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utsuhoshi

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utsuhoshi
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PostedJan 30, 2014 5:00 am   Last edited by utsuhoshi on Feb 06, 2015 8:50 am. Edited 43 times in total

PVE Gunslinger-Grenadier

Outdated. Up to lv65 only.
  • Introduction


Hello! I am Sefi. a (previous) gunslinger-grenadier. I have switched classes now, but I'll leave this guide for reference on people building their gun-gren to lv65.

This will be a PVE glasscannon guide, so if you don't like that, this guide may not be for you.
This build is NOT for PVP. I have a totally different gearset and mastery setup for PVP.

  • Why Gunslinger-Grenadier?

Gunslinger is all about having the four of the strongest, most spammable skills, while having the traps' damage reduction as a very very good bonus. However, you will lack good utility, and kiting enemies will be key to your survival in PVE. So your goal is to complement this.

Among the subclass options for PVE, the best choices that we currently have are: Sorcerer, Grenadier, Wizard and Duelist. Wizard is for having more AoE skills but their cooldowns don't really make them nice for DPS, and you would be better off spamming your main class skills most of the time. Sorcerers, duelists and grenaiders give decent DoT, but since this is something that you will cast while spamming your fast cd skills, you would want to minimize having to cast skills other than your main DPS skills.

So your remaining options are Duelist and Grenadier which both offer the DoT you need (best DoT per cast), with one being stackable and one being ranged. They both offer enough duration and cooldowns to keep the DoT up all the time, but Duelists don't really offer anything else nice for you. You won't need more damage skills as you already have those, but you will need that ranged stun of grenadier. You can also have a turret which helps a bit for kiting, which still lasts longer than the cooldown even as a subclass.

  • Skills
An introduction to the skills, how much they contribute and what you can do with them:

  • Aimed Shot cd: 2s, amp: 135%
    Your basic skill, a spammable single target nuke. It's one of the best DPS skills in the game as it has a very high damage amplifier with its very low cooldown. You would want to use this every time it is available, which means you'll be using aimed shot half of the time. It has the luxury of having a 20% bonus damage mastery which ramps up the amplifier to 162%, and a Golden Secret Stone is available for it.
  • Bombardment cd: 4s, amp: 155%
    A line-AOE skill, which does very high damage with its decent cooldown. The only problem is the cast time, which is a bit slow, but still pretty fast compared to other class skills. It has a -10% def mastery available, which might be your choice instead of the +20% damage Aimed Shot in case if you want to support your party's DPS more instead of ramping up your own.
  • Sonic Bomb cd: 4s, amp: 145%
    Another line-AOE skill with a decent cooldown and very fast casting time. The fast casting time makes it a very good DPS skill paired with Aimed Shot, as you can do Aimed Shot - Sonic Bomb - Aimed Shot without wasting Aimed Shot's cooldown.
  • Frost Trap cd: 8s, dot: 37.5%
    A 6-second immobilize with a very good DoT (double that of Cross Slash, Fiery Grenade and Flame Slash) that also increases crit rate against the target. The trap itself lasts 30 seconds, and is consumed once it activates on a target. It also adds 15% damage reduction for 3 attacks, which helps a lot for survivability.
  • Dark Flare Trap cd: 8s, dot: 62.5%
    A 20-second trap that does a huge amount of DoT on anything that stands on it (more than triple of Cross Slash) and reduces healing. Unlike Frost Trap, it is not consumed once it hits a target, but the enemy needs to stay under the trap to make it deal damage continuously. You can use this immediately after Frost Trap triggers on the target, so both will deal their DoT's while keeping both debuffs up on the target. It has a mastery which adds 10 levels, which effectively increases its damage by around 20-30%
  • Decoy cd: 30s
    Turns a target monster below your Decoy level into an ally for 18 seconds. Your main purpose for this is not for the additional DPS that monsters add for your team, but instead the malice that this monster provides. This will put aggro towards the monster, which helps against mobs in parties and in soloing. It has a mastery to make it last 30 seconds, but most likely the target monster would have already been dead after that base 18 second duration.
  • Ultraviolet Catastrophe cd: 4s, amp: 170%
    A cone-AoE skill which deals a huge amount of damage, but with half the range of other Gunslinger skills and a long cast time which makes it bad for kiting. It is best used with Discerning attack for a 340% damage nuke, or for mob clearing with its AoE. A Golden Secret Stone is available for it, but competes with the Indigo Icy Grenade.
  • Mental Focus cd: 4s
    Your 30-minute party buff, which adds around 9-10% speed without any accessories that add to its level. It's very useful to support other classes that need speed, but sadly additional speed won't help Gunslingers much because of our low-cooldown skills.

