Tuesday, September 3, 2013

Megaten Advanced Gunner Guide

Below is an article titled Megaten Advanced Gunner Guide that we collected from various sources. All credit goes to its original writer.

Megaten Advanced Gunner Guide by Just_here2

Stats

Speed: Your primary stat. You should max this. Reduces cast time and cooldown by 1.5% every 10 points.

Secondary Stat:

Magic: For people going into Magic Bullet. Every 2 Magic = 1 Spell. Also increases MP at a lower rate than Intelligence.

Vitality: Increases HP and Physical Defense. Most Rapid users would recommend making this your secondary stat. More HP = Less death. It also reduces cooldown by 2.5% every 10 points.

Intelligence: Increases MP and Magical Defense. Not especially recommended, since candy does come cheap. Reduces cast time at the same rate as Vitality.

Luck: Increases Critical Chances and Critical Resistance. The only way to increase damage if you’re not going Magic Bullet. Also affects drops.

Expertise

Shot:
Self explanatory, I hope. For comparison, regular shot has a Damage Modifier of 105.

Skills:
Long-Range Shot (Class 5) – Damage Modifier: 10. Increases range of shot at the cost of reduced damage. A poor man’s Arm Snipe.
Pierce Shot (Class 7) – Damage Modifier: 90. A line Area of Effect shot, much like Demolition Dash. Has a reduced range though.
Heartbreaker (Class 9) – Damage Modifier: 60. Reduces Close Range Defense on whatever it hits. Has a reduced range. Not many people go for this.

Rapid:
Let’s you quickly pump out multiple shots at a cost of the long range of a regular shot. Each skill has it’s own hit counter per enemy before it knocks the enemy back, which is the total number of shots in the skill. Basically a pseudo-melee expertise for gunners. Note that each shot has a chance of raising expertise.

Skills:
Magnificent Seven (Class 1) – Called Seven Samurai before Blaze of Ambition. Pumps out seven shots that does seven damage each. A Rapid and Gun Knowledge Trainer.
Eraser (Class 1) – Damage Modifier: 75. A four shot Trigger Happy.
Viper Scope (Class 3) – Damage Modifier: 60. Has a longer range than Trigger Happy.
Bullet-Ridden Pit (Class 5) – Damage Modifier: 85. Shortest range of all Rapid Skills.
13 Shots to **** (Class 7) – Damage Modifier: 140. Fourteen shots, each dependent on the enemy’s HP (maybe). Probably the best rapid skill.
Qi Shot (Class 7) – Damage Modifier: 100. At the cost of some magnetites, this lets you rapid without any bullets. Pretty much useless, as I don’t know any high level gunner who would run out of bullets.
Trigger Happy (Strong) (Class 8) – Damage Modifier: 120. Self explanatory. Has an increased range (can interrupt rush skills).

Gun Knowledge:
Increases damage while reducing wear on guns. Class 7 gives -20% cast time on shot.

Magic Control:
Needed for Magic Bullet and Curse of the Wretched. Gives toggles that boost base affinity damage, which means soul stoned Aquans/Flamies/Erthys/Aeros weapons will not work with these. Toggles add +10% damage and -20% damage for their opposite element. Also reduces incant by -20%.

Destruction Magic:
Needed for Curse of the Wretched. Not very useful, cause if you’re going Magic you’re probably doing Magic Bullet anyways.

Curse Magic:
Needed for Magic Bullet. That’s about it.

Demonology:
Needed for Sharpshooter. That’s about it.

Bless:
Needed for Curse of the Wretched. That’s about it.

Chain Expertises

Magic Bullet

To unlock this Chain you need:

Shot: Class 2
Curse Magic: Class 2
Gun Knowledge: Class 1
Magic Control: Class 1

This expertise gives gunners elemental shots and curse shots. Thus, gunners can act like pseudo-shot mages and cursers. However, this Chain still counts as Long Range. It also has 50% more range than a regular shot. The damage formula for Magic Bullet is 100% Long Range + 50% Spell.

Skills:
Elemental shots have a damage modifier of 107. Curse shots have a damage modifier of 105.
Squalling Bullet Hole (Class 1) – Force Bullet. Has a chance of inflicting Stun.
Toxic Bullet Hole (Class 2) – Magic Bullet. Has a chance of inflicting Poison.
Forgetful Bullet Hole (Class 2) – Magic Bullet. Has a chance of inflicting Muddle (Amnesia). Most gold parties will expect you to have this if you’re an MB.
Arm Snipe (Class 2.5) – Weapon based Bullet. Long-Range Shot if it was actually useful. It says it reduces Close Range Attack, but it’s not really noticeable.
Enchanting Bullet Hole (Class 3.5) – Mind Bullet. Has a chance of inflicting Charm.
Spell Mute Bullet Hole (Class 3.5) – Magic Bullet. Has a chance of inflicting Mute.
Scorching Bullet Hole (Class 4.5) – Fire Bullet. Has a chance of inflicting Aflame.
Hailing Bullet Hole (Class 5) – Ice Bullet. Has a chance of inflicting Freeze.
Thundering Bullet Hole (Class 5) – Electric bullet. Has a chance of inflicting Shock.

