|Description||Call the shots with uniquely crafted bullets that will blow your enemies away.|
|Prerequisites||1000 CP, x5|
Trophy: Defying the Flames - host and clear coop quest Amidst Fervid Flames.
|ATK +200, Double attack rate +1%, total ATK +1000, Double attack rate +5%|
|Master Bonuses||Dodge +1%|
|Bullet arts||Bonus effect for single-target attacks based on bullet type loaded into main weapon.|
|Long range||Increased Critical Hit Rate, decreased Defense.|
|Recommended Extended Mastery Perks|
|Bullet Casting, ATK, Double Attack, HP|
C/DCooldown in Turns
DurDuration in Turns or Seconds
SubSubskill usable on other classes
LVLClass level required
|Early Shot||Instantly perform a normal attack.||4T||-||No||1||Can trigger multiattacks, bonus damage, and charges the charge bar like a normal attack would.
Consumes Triple Threat.
|Triple Threat||Gain 100%
for 1 turn.|
Gain and .
|4T||6T||No||5||Multiattacks require multiple bullets.
30% (max 150%).
17% (7% per subsequent use, max 45%).
|Lock 'n' Load||Discard remaining bullets and reload.||8T||-||No||15|
A selfish attacker with the potential for incredible power, but requires significantly more preparation than conventional classes to be effective, ie:
- A powerful mainhand gun with six bullet slots
- The six bullets themselves to equip to the mainhand gun (one set of bullets per gun/element)
As both of the above require considerable farm to acquire and only enable the use of one element (matching the mainhand), the class is usually only recommended for players who have some other incentive to acquire powerful guns, namely unlocking Row IV classes (ie. Nebuchad) or recruiting Tien (ie. Ten-Wolf Gun).
Once set up, however, Gunslinger can compete with even Row IV classes by offering the following:
- Immense normal attack damage due to bullet modifiers and Triple Threat's stacking ATK buff
- Indirect party uplift via frequent triple-attacks and charge attacks
- DEF down and other slight utility via special bullet effects
The weaknesses of Gunslinger are that it must occasionally skip an attack to reload, has low defense due to Triple Threat, and provides no utility outside of its bullets. As a result, it requires a powerful support team in solo content, but excels in raids where other players can be expected to supply healing, buffs, and debuffs. Light and Wind are generally the preferred elements due to their weapon grids often containing many guns, which compliment Gunslinger's double gun specialty. But this is not particularly necessary as Gunslinger is easily capable of reaching damage caps even with only 40,000 attack power with the correct bullet load. Light and Wind can make use of bullets with lower attack power more easily.
The optimal mainhand for Gunslinger is a fully upgraded, as it both increases the power of Triple Threat and reloads bullets on charge attack, providing effectively infinite ammo when managed correctly and thus eliminating the class's major weakness. While not strictly mandatory, it will outperform any other gun by a considerable margin.
Each normal attack uses one bullet and gains the benefit of the loaded bullet in the associated slot in sequence, if available. When attacking with less than 3 bullets left, the class is unable to triple attack, and unable to double attack with only one bullet left. If no bullets are left, the class skips attacking that round to reload. Charge attacks don't use any bullets and can be performed even without any bullets.
See this Google Spreadsheet for details: https://docs.google.com/spreadsheets/d/10ezDU5qh-J9tUygrn5opEyEjCM3nzVf0_6EIkXWCRPA/edit#gid=125644221
- Tier II bullets require Bullet Casting
- Tier III bullets require Bullet Casting
- Tier IV bullets require Bullet Casting