So your best DPS rotation would be Aimed Shot - Sonic Bomb - Aimed Shot - Bombardment during kiting, or you can cycle through Sonic Bomb - Bombardment - Ultraviolet Catastrophe during mob clearing. You can go melee a boss to set up traps just exactly after it casts a red AoE skill. With all the high-damage skill amplifiers, low cooldown and huge DoT added by traps, you can become the best single target DPS member of your party, if built right.

  • Envoy Path

Sample envoy path at lv65, marked with important points to get:

Red path: Damage
Very important to get. These are what makes Gunslingers the strongest single target DPS class. Discerning Attack is possibly the most overpowered envoy in the game, and directly adjacent to Replay.
  • +1% damage
  • +12% main weapon damage
  • +30% main weapon crit damage
  • Discerning Attack (30% chance to deal 100% bonus damage on the next attack)
  • Replay (+3% damage per attack, stacks 5 times)

Yellow Path: Crit
A very good crit rate boost. Should be taken right after the damage path.
  • +9.6% crit rate
  • +5% main weapon crit rate

Blue Path: Aimed Shot Crit
Another good boost to crit, and gives you some survivability from crit attacks.
  • -30% crit damage taken
  • Lethal Armor (7% of Def added to Crit)
  • +8% Aimed Shot Crit

Purple Path: Lash Out
Lash out is a very good boost to your crit rate, provided that you are able to survive attacks, and that you aren't overstacking crit.
  • +2% HP
  • +2% def
  • 20% crit rate when your HP goes below 40%, for 8 seconds

The Green path envoys are basically fillers.

I would recommend taking the Red path first, then the Yellow path, Blue or Purple path is depending on your preference then the Green fillers for extra points.

  • Stat Build


Stat build at lv65. I went 4:1 damage:crit ratio and placed all my def stat points on HP. You can adjust this depending on your preferences, favoring damage for ST, IA and WA, and favoring crit on Otherworlds. You're also likely to cap crit rate, so it's best not to add too much points on crit.

Why not pure crit?
Actually, pumping your stats on full crit won't really do better than mixing them both with damage. And the reason why I prioritized damage is because damage is more effective when fighting against higher-leveled opponents, while against lower levels, you will most likely try to burst them down under the frost trap duration so pumping crit rate is not really effective there.
Assuming you're a lv60, while fighting against lv80+ monsters, pure damage will always be better than pure crit rate. Your crit rate will be reduced much against high level monsters as you need higher crit points to land a crit on them, so crit rate loses its effectiveness.

The same goes for Def. Against high level monsters, it will be reduced significantly. So with reduced effectiveness against these monsters, 0.20% def might not be worth the 0.58% HP that you will sacrifice. And eva won't really help you much in PVE, except if you're taking the aggro and you're the target of the normal attacks of the boss, or if you're mobbing monsters more than what your bard can heal.

  • Item Build

Here's what I recommend on how you'll build starting at lv50, to give you an idea about what you're supposed to do:
Lv50:
Gun: Max's Magicked Pistols
Cannon: Nocturnal 88mm Deck Gun
Armors: Aria Set with Bestial/Spiky Cores
Accessories: Comet Set
Trophies: Shard of Toto's Water Blade, Bestial/Spiky Toto's Cursed Tusks (alternative: Toto's Tusks)


Weapons: For the gun, your optimal choice is Max's Magicked Pistols. The 50% crit damage makes this win over the orange lv50 weapon, and is cheaper to get. For the cannon, 88mm deck gun is a really good gun as it adds damage %, which increases your damage by up to 60% in Hard dungeons (base damage there is only 10%). It's even used by players that are already above lv70, solely because of the 6% damage proc. I'd recommend that you use a Nocturnal core for this, as this helps a lot for your survivability.
Armors: Go for Bestial/Spiky Aria Set. The set bonuses are too good to let go in PVE. +15% damage and +30% crit damage against bosses will be very helpful. Bestial/Spiky is for the added damage and HP/def. If you're going for Infernal Abyss, it also helps to have your armor crafted with a Flame element, to reduce incoming damage by 25% from flame attacks.
Accessories: Comet Set. It gives the best stats for DPS at lv50, and you'll be using this for quite long.
Trophies: Shard of Toto's Water Blade is very good, and you might use this even after you hit lv65. Very good stats overall, with a nice 15% crit damage on top of that.
For the second, Toto's Cursed Tusks give you the stats that you need: HP, crit and damage. Once again, craft it with Bestial or Spiky. If you're saving money, you can use the green version of Toto's Tusks instead, but I really suggest that you don't skip Toto's Water Blade as you'll be using that for quite a long tiime.

