Oh, btw ..... this rebalance will be implemented late July, right? Together with Hero's implementation?
Thank you
Oh, btw ..... this rebalance will be implemented late July, right? Together with Hero's implementation?
Thank you
question, gunner rings should be?:
R: c-strike ranged swapping for c-strike strike when using strike pa to finish chains
- whats a good r-ring alternative for gu/fi?
L: tmg stance in L slot, units is s-roll and air reversal, but whats best in last unit slot?
- i was thinking jumping dodge, but not sure if aerial shooting already covers that?
- other options could be high time keep and mate lovers, or is jumping dodge essential for certain situations?
any combos with air reversal worth thinking about? like j-cover and ja reversal combo, reversal b good for gu?
EDITS:
L:
- mate lovers is def out since it says on swiki that it doesnt cover automate therefore useless for gu/hu
- high time keep is not as good as it seems since swiki says it doesn't prevent the loss of one more time for showtime, only high time damage once, so better to just dodge gud
- just reversal B attack counts as pa for chain finishing which makes it an unreliable choice
- slow dive roll? made somewhat useless from 3rd s-roll, if i-frames is what we're after then jumping dodge is better anyways
R:
- j-cover only does 15% hp recovery so i guess its an r-ring option for high hp affixed gu/fi
- hp auto-restore could be thing (maybe attached to orbit battery wep pallette/lucky stick shortcut for some better synergy)
so yeah in conclusion jumping dodge ftw, with hp-auto restore on non-damage wep shortcuts
Last edited by mr.chills; Jun 14, 2017 at 12:01 AM.
JumpingDodge cover what AerialShooting do without PP, though only for initial part (only available when grounded).
And as emergency dodge (a bit invincibility at activation, I believe (when going up)).
I personally like it due to low PP build I use, so, more option to save PP is good.
Not sure about Reversal-based ring, HighTimeKeep and MateLovers since I never use them ......
But I use AtomizerLovers to help mpa with some quick healing / status recovery / revive (since I barely saw Resta / Anti being cast in pug, except for self healing). Might as well be the healer (I bring Resta Talis with me, so, emergency = Atomizer, non-emergency = Resta. All as GuHu)
Hi, I want to be a better gunner and if anyone can give out some good Gunner guides that would be great. Here is my skill tree: http://pso2skillsimulator.com/simula....KP.Mr.15L.1*0
I'm running GU/HU btw
Sometimes I feel like I'm randomly activating skills when I shouldn't. For instance I always see myself activating Showtime right when the quest starts... When is a good time to activate Showtime?
I also feel like i'm misusing Massive Hunter, every time when a boss appears I always activate Massive Hunter assuming it helps in some way for no reason.
Also when does toughness time activate? It says it activates during Showtime, does that mean toughness time and showtime activate simultaneously?
I have Front S. Roll L and R strike critical ring btw. is there better rings I should use?
I just need a better understanding of these skills and features because i want to make sure i'm utilizing all my skills correctly. Thanks
I also feel like I'm not getting my damage potential at all as well. If you need more info just let me know.
Last edited by DerpyBlakers; Jun 15, 2017 at 12:56 AM.
S-AtkUp on Hunter tree? It's ..... not also used as main, right?
I personally would put left over from S-AtkUp to FlashGuard.
About activating ShowTime
imo, depends on quest ...... I sometimes activate when 30s countdown started, sometimes a bit after 30s countdown started (aiming for OneMoreTime when quest started, just in case I took damage early on, cooldown for next ShowTime isn't 15s, but 0s) ......... or sometimes a bit after quest has started .......
As for MH, I usually activate it when I'm about to use ChainTrigger.
ToughnessTime boosts ShowTime, so, it's automatically activated when ShowTime is active.
As for ring .... I'll put the FrontSRoll on unit (since +1 is enough), and use +20 TmgStanceUp (left ring).
Right ring should be ok (Critical(ranged), right? )
Last edited by final_attack; Jun 15, 2017 at 02:00 AM.
You can active Showtime anytime because that skill has like minimal downtime anyway. Toughness makes it that getting hit while in Showtime won't drop your Gear. As for MH tbh I don't even use it much anymore, because it drops you from the air when using, and as Gu you usually want to avoid getting hit anyway because of gear, Hightime and 1more time, so MH doesn't actually synergies that well with the rest of your kit. Just pop it whenever you find yourself on the ground, or before you want to start building Chains
For rings you should put forward SRoll in a 12* unit, then get TMG stance up ring. It's a huge boost to your damage.
Last edited by escarlata; Jun 15, 2017 at 02:16 AM.
Thank you all for the info and btw I'm new to 12* units. I'm running saiki's crafted so, you can put rings on those units? I dont understand.
imo, unit depends on preference ........ people love PP, but I personally much prefer HP ._.
For ★12units、since set bonus usually doesn't exist or just mere 3% element def or some dex ...... it's more like mix-match using what you have with innate stat you liked (if you're lucky to have them dropped though, since it's not buyable, except some from badges / Arena shop).
You can use full ★12 units, but you can also use 1 ★12 unit, then use other unit set.
Selphea's guide listed the example for it
Some full ★12 combo I saw people use :
- SignRed + Rina's Arm Unit + Izane leg (Izane will help negate Rina's low defense unit)
- Full Ray / Union set
- Full Izane (that tankyness)
- SignRed + Qliphad's Arm + Union leg (the one I use atm)
Sign Red (3300 Battle Arena coin), took around a day, I think, to farm in Arena. I believe I got it on 1st day before. This one give +80 Attack and +80 Dex ..... no bonus HP / PP though.
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