Quote from ewire123;1132982:
Anyway, you mention we can use normal attack behind barrier spikes, so is it worth it to make a pure attack speed set to increase normal attack to become frenzy-like, with reload reforge for ammo?
It's quite possible. One of the more interesting things I see is Frenzy + Normal Attack behind a barrier. The only problem is that enemies DO get knock back with critical hits if their guage is filled enough times.
One of the KR videos I saw were clever. While one teammate was hitting a boss with Dealla SE with Frenzy, an alchemist teammate set up a barrier spike BEHIND the boss, then joined his teammate in Frenzy in the boss.
You can use Barrier Spikes to not only protect you, but also to entrap the enemy against a wall against a barrage of Frenzy attacks. =)
If you have an ice dragon, or any AOE pet that stuns, you can do this by yourself.
Have the boss go to your barrier spike, attacking it, use frenzy, summon Ice Dragon/Cloud/Pegasus, go to the other side of the barrier, then spam frenzy, forcing the boss on the barrier spike you CREATED to protect yourself originally. What was used to protect is now used to trap.
Heck, even with no AOE pets. Lure boss to barrier spike, allow him to attack it a few times, use lullaby, go to the other side, Frenzy, and deal damage while knocking him back constantly on the spikes.
Quote from wildk;1132984:
Against one,
In short are there any blind spots for gunner that gunners themselves should watch out or cannot avoid completely?
I'd assume running out of bullets and reloading being one
First, you have to understand a gunner's strength in pvp. Shooting Rush has a reach of 1,100 at rank 1... once executed, it cannot be stopped EXCEPT for a few skills (frozen blast mainly), but if you have nothing loaded, well... scary.
If the gunner has Shooting Rush distance reforge... well you can guess.
Normal attacks does not stun, so make sure to take advantage of that, if they use frenzy and you're against a wall... not even evasion can help you, especially Dealla SE + Frenzy.
Closer brings them CLOSE to you with advance heavy stander. Even if you use firebolt or wind blast, they will not knock back.
Gunners will... at ANY time, because of Far Away, create DISTANCE. What makes this different from counter is that if you're in MA or other close combat skill, they can push and stun you back if you get too close manually! They do not need to wait for you to attack to actually "counter" you. I have seen Far Away actually stop Martial Art's Charging Strike (it depends on lag too).
Closer will not trigger your counter, nor windmill will knock back the one using closer.
Frozen BLAST can stop a person using Closer.
Now, with that said, take advantage of gunner's no stuns, limited range length, and of course reloading.
Do not let a gunner near any props, if he is to be protected, even by a second, he will have time to reload.
If the gunner gets you in frenzy, just HOPE he runs out of frenzy duration before you die, if you successfully survive, he will be at 0 ammo, time for a counter attack.