be able to track vertically.
Grim Barrage on the ground Grim Barrage in the air
Note: Parry frames means that you can block enemyattacks, which means you receive no damage. The parry doesn’t deal damage to monsters either.It is similar to guarding an attack.
Twin Machine Gun Crafted PA
In Phantasy Star Online 2, you can craft some of the PAs of each class. It changestheir behavior and/ordamage valuet. Gunner has 2 PAs that can be crafted.
Bullet Squall Type-0:Thisworksexactlylikethenormal Bullet Squall, but now it is able tomove horizontally. The damage is vastly better; it is a very strong PA for its cost in PP. Like the original one, you will want to have your TMG gear maxed to deal significantly more damage with this PA.
Infinite Fire Type-0 :Fires successive rounds of bulletsthen follow up with a roundhouse kick. If you hold it from the beginning, you will finish with a big blast doing tremendous damage like the example on the right. If you do not hold the PA, you will not do the blast. Additionally, Infinite Fire Type-0 will root you in place and you will be unable to move unlike the non-crafted version. This PA is considered a Charge PA for the skill TMG Arts S-Charge.It is the most powerful PA available to Gunner.
Infinite Fire Type-0 Uncharged Infinite Fire Type-0 Charged
Rifle Photon Arts & Crafted PA
Rifles only have a few PAs that aregood for Gunner, so I will only talk about them. If you are new to Gunner, you can still read this to know what the PAs are.However, I don’t recommend usingRiflefor beginnersas it has very specific uses forGunner.
Parallel Slider Type-0:Fire repeatedly by holding the PA; consumes PP slowly, until you either release the PAor until you no longer have PP. You can move aroundfreely, and will also grant you the ability to float inairwhile slowly descending. During the start of the PA, you are invincible.
Satellite Cannon:Achargeable PA. The charge has 3 states: not charged, half charged, and fully charged. Not charged will hit one time with a smallAoE but is very weak.Half charged has even smallerAoE but hits two times with slightly higherdamage.Fully charged will strike down a beam on the target with 5 hits with really good damage,but the AoE is practically non-existent.
End Attract:Achargeable PA. It shoots one big cluster of energy where you aim. Depending on the charge, it increases in the number of hits and damage. Not charged will do up to 3 hits for littledamage. Half charged will do up to 5 hits forvery gooddamage. Fully charged will do up to 5 hits fortremendous damage.
Impact Slider:The player slides forward and shoots at the same time ending with a small area of effect kick. The damage is very good and it can be used to hit far range targets.
[3] Gunner Skill Tree
Gunner Skill Tree will be pretty similar for most Gunners. It has a lot of great skills you should take, leaving you with almost no points to spend for the other things. I’ll share my personal Skill Tree at the end of the explanation of all the skills. As I explain all the skills, I will label them with:
Core:Skills that all the Gunners should take, or mandatory.
Recommended:Skills that are very useful for Gunners.
Optional:Skills that aren’t mandatory but viable/good.
Skills that aren’t mentioned are things you should avoid should you play Gunner. You can look at them, but it is best to avoid them.
Here is how looks the Gunner Skill Tree the first time you see it:
Shooting Up (Optional):Increases your R-atk. Basically, increases your power. You will most likely not skill them because they aren’t a priority of Gunner. Only the first will be skilled to have access to the whole tree.
Zero Range Advance (Core):Increases your shooting damage up to 10%when you are close to your enemy. If you’re too far, this skill will not apply. Most PAs will force you to be close to your target due to them having a short range, thus this skill will usually be active.
Zero Range Critical (Recommended): Increase your critical hit rate up to 50% while close to your target. It will be needed for a skill: TMG Mastery.
Twin Machine Gun Gear (Core):Enables your TMG to accumulate gear. To gain gear, you need to deal damage/hit things. The more gear you have, the more damage you get (up to 30% when full). The gear gradually decreases if you do not hit anything. It also decreases when getting hit.
1.3x multi
1.1x multi
1.05x multi
1.0x multi
Attack PP Restorate (Recommended):Increases your PP restoration on normal attacks, up to 200%.This skill is recommended because TMG normals have a hard time to gain PP back without it.
Perfect Keeper (Core):Increase your damage up to 120% when your HP is at 75% or above. This is a large bulk of your damage. Being underneath this health curve will cause you to lose out on a lot of damage.
Showtime (Core):Active Skill. Increases your gear gauge fill rate and attracts nearby enemies (similar to taunting in other games). You learn this skill to gain access to other good skills related to it, but you do not max it. You will activate this skill not because of the taunt, but because of the skills that will add on additional effects to Showtime’s activation. These skills will be explained below.
Showtime Star (Recommended):When you activate Showtime, you have up to 50 PP added to your total PP (if your max PP is 100, you will have then 150, during Showtime). Only adds PP if you are using TMG (doesn’t work with Rifle and on any other weapons).
Toughness Time (Recommended):Negates gear loss when you get hit during Showtime.
One More Time (Recommended):If you don’t take any damage during Showtime, it will reactivate itself a second time, without cooldown. It’s less useful nowadays but still something to take, as I’ll explain why later.
High Time (Core):When Showtime has been activated, this skill, when leveled, will begin to ramp up your damage 3% every second, capping at 20% (an increase of 120%) . Once Showtime ends, you will lose it. If you take damage more than 20% of your total HP in less than 5 seconds, High Time will reset. However, if you are inOne More Time, you will not lose the boost. This skill will be related to the explanation of why you should take One More Time, later.
T Machine Gun Mastery (Recommended):Increases your PP gained and increases your damage up to 105% when landing a critical hit. This skill synergizes very well with Zero Range Critical and is why we highly recommend you take Zero Range Critical.
T Machine Gun Arts S Charge (Core):Removes the charge times of PAs when in succession of different PA on TMG. PAs that are affected by TMG Arts S-Charge are: Aerial Shooting, Heel Stab, and Infinite fire type-0. This skill is mandatory as it transforms Infinite Fire Type-0 into the best TMG PA. Techniques can replace PAs(example: foie->Infinite Fire Type-0).
Chain Trigger (Core):Active Skill. When you activate this skill, the next normal attack you land on a target will apply a chain counter. This chain counter can go up to 100, and using a PA on the chain counter will activate it. Once activated, you will then have 3s to do as many PAs as you can. Each PA that hits on the chain counter will amplify its power while the chain counter still lasts. The higher the chain is, the stronger it is. To increase the number of the chain counter, you need to repeatedly hit it with normal attack. If you don’t hit the chain counter after a while, the chain disappears. This is the COREskill of Gunner, you will have to learn how to use it. At a 100 chain, you are doing twice the damage you normally do with your PAs.
Number of Chains | 1 to 8 | 9 to 18 | 19 to 28 | 29 to 38 | 39 to 48 | 49 to 58 | 59 to 68 | 69 to 78 | 79 to 88 | 89 to 98 | 99 to 100 |
Finish Attack Power | 120% | 130% | 150% | 160% | 165% | 170% | 175% | 180% | 185% | 190% | 200% |
Chain Uptime | 20 seconds | 15 seconds | 10 seconds | 5 seconds |
Chain Finish (Core):Increases both striking and shooting damage of TMG PAs when finishing a chain. When you combine both Chain Trigger and Chain Finish, at a 100 chain, you're doing 5 times the damage you normally do with your PAs (500%)
Twice Chain (Core):Double the accumulated chain count from TMG normal attacks. It means that a single hit will increase the count by 2 instead of 1.
Chain F Bonus (Core):When finishing a chain, this skill will reduce the cooldown of Chain Trigger depending on the chain count. This skill will allow you to have your Chain Trigger back faster as long as you succeed in triggering it. As Chain Trigger is a core part of Gunner’s gameplay, you will need it.
S-Roll Up (Core):Shots fired during S-Roll will do an additional 150%. Thanks to Another S-Roll Arts Mode, shots fired during S-Roll will do immense damage. S-Roll Up simply amplifies this already high damage.
S-Roll Art (Core):By using a PA during S-roll, you will do a “different” S-Roll attack. This increases it by a whopping 150% at the cost of 10 PP. It is fundamentally the same as pressing normal attack. S-Roll Up with be taken into account with this skill..
S-Roll JA Bonus (Optional):When performing a JA’d PA after a S-Roll, you increase your damage up to 110%.
Another S-Roll Arts Mode (Core): This skill is available at level 85. Requires S-Roll Art to work. Change S-Roll Art into a wide range attack and increase the damage by 120%.
Aerial Advance (optional): It works on enemies which are airborne or launched. There is no general rule to determine what is considered as airborne or launched. Flying enemies (with wings of course) are typically counted as airborne. This skill boosts all types of damage to them. It is a skill to be considered taking fully only when you’re at lvl 95. Below that it is Not recommended to invest a lot, as there are other choices in the skill tree that take priority. It is considered as a bonus skill to take because of excessive skill points. Below is the list that has been tested on enemies. Do let us know what other mobs/enemies which you’re interested in knowing about it.
Always Applicable | Applicable Untill | Applicable Only When | Not Applicable |
Falz Angel Matoi Veil Bareel Zolura Veluge Havalussa Heud Azure | Decol Malluda | Vardha Soma | Lenna-Gam |
High Level Bonus (Recommended):Skill available at level 80. Increases all types of damage up to 105%.
Step Jump: This skill is available at level 10.Instantly move at the normal running speed when you jump after a step, dive roll, or mirage escape..
First Arts JA Addition: This skill is available at level 20. The first PA used will directly becomes a Just Attack
Air Reversal: This skill is available at level 30. You can now perform a recovery in the air.
J.Reversal JA Combo: This skill is available at level 30.The Just Attack circle appears after a Just Reversal.
Next Jump: This skill is available at level 40. Enable a second jump.
Note: First Arts JA Addition does not activate Fury Combo Up from Hunter Skill tree.
That’s it for all the skills, here is my skill tree at the current max level (95) of Gunner:
My Gunner Skill Tree
I have exactly 100% crit with Vai Stil TMG with 2 points into Zero Range Critical. If you lack critical rate, it is recommended that you invest more points into it rather than Aerial Advance. You don’t want to get white numbers on Infinite Fire-0 on chain finish.
I will talk aboutafewof theskillsin more detailin the chain building section to explainwhy they are very good. That’s it for the Gunner Skill Tree section !
[4] Mag
The Mag is a little pet that boostsyour stats depending onwhat item you feed it with.They will help you equip weapons earlier and boost your damage. It can also support you with various "mag actions". I’m going to explain step by step the different choice I make for the mag, for it to suit Gunner.(Don't screw up this part because mags can only be bought or reset with real money, and the free way requires 50 excubes for every point reduced… and there are 200 points total.)
How to feed your mag (support level)
The maximum level mag can reach is 200.You get 1 stat point per level, and the stat gained changes depending on what you feed your mag with.. Here we don’t want to increase Striking or Technique since Gunnersdon't use them. Wedon’t want Dexterity eitheras it doesn’t have any purpose aside from equippingafew stuff(you will always be able to equip them at higher levels).Defense is not that bad, but it is better to get it fromaffixeson units and weapons. A Techer can give you extra defense as well. After all that,we are left with only one choice: Ranged. That’s right,weonlywant our mag to have 200R-ATK points.It will boost our damage greatly, which is important for Gunnersas it’s the stattheir skills scale off of. Gunners can never have enough attack.
There are two ways of reaching level 200 inonlyranged,the long one and the “lazy” one.
For the long one, youwillneed to feed your mag with ranged weapons(weapons with blue backgrounds on their icon), but you have to be careful because they also raise the mag’s dexterity. Once your dexterity is about to level up, you have to use dimates or room items with 5 stars rarity, to lower it.A good way to do it is to alternate from a 9 star ranged weapon and a 5 star room good.
The “lazy” one is using a Food device, from AC scratches, or you can get the Mini Food Device on the second level of the shop areafrom the Photon Drop Shop. You need 2 Photon Spheres to buy 3 Food devices.