Lv55:
Gun: same as lv50
Cannon: same as lv50
Armors: same as lv50
Accessories: same as lv50
Trophies: Shard of Toto's Water Blade, Bestial/Spiky Toto's Cursed Tusks or Barlo's Tome of Desert Warfare

Weapons, Armors, Accessories: Don't change to yellow lv55 weapons and armors, they're inferior compared to your current setup. New accessories will be available, but the one that we're going for will be the set with 3% dmg and 4% crit dmg. But as of now, Comet Set will still be better for the higher crit rate, which will only diminish as you reach higher levels.
Trophies: Keep using Shard of Toto's Water Blade. You may switch out Toto's Cursed Tusks (or Toto's Tusks) with Barlo's Tome of Desert Warfare. Saint Hale's Horn is a nice alternative too.

------------------------------------------------------------------------------------------------------------------------------------------------------------
Lv60 and onwards:

Gun: (multiple choices)
Cannon: Nocturnal or Deadly Giant Skeletal Cannon, or stay with Nocturnal 88mm Deck Gun
Upper Armors: Bestial/Spiky Devourer Hood + Coat
Lower armors: Devourer Sash, Wrist and Boots - or - Lethal Beast Tania, Kalna and Stingey
Accessories: Gekasso's Eye of Insanity, Saint Hale's Divine Band, and Talamund's Infernal Whisper
Then at lv65, switch to: Taloc's Amulet of Thunder, Taloc's Electrified Band of Bone, and Scales of the Thunder King
Trophies: Shard of Toto's Water Blade, Malodnak's Dark Claw, Malodnak's Sharp Claw


Weapons: Looking at lv60+ content, we have the following options: Duke's Duelers (Analisa), Soul Piercing Pistols (Sky Tower recipe), and Zaahir's Hail of Fire (Infernal). And when moving to lv65 content, the best options are either Nazrudin's Shimmering Scale Pistols (Whirlpool) or Blue Eagle Pistols (Otherworld). While for cannons, it's either Giant Skeletal Cannon (Sky Tower) or Cannon of the Dawn (Analisa)

First of all, Zaahir's Hail of Fire is terrible compared to any of the other options. However, you may still need to craft it for the sake of Whirlpool Abyss. The two other guns are far better for 60+, but the lv65 yellow guns will replace them soon. It's up to your budget to craft them now, or use your Zaahir's Hail of Fire until you get your lv65 weapon, but I say it's worth it. Now, comparing the two other guns:

The Duke's Duelers
Base Damage : 17074
Base Crit : 616
Base Speed : 552
Base Evasion : 762
Move SPD +5%
Damage against bosses +10%
Every attack has an 8% chance to Turn A Step Early, which increases SPD by 1183 for 15 seconds

Soul Piercing Pistols
Base Damage : 17074
Base Crit : 662
Base Speed : 476
Base Evasion : 821
CRIT +3%
Crit Damage against bosses +25%
Every attack has an 8% chance to ignite Destructive Flame, which deals bonus Damage


Soul Piercing Pistols is a little more crit-oriented, with a ~6.4% average damage boost from Destructive Flame. While Duke's Duelers has a 10% damage boost to bosses, which is a lot better than 25% crit damage to bosses. This 25% crit damage will most likely overcap, and that's not a good thing at all. So against bosses, you're better off using Duke's Duelers for damage output, while Soul Piercing Pistols are better for anything non-boss. Cost is also something to consider, as soul piercing pistols cost ~3x than duke's duelers counting recipe and core cost. And considering that this is only a temporary weapon, I picked Duke's Duelers instead.

