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View Full Version : Fighgunners vs acrofighters



goaferboy
Jan 7, 2008, 09:45 AM
I haven't played for a while and I used to be a fighgunner. I noticed upon my return that the acroX's have been added. I also noticed that the acrofighter seems to be better than the fighgunner in every way. A lvl1 acrofighter had higher stats than a lvl2 fighgunner.

I have switched to the acrofighter but I was wondering if anyone is a fighgunner and why?

Disclaimer: Not slating fighgunners in any way, each to their own. I just cant see a reason to pick them. Maybe I'm missing something!

goaferboy
Jan 7, 2008, 09:47 AM
Well I cocked the poll up with my exceedingly long question. But you get the general idea.

Aviendha
Jan 7, 2008, 09:49 AM
Acrofighter is better unless you want to use Double Saber, Spear or Crossbow.

Chaosgyro
Jan 7, 2008, 09:50 AM
Pretty much what Aviendha said: if you want to use anything that requires 2-hands, or more guns than twin pistols then fighgunner is still for you.

goaferboy
Jan 7, 2008, 10:08 AM
I normally use a dagger and gun so I chose acrofighter. The only other thing I would like to use is a rifle but IIRC the fighgunner cant use those either. I may be wrong though.

I noticed that the acrofighters movement (at least when attacking) is pretty quick as well.

Ahkaskar
Jan 7, 2008, 10:22 AM
Well, acros didn't get a specific boost to either casting or melee. It's a general boost to attack animation speed. Basically any attack animation either acro does is faster.

As a Fighgunner, I like using my S rank twin weapons and double sabers, and I don't care for the S rank one-handed weapons. Even if I switched to Acrofighter, my gunnery would still suck. S rank handguns aren't exactly a boon.

Greaus
Jan 7, 2008, 10:27 AM
Only think that would make me like my fighgunner better would be s rank swords.

I like acro but the lack of swords/spears/etc. kinda gets me. S ranks slicers aren't quite enough for me, but the stat boost is nice.

Kelvie
Jan 7, 2008, 10:33 AM
yep, fighGUNNERS needs s-rank swords. Their lack of 2handed heavy weapons is a shame. http://www.pso-world.com/images/phpbb/icons/smiles/icon_frown.gif *ironic*

littleman2347
Jan 7, 2008, 10:56 AM
The only issue is have with the acrofighter is that they can use S rank Twin Daggers. Which i found was a little ridiculous since they are faster with daggers, but that is my personal opinion.

Greaus
Jan 7, 2008, 11:31 AM
On 2008-01-07 07:33, Kelvie wrote:
yep, fighGUNNERS needs s-rank swords. Their lack of 2handed heavy weapons is a shame. http://www.pso-world.com/images/phpbb/icons/smiles/icon_frown.gif *ironic*




I didn't say needs them did I? I said it would make me like them more. Besides the figh would imply fighter. If it was supposed to be guns it would have bun Gunfighter or something of the sort.

I've got all 3 "melee" classes lvled up. So I can switch around to use whatever weapons I feel like. That was just my opinion.

stukasa
Jan 7, 2008, 11:34 AM
On 2008-01-07 07:56, littleman2347 wrote:
The only issue is have with the acrofighter is that they can use S rank Twin Daggers. Which i found was a little ridiculous since they are faster with daggers, but that is my personal opinion.


I wish AF could use S-rank twin daggers too but I think the reasoning is that the acro classes are supposed to be one-handed weapon specialists, that's why they only get S-ranks in one-handed weapons.

Anatra
Jan 7, 2008, 11:41 AM
that's what is basically boils down to. If you like holding a storm (ha!) with your blackheart then choose acrofighter, but if you like grand cross and crea doubles (absolute dance FTW) then choose figunner

KayaHime
Jan 7, 2008, 12:26 PM
I ended up switching my ForteFighter to AcroFighter because of the weapons I tended to use - mostly single daggers and the like. However, it never even crossed my mind to switch my FighGunner to AcroFighter, because I became a FighGunner to use double sabers.

XD And I wouldn't switch my FighGunner to AcroFighter now, because I got her a shiny set of Daggers of Serafi, and she wouldn't be able to use them as an AcroFighter.

<font size=-1>[ This Message was edited by: KayaHime on 2008-01-07 09:27 ]</font>

Mystral
Jan 7, 2008, 12:40 PM
My main has Fighgunner 12 and Acrofighter 10, and switches between them. Yeah, Acros have high stats, very fast attack speed, and all that, but sometimes that actually hurts you; for example, it's significantly harder to JA anything on an Acro class due to the speed boost, especially on weapons with an already small attack window (Claws come to mind.) Also, the attack speed may upset certain combos that work well already; you might have to wait anyway for something to get back up so you can knock it over again with certain PAs, for example.

