Difference between revisions of "Magic Bullet"
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Contents |
Magic Bullet Pros
Arguably the best PvE class in the game
Good to high damage
Hybridizes perfectly with Curse of the Wretched
Longest range
Cons
Basic if any PvP potential, making CotW relied upon much more
Costly without intelligence or magic stats
Very slow
Description
Magic bullets are a combination of debuffs with bullets. They have two main advantages. First, they carry an element. This means that you have at your disposal most elements rather easily. This can help you be more versatile. All of them use 1 bullet and have a varying MP cost. They fire slightly slower than normal shooting and have a cooldown. The status effects they inflict do not always work and the chance varies. All of the same element will cooldown at the same time. For example, if you fire Forgetful Bullet Hole (Magic), then Toxic Bullet Hole and Spell Mute Bullet Hole will become unavailable until Forgetful Bullet Hole finishes cooling down. Cooldown isn't always a problem, as your next Magic Bullet skill should be finished cooling down by the time you attack with a skill of another element, making Magic Bullet non-stop. More cooldown makes you less effective, but because your bullets will be inflicting more damage and inflicting status effects, Magic Bullet is easily one of the most useful gunner abilities in the game. Magic Bullet is one of the easiest starter skills, later in the game however you get a rather low damage output compared to, for instance, mages. Magic Bullet is best suited for dungeons, where it boasts a great deal of affinity exploitation. However, the PVP capabilities are near abysmal unless the gunner can hit fast and deal a lot of damage. However, the gunner will be able to do nothing when teamed up on. It is best to stay behind a team mate and back them up, where Magic Bullet can come in handy for the duo. Damage can be boosted with Sharpshooter and various gears.
Magic Bullet gunners have a diverse range of support. Debuffing an enemy can basically cancel out their effectiveness. Enchanting Bullet Hole can stop a demon entirely by charming them, allowing you to focus on the entire mob. Spell Mute Bullet Hole can decimate a spell user's battle capabilities. Forgetful Bullet Hole can inflict Amnesia (muddle) on an enemy, rendering them practically useless. The combinations are limited only by the user's creativity and technique with choosing which attacks to use in succession.
Progression
Requirements to Unlock: Shot at Class 2-0, Curse Magic at Class 2-0, Gun Knowledge at Class 1-0, Magic Control at Class 1-0<BR>
Raising: You raise Magic Bullet by gaining rank in its component Expertises.
- Gains expertise equal to 30% of your Shot level.
- Gains expertise equal to 10% of your Curse Magic level.
- Gains expertise equal to 40% of your Gun Knowledge level.
- Gains expertise equal to 20% of your Magic Control level.<BR>
By using Magic Bullet, Gun Knowledge and Magic Control will both increase. This means that the most effective way to raise Magic Bullet is to use Magic Bullet in the beginning and if you can use Long-range Shot (not to be confused with Range shot, which only raises Shot expertise) from the Shot expertise since it raises both Shot and Gun Knowledge. The ratio of Gun Knowledge and Magic Control expertise gained from Squalling Bullet Hole is 2:1. (This means Gun Knowledge is raised faster than Magic Control.)
Curse Magic is not recommended to raise higher than Class 2 unless you wish to combine Curse of the Wretched into your build. Most pure Magic Bullet builds will be focusing on Shot and Gun Knowledge as a means of raising Magic Bullet, with perhaps a few Magic Control classes for MP cost reduction.
Skills
Magic Bullet deals damage based on 100% Long Range Attack statistic, plus 50% Spell statistic, plus a damage bonus dependent on your level of expertise in Magic Bullet.
Class 1 Rank 0
Squalling Bullet Hole
- Cost: 5mp
- Affinity: Force
- Status Effect: Shock
- Base Damage: 107
Class 2 Rank 0
Toxic Bullet Hole
- Cost: 3mp
- Affinity: Magic
- Status Effect: Poison
- Base Damage: 105
Forgetful Bullet Hole
- Cost: 3mp
- Affinity: Magic
- Status Effect: Muddle
- Base Damage: 105
Class 2 Rank 5
Arm Snipe
- Cost: 4mp
- Affinity: Weapon-based
- Status Effect: Melee attack power down
- Base Damage: 105
Class 3 Rank 5
Enchanting Bullet Hole
- Cost: 3mp
- Affinity: Mind
- Status Effect: Charm
- Base Damage: 105
Spell Mute Bullet Hole
- Cost: 3mp
- Affinity: Magic
- Status Effect: Mute
- Base Damage: 105
Class 4 Rank 5
Scorching Bullet Hole
- Cost: 5mp
- Affinity: Fire
- Status Effect: Burning
- Base Damage: 107
Class 5 Rank 0
Hailing Bullet Hole
- Cost: 5mp
- Affinity: Ice
- Status Effect: Freeze
Thundering Bullet Hole
- Cost: 5mp
- Affinity: Lightning
- Status Effect: Paralysis
- Base Damage: 107
Expertise | |
---|---|
Techniques: | Attack • Spin • Rush • Shot • Rapid • Guard • Counter • Dodge • Curative Magic • Destruction Magic • Support Magic • Curse Magic • Talk • Threaten • Taunt • Summon |
Knowledges: | Occultism • Fusion • Demonology • Weapon Knowledge • Survival Techniques • Psychology • Medical Sciences • Crushing Technique • Mineralogy • Biology • Blades • Sketching • Creation • Crafts • Gun Knowledge • Pursuit • Magic Control • Bless |
Chain Expertise: | Mastery of Three Forms of Life • Synthesis • Magic Fist • Mitama Demon Growth Science • Curse of the Wretched • Enhancement • Support Bullet • Magic Bullet • Sharpshooter • Rampage • Regal Presence • Conditions of Melee Combat • Conditions of Ranged Combat • Conditions of Magic Combat • Swordsmith • Arms Maker • Craftsmanship |