Sharpshooter

To unlock this Chain you need:

Shot: Class 2
Demonology: Class 2
Gun Knowledge: Class 1

Gives toggles which allow you to do inflict 30% more damage to certain groups of demons at the cost of taking increased damage from all groups. Of course, gunners shouldn’t be hit anyways, so that’s not really a problem.

Useful Skills:
Cruel Chase (Class 1.5) – Beast toggle
Phony Amnesty (Class 2.5) – Magica toggle
Birth Exorcism (Class 2.5) – Evil Spirit toggle
Guilty Pierce (Class 4.5) – Aerial toggle
San Cles Exile (Class 4.5) – Guardian toggle

Curse of the Wretched

To unlock this Chain you need:

Curse Magic: Class 2
Destruction Magic: Class 1
Magic Control: Class 1
Bless: Class 1

A Mage Chain Expertise, although its low requirements make it useful for anybody really. Skills in this chain give your opponents various debuffs so they won’t bother you so much. Not dependent on any basic stat.

Useful Skills:
Erosion Hex (Class 1) – Area of Effect debuff centered on you. Has a chance of inflicting any and all debuffs on any enemy it hits. Tired of demons getting in your grill? This is the skill for you. Just make sure they’re not immune to debuffs.
Bullet Hex (Class 3) – For a short period of time (1 tick), Long Range damage to an enemy is increased. It has a low probability of hitting.

Synthesis
I’m only listing Stones that will directly help gunners.

Tarots:
Hraesvelgr – Speed +3, Vitality -3
Zhen – Speed +2, Strength/Magic -1
Judgment – Speed +2, Strength/Magic -1
The Sun – Luck +3, Speed +2
The Emperor – Speed +2, Luck -5, Shot +3%
Hermit – +1 Speed, -2 Magic, -2 Luck
Harpy – +1 Speed
Karasu-Tengu – +1 Speed, +2 Critical

Soul Stones:

Face:
Aello – Speed +1

Top:
Celeano – Critical +4

Bottom:
Ocypete – HP/MP +10
3 Harpy Sisters Bonus: MP +10, Speed +7, Intelligence +5, Critical +50

Head:
Mithra – Shot +10%, Party member Magic +5, If Law: Null Slash, Blunt, and Charge at (Level * 0.25)% Chance

Shoes:
Pa Bil Sag – Speed +2, HP -10, When Shot is greater than Class 4: +5% shot, When Rapid is greater than Class 4: +5% rapid attack
Apsaras – Speed/Magic +2, Lightning defense +5
Archer – Long-range defense +10. +20% Long-range attack (note: Long-range refers to affinity on handguns)

Hands:
Nekomata – +50% Charm chance (Magic Bullet only)
Gaki – Speed +2, Strength/Magic -1, When Shot is greater than Class 3: Speed +2

Earring:
Soul Stone: The Scorpion – Penetration defense +10, +20% Penetration attack

Ring/Earring/Extra:
Kikuri Hime – +1 Magic, +1 Int

Talisman:
Mothman – +50% Muddle chance (Magic Bullet only)

Back:
Hresvelgr – Speed +10, Intelligence +5, MP recovery -10, If Law: When HP is less than 20%, Long-Range attack increases 50%

Building Tips

Least Classes for:

Max Magic Bullet
Class 3 Curse Magic (0.3)
Class 1 Magic Control (0.2)
Class 9 Gun Knowledge (3.6)
Class 3 Shot (.9)
= 16 classes

Max Sharpshoot
Class 2 Gun Knowledge (0.4)
Class 9 Shot (3.6)
Class 5 Demonology (2.0)
= 16 classes

Max Sharpshoot & Magic Bullet
Class 9 Shot
Class 8 Gun Knowledge
Class 2 Demonology
Class 2 Curse Magic
Class 1 Magic Control
= 22 classes

Class 5 Sharpshoot & Max Magic Bullet
Class 7 Shot
Class 7 Gun Knowledge
Class 2 Demonology
Class 2 Curse Magic
Class 1 Magic Control
= 19 Classes

Equipment (WIP)
So here is stuff that some people might wear. Note: Most (read: all good) equipment that helps gunners are from the Fortune Cards. So don’t expect cheap prices for them.