And moving to lv65, you'll have these two options:
Nazrudin's Shimmering Scale Pistols
Base Damage : 18138
Base Crit : 616
Base Speed : 552
Base Evasion : 762
Max HP +5%
Absorb 2% of damage dealt as HP
50% bonus Damage to Flame attribute targets
Every attack has an 8% chance of activating Deepsea Fury, which increases CRIT by 1251 for 15 seconds

Blue Eagle Pistols
Base Damage : 18138
Base Crit : 662
Base Speed : 593
Base Evasion : 821
Max HP +5% Damage of Aimed Shot +20%
Every attack has an 8% chance of activating Eagle Flight, which increases DMG by 4066 for 15 seconds


Obviously, the damage output from Blue Eagle is far better except against Flame targets. While Nazrudin's has 2% lifesteal which can be a substitute for Nocturnal core, so that you can craft a Deadly Core on your cannon instead, or for stacking up to 5% lifesteal. I am personally using Nazrudin's Pistols.

Cannons:
Cannon of the Dawn
Base Damage : 24543
Base Crit : 572
Base HP : 2110
Base Defense : 308
Max HP +5%
Damage taken from bosses -5%
Every attack has an 8% chance to launch a Followup Volley, which deals 2403 Damage per second for 15 seconds

Giant Skeletal Cannon
Base Damage : 24543
Base Crit : 616
Base HP : 1821
Base Evasion : 883
CRIT DMG+5%
Damage against bosses +10%
Every attack has an 8% chance to ready the Bone Launcher, which increases CRIT by 1183 for 15 seconds


I personally crafted both of these cannons, a Nocturnal Cannon of the Dawn and a Deadly Skeletal Cannon. The stat differences between the two are HUGE. Skeletal Cannon gives a lot more damage than the Cannon of the Dawn, while you can see a huge survivability increase while using Cannon of the Dawn. Again, it's up to you if you prefer damage over survivability, and you can always source them from one part or another, and I'll discuss this important part later.

or you may still use:
88mm Deck Gun
Base Damage : 12028
Base Crit : 238
Base HP : 1015
Base Defense : 131
Max HP +5%
Damage against bosses +10%
Every attack has an 8% chance to activate 105mm Bore, which increases DMG by 6% for 15 seconds


This is still the best gun to use for mob killing in Hard dungeons. Because your damage gets reduced to 10% while doing hard dungeons, the 6% damage bonus helps a lot as it raises your damage against mobs by up to 60%. Funnily, this gun is now the sole reason why I want to switch back to Grenadier sub, as there is no weapon for Rangers with a similar effect.

Armors: Devourer set is the best for your upper armors. Even though you won't be using the EVA, the 15% damage to bosses is a huge increase to your boss-killing capability.

For the lower armors, you can also use the Devourer set or the Lethal Beast set

Devourer bottoms will give you 15% more boss damage, and this is really will make you a boss-killing machine. It also helps more for survivability compared to Lethal Beast. The downside is that you won't have much base damage with this set, the 15% damage bonus is only limited to bosses, and that you won't have Cruel Rush.

The crit rate listed on lethal beast is additive crit, meaning that the set gives you a solid 11% crit rate increase on top of the raw crit stats, far better than what Lion's Roar can give you. The Cruel Rush, even though it's only 70% increase and not 100%, is still very good. It also works like Discerning Attack, so you can time the proc on a hard-hitting skill (maybe an eidolon ultimate) if you pay attention to it, offering a huge increase in DPS. The only disadvantage is that you'll be losing ~5k HP.

Accessories: Gekasso set gives a huge increase in damage in exchange for some crit. It's also better than the Frederick's set, 9% dmg +12% crit dmg is far better than 24% crit dmg, with an exchange in crit vs HP.

Once you reach lv65, I recommend switching to Taloc set if you can afford it. You'll be exchanging some damage for 30% crit damage, and an increase in def and hp. I really do not recommend getting Flokja Set for gunslinger, its zeal effect may look tempting but it's not worth sacrificing 30% crit damage for it.

Trophies: Malodnak's Dark + Sharp Claw (green and orange) offer good stats, and a very good damage boost from the proc. Malodnak orange can be swapped for something else vs normal mobs though. The other option is Caroline's Intent or Shard of Toto's Water Blade. Caroline's Intent seems pretty good, but that lifesteal effect only works on normal attacks, which we know that we will rarely ever use as we spam our fast cooldown skills. Shard of Toto's Water Blade offers a better overall DPS increase, so switching it out is not necessary.