Photon Blast, Auto Action and Trigger Action
There is a wide selection ofPhoton Blasts.Somewill support you,andothersthat will attack enemies. Two of them in particular are goodto have :
Ketos Proi: Creates a small field that boostsyour passive PP regensignificantlyand heals 5% of your maximum HP per tick (4 ticks in total).. This one is great to keep your HP above the Perfect Keeper threshold or to recover PP if you are running out.
Julius Nykta:Summons an orb that sucks every enemy around your target. It also deals tech damage to all the enemies within the orb..It has a wide suction range. It is a very useful tool for mobbing.
The other Photon Blastsaren’t nearly as useful, but since they don’t greatly impact Gunner’s performance, you can take any Photon Blast you want if there is one you prefer.
Everymagalso has auto actions.They areusedto attack enemiesor to support you. it has one normal action and one SP action. You can choose whatever you want for the normal attack, it won’thave much of an impact. The SP action is more important though. It is unlocked once your maghasreached level 200.Itchargesin two minutes and activates when you attack a boss.The mag needs to be fed for auto actions to work.
There are 4 different SP actions:
Clobber:Deals up to 40 hits toenemiesnearby you in 20 seconds. Every slash recovers1 PP and gives you a 0.5% damageincrease, cappingat 10%. You lose the damage boostonce the SP actionends.
Vulcan:Does 9 volleys of 10 long range attacks. You recover 1 PP per hit for a total of 90 PP. Lasts for 20 seconds
Focus:Reducesthe charge time of Techniquesby 20%.Lasts for 20 seconds
Iron Wall:Givesyou a shield that reduces damage taken By 60%.Also gives you Super armor. Lasts for 5 seconds and takes 240 seconds to activate again. Can only be activated when you get hit.
Gunner will choose either Clobber or Vulcan. Overall,Clobber is the better choice since Gunner is in melee rangemost of the time,so it will give you free damage
Finally, you have the trigger actions. They are actionsthat the mag usesto support youonce certain conditions are met. We will wantHP restore B because Gunner has the skill Perfect Keeper to manage.. If you are interested in other trigger actions, you can use themas well.
Here are 2 examples ofmy mag builds:
Simply put , you want a 200 Ranged mag with either Vulcan or Clobber as your SP action. (Again, I strongly recommend Clobber over Vulcanas it gives you free damage for Chain Finishes or in general whenever it activates.) Your Mag’s normal auto action can bewhatever you like. The trigger action you choose is also up to you, but I’d stillrecommend HP Restore B.
That’s it for the mag section!
[5] Skill Rings
Skill Rings are extra equipment that can changea weapon’s behavior, copy the effect of a skill,or even add a new one. You haveone slot for Left rings and one slot for Right rings. Rings can be leveled up to level 20. Increasing their level will give you additional stats andstrengthen the effect of the skill. Left rings can also be slotted in 12 Star Units. If you have a12 starRear, Arm,and Legunit, you can use a total of 4 Left Ringsat the same time. We are going to look atwhich rings you need for Gunner.
Left Rings
Thesetwo are whatyou absolutely need.
Front S-Roll:Allows you to doa forward stylish roll.Also Increases the damage of the Front S-Roll up to 120%. Gunner can side S-Roll and Backward S-Roll, but the only way to enable Front S-Roll, is by using this ring.A must-have, get it as soon as possible.
T Machine Gun S Up:Boost thestriking and shootingdamage of TMG up to 10% when a stance skill is active. Basically, when you play with a subclass that has astance skill(ex: Fury Stance from Hunter), you get more damage.
Those 2 are what I consider the mandatory rings (T Machine Gun S Up only with Stances Classes), the othersI’m going to cover are great too, but you can play without them if you can’t afford them yet.
Jumping Dodge: When you are on the ground, this lets you perform a high jump, and you are invincible during the jump. You need to put this skill on your subpalette to be able to use it.This one is great because Gunnersare alwaysin the air. It’s a quick and safe way to get good height.It has a cooldown of 5s at level 20.
Hightime Keep:Increases theamount of damage you can receive before High Time resets. Hightime usually resets when you lose more than 20% of your total HP in less than 5s.With a maxed High Time Keep ring, the skill will only reset if you lose 40% of your total HP. It helps a lot because Hightime is really important to have when finishing a Chain.
Mate Lovers:Increases usage speed and healing amount for Mate-type items (60% faster and 20% more recovery). It can be useful when you do not have a weapon with lifesteal, both for survivability and Perfect Keeper management. It is less useful on Hunter subclass because of Automate Halfline.
Atomizer Lovers:Increases usage speed and healing amount for Atomizer-type items ( twice faster and 60% more recovery). During the animation, you are invincible. It is really useful when you want to recover HP without trouble, as well as recovering from status effects. You will also be able to save people faster and with more HP.
Time & Roll:A combination of High Time Keep ring and Front S-Roll Ring. To make this, you need a +20 grinded of the 2 rings and exchange it at the rings shop. This makes 1 additional unit slot allocation to consider having it
Note:If you are doing a full set of Left rings with 12 stars or above unit, I recommend you to keep T Machine Gun S up on your normal ring slot instead of putting it on a unit. This is so you have a free ring slot when you use a subclass that does not have a stance skill (like Summoner and Ranger).
Right Rings
C Strike Ranged:At level 20, This ring givesyou +20% critical hit rate and +3% critical hit damage. Can not be equipped when you haveFighter sub. This ring will be your go to ring almost 100% the time. It can let you reach the maximum critical hit rate while giving you more damage on your critical hits.
Effort Symbol:Increasesyour damage by 1%, your critical hit rate by 10% and reducesdamage taken by 3% (0.97). You will use this ring only if you choose to play Fighter as a subclass, because it cannot equip C Strike Ranged.
EPPR Field:Activatesa field that boostsyour attack PP recovery by 3 PP when using the right element. It means that as long as you use the right element (on the weapon), each hit of your normal attacks gets+3pp added to it, making PP recovery insanely fast (example, one normal attack does 4 hits, so 4*3=12pp recovered only with the ring). Cannot be equipped on Bouncer sub
HP Restorate:Recover 7.5% of your HP every 5s at level 20. A great way to get HP back for Perfect Keeper skill when you do not have any weapon to heal or just don’t have the time to stop fighting. Cannot be equipped on Summoner sub
And that’s all the ringsyou need for Gunner. You can use other rings thatpiques your interest, Those are just my opinionsfor the most efficient rings considering Gunner.
[6] Units
This will be a short section as the unit choice will be yours, but I will mentionafew things.
Units are what you use to have more defense. You can have 3 different Units : Rear, Arm and Leg. Like weapons, they can be affixedto give youmore HP, more PP, or more Attack. It all depends on what you put on it. Gunner needs some HP first, to prevent youfrom dying, 1000 is what I would consider the minimum. Extra HP will also be useful to manage Perfect Keeper. You do not really need to affix a lot of PP, because Gunner has Showtime Star, andchainprovides you the PP you need. PP will be more useful for mobbing (Since May 9 2019, PP is not as useful as it used to be for that, because of Another S-Roll Arts Mode being super strong as well as recovering PP). The top priority in affixing is R-atk. Plus, There are a lot of affixes that give you R-atk along with other stats like HP and PP, which is perfect.
Note: On Gunner/Hunter, having too much HP can hurt more than it helps, because of how easy it is to lose Perfect Keeper without triggering Automate Halfline. Keyword: too much
That’s it for the Unit section ! (pretty small indeed).
Sub-Classes will slightly change the way you have to play Gunner. There are many sub-classes that work with Gunner, some in most situations, some only in particular situations. I’m going to detail every aspect of each subclass when used with Gunner. Force Techer and Braver won't be covered because they don’t work as well as the others, or because what they can do are already covered by those, but better.
[1] Gunner/Hunter ![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (104) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (104)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (105) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (105)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Gunner/Hunter is the most popular combo. Almost all the Gunners use this subclass because it is one of the best and easiest combo to work with. If you are new to Gunner, I strongly recommend getting used to Gunner with Hunter as a subclass before trying the others.
Reminder:
Core:Skills thatare mandatory for Gunner..
Recommended:Skills that are very useful for Gunner.
Optional:Skills that aren’t mandatory butcan beviable/goodfor specific builds.
Skill Tree
Here is how the Hunter Skill Treelooks
HP Up (Optional):Increases your max HP. You will take this skill only to get access to the whole tree.
JA Bonus 1/2(Core):Increases the damage of just attack up to 110% (techniques aren’t affected). This will be your first source of damage, as you’re supposed to always just attack.
Fury Stance (Core):When the stance is active, gives you up to 120% damage in striking, 110% in shooting, but increasesthe damage you receive (at level max, by 0%). This is the only stance that doesn’t have any requirement to work. Works with T Machine Gun S Up ring.
Fury S Up 1/2(Core):Increases your striking and shooting damage up to 105% when Fury Stance is active. More damage added.
Fury Combo Up (Core):Gives a damage bonuswhenperformingsuccessivejust attacks, up to 110%. When this skill is level max, the very first just attack will receive the full damage bonus.
Fury Critical (Recommended):Increases your critical hit rate up to 25% when Fury Stance is active. A must-have because Gunner needs critical hit rate for T-Machine Gun Mastery skill and C-Strike Ranged ring.
Automate Halfline (Recommended):When your HP falls below 50%, automatically usesa mate (100% chance when level max). This is the reason why Gunner/Hunter is the easiest class combo, If you can not get one-shot by monsters or bosses, you can not die, until yourun out of mates. This skill will always use the weakestrecoverymatefirst, so it’s better to not get monomates but only dimates and trimates.
Iron Will (Optional):An attack that would kill may leave you with 1 HP remaining (Up to 75% chance working). Usually, Automate Halfline is good enough to survive, but you do sometimes die. Having Iron Will in those situations can be helpful (doesn’t happen frequently still).
Massive Hunter (Recommended):Active Skill. Reducesthe damage you take by 25% at max level (You only take 75% of the damage), and prevents you from flinching or getting blown away. It’s always nice to reduce the damage you take from enemies to help maintain Perfect Keeper, but what’s better is the fact that you can not be interrupted during any of your actions . Note that you can still get stunned.
Healing Guard (Recommended):When doing a Just Guard, recovers5% of your total HP. It also heals people around you. This skill works with any PA that has parry frames, which means Aerial Shooting, Dead Approach and Reverse Tap will heal you ona successful parry .
Flash Guard (Recommended):ReducesStriking and Shooting Damage taken. Those are usually the last skill you will take, you may not be able to max them but it is still useful.
Flash Tech Guard (Optional):ReducesTechnique damage taken. Same as Flash Guard, This is one of the last skillsyou can take. Depending on your preference, you may just take flash guard or this one, that decision is up to you.
High Level Bonus (Recommended):Skill available at level 80. Increases all type of damage up to 105%.
Here is the link of my Gunner/Hunter Skill Tree :
Gunner/Hunter Skill Tree
Advantages & Drawbacks
Advantages:
- Best survivability among the subclasses
- 0 Requirement to do good and steady damage
- Best class at managing Perfect Keeper skill because of how tanky it is (Flash Guard, Healing Guard, Automate Halfline)
Drawbacks:
- Very Very Weak S-Roll Damage
To sum it up, even though it may not be the class that can output the most damage, it is by far the easiest, most consistent, and you can literally play with more rooms to take damage. Other classes are by far less easy, and unlike Hunter, will have requirements to best its damage, which isn’t necessarily easy to do.
[2] Gunner/Fighter ![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (120) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (120)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (121) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (121)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Gunner/Fighter started to shine recently, with the buffs sega has been giving, such as no animation stance. It isn’t well known, despite being the class that can bring the best damage from Gunner. Unlike Gunner/Hunter, this combo is more advanced and it isn’t easy to make it shine. If you aren’t used to Gunner yet, it’s best to stick to Gunner/Hunter until you feel ready to try this. Trust me, this combo is fun and really powerful.
Skill Tree
Reminder:
Core:Skills thatare mandatory for Gunner.
Recommended:Skills that are very useful for Gunner.
Optional:Skills that aren’t mandatory butcan beviable/goodfor specific builds.
