A bunch of them don't even cost points, only levels. Increases your base R-DEF stat. That aside, I really think Fi abuses APPR better than just about any class. Let’s say for example : GU PA ~ Elder Rebellion (mid-air) or Infinity Burst (ground), Does the Standing Snipe boost them even in midair using GU these 2 skills? Extends the invulnerability duration of Dive Roll. What are your thoughts about current Gu/Ra and Gu/Hu builds ? Guarding … Thanks! You still need to aim of course :p, i mean you walking and already cast it the chain trigger.. even gu/ra video as well i saw what you did. These include Machine types like Guardines, Spardans, Dingells and their Ultimate Quest variants, vehicle-based Phantoms like Snake Helicopters and Road Rollers, as well as Emergency Quest bosses like Profound Darkness. Works best if you have a Ra/X to apply Weak Bullet on places you need to burst. 4x Sat Aim as Gu/Fi is weaker than /Hu too since Chain building pretty much guarantees full PP, and there’s no Tech Arts JA there. Chaos Riser specifically makes Aerial Advance into a very consistent boost for subsequent attacks, and iis generally more reliable than Shift Period on mobs. It also has Massive Hunter with Automate Halfline to allow for building Chain Trigger without fear of getting interrupted by a knock. Those are small things that don’t majorly affect what the build can do. hey selphea, need your opinion in this, Not much else for GuFi to take so might as well get better mobbing. b. does this build rely on high rarity sets or just TMGs? Increases your base R-ATK stat. One of the most powerful Sets in the game. Trying to get back into the gunner life . The main drawbacks of Ranger are that its bonuses do not work with Twin Machineguns’ Striking-based attacks like Dead Approach and Reverse Tap, and it needs to either headshot or hit weak points, which many enemies may not have. One perk of Gu/Hu is that it has good Striking modifiers, so Photon Arts such as Dead Approach and Reverse Tap can be very strong. If you don’t, it’s still more or less OK but you might run into trouble in quests like Profound Darkness or Yamato/Tokyo where enemies like Falz Double, Choppers and Bulldozers don’t show their weak points most of the time. Gu/Ra has more damage when it works but some quests have lots of targets without weak points. This ring decreases your damage taken in proportion to the number of players in your party. Gunner/Hunter DPS build for PSO2. That leaves Braver and Fighter which I do play and I guess there’s no good guides out there. For players starting out, Hunter (Hu) is the almost-universal subclass. Hi Selphea. (1.32x). On the plus side, Gu/Ra does not require a lot of skill points from the Ranger tree at all. Gives a damage bonus to striking or ranged Just Attacks preformed. The Best PSO2 Builds by Odealo . I know a lot people have trouble getting started or don’t even know how to play a class. Starting skill. Long PAs like Bullet Squall Type-0 , Elder Rebellion and Shift Period also work well for Tech Arts JA, since one JA will apply for the whole PA. On the downside, Gu/Fi has to keep rotating its PAs to keep Tech Arts JA going, but Tech Arts JA PP Save does help with the PP-hungry attacks like Infinite Fire Type-0. Mmm I don’t really play Hunter or Force. I was actually messing with Gunslash Fi/Gu at the time but the traps, WB and WHA bonuses sealed the deal for me for Fi/Ra. If not could you make a build for it? Just TMGs but still 6x the trouble with 13*s. I personally stopped playing it ever since I got my 13*. I made a lengthy post about my personal build for a Gunner/Fighter but this was before the Level 80 cap increase.The main thing for the Gunner is that you want to avoid their Perfection/Perfect Keeper skill if you are aiming for the low-health skills on the Fighter tree. Using the skill will increase your natural PP regeneration rate and reduce your max HP by 30% for 20 seconds. Since various Gunner PAs and their base attack have them moving, the Ranger side of Gu/Ra can also get some use from Moving Snipe. If you main Fi you lose High Time, and all Gu has left is a paltry 20% Perfect Keeper on most targets. This is the main single target attack for Twin Machineguns. Increases your base S-DEF stat. Definitely Gu/Hu. Double Saber Wind Chain: https://www.youtube.com/watch?v=y3ey-OmYNrk, I also hear of Chain BHS and LB Chain Slash Rave being nice. View Profile View Forum Posts Private Message View Articles View … You can also check other PSO2 Builds created by our team right here: Best PSO2 Builds. R eminder: Core: Skills that are mandatory for Gunner.. Well Gu/Br with Average Stance means really weak Dead Approaches and Satellite Aims, only 26.5% boost on them vs 70%-ish on other classes. Note: PP Slayer is an approximation. Buying from regular players on Odealo guarantees the best prices and highest security of every transaction. Guide notes: July 15, 2020-Build created . Funny you’d mention Fi/Ra. Funny thing is when I was new to PSO2 that’s one of the very first things I tried :p. I see a vid for each class combination here except Fi/Gu and I’m actually very intrigued what you can possible do with Fi/Gu upon seeing the amazing job you did for Fi/Br bow and Fi/Ra gunslash. TD with Symphonic Drive and crafted Wild Rhapsody and APPR is insanely spammable (and Wild Rhapsody is perhaps the strongest TD PA with good PP management). (1.82x), Stay in the same spot to trigger Standing Snipe. At the same time, its Striking bonuses can beat a Gu/Hu once everything kicks in. Why chase advance on that GU/FI though… And why +5 striking up?? And is there any guide about other class maybe? On top of all that, Critical Strike will compensate for using SAtk mag with TMG. Not all skill points are spent, because after taking the important skills, the last few points are really down to personal preference. Its bonuses apply fully, even on non-weak points. That greatly restricts options for Gunner, but