Secret Stones:
  • Golden Aimed Shot (Pistols)
    +15% crit damage on aimed shot is always welcome. You can choose to switch this with something else if you can always hit crit damage cap with aimed shot.
  • Golden Cannon Salvo (Cannon)
    Same as aimed shot. Replaceable with Sunrise if you prefer the crit rate, but it doesn't matter much because this skill is not part of your main DPS anyway.
  • Sunrise Plasma Artillery (Headgear)
    Crit rate is good, and the only other option is Crimson which only offers additional bonus damage. You will rarely use this skill anyway so it does not matter much.
  • Sunrise Bombardment (Body)
    Same as Plasma Artillery, except that this will be part of your DPS combo so it matters more that this should be Sunrise and not Crimson
  • Azure Sonic Bomb or Crimson Sonic Bomb (Waist)
    Azure for more line AoE spammability. You can also choose Crimson instead, sacrificing -10% cooldown for 4% increase in bonus damage (or 2%+ increase in overall damage) provided that you are maxing the level of this stone.
  • Emerald Fiery Grenade (Gloves)
    Since you'll be using this skill for its DoT, you need to increase the duration to enable you to sustain this effect on the enemy all the time.
  • Golden Ultraviolet Catastrophe or Indigo Icy Grenade (Boots)
    More crit damage on your strongest nuke is pretty good, but you can also pick Indigo Icy Grenade as an emergency AoE immobilize.


Try to find those with +2% damage, and swap elemental attack sigils depending on the dungeon content. If you can spend for good two-stat sigils, try to get 6% crit damage +2% damage, or 2% damage -2 damage taken

  • The issue of Survivability

As you build a full glasscannon, it is expected that we will have some problems for our survivability in high-level dungeons. There's also the problem that we're dealing too much damage that we steal aggro from tanks. So depending on your current state, there might be a need for some sacrifices in DPS for survivability, and I'll lay out the possible options here:

Lifesteal. One of the best sources of survivability for a high-DPS build. The more damage you deal with lifesteal, the higher your survivability will be, unless if you really are getting one-shotted. It's good to have a Nocturnal core for this, or Nazrudin's pistols.

Elemental armors. If you plan on tackling late game content, then this will really help a lot. 25% damage reduction for the element you wear helps A LOT. It would be useful to keep multiple element armors to equip for different situations.

Requiem upper armors. It's a large sacrifice in DPS, for a large increase in survivability. However, this gives high enough survivability even after lv60 content, and you can craft multiple element armor for these, for cheap, before you move on to Devourer set.

DR/HP on costumes. You might not want to stack up full damage on costumes and get damage reduction instead. Damage reduction is worth more than a simple raw damage increase, so I recommend getting that instead of damage if available. HP and raw damage are worth more or less the same (you can swap damage vs hp on envoy too actually).

DR on sigils. Before sacrificing damage second stats on your sigils, do it on your costumes. If you still need more survivability, then you can try getting 2% dmg +2% DR on your sigils. DR is better compared to HP, so it's not worth getting HP on sigils instead.

Food. Milk Balls and Floats will give you the most survivability. Highly recommended especially for Sky Tower.

I do not recommend getting the Lion's Roar set over the Lethal Beast simply for the reason of survivability, it isn't worth it. You are better off sacrificing one trophy slot for Talen/Talamund if you -really- need the survivability instead of wasting it on a Lion's Roar set.

  • Masteries


You'd want to use:

  • Pinpoint Strike (+15% Aimed Shot damage) or Precision Bombardment (-8% target defense)
    Pinpoint Strike gives you more solo DPS, but Precision Bombardment helps more for your party DPS. Though it's worth noting that Precision Bombardment is a common pick for Wiz/Guns, and that these do not stack, so if someone else is already using Precision Bombardment, you can use Pinpoint Strike instead. These are easy to upgrade to Green, the masteries are available from Turin at the top right of Navea.

  • Zeal (10% chance for 50% bonus damage) or Callousness (2% crit, 4% crit dmg)
    This gives a huge burst when it procs, and is more useful than Divine Power most of the time. The other alternative is that you will use Callousness. However, remember that is is NOT worth staying with Blue Callousness. Basic rule is:
    Blue Callousness < Blue Zeal < Green Callousness < Green Zeal < Orange Callousness = Orange Zeal
    Both are quite expensive to upgrade as they are dungeon drops.