Armor

Head:
Three Kingdoms Head (Female Only) – +2% Close Range, Long Range, and Spell damage, -7% cast time, -3% cooldown.

Face:
Eyepatch (Blue) – +3% Shot and Rapid damage, +1 Speed.

Neck:
Glepnir – +8 Strength, +7 Speed, -6 Luck. Synthesis equip. Best Neck for pure speed.
Dromi – +4 Strength, +2 Speed, -5 Luck. Synthesis equip.
Leyding – +2 Strength, +1 Speed, -2 Luck. Synthesis equip.
Western Neck – +1 Vit, +4% Close Range, Long Range, and Spell damage.

Top:
Angel Top – +7% Rapid and Shot damage. *Includes Destruction Magic.
Agent Top (Male only) – +3 Shot damage. *Includes Destruction Magic.
Phoenix Top (Black) – +5% Rapid damage, -20% cooldown to rapid skills.
Phoenix Top (White) – +5% Shot damage, -20% cast time to shot skills. *Includes Destruction Magic.
Beach Top (Wind) – +7% Shot damage.
Western Top – +8% Shot and Rapid Damage. *Includes Destruction Magic.
Sentinel Top – +8 Crit Def, +10 critical, +6% Close Range, Spell, and Long Range damage
True Warfare Top – +6% attack/rush/spin/shot damage. *Includes Destruction Magic.
Three Kingdoms Top (Female) – +8% Close Range, Long Range, and Spell damage, -4% cast time, -6% cooldown.
Three Kingdoms Top (Male) – +7% Close Range, Long Range, and Spell damage, -4% cast time, -6% cooldown.
Nightmare Top – +6% Close Range, Long Range, and Spell damage.

Bottom:
Angel Bottom – +3% Rapid and Shot damage. *Includes Destruction Magic.
Agent Pants (Male only) – +3% Shot damage. *Includes Destruction Magic.
Beach Bottom (Wind) – +3% Shot damage.
Western Bottom – -15% Shot cast time, -15% Rapid cool time.
Sentinel Bottom (Male Only) – +7 Crit Def, +4% Close Range, Spell, and Long Range damage
True Warfare Bottom – +7% attack/rush/spin/shot damage. *Includes Destruction Magic.
Three Kingdoms Bottom (Male Only) – +3% Close Range, Long Range, and Spell damage, -7% cast time, -3% cooldown.
Nightmare Bottom – +4% Close Range, Long Range, and Spell damage.

Shoes:
Agent Shoes (Male only) – +3 Shot damage. *Includes Destruction Magic.
Phoenix Shoes (Black) – +5% Rapid damage.
Phoenix Shoes (White) – +5% Shot damage. *Includes Destruction Magic.
Western Shoes – +5% Shot and Rapid damage. *Includes Destruction Magic.
Sentinel Shoes – +5 Crit Def, +2% Close Range, Spell, and Long Range damage.
True Warfare Shoes – +3% attack/rush/spin/shot damage. *Includes Destruction Magic.
Three Kingdoms Shoes – +5% Close Range, Long Range, and Spell damage, -4% cast time, -6% cooldown.
Nightmare Shoes – +5% Close Range, Long Range, and Spell damage.

Hands:
Western Hands – +2 Vit, +2% Close Range, Long Range, and Spell damage.
Sentinel Hands (Female Only) – +7 Crit Def, +4% Close Range, Spell, and Long Range damage
Abyss Hands – +20% Charm Chance, +4% Shot, Spin, and Rush damage.

Earring:
Shard of Hiten – +5 Speed, -3 Vitality.
Earring of Blood Drain (Long Range) – +4 Long Range. Non-FC item, but good luck getting one.
Shard of Heaven – +3 Speed, -3 Magic. Non-FC.
Critine Earring – +3 Speed. Poor man’s Shard.
Heart Shooter – +5% Long Range, Spread, and Penetrate damage.

Ring:
Ring of Guidance – +5 Speed, -3 Vitality.
Ring of Blood Drain (Long Range) – +4 Long Range. Non-FC item, pretty common now that Ichi Gold is being spammed to death.
Woglinde Ring – +10% Shot damage, -20% MP cost to shot-based attacks. *Includes Destruction Magic. No one will give you this without plenty of extortion.
Flosshilde Ring – +10% Rapid damage, -20% MP cost to rapid attacks. Cheap since rapid is not popular.
Boost Ring (Titan) – +10% Shot damage, +2 Intelligence. *Includes Destruction Magic. If you can’t get Woglinde….
Boost Ring (Palladium) – +10% Rapid damage, +1 Speed. Cheap. See Flosshilde for why.
Mithra’s Concentration – +12% Long Range damage if your Demon is Open Hearts or Higher.