Here is how the Fighter Skill Treelooks
Brave Stance (Core):Increasesyour damage when attacking enemies from the front up to 140% and 135% when attacking from the back. This is the stance you will use most of the time. Works with T Machine Gun S Up ring.
Brave S Up (Core): When Brave Stance is active, increases your damage up to 110% when attacking an enemy from the front. To have the full power of Brave Stance, you will need to attack from the front, as from the back will be way less.
Brave Critical (Recommended): Increases your critical hit rate up to 25% during Brave Stance when attacking from the front. A must-have because the Gunner needs critical hit rate for T Machine Gun Mastery skill.
Wise Stance (Recommended): Active Skill. Increasesyour damage when attacking enemies from the back up to 135% and 130% when attacking from the front. The complete reverse of Brave Stance. Works with T Machine Gun S Up ring. You can only activate one stance at the time, which means using Wise Stance will deactivate Brave Stance. Deactivating Wise Stance will enable Brave Stance Again.
Wise Stance Up (Recommended): When Wise Stance is active, increases your damage up to 130% when attacking an enemy from the back. Adding this skill makesWise Stance the strongest stance available in all the subclasses for Shooting.
Wise Stance Critical (Recommended): Increases your critical hit rate up to 25% during Wise Stance when attacking from the back. A must-have because Gunner needscritical hit rate for T Machine Gun Mastery skill.
Tech Arts JA Bonus (Core): Increases damage up to 115% when using different PA and Techniques in succession with just attack. Alternating PA/Techniques in Just Attack will give you the bonus, as long as you don't usethe same PA twice in a row. Normal attack in Just Attack does not break the skill (you can do one PA, then normal attacks, then another PA, and this PA will have the bonus)
Tech Arts JA PP Save (Core): ReducesPP consumption of PA and Techniques when using different PA and Techniques in succession with just attack, up to 15% reduction. As long as you use Tech Arts JA bonus, you will have the reduction of PP, alongside the bonus damage. A great combo.
PP Slayer (Recommended):Increase S-atk and R-atk up to +200 when your total PP falls below 50%. Having PP falling below 50% happens a lot, so having more damage because of it is always nice.
HP Up (Optional): Increases your max HP. You can take both HP Up 1 and HP Up 2 since you will have enough pointsafter taking all the core skills for Gunner.
Adrenaline (Optional): Increases Shifta and Deband duration when applied on you. It means that every tick of shifta/deband will give you 45s instead of 15s. This skill could be skipped, but you have more than enough points to take everything that is worth, so you can skill it at the end, always free.
Crazy Heart (Optional): When under a status effect, increases your passive PP regeneration and attacks PP recovery by 200%. It’s one of the last skills to take, it’s a good bonus when you happen to be under a status effect, as PP sometimes can be hard to recover on Gunner.
High Level Bonus (Recommended):Skill available at level 80. Increases all types of damage up to 105%.
Chase Advance (Optional):Increases striking damage up to 25% done to enemies with status effect. This skill has more implication on UH content since they have beefy HP.However as of 6 Nov 2019, none of TMG PAs will benefit from this as all TMG PAs take the range multi from skill trees.
Chase Advance Plus (Optional):Increases damage up to 15% done to enemies with status effect. Unlike Chase Advance, this skill gives universal damage, be it shooting, striking or tech damage.
Here is the link of my Gunner/Fighter Skill Tree :
Gunner/Fighter Skill Tree
Advantages & Drawbacks
Advantages:
- The strongest subclass in terms of damage
- Good PP management
- One of the best S-Roll damage
Drawback:
- Requires at least 2 conditions to deal the best damage (Stances conditions + Tech Arts Just Attack condition)
- Doesn’t have any skill that let you tank or back up Perfect Keeper (Still have HP bonus at least)
To sum it up, Gunner/Fighter is the strongest subclass in terms of potential damageoutput(with the exception of Gunner/Ranger using weak bullet).Its very potent damage capability is topped up with a skill that reducesthe cost of PA and Techniques (and some PAscanbe very PP intensive) to let it sustain DPS longer. Chase Advance Plus has high synergy with Another S-Roll Arts Mode, which has a high hit rate and deals AoE damage. But to be the best, it requires to always be aware of your positioning and make the most of Tech Arts JA skill. Otherwise, damage will be lower than that of a Gunner/Hunter.Additionally, Fighter has no skill to tank or recover HP. As compared to Gunner/Hunter, the s-roll multiplier is way stronger. Since S-roll can’t be JA’ed, half of the Hunter’s multiplier does not apply.
[3] Gunner/Ranger![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (138) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (138)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (139) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (139)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Ranger used to be the go-to subclass because of the really high multipliersitcan potentiallygive. Because ofhow hard it is to keep its conditionals in order,people tend to pick other subclasses.It can still pull its weight with its unique playstyle.
Skill Tree
Reminder:
Core:Skills that all the Gunners should take, or mandatory.
Recommended:Skills that are very useful for Gunner.
Optional:Skills that aren’t mandatory butcan beviable/goodfor specific builds.
Here is how the Ranger Skill Treelooks
Weak Hit Advance (Core): Increases damage dealt on weak pointup to 115% (headshotscount). This is Ranger’s primary source of damage aswell as the first conditionalskillit has access to.
Standing Snipe 1 (Core): Increases your damage when you are standing still up to 125%. Another conditional skill, this skill takes around 1s to trigger after you stopped moving (Falling or rising also counts as “movement”). Note that it works on an action per action basis : say you charge a PA for more than one second then release it, the PA itself won’t be boosted, but if said PA didn’t cause you to move, then the next one will benefit from Standing Snipe. Conversely if you stand still for 1 second then use a PA that moves you around, said PA will still benefit from Standing Snipe, but the movement it causes means you will lose Standing Snipe for your next action (so you’ll have to stand still for one second to benefit from it again)
Standing Snipe 2 (Core):Increases your damage when you are standing still up to 115%. Works exactly like Standing Snipe 1.
Moving Snipe (Core):Increases your damage up to 125% while moving. the complete reverse of Standing Snipe. Basically, as long as Standing Snipe isn’t working, Moving Snipe will be working instead.
Weak Bullet (Core):Rifle only. Active Skill. Loads weakening bullets, up to six bullets. Weak Bullet is a skill that is used with normal attacks, instead of doing the usual normal attack, it willapply the weak bullet effect to the part you’re targeting while dealing damage.. You can only apply one Weak bullet one per enemy.The part affected by Weak Bullet (signaled by a red mark) will receive 20% extra damage from every player present. It also turns said part into a weak point, so Weak Hit Advance will apply to it normally(. Note that switching to any other weapon type will erase all weak bulletloaded, leaving only the cooldown.
Stun Grenade (Recommended):Active Skill. Throwsa grenade that can stun enemies. You need to assign it to your subpalette and use it from there. It hasan okay-ish AoE so it can hit several enemies if they are grouped up..
Gravity Bomb (Recommended):Active Skill. Throw a bomb that sucks enemies in.Similarly to the other traps, you need to assign it to your subpalette to use it. It can be helpful for mobbing.
Upper Trap (Recommended):Active skill. Set a trap on the ground that you can activate at any time.After activating it (or waiting for the time gauge to fully deplete), the trap will explodeand deal damage3 times.each hit launchesenemies in the air(provided the enemy can be launched).Subpalette...you know the drill..This skill is actually mostly used against bosses, mainly because of the skill I’ll be describing shortly..
Tactics Trap (Recommended):Recovers up to 20% of your total PP for every trap/grenade hit. Thisskill is the reason why you take grenades and traps in the first place.. While Stun Grenade AoE can affect several enemies when used in conjunction with Gravity Grenade (therefore recovering up to 20% of your PP per enemy hit by it), Upper Trap’s triple hit lets you recover up to 60% of your total PP on a single target (more if you somehow manage to get several enemies to get hit by it)
Killing Bonus (Recommended):Recovers PP whenever an enemy diesin your vicinity(distance is about one dive roll away from you), up to +10 PPper enemy. Great way of recovering PP when mobbing.
Dive Roll Shoot (Recommended):Enablesanormal attack after performing a roll. A great way to get into position with a rifle, but mostly anecdotal on TMG.A dive roll normal recovers as much PP as a rifle normal attack.Having Weak Bullet loaded means you will shoot a weak bullet instead of performing a Dive Roll normal attack.
Power bullet (Optional):Increasesyour R-Atk up to +100 for 30 seconds when loading a special bullet.
PP Save Bullet (Optional):Reducesthe PP consumption of PA and Techniques up to 20% when a special bullet is loaded. Works only on Rifles since switching will make you lose special bullets.
Keep Roll Shoot (Optional):Dive Roll Shoot staysa normal attack even with special bulletsloaded. You can now perform Dive Roll Shoot without having to worry about using a weak bullet every time you do them.
Shooting Up (Optional):Increases your R-Atk: You should take them as Gunner, as there aren’t that many useful skills left. It somewhat mitigates the fact that Ranger can’t benefit from the T Machine Gun S Up ring since it doesn’t have any stance to begin with.
High Level Bonus (Recommended):Skill available at level 80. Increases all type of damage up to 105%.
Here is the link of my Gunner/Ranger Skill Tree :
Gunner/Ranger Skill Tree
Advantages & Drawbacks
Advantages:
- Good damage output (can go higher than Gunner/Hunterunder the right conditions)
- Amazing PP recovery for mobbing and very good for bossing
- Weak Bullethelps both your own and the other player’s damage
Drawbacks:
- Said conditions are very constraining to deal with (requires weak point, to not move etc)
- Doesn’t have any skill that let you tank or back up Perfect Keeper
- Standing Snipe forces you to use sub-par Chain Finish combos (more info on that later)
To sum it up, Gunner/Ranger is inconsistent. It can deal really good damage, but only if the conditionsare met. Using Standing Snipe with TMGis pretty hard and annoying since it hinders your ability to move and perform optimal Chain Finish combos, (normal attacks are considered moving so you can’t get Standing Snipe in the air by using them). Weak Hit Advanceis also anything but guaranteed, as you don’t alwayshave access to aweak point, and even if you do have one, it doesn’t necessarily mean you can reliably hit it. All of this ends up hurting your damage output more than it helps it. That being said, Ranger sub can use Weak Bullet to create a weak point anywherefor you and the other players and has great utility for mobbing thanks to all the PP recovery options it has, alongside with Gravity Bomb to pack mobs. Overall, Gunner/Ranger can work but is pretty hard to pull off.
[4] Gunner/Bouncer ![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (157) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (157)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (158) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (158)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Gunner/Bouncer used to be bad because its damage was too lacking compared to other class combos. But withthe various buffs and balance changes that both Gunner and Bouncer received, this combo started to work bit by bit. Bouncer is the first sub that let Gunner have access to techniques while having multipliers that can actually improve its damage.Gunner actually benefits a lot from having access to techniques because it opens new ways of playing Gunner as well as let you use unique tricks that wouldn’t be usable otherwise.
Skill Tree
Core:Skills thatare mandatory for Gunner.
Recommended:Skills that are very useful for Gunner.
Optional:Skills that aren’t mandatory butcan be viable/good for specific builds..
Here is how the Bouncer Skill Tree looks the first time you see it:
Elemental Stance (Core):Increases your damage when attacking enemies with the right element up to 120% (Both weapon and Techniques). If the element doesn’t match, the bonus is up to 115%. This is the stance you will use the most when playing Gunner/Bouncer.
Elemental Stance Up (Core):Increases your damage when attacking enemies with the right element up to 110%.
Elemental Critical (Recommended):Increases your critical hit rate up to 25% when attacking enemies with the right element. A must-have because the Gunner needs critical hit rate for T Machine Gun Mastery skill.
Break Stance (Core):Active Skill. Increases your damage when attacking breakable parts up to 135%. Once broken, the stance wont work anymore on that particular part. Since the damage is higher than Elemental Stance, remember to switch stances whenever you’re attacking a breakable part.
Break Stance Up (Core):Increases your damage up to 110% when attacking breakable parts.
Break S Critical (Recommended):Increases your critical hit rate when attacking breakable parts up to 25%. A must have because Gunner needs critical hit rate for T Machine Gun Mastery skill.