  • Exploding Wolf Trap (+5 levels to Dark Flare Trap) or Flechette Turret (+15% crit damage for 10 seconds)
    Exploding Wolf Trap is a huge increase to your DFT's damage. Alternatively, if you aren't able to use traps safely, you may use Flechette Turret for the extra crit damage. Exploding Wolf Trap can be bought from Turin, and Flechette Turret is a rare dungeon drop.

  • Extreme Speed (3% eva, 5% movespeed) or Courage (3% HP, 2% damage reduction)
    Extreme Speed is a huge increase to your movespeed, and movespeed is very helpful for dodging those red carpets and kiting. Or if you want to be more tanky, use Courage. Upgrades for both are dungeon drops, so they are quite expensive, especially for Extreme Speed.

  • Deep Blue (+2% damage, -5% malice) or The Best Defense (1% of DMG added to DEF)
    Deep blue is useful as a DPS class, you are able to deal more damage while reducing malice, and grabbing aggro from the tank is something that you should really avoid on the difficult dungeons. If taking damage can't be avoided, use The Best Defense instead. It gives a good defense boost, and is better than any of the other choices. Both can be upgraded by buying from guild merchants using Guild Funds.


There is no recommended Tactical Mastery, because this is largely dependent on what tactical masteries your teammates have. A good team will try to maximize these debuffs by using different masteries for each member, instead of having everyone use Break Defense which is a waste for the masteries.

  • Extras

  • How does Discerning Attack work?
It has a chance to trigger every time you attack a target, either with a skill or with your normal attack. Once it triggers, the next attack will have a bonus 100% damage like how Zeal procs. It also works on subclass skills, or even Ultimate skills.



Thank you for reading!
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thaleshoss3

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PostedJan 30, 2014 6:30 am
Nice guide Sefi!

I really like gunslinger but i want focus in pvp. Granadier would the best choice for me? What changes do you make in stats for pvp? or didnt change nothing?

Thank you!

utsuhoshi

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PostedJan 30, 2014 1:07 pm
Actually, I would lean more on EVA for PVP, and shift more stats on crit rate. Perhaps somewhere around 1:1 ratio for crit and damage. Grenadier is a good choice for the stun, but you could also pick wizard as well for the instant thunder + trap combo. In PVP, what matters most is your combo preferences.

mrdann20

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PostedJan 30, 2014 10:51 pm
Thanks to this guide. Im from PH too. Smile Hydra server.

Wizziw

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PostedJan 30, 2014 11:35 pm
if you want to go pve isnt it better to get loot drops and exp bonus on envoy path, and then reset when you hit max level, also like you said gunslinger got 4 awesome skills which 3 of them deals A bit aoe dmg

p.s im sad since you didint mention BEST PVE CLASS gun/bard

utsuhoshi

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PostedJan 31, 2014 11:37 am
Thanks! :D

And oh, since loot drops and exp envoys are actually things that you sacrifice stats for (removing the Lethal Armor path or some crit envoys) then I think it might be harmful especially if you're doing this for infernal and other raids in the future. But I did start out with those gold bag envoys, just not the exp envoys. Exp envoys will only let you stay 1 level ahead at most with the same rate of grinding, so I guess they're better spent on something that actually increases your stats, worth more than a single level.

If you do want to take loot drops, I suggest using lucky cores for crafting first instead of sacrificing envoy points. It's better to sacrifice 1% dmg and HP for 3% loot rate, than to sacrifice the whole lethal armor path for 8% loot rate. Or you can take both.

And gun/bard doesn't fit to the glasscannon pure DPS goal, so I didn't include it. :s

eerieookami

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PostedJan 31, 2014 12:31 pm
So should I go full dmg and hp? i'm only level 19 right now, i went with crit/def.
Your crit rate is still also quite high, so it looks good Very Happy
And What Server are you on x3?

utsuhoshi

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PostedJan 31, 2014 1:36 pm
If you're looking for dungeon grinds, lean a bit more on crit. If you're aiming for abyss, lean more on damage. If you're confused about what to do, split it between damage and crit and I think you'll do fine.
For HP vs def, at the current content it's pretty hard to cap def, and adding def isn't going to be effective unless you start nearing the cap. However it's also more helpful on low level dungeons, and HP is a bit more for abyss. So it depends on what you aim for. Very Happy
And I'm in Siren.

eerieookami

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PostedJan 31, 2014 1:57 pm
Thanks for the help Very Happy
Aww i'm on Hydra ;n;

utsuhoshi

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PostedJan 31, 2014 4:54 pm
Aww... Well, good luck with your gunslinger!
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