A lot of it is just personal preference, though. Fighgunner has more versitility in weapon selection than Acrofighter, and Acrofighter is slightly better with what they have and has a different trap layout. Neither is strictly better than the other, just different, and you almost can't play one like the other because of it.

Pillan
Jan 7, 2008, 12:58 PM
Acrofighter outdamages Fighgunner with every melee weapon they can use just due to the speed bonus and their higher ATA means even less misses with their already higher damage/time. Their TP means significantly more Shadoog damage. Acrofighter also has a significantly better HP+DFP+EVP+MST combination than any other hunter, making it the perfect tech-less survival class.

Traps really aren’t worth considering that much, and it’s pretty rare that you’d need or want to use them as either class.

So, really, Fighgunner has better ranged damage, more SE access from better guns, higher damage from Majarra, double sabers and swords, and shiny S rank twin daggers and daggers. Everything else you can do better as Acrofighter.

Akaimizu
Jan 7, 2008, 01:09 PM
Are the classes that strong to not need traps? I personally know I've made heaps of combat differences, for the entire party, because I used a good trap, in the right place. Depending on the situation, you can quickly turn a major tide with one of them. Even if they are extremely limited in numbers you can carry at a time, you're bound to find at least 1 or 2 times, in a tougher mission, where it made all the difference.

In fact, if more used the traps, we could easily combine efforts and have the appropriate traps last through the entire level.

<font size=-1>[ This Message was edited by: Akaimizu on 2008-01-07 10:10 ]</font>

Xaeris
Jan 7, 2008, 01:13 PM
Yes, as the game is right now, the classes (the melee ones at least) are strong enough to not have any need for traps. As an AF, I can probably count on my hands the amount of traps I've set since AoI came out. And the hilarious thing is that AF has the better trap selection anyway; those traps I set were viruses on svaltuses.

Akaimizu
Jan 7, 2008, 01:20 PM
That's pretty impressive, if that's indeed true. I can't see my GT not using traps unless I went to one of the easier levels. It's the high level tech and ranged stuff that gives me, and quite a few other people, trouble where a trap is a great solution. I guess packs of One-handed Hive megid tossers, stronger rifle shooters from Electric Brain, Hive Wizards, and such, don't kill melee users anymore.

<font size=-1>[ This Message was edited by: Akaimizu on 2008-01-07 10:21 ]</font>

Pillan
Jan 7, 2008, 01:22 PM
On 2008-01-07 10:13, Xaeris wrote:
And the hilarious thing is that AF has the better trap selection anyway; those traps I set were viruses on svaltuses.


It's really not that important anymore, since 21+ crossbows can easily infect Svaltus now. Other than Virus, Fighgunner has the trap advantage and a general SE advantage from crossbows. Shadoogs are too slow to keep up with that, even with the penetrating bullet and SE level advantages.


EDIT:

Also, I haven't touched traps since AoI.

<font size=-1>[ This Message was edited by: Pillan on 2008-01-07 10:23 ]</font>

Pengfishh
Jan 7, 2008, 01:24 PM
Acrofighters do not seem to be made for those super keen on getting all the best S rank weapons -- selection is certainly limited in that respect. Only two options available for each S category, and then what!

DragonStorm
Jan 7, 2008, 01:26 PM
I love using double sabers which is why i am fighgunner...Though they need S-rank slicers and twin guns and single guns...but heck FighMaster i am sure will kick it up a notch http://www.pso-world.com/images/phpbb/icons/smiles/icon_wink.gif

Akaimizu
Jan 7, 2008, 01:27 PM
They should for more of them to release, I guess. Everybody only has 10 and 11 ranks. Usually only 2 per S rank. Gunners (360) are currently further limited due to the infamous blue-robot bug. But I'm sure there's more for everybody as the game progresses. You'll probably get your increased options when others do.

<font size=-1>[ This Message was edited by: Akaimizu on 2008-01-07 10:29 ]</font>

Xaeris
Jan 7, 2008, 01:37 PM
I guess packs of One-handed Hive megid tossers, stronger rifle shooters from Electric Brain, Hive Wizards, and such, don't kill melee users anymore.

Yes, actually. I don't really care to brag, so I'll just leave it at that.


