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1. Introduction
For the longest time, I held off making such a thread because in truth, gun release were so far away in the future, if I were to make a thread now about how to play guns, it would fail to attract people and the answers would be lost in time. Now that dual gun's release is just around the corner, it's now time to discuss on how to fight like a gunner.
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2. Basic Concepts
First, you've probably seen videos of guns and their combination, or in my previous thread about the basics of the skills. The shooting and gameplay is indeed very beautiful to watch, in fact, I would daresay that out of all the skillsets in Mabinogi, guns are probably the most visually appealing to me because I feel like I am the main character of an action movie. However, the truth is that while gun are indeed a great skillset, there are some things you need to get out of your head before you start picking up guns:
- No, guns is not the ultimate skillset, while it is a wonderful skillset, it won't replace xx combat or xx skillset.
- Guns, while very focused on AOE combat, is NOTHING like puppets. While puppets specialized in big burst damage (such as the Crisis + Climactic Combo that can be used every 15 seconds) and wipe the grounds of mobs instantly, guns is constant DPS instead of burst.
- Guns is not an easy skillset to pickup. Part of being a gunner is because it's very AOE eccentric, you have to know how to balance aggro and enemy distance than any other skillset. If you're planning to just mow around, you'll find yourself in danger.
- Guns are very susceptible to lag as much as Archery is. You have been warned.
Now that you understand those points, it's now time to discuss some of the basics of gun combat:
- Gunner Gameplay consist of 70% Shooting Rush, no kidding. You will spend most of your combat time using Shooting Rush to decimate enemies.
- Do not be afraid to use normal attack, while yes it has no stun outside of crit, gun's normal attack is still deadly. If you are able to do 1.5k critical off one bullet, you're doing a total of 3k damage since it fires two.
- Do not be afraid to reload when needed. If you have a breather room thanks to your ally keeping that one monster distracted, reload.
- On the flip side, do not panic when you're low on ammo but monsters are coming at you, expend all your ammo and if possible, switch to your secondary skillset (such as melee or fighter)
Now that is understood, let's move to the next section.
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3. Understanding the Skill Basics
Before you use guns, you must understand each attribute of the skills you are using. While I won't go deep into what each skillset does (there's the wiki and other guides about it), I will discuss some of the advantages that will help you during combat.
Reload - No charm here. It allows you to replenish your reserve. Extremely important and it's always advise that when not in combat, to have a full clip.
Cross Buster - Single, powerful attack. Will trigger the enemy's counterattack, but at the same time, it completely smashes defense. When you use it, not only does the enemy gets knocked back, YOU do as well. This may leave open a lot of combos while also closing some. Use this skill with that in mind.
Closer - Ties a lasso around the enemy and pulls you "closer" to them. While the reach is small (1000~1100), it does have some advantages. First, you will gain advance heavy stander. Arrows, bolts, windmill, etc. WILL not stop you. Even if an enemy hits you midway, you will still be propelled forward. This skill also does not trigger the enemy's counterattack, nor does it cancel it. Also, this skill can be used on allies, dead corpse (the enemy or allies), marionettes (alive or dead), or even NPC. Use this to get around.
Far Away - Gunner counter (though regular counter also works). What makes this unique is that not only it pushes the enemy away, it ALSO pulls you away, thus creating more distance than regular counter. This can also be USED during mid enemy's attack animation. This is especially useful against enemies with advance heavy stander than regular counter because you actually pull yourself away.
Shooting Rush - While there's many mechanics of shooting rush, the most useful is that once executed, you will COMPLETE the skill... such as Kaeporo said, hyper armor. It doesn't make you invincible but it gives you advance heavy stander to ensure you finish the skill. What makes this unique is that EVEN if you die as soon as you execute it, you WILL finish the skill. Your dead body will still roll forward, attacking the enemy, before landing at the end point and collapsing on the ground. It writes itself a wonderful story. The gunner who gives up his/her life to pull off one final rush to kill all the enemies before he/she succumbs to their own wound. One thing: If you're trapped in a corner and being wall bashed by the enemy, shooting rush is a great way to not only escape the wall, but knock all the enemies back.