at least makes things simpler – there’s now only three classes that really work in most situations. Important note:  This build idea adopts a lot from the JP version of the game and might be slightly reworked as we get to do more thorough testing for the PC version. Situationally, it has access to Crazy Heart, so getting hit by a status effect can be beneficial for energy management. It counts from before you press the PA button, so if you were standing still before Elder Rebellion/Infinite Fire then yes, or if you do something after them then the PA after it will count. i want to know what did you do for uninterruptible chain trigger please tell me thanks, Ah I meant if you press Massive Hunter, nothing will be able to knock you down and interrupt your Chain building. I decided to just put it all together in some site I can just point people to. Gu/Fi plays differently from Gu/Hu in a number of ways. Thanks to this, our Hunter/Fighter build performs very well both as a damage dealer and a "tank". Almost all the Gunners use this subclass because it is one of the best and easiest combo to work with. Damage output is lower than that of fully offensive builds, Playing as a Hunter/Fighter can get a bit boring after a while as this setup is very straightforward, Setting up your Hunter's Skill Tree for the Main Class will decrease its viability as a Subclass. It’s actually 89/89 nowadays. Getting 20-30 DEX, in addition, will not hurt either. Arma Ros has a Gu/Hu video to show how it’s played: As a subclass, Fighter (Fi) has potential for big damage, but requires the player to give up the safety nets of Gu/Hu. Chase as prereq for Chase+ due to Infinite Fire 0’s stun, but works with Reverse Tap and Dead Approach too. Gunner is a very aggressive Ranged Class (think Fighter with firearms) that is very fun to play, extremely dynamic and engaging, but also hard to master. Your Active PP restoration is increased by 20% while you are attacking the enemy's weak point. Level 20 ring of this type, in a party of four, will give you 5% Damage Reduction. Of course, some classes offer much more defensive options than others, but selecting them is not necessary most of the time. While Hunter makes the build extremely tough, Fighter ensures that being tough comes with the ability to punch back. … Here’s a few sample builds for using guns with Gunner. Ranger (Ra) was once regarded as the best subclass for Gunner. Press the Dodgekey to do a fast step that has invincibility. Today, Gunner builds focus mostly around Twin Machinegun use. Bellion. However, recent boss designs move too fast for Standing Snipe to kick in, and many bosses do not have weak points. Since then, main class-only 13★ weapons and 10% bonus made that go out of fashion. Pick whatever sounds more interesting to you first then go for the second one later . One setup being back-to-back Satellite Aims in the air. This ring comes in handy when you are in dire need for more PP; good to have, but not mandatory. Introduction. Solo raiding dungeons? Luster Voltage, Voltage Bonus,… These are “generic” level 75 builds for NA using the most popular class combinations. The result is a very tough build, able to withstand a lot of punishment and capable of acting as a tank in parties, that also packs a solid punch. Once upon a time, Gunner was a highly compatible class, able to give any weapon massive burst damage. if you ignore damage capability, what is more fun to play between br/ra bullet bow and gu/hu twin machine gun and gu/ra tmg? Gunner/Hunter is the most popular combo. With good timing, the third Satellite Aim onwards as Gu/Ra will benefit from Standing Snipe. Another is Falz Double/Profound Darkness when there’s no Ranger around to apply weak bullet. 1. Satellite Aim Two short-ranged, hard-hitting shots. The best Hunter/Fighter DPS/Off-Tank build for PSO2. Most of the action and style specific skills I think will be better in a gameplay explanation instead of here, so that's where they'll go. ... Rappy Hunter Join Date Feb 2016 Posts 4. PSO2 does not follow the "holy trinity" system of party roles too strictly (tank, healer, and DPS) and so, there is no designated tanking class in it. Luster's skill tree is very straightforward. Ranger skills only work with shooting attacks. PSO2 – Gunner Guide Part 2 – Main and Sub Classes, Skill Builds March 29, 2015 May 4, 2015 / Selphea Due to the unique property of some Gunner skills boosting attacks of all types, practically every class can go with Gunner. Can be used in any direction. Not sure about Elder Rebellion, felt more consistent to SRJAB for 10% so I never really tried to chain a PA after it. I don’t even know how sustainable BHS spam can be with APPR. Increases your base DEX stat. If you are looking for a resilient setup that works well solo and in a group, this Hunter'Fighter build might be a way to go. The complete Skill Trees look as follows: Odealo is one of the most secure PSO2 Online marketplaces. There’s a Ranger and Techer guide on PSOW. Alternatively, you can get a Brisa set, which will give you a bit more defenses at the cost of lower offensive power. Introduction. Odealo supports player-to-player trading for Phantasy Star Online 2. Exact amount depends on build and gear. Bouncer is ok subbing Fi vs Hu because of synergies like Tech damage with Jet Boots or TCPBF with Dual Blades, but Gu doesn’t really get a whole lot. Guide notes: May 29, 2020-Build created . Also good for taking out tougher mobs with headshots/weak point shots. Increases your base DEX stat. Our recommended setup was made for a level 75 Characters (the current cap on the English/North American server) with the Hunter main class and Fighter sub-class. This started out because of a lot of common questions that people in my team kept asking. PSO2 Best Gu/Ra and Gu/Hu Builds; Welcome to PSO-World! Hunter also offers survivability, like Flash Guard to reduce damage taken. 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