Shifta Air Attack Boost (Recommended):Increases your damage in mid air up to 105% while Shifta is applied. Gunner is airborne most of the time(aside from Rifleplay), so it’s a nice boon(even more so when you know Bouncer doesn’t have super high damage to begin with).
Deband Attack PP Restorate (Core):Boosts your PP recovery by 5PP when you have Deband applied to you. With this skill, each of your normal attacks recover +5pp on EVERY HIT. There is nothing more broken than that PP recovery wise.
Elemental PP Restorate F (Recommended):Activatesa field that boosts your attack PP recovery by 3 PP when using the right element. The ring EPPR Field is a mimic of that skill. As If Deband Attack PP Restorate wasn’t enough.
Critical Field (Optional):Activatesa field that boostsyour critical hit rate up to 30%. Although Gunner already has a maxed critical hit rate at close range, it doesn’t have it in long range. So this skill isn’t uselessif onlyfor that purpose. Incidentally, Fighters will most likely love you for using that skill.
Field Remain (Optional):Gives 10 extra seconds of field effect for any player leaving the area your field covers.. This skill is just there to help other players, it won't benefit yourself.
J Reversal PP Gain (Recommended):When performing a Just Reversal, recovers up to 20% of your total PP. More. PP. Recovery.
Heal Share (Optional):Heals players around you whenever you receive heals (up to 20% of the original heal value) .
Heal Bonus (Optional):Increases the amount of HP you recover up to 115%.
High Level Bonus (Recommended):Skill available at level 80. Increases all type of damage up to 105%.
Here is the link of my Gunner/Bouncer Skill Tree :
Gunner/Bouncer Skill Tree
Note that I have many points left because Bouncer has way more skill points than Gunner would ever need. , you can do whatever you want to do with them.
Advantages & Drawbacks
Advantages:
- Insane PP recovery
- Access to Techniques
Drawbacks:
- Questionable damage and conditional stances.
To sum it up, Gunner/Bouncer is amazing but at the same time, but it’s held back by its firepower. It is one of the subclassesthat really synergizes with Gunne,because it hasthe best PP recovery out of all the subclassesand lets you use Techniques. It opens newways of approaching situationsand gives you unique ways of building and finishing chains.(I’ll cover it in the chain section). Sadly, it has one the worst damage out of all theviablesubclasses. Nonetheless, even with that low damage, it’s still able to pull its weight, if done right.
[5] Gunner/Summoner ![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (175) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (175)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (176) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (176)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Gunner/Summoner is the second Magical Gunner that works. Despite what the icon would suggest, Summoner subclass isn’t used for pets, but for its skill tree packed with things that can help Gunner, as well as access toTechniques like Gunner/Bouncer. Unlike Gunner/Bouncerthough, Gunner/Summoner has high potential damage (higherthan GuHu). But this is one of the hardest combos to master, because it needs you to constantly use and refresh a certain skill to reach that potential damage. This subclass is not recommended for the usage of mobbing.
Skill Tree
reminder:
Core:Skills thatare mandatory for Gunner.
Recommended:Skills that are very useful for Gunner.
Optional:Skills that aren’t mandatory butcan be for certain builds.
Here is how the Summoner Skill Treelooks the first time you see it:
HP Up (Recommended):Increases your max HP up to +50. You will need this skill to have access to the whole tree. You will max this skill later because Summoner has a lot of pointsto spare.
HP Restorate (Core): Recover up to 7.5% HP every 5s when your HP fall below the threshold. At level max, the threshold is 100% of your HP, so as long as you do not have all your HP, this skill will trigger. It is a really good skill to stay alive and manage Perfect Keeper.
All Attack Bonus (Core):Increases yourand your pet’sdamage up to 115%. There is no conditionattached to this skill.
Point Assist (Core):Marks enemies (similar to how you can see weak bullet marking enemies), whendealing damage to the marked part, you get a 115%increase. At level max, this skill lasts 40s and has only a cooldown of 5s. You canimmediately act after using this skill, so it’s easy tomaintain your heightafter applying it. It is the cornerstone of Gunner/Summoner damage
Support Fire (Core):Increases your and your pet’s damage by110% when attacking enemies marked by Point Assist.Normally this skill applies to both the part marked point assist and to any other part the enemy has, butit isactually bugged, and doesn’t workin every situation, (more details about that at the end of Gunner/Summoner review).
Pet Element Weak Hit (Recommended):Increases your damage up to 105% and your pets damage up to 110% when using the right element. As long as your weapon has the same element as the enemy's weakness, this skill will work.
All Attack Up (Core):Increases S-atk,R-atk and T-atk up to +50.
All Attacks High Up (Core):Increases S-atk,R-atk and T-atk up to +150.
All Defences and Dexterity Up (Optional):Increases S-def, R-def and T-def up to +50 and Dex up to +25.
All Defences and Dexterity High Up (Optional):Increases S-def, R-def and T-def up to +150 and Dex up to +75.
HP High Up (Recommended):Increases your max HP up to +100.
PP Up (Optional):Increases your max PP. You will only throw your last point in it.
PB Advance (Optional):Increases the damage of Photon Blast up to 130%. If you use a mag that deals damage, and need it to deal more damage (like Julius Nykta), you can skill in this for the last points you have. Otherwise, skip it and go for PP Up instead.
High Level Bonus (Recommended):Skill available at level 80. Increases all types of damage up to 105%.
Here is the link of my Gunner/Summoner Skill Tree :
Gunner/Summoner Skill Tree
Note about Support Fire: I did some tests and found out that the 110% sometimes was missing.The loss of damage occurred on Blu Ringada’s chest weak point, Gwanada’s abdomen after killing its tentacles, and Dark Falz Double’s tongue.My guess is that the damage of support Fire won’t apply to parts you need to reveal by breaking other parts.It is still only speculationand needs further testing though.
Advantages & Drawbacks
Advantages:
- Good damage output (better than Gunner/Hunter)
- Access toTechniques
- Second Best survivability among the subclasses
Drawbacks:
- Point Assist is hard to manage and constraining, but necessary to do damage.
- Support Fire not always working
- Very single target orientated
To sum it up, Gunner/Summoner is the strongest Tech Gunner, even surpassing Gunner/Hunter. It has all the advantages tied to techniques (Although it doesn’t boast Gunner/Bouncer's insanePP recovery) while beingvery solid in the damage department. Since Summoner can’t use T-Machine Gun S Up, you also get an extra ring slot for free.The only problem is that it relies on having Point Assist up all the time to be able to deal damage, which isn’t an easy task sometimes, and the bug of Support Fire doesn’t help. Point Assist is the reason why this class is only used for raid bosses. Without it, Gunner/Summoner damage is inferior to even Gunner/Bouncer.
[6] Gunner/Phantom ![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (192) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (192)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (193) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (193)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
With Episode 6 comes a new subclass for Gunner, which is Phantom. This is the third “magical gunner” combo, since Phantom gives you the possibility to use techniques. Gunner/Phantom is a combo that feels nice to play with, with almost no condition as long as the maximum PP required is reached. It can work both on bossing and mobbing unlike Gunner/Summoner, and its power is around the same as Gunner/Bouncer, making it the least conditional magical gunner.
Skill Tree
Unlike the other classes, Phantom subclass needs so little points that you can take everything in it, so I’ll not use the “Core/Recommended/Optional” format as it is not needed.
Here is how the Phantom Skill Tree looks the first time you see it:
All Attack Bonus Ph: Increases damage up to 145% for striking, 130% for shooting, 135% for Tech and 135% for Pets.
Photon Stream: Increases damage up to 110% depending on your max PP. Here are the values for how PP you need to get the maximum effect:
Lv1 = 250 PP
Lv2 = 239 PP
Lv3 = 228 PP
Lv4 = 218 PP
Lv5 = 200 PP
Critical Stream: Increases critical damage up to 5% and critical rate up to 60% depending on your max PP. Here are the values for how PP you need to get the maximum effect:
Critical Damage Critical Rate
Lv1 = 250PP Lv1 = 600PP
Lv2 = 228PP Lv2 = 500PP
Lv3 = 209PP Lv3 = 429PP
Lv4 = 193PP Lv4 = 375PP
Lv5 = 167PP Lv5 = 300PP
Full Drive: Increases your gear gauge fill rate up to 150%. Very helpful to build gear with TMG faster.
Phantom PP Restorate: increases your passive PP regeneration and attack PP recovery up to 130%.
PP High Up: Increases your max PP up to 20PP. Interesting to have since it will help to reach the max values of Photon Stream and Critical Stream.
Tech Short Charge: Decrease the charge time (up to 50%) , the power (up to 30%) and the PP consumption (up to 30%) of Techniques. Gunner mainly uses support techniques such as shifta, deband etc so the damage reduction is not a problem at all and charging technique faster on top of costing less is very useful in long run.
Sprint Tech Charge: Increases your movement speed while charging a Technique.
Tech Charge JA Addition: Charging a Technique obtains the effect of a Just Attack. Has a cooldown. If your first action is to charge a Technique, even though you didn’t Just Attack, it will have the effect of it. The cooldown is 0.5s.
High Level Bonus: Skill available at level 80. Increases all types of damage up to 105%.
Here is the link of my Gunner/Phantom Skill Tree :
Gunner/Phantom Skill Tree
Note that I have many points left because Phantom doesn’t have many subclass usable skills. Remaining point can be used for Phantom Main Class if you can’t have multiple skill trees
Another note, since Photon Stream and Critical Stream is based on your total PP, it is up to how many points you need in them, depending on what you have.
Advantages & Drawbacks
Advantages:
- Almost 0 condition outside of maximum PP
- Access to Techniques
- A lot of Quality of Life Skills
Drawbacks:
- Questionable damage (like Gunner/Bouncer)
To sum it up, Gunner/Phantom is what I like to call Gunner/Bouncer 2.0. It has no condition to do damage, can have a lot of critical rate which helps since depending on your TMG, you rely on critical damage, a lot of Quality of Life, mainly how easier it is to use technique with it, faster gear gain and easier way to maintain PP. But again, the damage compared to for example, Gunner/Fighter, is fairly low.
[7] Gunner/Etoile ![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (205) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (205)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (206) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (206)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
With the update on December 18th, another new successor class dubbed “Etoile” was introduced into the game. The most alluring aspect of this class when used as a subclass is a skill called Damage Balancer, which reduces all damage taken by 70%. Gunner/Etoile is a class combo that can easily tank damage while doing a decent amount of it. It is not conditional at all, but the drawback is that you’re unable to heal without using an item. This class combo can function in both mobbing and bossing.
Skill Tree
Etoile HP Restorate (recommended): Recovers 2.5% of the player’s HP every 3 seconds while below 50%.
All Attack Bonus ET (core): Increases striking damage by 135%, ranged damage by 130%, tech damage by 145%, and pet damage by 130%.
Etoile JA Bonus (core): Increases damage by 115% when an attack is JA’d.
JA Critical (core): Increases the critical chance of a JA’d attack by 50%.
Flat Attack Bonus (optional): Increases the damage of an attack that misses a JA by 130%.
(Note: This does not work on s-roll. It is also important to note that a JA increases your damage by 130% so you should still be careful to JA.)
Same Arts PP Save (core): Reduces the PP cost of a PA that is used consecutively. You want to use this at 3 points to synergize with Tech Arts Count Bonus.
Tech Arts Count Bonus (core): Increases the damage by 115% and reduces the PP cost by 10% when attacks are used in a combo. Tech Arts CountBonus is an upgrade of Fighter’s skill TAJA, whereby you can repeat the last used PA 2 more times before the effect wears off.
Standing Massive (core): Provides knockback immunity while standing still. It is activated 1 second after standing still.
Damage Balancer (core): Reduces all damage taken by 70%, but reduces all healing received from everything that isn’t a consumable by 100%.
Etoile Boost (core): After being hit, reduces your damage taken by 15% and stacks up to 75%. This drains by 25% every second.
All Defense Up (optional):Increases S-DEF, R-DEF, and T-DEF by 50.