It's really not that important anymore, since 21+ crossbows can easily infect Svaltus now. Other than Virus, Fighgunner has the trap advantage and a general SE advantage from crossbows. Shadoogs are too slow to keep up with that, even with the penetrating bullet and SE level advantages.

Shadoogs are too slow to keep up with crossbows if your express purpose is to inflict a status, yes. But with the laughable weakness of enemies these days, there are very few situations where debilitating the enemy would greatly quicken its death, i.e, we don't need to stun/confuse/paralyze things before we can kill them. Rather, it's a function of convenience, which shadoogs are clearly better at.

Ranubis89
Jan 7, 2008, 01:39 PM
Acros are alot faster love the speed:)

Akaimizu
Jan 7, 2008, 01:43 PM
"But with the laughable weakness of enemies these days, there are very few situations where debilitating the enemy would greatly quicken its death, i.e, we don't need to stun/confuse/paralyze things before we can kill them."

Which is a shame, because gunners still need that. In parties, our main purpose of having guns, is to add either that extra DoT damage or debilitation. I'm not just a buff/healer, you know. I guess I'll just stick with parties that need my help, 'mkay.

<font size=-1>[ This Message was edited by: Akaimizu on 2008-01-07 10:43 ]</font>

Xaeris
Jan 7, 2008, 01:50 PM
On 2008-01-07 10:43, Akaimizu wrote:
"But with the laughable weakness of enemies these days, there are very few situations where debilitating the enemy would greatly quicken its death, i.e, we don't need to stun/confuse/paralyze things before we can kill them."

Which is a shame, because gunners still need that. In parties, our main purpose of having guns, is to add either that extra DoT damage or debilitation. I'm not just a buff/healer, you know. I guess I'll just stick with parties that need my help, 'mkay.

<font size=-1>[ This Message was edited by: Akaimizu on 2008-01-07 10:43 ]</font>


Er, what? We're talking about traps, not gunners. Gunners are different in that they have a infinite (well, limited by PP, but you know what I mean) count of SEs to inflict on enemies. Rather than having five silence/confuse traps on gaozorans for the entire map, they can inflict either on every one that appears without considerably stretching their resources.

Gunner SE is useful. Trap SE is limited by its acutely finite use.

Akaimizu
Jan 7, 2008, 01:52 PM
But Traps are guarranteed to land if the monster can take it at all, not so for guns. Most of the time, I wont be able to silence/confuse the whole group in time if I use the gun, but the trap could. Even with Crossbow spreads, the average is doing that to maybe a couple of enemies, leaving the rest an (in progress) aspect. All the while, those left monsters are still just as dangerous.

It makes a better difference for stuff like Shock because melee monsters are really only dangerous if they all are active and lose so much potential damage if they lose a couple. With techs, megid tosses, etc. they can kill using small numbers (1 or 2), so the necessity for confuse or silence traps are that much higher since you want them all stopped.


<font size=-1>[ This Message was edited by: Akaimizu on 2008-01-07 10:55 ]</font>

Shiro_Ryuu
Jan 7, 2008, 01:53 PM
Just look at my title and you'll see which one I voted for. I saw that the poll was tied, and I thought that I had to break that tie. Anyway, my male human was a Fighgunner mainly for the S rank twin sabers and other fast weapons, then I find out about Acrofighter in AoI, I got AoI, switched my male human into an Acrofighter and I felt that this was more suitible for my main than Fighgunner. Acrofighter was actually the class I was looking for in my male human, a high-speed melee class that can S rank in some of my favorite weapons. Even without S rank twin sabers, I still like this class over Fighgunner, single hand weapons are pretty awesome too, and having the highest EVP of all classes is definitely a plus.

RACast_Raiden
Jan 7, 2008, 02:37 PM
aFs are a fast-attacker class that it's main strength is close-combat due to its boosted speed.

a lighter class that has access to medium class weapons to deal hit-and-run tactics and enemy confusion, whereas the FighGunner is the heavier class.

Kylie
Jan 7, 2008, 02:38 PM
I prefer fighgunner for the weapon selection, but AF is an excellent class. It has great stats, the speed is interesting, and the weapon selection is decent. I think it comes down to one's own preference.

McLaughlin
Jan 7, 2008, 02:44 PM
On 2008-01-07 10:52, Akaimizu wrote:
But Traps are guarranteed to land if the monster can take it at all, not so for guns. Most of the time, I wont be able to silence/confuse the whole group in time if I use the gun, but the trap could. Even with Crossbow spreads, the average is doing that to maybe a couple of enemies, leaving the rest an (in progress) aspect. All the while, those left monsters are still just as dangerous.