Bullet Storm - The more enemies there are, the higher it deals. Likewise, the less enemies, the less damage. Not much to say
*Notes: Bullet Storm and Shooting Rush CAN hit blinkers and wyverns (WD) in midflight. Use that to your advantage!
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4. Gunner Skill Combinations
In this section, I will go over some great gunner combinations that one can pull off. Below is a video of using some gun combination. I recommend you turn annotations on.
[video=youtube;DSz0b-j0JBI]http://www.youtube.com/watch?v=DSz0b-j0JBI[/video]
Now with that said, here are some good combos:
Evasion + Shooting Rush - Evasion allows you to dodge bolts/arrows/alchemy and allows you to counterattack with Shooting Rush. Do not be afraid to use this combination to set yourself up.
Normal Attack + Far Away - Normal Attack will allow you to grab an enemy's attention. When the enemy gets too close, use far away to create distance. Having a fast gun and attack speed set allows you to maximize the number of shots fired before using Far Away.
Bullet Storm + Shooting Rush - A common combo, use bullet storm to attack, then use the shooting rush to finish. While it deal great damage, this can be particular risky in a sense it makes every monster want to kill you.
Shooting Rush + Bullet Storm + Shooting Rush - An even more dangerous but longer combo of the one ontop.
Closer + Cross Buster - Use closer to get near an enemy then deliver a devestating blow with crossbuster.
Normal Attack + Counter + Closer + Cross Buster - Use a normal attack to lure an enemy into counter, then closer the enemy, followed by a crossbuster
Counter - > Assault Slash - > Cross Buster - > Normal Attack - > Closer - > Cross Buster - > Far Away - > Normal Attack - A rather long combo, but you keep the enemy quite busy. Requires high ranked skills due to the cooldown.
Windmill + Closer - > Crossbuster/Shooting Rush - Closer cancels windmil's animation. Use that to your advantage.
Closer + Far Away - A really weak combo, but can be useful on pulling an enemy off your ally. See two enemies rushing at your friend? Closer one, then far away to create distance with the enemy now aggroing on you.
Counter + Far Away - Double counter. You counter one enemy then faraway the second. Can always follow up with shooting rush or closer + crossbuster for deadly combo!
Closer + Shooting Rush - This closes in to an enemy/ally and then use shooting rush. It's taking advantage of closer's mobility.
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5. Miscellaneous Tips
If I have any tips to give, it will be:
Shooting Rush is extremely important. At rank 5+ it becomes amazing because the width becomes much wider.
Choose your targets carefully. I mean you want to hit as much as possible, but make sure to pick the enemies well.
Do not be afraid to use normal attack
You won't use Bullet Storm as much as Shooting Rush, which is why you'll rank it. You may also be using Cross Buster more than Bullet Storm.
Far Away is like "counter" for gunners (though normal counter works as well). What makes this more interesting is that you can MANUALLY activate it, without the need for an enemy to attack to trigger.
If you're stuck in a corner, Shooting Rush is like an escape button if you can land it. Why? Because not only you get the hyper armor where those nasty 4x Shadow Wizard can't stun/knock you back, but you knock the enemy back and deal 400% damage. Not a bad trade off.
Far Away, back against a wall, can be used instantly on an enemy attacking you, knocking them back.
Ever heard of Shooting Rush counter? Let's say the enemy knocks you back (like using normal attack or smash on you)... counter by loading Shooting Rush and punish not only the attacker but his surrounding allies as well.
Wings of Eclipse + Shooting Rush is lol... So is Wings of Eclipse + Frenzy. Talk about immortality.
Do not be afraid to use Frenzy when your ammo is low and you have no time to reload properly.
Hope that helps.
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