All Attack Up (recommended):Increases S-ATK, R-ATK, and T-ATK by 50.
PP Up (optional): Increases your PP by 10 points.
HP Up (recommended):Increases your HP by 50 points.
Advantages & Drawbacks
Advantages
- High damage mitigation
- Super armor while standing still
- Good PP sustainability
Disadvantages
- Despite having high mitigation, it is more punishing to take a hit.
- Low s-roll multiplier.
- Questionable damage
In summary, Gu/Et is very good at tanking, and can sustain its PP fairly well while using PAs. In spite of this, it suffers more than other subs from taking damage because it requires you to use consumables. It has a cushion if you miss a JA, but you also lose crit and a 115% multiplier if you do so. Flat Attack bonus do not work on S-Rolls, because S-Roll don’t benefit any advantage from JA. That includes JA critical as well.
Here is the link of my Gunner/Etoile Skill Tree :
Gunner/Etoile Skill Tree
Chain Trigger is more complicated at first glance. This is the skill that will either put you above everyone else, or be your demise. Gunner is centered around this skill, and it is important to know how to use it well. In this section, you will learn various different ways of doing a Chain Combo, the different ways of building your chain and so on.
[1] Chain Combo
Here is a list of different Chain Combo that can be done. I’ve put a difficulty meter to show which combos are difficult and those that are not. the difficulty meter works with stars :
★☆☆☆: Easy, doesn’t require mad timing on Just Attack.
★★☆☆: Moderate, not hard but you may miss a hit if you aren’t fast enough on Just Attack.
★★★☆: Hard, Combo that aren’t easy to do, or can be situational.
★★★★: Very Hard, situational Combo with very strict timing.
For more information about the damage of all those combos between the classes, check the Chain Combo Damage Comparisonin Data section.
Dead Approach x6
Difficulty: ★☆☆☆
One of the oldest combos: Less damage overall than Satellite Aim x4 but way easier. Good point of this combo is that it tracks the target. If the target doesn’t move, I suggest a better combo.
Note: You can add an extra hit with the first hit of Satellite Aim, transforming the combo into Dead Approach x6 + Satellite Aim 1 hit and making it stronger than Satellite Aim x4
Satellite Aim x2 + Infinite Fire Type-0
Difficulty: ★☆☆☆
Better to use on stun than a moving target. Particularly good on Gunner/Ranger. This is a good combo to start with at the beginning for how easy it is to do.
Satellite Aim x4
Difficulty: ★★☆☆
One of the oldest combo. Timing can be strict so you may miss the last hit. This is one of the best combo for Gunner/Ranger and overall a good damage combo.
Satellite Aim x2 + Infinite Fire Type-0 + Satellite Aim (one hit)
Difficulty: ★★☆☆
This combo works like Satellite Aim x2 + Infinite Fire Type-0 except you can add one extra hit with Satellite Aim (not the full PA unfortunately). Good combo overall but you may miss the first hit of the last Satellite Aim if to slow.
Dead Approach + Infinite Fire Type-0 + Satellite Aim x2
Difficulty: ★★☆☆
One of the most popular combos for its strength and difficulty. This combo is used by most Gunners due to how powerful it is for almost every class pairing (better than all the combos above except for Gunner/Ranger). If you are too slow, you may miss the last hit of Satellite Aim.
Dead Approach + Satellite Aim + Infinite Fire Type-0 + Satellite Aim
Difficulty: ★★☆☆
This is essentially the same as Dead Approach + Satellite Aim + Infinite Fire Type-0 + Satellite Aim except this one is for Gunner/Fighter. Doing the combo in this order makes you able to use Tech Art Just Attack Bonus on one more PA, making it even stronger.
Note: Players usually prefer Dead Approach + Satellite Aim + Infinite Fire Type-0 + Satellite Aim although this one is pretty much the same.
Infinite Fire Type-0 + Dead Approach + Infinite Fire Type-0
(Technique) (Satellite Aim whiff)
Difficulty: ★★☆☆
This combo is a little tricky. By using a Technique or a PA that doesn’t start the chain, you can put 2 Infinite Fire Type-0 in a single chain. Uncharged Techniques don’t trigger the chain which makes it easier, for PA, you can do a backward Satellite Aim to whiff the chain, then use Infinite Fire Type-0 toward the chain. Most of the time, you use this combo with Gunner/Bouncer or Gunner/Summoner thanks to access to technique, but you can still do it with other classes.
Infinite Fire Type-0 + Satellite Aim + Infinite Fire Type-0
(Technique) (Satellite Aim whiff)
Difficulty: ★★★☆
It works in the same way as Infinite Fire Type-0 + Dead Approach + Infinite Fire Type-0 except you use Satellite Aim instead of Dead Approach. It is significantly harder because you will have to delay the kick of Infinite Fire Type-0, otherwise, you will fail the combo. To delay the kick, you will have to start Infinite Fire Type-0 backward and slowly redirect into the Chain, not instantly like Fire Type-0 + Dead Approach + Infinite Fire Type-0.
If you cannot make it works, you can try the TPS method, which is easier to redirect Infinite Fire Type-0.
Infinite Fire Type-0 + Satellite Aim + Infinite Fire Type-0 + Satellite Aim
Difficulty: ★★★★
This is one of the hardest to pull off. To be able to do it, you need to set up Infinite Fire Type 0 (Techniques or PA whiff), but this time you will have to whiff the kick of Infinite Fire Type-0 as well. In order to do that, either you gain enough height or you are far enough so only blast can touch (but you will lose Zero Range Advance if you are far).
Note: Infinite Fire Type-0 as a starter (whiffing kick) is still a thing to do when you can.
Dead Approach + Satellite Aim x3 + Satellite Aim (one hit)
Difficulty: ★★☆☆
This combo is relatively easy to pull off and have good damage. You will replace Dead Approach + Satellite Aim + Infinite Fire Type-0 + Satellite Aim when you start doing more than 333K on Satellite Aim per hit. Not recommended on Gunner/Ranger because of Dead Approach.
Dead Approach + Satellite Aim + Dead Approach + Satellite Aim + Dead Approach + Satellite Aim (one hit)
Difficulty: ★★★★
I decided to put 4 stars because cycling perfectly with Dead Approach and Satellite Aim is not easy and the combo doesn’t allow room for air, so failing the last Satellite Aim is easy. This combo is stronger than Dead Approach + Satellite Aim x3 + Satellite Aim (one hit) (except on Gunner/Ranger).
Infinite Fire Type-0 + Satellite Aim x3 + Satellite Aim (one hit)
Difficulty: ★★★☆
It works in the same way as Dead Approach + Satellite Aim x3 + Satellite Aim (one hit) except you replace Dead Approach with Infinite Fire Type-0. Not easy to pull off (because you have to whiff kick of Infinite Fire Type-0) but a really good combo for every subclass.
Please refer to Chain Combo Damage Comparison to know what are some of the chain combos you can do and their damage output. Any questions on how to execute it, please do not hesitate to ask us.
This video shows off chain combos. credit to Wandeez.
[2] Chain Building
There are few ways of building a chain, but not only one. Depending on your subclasses, you will prefer one over another. You may also combine all of them depending on your situation in battle.
Normal Attacks
The first one is building the chain with normals. adding average damage on top of the chain but increase it fast enough
(Damage example : GuFi)
S-Roll
The second one is building a chain with an S-roll. If you have a skilltree working with Another S-roll, I strongly recommend to use it, because it will add a lot of damage on top of your chain (Depending of subclasses, Another S-roll with its other skill that boost S-roll damage can reach a DPS as high as Satellit Aim). Depending on how you do it, it can be as fast as using normal attacks, but most of the time, you will be slightly slower.
The best would be using the front S-roll, since it’s the fastest S-roll and has the most damage thanks to the rings property. For more info about Another S-Roll Arts Mode, check the DPS Comparison in Data
(Damage example : GuFi)
Techniques
They don’t have good damage at all, but they build the chain the fastest depending on which one you choose. Safoie Type-0 builds it the fastest. Ramegid Type-0 makes it a little faster while using normal attacks/S-roll. Sazan can reach your chain from afar when locked onto a target, helping you keep the chain if you have trouble hitting it.
[3] Buffering
Buffering is an optimization of your chain frequency. By learning this, you can fit more chains within a tighter time frame. Buffering a chain is simply activating the skill without setting it on a target yet, to start the cooldown. Usually you use this when there is downtime, a stun coming up, when you have enough PP to still do PAs and so on.
Here is an example of Buffering :
In this example, the chain was already activated to the point it almost ran out of time to set it up. You can see on the first PA that I am already able to use Chain Trigger (you can see my activating it again), this is what buffering lets you do.
Here is an example of NOBuffering :
In this example, I use a chain before starting to build it. I finish the chain at the same number of the first example, except this time, I have a cooldown of 25s left instead of being able to use it again.
Please refer to Chain Combo Damage Comparison to know what are some of the chain combos you can do and their damage output. Any questions on how to execute it, please do not hesitate to ask us.
[4] Weapon Swapping
[Note: Ping matters in weapon swapping too, and will affect your chain finisher. I’d say the safe ping to execute some of these combos is about 180 ping. There is no definite safe ping and it’s just a wild borderline guess!]
The Features Behind Weapon Swapping
All players swapped weapons mid-attacking animation at some point. And has it occured to you that why aren’t there any damage numbers popping out? Well, this is because PAs or Techniques are not carried forward to another weapon, and there is no way to make that happen. If you swapped back to the previous weapon while the attack is still on-going, you will notice the numbers may start to show once more. This feature can be annoying at first, but we can utilize this feature!
See how the PA behaves in the video? Notice there are no numbers appearing. We can make use of this for chain finishers! (Don’t forget to swap back to the previous weapon). Some PAs are back loaded and the frontal part doesn’t deal that much damage. Hence with this, we can “filter” out the less damaging ones.
Like every other chain combos, this weapon swapping comes with a difficulty tier too. Let's start from the easiest:
1) Messiah Time
Messiah Time has a total of 31 hits, splitting into 2 halves, 5 in the first, and 26 in the latter. The first part is a waste of damage when considering how much better Messiah Time can be done. Thus we skipped the first part and landed the 2nd half, giving more rooms to do more damaging PAs in that extra short time. After much research, it is best followed up either with Dead Approach -> Satellite Aim(one hit) or Grim Barrage -> Satellite Aim(one hit).
2) Shift Period (2 Orgei Rancors NEEDED!)
Did I say PAs don’t get carried over when you swapped to another weapon? In this case it’s very different. Since Shift Period as a PA activates Orgei Rancor’s potential, you can keep the potential IFit is swapped to similar potential weapon. You need 1 main Orgei Rancor TMG, and a substitute Orgei Rancor with Pot 3 unlocked(Grind +30 is fine, doesn’t affect the potential). The homings won’t work if you switch to any other TMG. As soon as you activate shift period, immediately switch to fodder Orgei Rancor. Before the burst part of Shift Period comes out, switch back to main Orgei Rancor TMG so shift period will work again. The combo used above is Shift Period -> S-Roll -> Shit Period
Alright so far, you only need 1 method to switch, either by weapon palette or shortcut words. The next part requires you to do both, so be prepared for it.
3) Infinite Fire Type-0
Setting up Infinite Fire Type-0 is never easy, though it's fun discovering how we can whiff the kick in any situation. The kick has a very very low notation power, which is 70 only. And if the kick lands, it will start the chain and shorten the time we can possibly do damage in, thus we eliminate the kicking part while still getting Tech Arts Just Attack Damage in Zero Range. The technique goes like this:
1)Start of with Dead Approach on a substitute TMG
2)Switch to main TMG to whiff Dead Approach via weapon palette swap
3)Activate IF0
4)Immediately switch to another weapon to whiff the kick via shortcut words
5)Switch back to Main TMG to land the blast
6)Proceed doing combos, in this video i followed the combo with Bullet Squall Type-0
This trick is definitely hard to pull it off because of the tight window timing in 3), 4) and 5)
Tips and tricks to improve weapon swapping technique! :
You will need a dedicated shortcut command.(And use keyboard/numpad for weapon switching instead of
wheels/scrolls for fastest execution) Weapon palette switch and shortcut command switch are independent to each other. They have separate cooldowns for each of the switching methods, and shortcut command input will overwrite weapon palette switch input. So, you need to start off with a weapon palette switch then a shortcut command switch in order for it to work, whiffing Dead Approach and Infinite Fire Type-0 kick. To learn more about shortcut command, check this site: https://pso2.arks-visiphone.com/wiki/Chat_Commands
Here you will find out about the other weapons that can be useful on Gunner.