It makes a better difference for stuff like Shock because melee monsters are really only dangerous if they all are active and lose so much potential damage if they lose a couple. With techs, megid tosses, etc. they can kill using small numbers (1 or 2), so the necessity for confuse or silence traps are that much higher since you want them all stopped.


<font size=-1>[ This Message was edited by: Akaimizu on 2008-01-07 10:55 ]</font>


You haven't played since the STA nerf, have you? I can freeze a Jarba with my Handgun.

Slace2k3
Jan 7, 2008, 03:25 PM
s-rank twin sabers and daggers, double sabers, and the use of a-rank x-bows and mechguns all keep me in the fighgunner class. yeah acrofighter, pound for pound, is a better class, but I like fighgunners weapons alot more.

plus its not like you need the killer stats to get through the game, I may not kill things as fast, but its not like the extra 5-8 minutes I save doing a mission is going to put to good uses anyway...




<font size=-1>[ This Message was edited by: Slace2k3 on 2008-01-07 12:29 ]</font>

Cry0
Jan 7, 2008, 05:21 PM
Im levelling acrofighter at the moment, and I've always used (primarily) fighgunners before that. And I must say, acrofighter is not half bad, not at all. if you have decent grinded a rank weapons, and high photon arts, then get yourself a good evasion armor, and nothing can touch you, while still being able to do decent damage. I like them, that's for sure. But, yeah, fighgunners get s ranks...

Akaimizu
Jan 7, 2008, 05:27 PM
On 2008-01-07 11:44, Obsidian_Knight wrote:

You haven't played since the STA nerf, have you? I can freeze a Jarba with my Handgun.



You obviously haven't seen me post all about my AOI play since after the expansion, and even what I've been doing recently.

The fact that you can possibly do it does not constitute the ability to affect the whole group of monsters when you need it the most, not 14 seconds afterwards.

There are still cases for which it helps for immediate results. Anybody that's played with me can testify to that.


<font size=-1>[ This Message was edited by: Akaimizu on 2008-01-07 14:28 ]</font>

panzer_unit
Jan 7, 2008, 05:42 PM
On 2008-01-07 10:52, Akaimizu wrote:
But Traps are guarranteed to land if the monster can take it at all, not so for guns. Most of the time, I wont be able to silence/confuse the whole group in time if I use the gun, but the trap could. Even with Crossbow spreads, the average is doing that to maybe a couple of enemies, leaving the rest an (in progress) aspect. All the while, those left monsters are still just as dangerous.


One-handed guns are best for focusing on a small group of targets... shotgun and laser (e.g. weapons exclusive to "gunner" classes) are superior tools for dealing with enemies en masse in AOI.

McLaughlin
Jan 7, 2008, 05:46 PM
On 2008-01-07 14:27, Akaimizu wrote:

On 2008-01-07 11:44, Obsidian_Knight wrote:

You haven't played since the STA nerf, have you? I can freeze a Jarba with my Handgun.



You obviously haven't seen me post all about my AOI play since after the expansion, and even what I've been doing recently.

The fact that you can possibly do it does not constitute the ability to affect the whole group of monsters when you need it the most, not 14 seconds afterwards.

There are still cases for which it helps for immediate results. Anybody that's played with me can testify to that.


<font size=-1>[ This Message was edited by: Akaimizu on 2008-01-07 14:28 ]</font>


I can burn three things with my Crossbow (or kill them outright) or I can hit three enemies with a 500 meseta Crossbow bullet.

The only case where I'd recommend traps would be Freeze Trap EXs in Electronic Brain for the Orcdillan.

Aviendha
Jan 8, 2008, 01:04 AM
On 2008-01-07 14:46, Obsidian_Knight wrote:
I can burn three things with my Crossbow (or kill them outright) or I can hit three enemies with a 500 meseta Crossbow bullet.

The only case where I'd recommend traps would be Freeze Trap EXs in Electronic Brain for the Orcdillan.


Freeze EX is my new favorite item due to this. <3 Protransers.

But the only time I've used traps since AoI is solo, and only virus on Svaltus and burn on a couple other things, so I'd say atm traps are not a factor in this argument.

Jakosifer
Jan 8, 2008, 01:15 AM
I prefer FI only for their S rank Twin Daggs/Sabes and Xbow usage. If AF had either of those, I would consider FiG dead to me. That said I voted for Figh. But if you don't want the S rank Twin Weaps and Xbow usage, go for AF yourself.