Extra:
Roaring Passion, Heavenly Snow, Slashing Thunder, Soaring Flight – +10% Elemental Boost Extras.

Talisman:
Really any Talisman will do, you just need one to stick Soul Stones on it.

Back:
Archwings – If you can stand their pink fluffiness (it helps to be female so it won’t look as odd), it gives +2% damage to both shot and rapid. *Includes Destruction Magic.

COMP:
Drill COMP/Amp COMP – +10% Long Range damage.
Shot Amplifier COMP – +12% Long Range damage.

General Sets:
Agent Set (Male only): +9% to shot, face equip is not needed.
Angel Set (Red/White): +12% to shot and rapid, shoes are not needed.
Phoenix Set (Black and White): Black gives +10% damage and -20% cooldown to rapid, white +10% damage and -20% cast time to shot.
Beach Set (Wind): +10% to shot, Head and Shoes give +Luck.
Western Set: +1 Int, +2 Vit, +13% to shot and rapid, -15% cast time to shot and cooldown to rapid, +6% to Close Range, Long Range, and Spell, +10% success rate to Talk, Threaten, and Taunt. (You need this set.)
Sentinel Set: +20 Crit, +27 Crit def, +16% Close Range, Spell, and Long Range damage.
True Warfare Set: +16% attack/rush/spin/shot damage. *Includes Destruction Magic.
Nightmare Set: +15% Close Range, Spell, and Long Range damage.
Three Kingdoms Set: +15% Close Range, Spell, and Long Range damage, -15% cooldown, -15% cast time if set matches your alignment.

Weapons

Pistol:
FC:
M103-L – -20% cast time for shot attacks.
Five Spirit Shooter (Rapid) – +10% Rapid Damage
Red Rain – +4 Speed, +15% Shot and Rapid damage. A pistol you might actually use as a main gun.
Mobile Inferno – +20% Fire damage, -15% Rapid cooldown.
Nightwalker – +15% Shot damage, -10% Shot cooldown.
Parabellum – +(Level*.3)% Shot & Rapid Damage
In-game:
Dead West – +10% Shot damage, +10% Death damage, -15% shot cast time. Relic gun. Doesn’t actually have Death affinity (thanks Cave :p).

Shotgun:
FC:
Crossfire – +3 Magical Defense. Store AP weapon.
Scatter-SG – +20% Rapid damage.
Gamic-20 – +20% Magic damage.
Re-13 – +30% Magic Damage.
Gravel-I – +20% Ice damage.
Hail-I – +30% Ice damage.
Lord of Thunder – +20% Electric damage.
Brutegen – +10% Rapid damage, -20% Rapid Cooltime
The Punisher – +15% Shot damage, +10% Fire damage, -20% MP cost for Shot skills.
Judgment Day – +20% Expel damage.
Ten’ im Howa – +20% Death damage.
Sentinel (Rapid) – +10% Rapid Damage
In-game:
Survivor Series – Ice/Electric/Force guns. Relic guns.
-Survivor I – Electric affinity, +15% Electric damage, +15% Rapid damage, If chaos: +10% Gun damage, +2 strength and magic to party
-Survivor II – Force affinity, +15% Force damage, +15% Rapid damage, If chaos: +10% Gun damage, +2 strength and magic to party
-Survivor III – Ice affinity, +15% Ice damage, +15% Rapid damage, If chaos: +10% Gun damage, +2 strength and magic to party
SRAS – Best shotgun you can get at a store for macca.
Aura Shot – -5 MP.
M91 – +5% Rapid damage. Arms Maker Weapon.

Rifle:
FC:
Avalon-24 – +20% Shot damage. The end all gun for most gunners. *Includes Destruction Magic.
Plasma Rife (Rapid) – +10% Rapid Damage.
Wind Master’s Havoc +15% Shot & Rapid Damage, Death Smiles Skill Acquired.
Positron Rifle – +30% Electric Damage.
Tanegashima – +5 Speed. Store AP weapon.
Barrel of the Floret – +6 Speed. +10% damage to Elements.
Jackpot – +15% Shot damage, +2 Speed.
In-game:
Rambus SVD – +5% Rapid damage. Arms Maker Weapon.
Gauss Cannon – Best rifle you can get at a store for macca.

Credit to Guyoverthere, Alcadeiass, and The Mighty Laharl for some stuff.

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