[1] Rifle
Rifle is a very situational weapon. It is usually weaker than Twin Machine Gun but in some cases, it can shine, beating TMG’s arsenal. Rifle can be used in two situation:
-To prefire a PA (End Attract or Satellite Cannon)
-Situation where it is better than TMG (aside from Chain Trigger)
Prefiring means waiting for a boss or a pattern to come, to strike it with a PA that was already charged. As for the situation, we will need to look at End Attract only. End Attract is such a powerful PA that if used correctly, it surpasses TMG entirely (again, aside from Chain). Good example of rifle usage would be Profound Darkness when attacking his body parts; it is easy to hit all 5 hits. Mother’s Arm (when chain on cooldown) and Hydra heads on Deus.
Here is an example of End Attract on Gunner/Fighter:
[2] Strike Gust Jet Boot![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (299) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (299)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Strike Gust when canceled with weapon action triggers shifta, so you can have Shifta with any class.
[3] Sazan Talis![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (301) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (301)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Sazan can be used to keep a chain alive, for example, when setting a chain on Deus Esca Zephyros weak point, you can not touch his weak point when his arms are crossed, but sazan will directly hit the spot you are locked on.
[4] Ditts Raken![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (302) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (302)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Ramegid Type-0 on a TMG can let you do combo such as IF0+DA+IF0, but with any subclass. It can also help building a chain. Before finishing the chain, do not forget to switch back to your main TMG.
[5] Moment Gale Jet Boot![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (303) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (303)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Moment Gale when canceled with weapon action triggers Zanverse. If you switch weapons during the animation and press jump to force the weapon switch, you can have zanverse on any class.
[6] Orgei Rancor ![[Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (304) [Updated 23/11/2020] Gunner Guide by RIN RIN TELEPHON📞 (304)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
Orgei Rancor is a 15 stars TMG that enhances the performance of Shift Period when the gear is above a certain level. This TMG is currently one of the best TMG available to the arsenal of Gunner, changing the way to approach Chain Trigger and other situations. We will go into details to understand why.
How does it works: The original Shift Period does not change but when the condition is met, Shift Period will gain additional Homing Bullets (4 in total) that will chase the part that you will have locked.
The damage of those bullets are extremely high, as the total power notation of Shift Period when including the homing bullets reach a total of 4326% (151*6 + 340*3 + 600*4, 151 is one small hit, 340 is one hit at the end of the PA, and 600 is 1 homing bullet).
To compare one of the strongest PA, Infinite Fire Type-0 Blast power notation is 1751%.
More informations about Orgei Rancor:
-Despite being very powerful, it is not easy to use it, the positioning is very important because it is easy to miss with the homing bullet, and it is the main damage source of this TMG.
The closer you are to a part and the harder it is to hit with the homing bullets. Being above a part while being too close can make the homing miss the target, after various tests, when doing Shift Period from Zero Range, it is better to be at the same height of the part or under. This is important to note if you want to maximize the damage, as it will also concern Chain Trigger.
-The homing bullets aren’t affected by the damage bonus of TMG gear. It means that even if you aren’t at max gear when you hit something with it, the damage will be the same as if TMG gear was maxed. Aside from that, everything else will affect its damage, such as Zero Range Advance, Tech Arts Just Attack, and so on.
-The homing bullets do not refill TMG gear. Whenever you hit something with TMG, your gear rises up, but it will not rise with homing bullets.
New Chain Combos Comparison:
Orgei Rancor being very powerful, it can add new combos that outdamage those that used to be the best. I’ll give examples via power notation first then with ingame damage to show the differences, followed by more possible combos with this TMG.
One of the best combos available with this TMG is: Shift Period (starting the chain with only the homing part) + Dead Approach + Shift Period. We will compare this combo with one of the top combos available: Infinite Fire Type-0 + Satellite Aim + Infinite Fire Type-0 + Satellite Aim. We will use Gunner/Fighter for this example
Affixes on TMG:
Orgei Rancor: 4/4/3 185
Vai Stil: 4/4/5 145 Phrase Weak
TAJA SP DA SP (4 homing): (121 205 * 4) + 160 980 + (39 864 * 6) + (86 929 * 3) + (121 205 * 4) = 1 630 591
TAJA SP DA SP (3 homing): 91 551 * 4 + 89 732 + 26 057 * 6 + 58 631 * 3 + 115 812 * 4 = 1 388 181
TAJA MT 2nd half -> S-Roll -> DA -> SA(one hit): (42 661 * 26) + (39 839 * 3/5) + 153 981 + 123 689 = 1 410 759
Vai Stil:
TAJA MT 2nd half -> S-Roll -> DA -> SA(one hit): (53 794 * 26) + (50 236 * 3/5) + 194 164 + 155 968 = 1 783 598
List of combos with Orgei TMG:
- Shift Period (homing) + Dead Approach + Shift Period
- Dead Approach + Shift Period + Dead Approach (ground combo)
- Dead Approach + Shift Period + Satellite Aim
- Infinite Fire Type-0 (without kick) + Shift Period + Satellite Aim
- Shift Period (homing) + Grim Barrage + Satellite Aim
[7] Genon Zabalah
[8] H44 Missouri T
H44 Missouri T’s potential is reduced cooldown of chain trigger based on chain count when performing chain finisher (0.125s per 1 chain, max 12.5s at 100 chain). By default, the chain has a cooldown of 45s. When H44 Missouri T is being used to start chain finisher, it will reduce the cooldown time to 32.5s. This utility can be very useful for getting back chain after finishing in a shorter period of time. To pull this off in an efficient way, the first PA of the chain finisher is being “sacrificed”, after which you swap to a better TMG and continue the chain combo. One such case example is on Dark Falz Persona.
P.S: To unlock the potential, you will need the materials which are only obtainable from PSO2ES at the time of writing, so if you are lacking in materials, there’s a few H44 tmg that has its potential unlocked in a player shop which you can buy from. 1) Dead Approach -> Shift Period(Orgei Rancor TMG) -> Satellite Aim
Here’s a list of chain combos that can be used along with it
2) Dead Approach -> Heel Stab -> Dead Approach
3) Dead Approach -> Satellite Aim -> Infinite Fire Type-0 -> Satellite Aim
4) Dead Approach -> Satellite Aim -> Dead Approach -> Satellite Aim -> Dead Approach -> Satellite Aim(one hit)
[9] Helen Bathina
Helen Bathina is another weapon only can be obtained in PSO2ES and player shops. This weapon has an innate Katana PA, Asagiri Rendan, which is a good PA to travel long distances and faster than Grim Barrage. Asagiri is a most recommended PA to travel in comparison with other travelling PAs like Safoie Type-0, Ilzonde, etc. The pp costs are reasonableand you can cancel thetravelling animation at any moment by inputting back movement with a guard. The only cons it hasis that when you’re not in Z-aim mode, asagiri will soft-lock and travel to a target, even though you wanna travel past it. In this kind of situation we switch to Z-aim and Asagiri will travel straight without changing directions midway.
[10] Quelle Windea
Quelle WIndea is another God-send TMG for Gu. It’s damage output is falls off a lot this late in the game, but its utility is superb. It has the ability to replenish 150pp, on top of providing 5s invulnerability when chain is activated (not to be confused with chain finisher). 150pp is nice to have as a strategy to buffer ur chain, as there it gives sufficient pp to use PAs while waiting to plant the chain. Or, you could use Quelle Windea to activate the chain to make use of 5s invulnerability.
[11] Lightstream Weapons
Lightstream weapons was once the top-tier damage TMG, now it falls off slightly to Liberate TMG, and got powercreeped by Stil series. However, it’s potential to recover pp to 100%(cooldown of 120s) is not to be disregarded. If you already have a better TMG, or have a spare Circular Amphitrite Stone, you can combine both the usage of pp battery tmg and lightstream. It saves a weapon slot as it serves 2 purposes.
[12] Kosai Hyou
This weapon boosts chance to status based on what status is affixed on that TMG. Statusing certain bosses or mini bosses can be vital as an opportunity for a chain finish.
[13] Zarbulm
[14] Ripper/Slayer Weapon
[15] Vortex Glass
Vortex is a weapon series that shoots a bolt with 1453 power when you have the weapon unsheathed. Following the bolt's trigger, there is a 7 second cooldown. Due to the way potential loading works in this game, you can swap off the weapon you are using in the middle of the PA and the vortex bolt will go off. Be careful not to swap back off of vortex too quickly however, because if you do, it will deal significantly less damage. In these demonstrations, I used a vortex gunslash. The usage of this weapon requires the quick swap method, talked about previously in the “Weapon Swapping” section under “Infinite Fire Type-0.”
S-Rolling is a core skill and TMG’s weapon action which is part of Gunner’s identity. It allows Gunners to be airborne indefinitely. However, many new players will struggle to keep afloat, and some of the veterans may not know all the techniques involved in S-Rolling. All good Gunners tend to avoid the 3rd S-Rolling as it is long and doesn’t contribute even an average amount of DPS, rather it is used as a last resort to dodge unforeseen circumstances. And over the years, people have discovered how to bypass the 3rd S-Roll effectively. Knowing how to S-Roll effectively helps a lot especially when it comes to do AoE damage and chain building. This section here is made to give inputs on various methods to cancel 3rd S-Rolling
[1]Normal attacks / Photon Arts
I believe this is the most common and widely used by many Gunners without prior knowledge, but through experience.This is done by replacing the 3rd S-Roll either with a normal attack or Photon Arts. In this way, the count is reset back to 0, and you can do 2 more s-rolls before repeating the cancellation. The most common PA people use to substitute 3rd S-Roll is by using Satellite Aim, because it is fast and easy to use. It can be canceled via S-Roll after the first hit. Below is an example to execute it:
S-Roll -> S-Roll -> Normal 1 shot -> Repeat
S-Roll -> S-Roll -> Satellite Aim 1 Shot -> Repeat
[2]Waiting for JA circle to end
This is probably the least effective method but we will still discuss it here. After the 2nd S-Roll, wait for the red circle to disappear and it will reset the count to 0, thus you are able to S-Roll once more.
S-Roll -> S-Roll -> Wait -> Repeat
[3]Chargeable PAs
This method is undeniably the most useful way to cancel 3rd S-Roll. It is the fastest way to cancel it, and indirectly increases your DPS output, making your mobbing damage very effective. This method uses any chargeable TMG PAs, and currently there are 2 PAs that are able to do so, and that is Aerial Shooting and Heel Stab. This method is an improvisation over the 1st method, using chargeable PAs to replace the 3rd S-Roll. Unlike Satellite Aim, chargeable PAs are cancellable at any moment, thus this makes the player able to reset the count almost instantaneously when done quickly. RIGHT slow mo: weapon action > PA mid WA > weapon action > PA mid WA > Aerial Shooting(hold) > Repeat
On March 23rd 2020, Sega introduced Gunner’s Complex Photon Arts into the game, and it is called Calamity Bullet. This CPA system is rather new. On default it comes with maxed 4 stocks to every player, it can be further increased to 5 by doing a Client Order from Koffee. Calamity Bullet uses 2 stocks per activation.
Calamity Bullet has cool moves and aerobatics. It fires a series of projectiles coated in photons. This Complex PA has excellent compatibility with [Chain Trigger], allowing you to amass a chain in a short amount of time.
Properties of Calamity Bullet
- Not exactly a hitscan, but it works that way most of the time. it gets funicky when you try to chain a target in a group of mobs, like the mobs being vacuumed during Photon Blast Nykta
- Replenishes gear gauge rapidly
- Builds up to 50 chain count in its entire duration
- It uses 2 stocks per activation.
