Disclaimer: The contents herein are based on my observations, and as such are subject to my bias. Constructive criticism is always welcome, but if you're simply going to post troll comments or flame bait, please do us all a favor and don't post at all. I'd like to keep things here generally on topic.
This project of mine initially started out as an experiment, triggered by a couple posts within the PSO2 forums about Defense-based Hunters, and, when the second set of classes were introduced, the function and utility of the Gunner's Showtime skill. What wound up happening with said experiment turned into something that I really didn't expect, and as a result it introduced me to a different approach to how I play PSO2 now, one which I truly have fallen in love with. That said, I'd like to share what I've found while playing as a Defense-based character, and hopefully give some people out there the inspiration to try, and have some engaging discussion with those who may already.
~:The Build:~
Gunner Main, Hunter Sub, build listed is both at 50 with both extra skill COs completed.
http://ryuhiroshi.ry.funpic.de/pso2/...b00000ib00000f
First off, I should note that I'm only 48 on my Hunter, but the extra 2 points in JA Bonus are not critical to the build's function. Additionally, the core function of this build and playstyle are survival tanking, not the other way around. Tanking with this build is certainly viable, but with the way Hate Generation currently works, your damage output is too low to keep Hate on you instead of the burn-happy Force. Cycling your taunts is a good way to sustain Hate, but once again, the overall low damage will still bite you in the butt.
#Core Skills#
- Gunner Tree
- R-Defense Up 1
- Showtime
- Twin Machinegun Gear
These are your fundamentals for playing as a GunTank (witty reference, I might add) and as such should all be maxed. HP Up 1, R-Attacks 1 and 2, and Attack PP Restorate are all excellent skills, but points can be juggled between them without seriously affecting your ability to survive.
- Hunter Tree
- Guard Stance
- War Cry
- S-Def Up 1
- Iron Will
Guard Stance is the cornerstone of all Defense builds. Having any less than max is a major hindrance to your potential mitigation. War Cry meshes with Showtime as your Hate production skills, and one can almost always be active while the other is down. Iron Will isn't what I would call a major benefit to Defense builds, but the 75% chance to negate a fatal blow falls in line with the intent of the build, and quite frankly, it's really handy to have in a pinch. JA Bonus and HP Up 1 are maxed, but that simply comes from the standpoint of not having anything better to obtain that is within a feasible investment of points. Unfortunately, the Hunter's tree is really rather lacking in full defense-themed skills, aside from what we already have.
At this point, you may be wondering why GunHunter, rather than HuGunner, or Hunter with another subclass with defensive attributes. The reasons are as follows:
- In exchange for passing up the Block skills, using the Gunner's sole class weapon, Twin MachineGuns or Twin MechGuns (TMGs), give you access to the best dodge (which for all intents and purposes shall be referred to as "Shiftstep" throughout this post) in the game. This in turn allows you to invest points that would be in Block skills into other areas.
-Note: I consider the TMG Shiftstep as the best dodge in the game on the following grounds: First, it has a high amount of invincibility frames, slightly more than the Dive Roll, but less than Flash Step. Second, you do not suffer the movement penalty inherent in Flash Step, the widely considered best dodge. Third, it can be executed multiple times in quick succession, and if timed properly, can be chained in such a way that you do not trigger the third "Bullet Time" animation. Lastly, In addition to providing a much-needed escape, it is also excellent for navigating the battlefield, similar to how Step works, however, Step cannot maintain any airtime, and triggers a landing vulnerability and movement penalty. Shiftstep not only can maintain airtime, but has no landing or movement penalty.- In order to fully utilize Showtime, Gunner must be your main to retain access to the best available Twin Mechs. There are all-class weapons that can be used, but losing close to 400 R-Attack for an extra 50-60 S-Defense is not ideal.
- On the subject of defenses, as a Gunner you only have 50~ less S-Defense than a Hunter, and in exchange gain about 45~ more R-Defense. It may not sound like much, but it can be the difference between making and missing the 1k Defense mark. Which in turn yields the advantage of having a more balanced defensive stat pool.
- Finally, ranged units are generally more tailored to S/R-Defense, whereas more melee units are based around R-Defense. A great example of this is the current 10* sets, Vardha units have much greater mitigations than Ragne units.
#Strengths#
- Abnormally high S-Defense, excellent R-Defense.
- Very high health pool.
- Shiftstep provides a mechanic to negate any incoming damage, while maintaining some damage output.
- Access to top-tier Units, and most top-tier weaponry.
#Weaknesses#
- T-Defense: No getting around it, there's simply very little you can do to boost your T-Defense to levels similar to S/R-Defense. Tech Damage is your priority one on dodging.
- Damage output is considerably lowered: No getting around this either, to add to Defense you must subtract from Attack. Thankfully the new 9/10* weapons boost your Attack values to somewhat respectable levels, but don't expect to be cutting swathes through enemies while rolling 1s on incoming attacks.
- You now have to keep your units at best available in order to be viable, rather than simply having a good weapon.
- Group synergy: This is probably the make-or-break part for many. With this build, you are going to be heavily dependent on group play to kill things efficiently. With a full MPA, you'll mesh amazingly with other players, and in boss runs you'll be everyone's favorite since you pretty much can't die, and can distract the boss for people to heal. But, in solo play you'll find yourself severely hamstrung. TL;DR: Do NOT play this build if you expect to be soloing most of your playtime.
- Don't expect to be a super tanking machine. You'll be able to hold mobs on you, but any high-damage class/build will peel them off. This is sadly a flaw of the Hate mechanic, and very little can be done from this end to correct it.
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