- it lasts for 203f
- You can move during the animation
- S4:Raising Pursuit works with CPA
- Médiocre Range
- There’s no iframe except during last 2 big shots
- Doesn’t benefit from any multies, only attack stat (The number you see in your stats window). In other words, it is not that strong relatively compared to PAs when used on a low base stat high multi weapon than high base stat low multi weapon.
- You can S-Roll cancel the CPA before the last 2 hits
(cancelling with s-roll)
(max range)
Welcome to the Data section. Here you will find every information you need to compare, improve and optimize your Gunner.
[1] Skill Tree Damage Comparison
Here is a comparison of skilltree, including most of the skills that are multiplied between main and subclass. (High level bonus included)
SHOOTING MODIFIER | |||||||||||
Class | Gunner | Hunter | Fighter | Ranger | Bouncer | Summoner | Phantom | Etoile | |||
Specific Skill Used | ------------ | Fury Stance | Brave Stance | Wise Stance | Moving Snipe | Standing Snipe | Elemental Stance | Break Stance | ------------ | ----------- | ----------- |
Total Skill tree Multiplier(%) | 2.747 | 1.694 | 1.859 | 2.119 | 1.735 | 1.996 | 1.455 | 1.637 | 1.844 | 1.577 | 1.805 |
With T Machinegun S Up (10%) | ------------ | 1.864 | 2.046 | 2.331 | ---------- | ----------- | 1.60 | 1.80 | ------------ | ----------- | ----------- |
Crit Strike Rings/Effort Symbol | 1.03 | 1.01 | 1.01 | 1.03 | 1.03 | 1.03 | 1.03 | 1.03 | 1.03 | 1.03 | |
Rings Critical Rate | 20% | 10% | 10% | 20% | 20% | 20% | 20% | 20% | 20% | 20% | |
Skill Tree Critical Rate | 50% | 25% | 25% | 25% | ---------- | ----------- | 25% | 25% | ----------- | (PP x 0.2, 60% max) | 50% |
Total Crit Rate | 50% | 45% | 35% | 35% | 20% | 20% | 45% | 45% | 20% | 20% + | 70% |
Total Class multiplier | 2.747 | 1.920 | 2.066 | 2.354 | 1.787 | 2.056 | 1.648 | 1.854 | 1.899 | 1.624 | 1.859 |
Note:
-Striking Multipliers are no longer applied for PAs that use striking, instead it uses Shooting Multiplier as of 6th November 2019 , such as Dead Approach, Reverse Tap, Aerial Shooting, Heel Stab and IF0 kick.
-S-Roll Up, S-Roll Art and Another S-Roll Arts Mode aren’t applied.
-Aerial Advance is not applied.
[2] Chain Combo Damage Comparison
[Updated 20th April 2020]
Here is a comparison of the different combos. 1)
2) I made sure to not forget when Tech Arts Just Attackapply or not for Fighter sub and Etoile, and when you switch between Moving Snipe and Standing Snipe during a combo for Ranger.
3) I did not add JA (1.3x).I made sure to include TMG Gear(1.3x). With that being said, any combo starts with IF0 or 2nd half of Messiah Time may show different results than theory.
4) For Ranger, i made sure to apply Standing Snipeto PAs that benefit it
5) S-Roll JA bonusis applied to first PA whichever applicable.
6) Initial IF-0 will always benefit Tech Arts Just Attack.
7) Front S-Roll have a power notation of 680.4, and it will be multiplied with relevant skill tree and divided by 5 to demonstrate the value when the chain count is at 100
8) Rows coloured with greyed are all for IF0 initial combo. In gameplays, very few cases whereby Gunners get full gear before landing IF0. Thus, the numbers are toned down accordingly to demonstrate what it will look like when IF0 is not at full gear.
CHAIN COMBO DAMAGE COMPARISON | |||||||||
Class | Hunter | Fighter | Ranger | Bouncer | Summoner | Phantom | Etoile | ||
Fury Stance | Brave Stance | Wise Stance | ------------ | Elemental Stance | Break Stance | ------------ | ------------ | ------------ | |
SA SA SA SA | 13829 | 13197 | 15039 | 13819 | 11870 | 13354 | 13680 | 11699 | 11647 |
DA DA DA DA DA DA | 13389 | 12777 | 14560 | 12467 | 11493 | 12930 | 13246 | 11328 | 11276 |
DA DA DA DA DA DA SA (one hit) | 15076 | 14629 | 16669 | 14037 | 12941 | 14559 | 14915 | 12755 | 12909 |
SA SA IF0 | 13604 | 13916 | 15857 | 13577 | 11677 | 13137 | 13458 | 11509 | 12279 |
SA SA IF0 SA (one hit) | 15290 | 15768 | 17966 | 14935 | 13125 | 14766 | 15126 | 12936 | 13913 |
DA IF0 SA SA | 15681 | 16382 | 18666 | 14601 | 13460 | 15143 | 15513 | 13266 | 14880 |
DA SA IF0 SA | 15681 | 16866 | 19216 | 14601 | 13460 | 15143 | 15513 | 13266 | 14880 |
IF0 DA IF0 | 14985 | 16449 | 18740 | 13953 | 12863 | 14471 | 14825 | 12678 | 14511 |
14021 | 15390 | 17534 | 13055 | 12035 | 13539 | 13870 | 11862 | 13577 | |
IF0 SA IF0 | 16163 | 17742 | 20213 | 15050 | 13874 | 15608 | 15990 | 13675 | 15652 |
15199 | 16682 | 19006 | 14142 | 13046 | 14677 | 15036 | 12859 | 14717 |
IF0 SA IF0 SA | 19537 | 21444 | 24431 | 18191 | 16770 | 18866 | 19327 | 16529 | 18918 |
18572 | 20385 | 23225 | 17293 | 15942 | 17935 | 18373 | 15713 | 17984 | |
DA SA SA SA SA (one hit) | 14222 | 14053 | 16014 | 13947 | 12206 | 13732 | 14067 | 12031 | 13252 |
DA SA DA SA DA SA (one hit) | 15237 | 16379 | 18661 | 14187 | 13079 | 14714 | 15074 | 12891 | 14450 |
IF0 SA SA SA SA (one hit) | 18076 | 18631 | 21229 | 17537 | 15516 | 17456 | 17882 | 15293 | 17290 |
17111 | 17572 | 20023 | 16639 | 14688 | 16524 | 16928 | 14477 | 16356 | |
IF0 SA DA SA DA SA (one hit) | 19093 | 20957 | 23876 | 17777 | 16388 | 18427 | 18887 | 16152 | 18488 |
18128 | 19898 | 22670 | 16879 | 15560 | 17505 | 17933 | 15336 | 17554 | |
MT S-Roll JA bonus | 19127 | 18318 | 20876 | 17874 | 16478 | 18538 | 18991 | 16241 | 16167 |
TAJA MT | 19127 | 19157 | 21825 | 17874 | 16478 | 18538 | 18991 | 16241 | 16900 |
MT(2nd half) S-Roll DA SA (one hit) | 21104 | 20496 | 23356 | 19763 | 18219 | 20496 | 20997 | 17957 | 18088 |
TAJA MT(2nd half) S-Roll DA SA (one hit) | 21104 | 21222 | 24179 | 19763 | 18219 | 20496 | 20997 | 17957 | 18723 |
MT(2nd half) S-Roll SA | 20713 | 19881 | 22656 | 19399 | 17883 | 20118 | 20610 | 17626 | 17546 |
TAJA MT(2nd half) S-Roll SA | 20713 | 20607 | 23479 | 19399 | 17883 | 20118 | 20610 | 17626 | 18181 |
IF0 + BS0 | 19421 | 21318 | 24288 | 19921 | 16671 | 18755 | 19213 | 16431 | 18807 |
18457 | 20260 | 23082 | 19023 | 15843 | 17823 | 18259 | 15615 | 17873 |
For Orgei Rancor’s chain combo comparison, see Orgei Rancor in weapon utility tabThe reason why we separate it out is because it is incorrect to compare DPS side by side in the table as different combos are used on different weapons.
[3] Another S-Roll Arts Mode DPS Comparison
[Updated 20th April 2020]
Here is a comparison of the DPS of Another S-Roll Arts Mode (with S-Roll Up + S-Roll Art) VS the two PAs DPS wise. To calculate this: 1) I used PA notation and applied the multiplier from the Skill tree Damage Comparison (+ gear damage), and used the Frame Data.
2) I also applied Just Attack for PAs.
3) I made sure to not forget when skills don’t work with S-Roll (All the skills related to Just Attack and Just Attack itself, as well as Standing Snipe).
4) I applied Tech Arts Just Attack bonus multi to Infinite Fire Type-0.
5) I applied S-Roll JA Bonus multi to Satellite Aim except for Ranger during Standing Snipe.
Another S-Roll Arts Mode DPS Comparison | ||||||||||
Class | Hunter | Fighter | Ranger | Bouncer | Summoner | Phantom | Etoile | |||
Specific Skill Used | Fury Stance | Brave Stance | Wise Stance | Moving Snipe | Standing Snipe | Elemental Stance | Break Stance | ------------ | ------------ | ------------ |
Another S-Roll Arts Mode (Front) | 4908 | 6233 | 7104 | 6090 | ------------ | 5607 | 6308 | 6462 | 5523 | 4784 |
Another S-Roll Arts Mode (Backward input) | 4091 | 5194 | 5919 | 5067 | ------------ | 4673 | 5256 | 5386 | 4603 | 3986 |
Another S-Roll Arts Mode (Other) | 3357 | 4262 | 4856 | 4157 | ------------ | 3834 | 4313 | 4419 | 3776 | 3271 |
Satellite Aim | 8278 | 7898 | 9000 | 7707 | 8057 | 7104 | 7993 | 8188 | 6998 | 6971 |
Infinite Fire Type-0 (Blast) | 8633 | 9472 | 10796 | 8036 | 9244 | 7410 | 8337 | 8541 | 7300 | 8361 |
[4] Frame Data
Here is the almost completed Frame Data of attacks of Twin Machine Gun. This Frame Data isn’t from Swiki, it was made by Siz (Thank you very much for the time you spent on this!). So the data may change depending on which one you look at.
Twin Machine Gun | Frame Data | |
Total Frame | Frame number of hit confirm | |
Normal Attack 1 | 36 | ------------------------- |
Normal Attack 2 | 40 | ------------------------- |
Normal Attack 3 | 48 | ------------------------- |
Aerial Shooting | 37 ground | 21 (37 JA) |
37 air | 16 (37 JA) | |
Charged Aerial Shooting | 30 charge + 82 ground | 19, 57, 69 (82 JA) |
30 charge + 77 air | 10, 52, 63 (77 JA) | |
Bullet Squall | 181 ground | 32, 62, 70, 76, 84, 90, 98, 105, 113, 119, 127, 137, (181 JA) |
175 air | 26, 56, 64, 71, 79, 85, 93, 99, 108, 114, 121, 132, (175 JA) | |
281 hold ground | 32, 62, 70, 76, 84, 90, 98, 105, 113, 119, 127, 134, 141, 148, 156, 162, 170, 176, 184, 190, 198, 204, 212, 218, 227, 237, (281 JA) | |
275 hold air | 26, 56, 64, 71, 79, 85, 93, 99, 108, 114, 121, 128, 136, 141, 149, 156, 164, 170, 178, 184, 192, 199, 207, 213, 221, 231, (275 JA) | |
Bullet Squall Type-0 | Same as Bullet Squall | Same as Bullet Squall |
Dead Approach | 32 | 29 (32 JA) |
Messiah Time | 290 | (43, 55, 68, 80, 94), 147, 153, 159 ,165, 171, 177, 185, 190, 197, 201, 213, 219, 225, 235, (290 JA) |
Infinite Fire | 369 | ------------------------- |
Infinite Fire Type-0 | 135 | 24, 36, 40, 50, 54, 64, 76, 80, 108, (135 JA) |
200 hold | 24, 36, 40, 50, 54, 64, 76, 80, 90, 94, 104, 116, 138, 194, (200 JA) | |
S-Charge Infinite Fire Type-0 | 81 | 18 earliest kick, 32 latest(?) kick, 75 earliest blast (81 JA) |
Satellite Aim | 70 ground | 32, 60 |
50 air | 14, 40 | |
Elder Rebellion | 172 | 10, 30, 46, 63, 78, 97, 113, 141, 170, (172 JA) |
Reverse Tap | 88 | 21, 38, 56, 75, (88 JA) |
Heel Stab | 87 | 33, 83 |
84 small jump | 30, 80 | |
89 high jump | 35, 85 | |
70 jump cancel | 26, 76 | |
Charged Heel Stab | 30 charge + 120 | 55 ,105, 120, 124, 130, 138, 144(JA), 150 |
S-Charged Heel Stab | 120 | 25, 75, 90, 94, 100, 108, 114 (JA), 120 |
Shift Period | 140 | 8, 16, 31, 47, 62, 78, 127, 132, 137, (140 JA) |
Grim Barrage | 34 first JA circle | ------------------------- |
84 second JA circle |
Twin Machine Gun | Total Frame |
Front S-Roll 1 | 32 |
Front S-Roll 2 | 32 |
Front S-Roll 3 | 138 |
Side S-Roll 1 | 39 |
Side S-Roll 2 | 39 |
Side S-Roll 3 | 138 |
Back S-Roll 1 | 39 normal 32 hold |
Back S-Roll 2 | 39 normal 32 hold |
Back S-Roll 3 | 110 normal 138 hold |
Dive Roll Shoot | 24 + 18 |
[5] Twin Machine Gun DPS
Here is the information about PA notation of attacks and PA as well as their DPS (according to the Frame Data made by Siz). Formula is PA notation / PA frame * 60.
Twin Machine Gun | PA Notation | PA Notation | Damage Per Second (Gear 3 and JA included) | Expected Percent | Expected Notation |
Normal Attack 1 | 280 | 473 | 789 | 25% * 4 | 70 * 4 |
Normal Attack 2 | 320 | 541 | 811 | 25% * 4 | 80 * 4 |
Normal Attack 3 | 500 | 845 | 1056 | 20% * 5 | 100 * 5 |
Aerial Shooting | 542 | 916 | 1485 | 25,00 % | 542 |
Charged Aerial Shooting | 1643 | 2777 | 1488 ground, 1557 air | 20% + (40% * 2) | 328.6 + (657.2 * 2) |
S-Charge Aerial Shooting | 1643 | 2777 | 2031 ground, 2164 air | 20% + (40% * 2) | 328.6 + (657.2 * 2) |
Bullet Squall | ------- | ------ | ------ | 20% + (3% * 11 ~ 25) | 305.6 + (45.84 * 25) |
Bullet Squall Type-0 | 2821 | 7371 | 1574 ground, 1608 air | 20% + (3% * 11 ~ 25) | 1193.68 + (179.05 * 25) |
Dead Approach | 613 | 1036 | 1942 | 100,00 % | 613 |
Messiah Time | 5036 | 8511 | 1761 | 3.23% * 31 | 162.45 * 31 |
Infinite Fire | 1984 | 3353 | 588, | (4% * 20 ~ 30) + (7% * 4) | (79.36 * 20 ~ 30) + (138.88 * 4) |
Infinite Fire Type-0 | 1121 | 1894 | 841, | 4% * 8 or (4% * 12) + 2% + 50% | (140.08 * 8 ~ 12) + 70.04 + 1751 |
S-Charge Infinite Fire Type-0 | 1821 | 3077 | 2280, | 2% + 50% | 70.04 + 1751 |
Satellite Aim | 942 | 1592 | 1364 ground, | 50% * 2 | 471 * 2 |
Elder Rebellion | 3046 | 5148 | 1796 | (10% * 6) + (12% * 2) + 16% | (304.6 * 6) + (365.52 * 2) + 487.36 |
Reverse Tap | 1384 | 2339 | 1595 | 25% * 4 | 346 * 4 |
Heel Stab | 1292 | 2183 | 1598 | 22% + 30% | 546.7 + 745.5 |
Charged Heel Stab | 2485 | 4200 | 1680, S-Charge 2100 | 22% + 30% + (8% * 6) | 546.7 + 745.5 + (198.8 * 6) |
Shift Period | 1839 | 3108 | 1359 | ------ | ------ |
Grim Barrage | 1500 | 2535 | 940 one hit, 1597 2 hits, 1810 full. | (21% * 2) + (14.5% * 4) | (315 * 2) + (217.5 * 4) |
Twin Machine Gun | PA Notation | Damage Per Second (Gear 3) | Expected Percent | Expected Notation |
Front S-Roll 1 | 210 | 1658 | 33.33% * 3 | 70 * 3 |
Front S-Roll 2 | 210 | 1658 | 33.33% * 3 | 70 * 3 |
Front S-Roll 3 | 420 | 770 | 16.67% * 6 | 70 * 6 |
Side S-Roll 1 | 210 | 1133 | 33.33% * 3 | 70 * 3 |
Side S-Roll 2 | 210 | 1133 | 33.33% * 3 | 70 * 3 |
Side S-Roll 3 | 420 | 641 | 16.67% * 6 | 70 * 6 |
Back S-Roll 1 | 210 | 1133, 1382 hold | 33.33% * 3 | 70 * 3 |
Back S-Roll 2 | 210 | 1133, 1382 hold | 33.33% * 3 | 70 * 3 |
Back S-Roll 3 | 420 | 805, 641 hold | 16.67% * 6 | 70 * 6 |
Dive Roll Shoot | 300 | 279 one hit, 557 | 50% * 2 | 150 * 2 |
[6] TMG PA Rotations
As of Nov 6 2019, Gunner has been rebalanced. It includes lowering down ASRA’s multi from 1.6x to 1.2x, in trade with buffing PAs such as Reverse Tap, Bullet Squall, Messiah Time, Elder Rebellion, Heel Stab and Grim Barrage. On top of that, Sega changed the scaling of striking PAs to use shootingmultiplier. Zero Range Advance now benefits all PAs. Gunners may wonder, with all that changes and S-Roll is no longer the King of DPS, what should i be doing then? Let’s take a closer look in PA combo comparison.
[In this example here we will only use sub Fighter as a basis, because it is the sub class you should be using in the JP version generally. For NA, there is little info of what lvl 15 PA notation looks like, so i won’t be providing info for sub Hunter.]
[Frame duration may differ depending which sources you compare with!] [Like every other frame datas, take this with a grain of salt, and apply it according to situations you think suits best as a Gunner main]
Damage Notation:
Satellite Aim: 942(PA notation)*1.3(Gear 3)*1.3(JA)*1.15(Tech Arts Just Attack)= 1831
Satellite Aim: 942(PA notation)*1.3(Gear 3)*1.3(JA)*1.10(S-Roll JA Bonus) = 1751
Satellite Aim 1 hit: 471(PA notation)*1.3(Gear 3)*1.3(JA)*1.10(S-Roll JA Bonus)= 876
Infinite fire Type-0: 1821(PA notation)*1.3(Gear 3)*1.3(JA)*1.15(Tech Arts Just Attack)= 3539
Front S-Roll: 210(PA notation)*1.3(Gear 3)*1.5(S Roll Up)*1.5(S Roll Arts)*1.5(Another S Roll Arts Mode)*1.2 (Front S-Roll Ring)*1.2= 884
Back S-Roll: 210(PA notation)*1.3(Gear 3)*1.5(S Roll Up)*1.5(S Roll Arts)*1.5(Another S Roll Arts Mode)*1.2
= 737
Dead Approach: 613(PA notation)*1.3(Gear 3)*1.3(JA)*1.15(Tech Arts Just Attack)= 1191
Dead Approach: 613(PA notation)*1.3(Gear 3)*1.3(JA)*1.10(S-Roll JA Bonus)= 1139
Bullet Squall Type-0: 5670(PA notation)*1.3(JA)*1.15(Tech Arts Just Attack)= 8476
Bullet Squall Type-0: 5670(PA notation)*1.3(JA)*1.10(S-Roll JA Bonus)= 8108Reverse Tap: 1384(PA notation)*1.3(Gear 3)*1.3(JA)*1.10(S-Roll JA Bonus)= 2573Messiah Time: 5036(PA notation)*1.3(Gear 3)*1.3(JA)*1.10(S-Roll JA Bonus)= 9361
Heel Stab: 2485(PA notation)*1.3(Gear 3)*1.3(JA)*1.15(Tech Arts Just Attack)= 4830
Relative Combo DPS:
DA + IF0= (1191+3539)/113*60=2512
HS + IF0= (4830+3539)/201*60=2498
SA + IF0= (1831+3539)/131*60=2460
Front S-Roll + Messiah Time= (884+9361)/267*60=2303
Back S-Roll + Messiah Time= (737+9361)/267*60=2268
Back S-Roll (w/o hold) + Messiah Time= (737+9361)/274*60=2211
Front S-Roll + SA 1 hit = (884+876)/46*60= 2295
Front S-Roll + SA= (884+1751)/72*60= 2196
Front S-Roll + BS-0= (884+8108)/267*60=2020
Back S-Roll + BS-0= (737+8108)/267*60=1988
Back S-Roll (w/o hold) + BS-0= (737+8108)/274*60=1937
Front S-Roll + Reverse Tap= (884+2573)/105*60=1975
Back S-Roll + Reverse Tap= (737+2573)/105*60=1891
Back S-Roll (w/o hold) + Reverse Tap= (737+2573)/112*60=1773
Front S-Roll + DA= (884+1139)/64*60 = 1897
Front S-Roll = 884/32*60 = 1658
Front S-Roll + Back S-Roll= (884+737)/64*60=1520
Front S-Roll + Back S-Roll(w/o hold)= (884+737)/71*60=1370
[7] Miscellaneous Info
- Dead Approach point of activation is based on the position where Dead Approach is pressed. This is because Dead Approach has Just Guard to it on activation. This will cause Dead Approach not to benefit ZRA if it's activated outside ZRA . In this manner, Grim Barrage is the better choice in terms of close gapping + doing more damage.
- S-charge works the same concept as TAJA, you can fit normals in between PAs, but not s-rolls as it will kill both for the combo sequence.
- TMG normals in air kill standing snipes because of movement in the Z-axis.
- Messiah time has a very high gear gauge gain rate. Use it whenever is appropriate to get a headstart for 1.3x gear.
- Every PAs is cancellable by s-roll. thus u can skip the winding animation, in other words the backend of PA. Hence, the theoretical DPS for some of the PAs combos are lower than in practice, like Messiah Time or Bullet Squall-0.
- Jump panel is every Gunner's rivalry. #facts
This is because whenever One More Time doesn’t activate when you are being launched via a jump panel. And what makes things worse is that Show Time goes into a full 45s cooldown, making Gunners not getting 20% extra damage from High Time. This can be solved by switching to non-TMG weapon, but that means extra work for this flawed system.
- High Time is a universal damage multi and it will still boost your damage when you use other weapons, like Rifles for instance. However, One More Time will not trigger passively when TMG is not equipped at the time of activation. So, you may swap back to TMG and then Rifle when that happens.
If you made it this far, I’m really impressed! Thanks for reading my guide, and I hope it gives you what you needed/wanted!
I’d like to thanks :
Natsume: For helping me structuring the Guide as well as rephrasing most of it because my english isn’t that good. (love you Natsu)
Dorothy (Discord soondae#5884 Reddit : soondaeboo): For helping me rephrase the Guide as well as helping with my grammatical issues (you slut, love you)rin is ooga booga
Siz : For doing the whole test about Frama Data as well as giving me the notation of every PA in percent and in numbers, He also helped me to rephrase the Guide (best mama)
Zephyrion: For helping me structuring the guide (best shota)
Aoisepth: One of the strongest Gunner I know and helped this guide to stay alive by updating it (best loli)
Emily: Updating the guide alongside Aoisepth, correcting all the math stuff (you toxic freak!)