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      Hello Everyone! Island here!

      If you guys know me at all,
      you are all well aware on why I play a Heavy Gunner.

      This guide was long overdue.

      I present to you the "Happy Gunner Guide."
      [​IMG]



      DISCLAIMER
      This guide is solely based on my personal opinion and experience.
      I often joke about how I wish Heavy Gunners would get buffed
      since I feel that this class does not perform well compared to others ranged classes.
      However, I have come to accept the fact that, the main difference between a GOOD Heavy Gunner vs a GREAT Heavy Gunner
      ultimately comes down to class knowledge, skill timing, and player control.
      Be aware, to be a GREAT Heavy Gunner is extremely challenging and frustrating.

      You've been warned.



      Why do you play a Heavy Gunner?
      To be perfectly honest, when I first took a look at the classes being released, every other classes felt mundane.
      Alongside the 'all too familiar' spell-chanting staff wielders, bloodthirsty rumblers, shady pickpocketers, and the one with the pet eagle;
      Heavy Gunner felt different. For me it was atleast.


      How much do you actually know about the class?
      I actually spend countless hours researching and constantly learning something new about the class everyday.
      Skill rotations, best equipment specs, and perfecting the best positioning etc.
      If I am to be boastful, I have played Heavy Gunner to max level 30 during the FCBT.
      Now I am a proud owner of two level 40 Heavy Gunners since official KMS2 Release. (Island/체리여)

      Why do you think/say Heavy Gunner is a hard class?
      The Heavy Gunner in general is outclassed by other ranged classes.
      The other ranged classes requires less work/control to deal the same damage (or more) as the Heavy Gunner.
      Also just like the Rangers, Heavy Gunners requires nearly perfect positioning to deal the best possible damage.
      To add to this, Heavy Gunners have low HP pool, and are forced to approach targets in a melee-range distance to use their main DPS skill.
      And to top it all off, their mobility and pre/post-skill delay animations are extremely slow.
      This is one of the many reasons why people drop this class altogether.

      So why should I play a Heavy Gunner then?
      It is extremely fun once you understand how to play it properly.
      Once everything starts clicking, you will feel like the locked door to heavens gate flings open and all you see is damage flooding out of it.
      Also again, it is very challenging. If you want a challenge I recommend a Heavy Gunner. (or a Thief)






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      Gatling Fire
      Requires: Level 10
      Cooldown: None
      Attacks several enemies in a large area in front of you, restoring SP per hit.

      Details
      Level 1 - Fires a 3 hit combo (17%) that hits up to 5 targets within an 8m area in front of you, restoring 3 SP per hit.
      Level 10 - Fires a 3 hit combo (27%) that hits up to 5 targets within an 8m area in front of you, restoring 4 SP per hit.

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      Flamethrower
      Requires: Level 10
      Cooldown: None
      Continuously attacks enemies in an area in front of you while the key is held down.

      Details
      Level 1 - Uses 16 SP. A 4 hit fire damage attack (38%) that hits up to 8 enemies within a 6m area in front of you.
      Level 10 - Uses 14 SP. A 4 hit fire damage attack (58%) that hits up to 8 enemies within a 6m area in front of you.

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      Grenade
      Requires: Level 12
      Cooldown: 4s
      Throws grenades which detonate, damaging nearby enemies with a chance of stunning them.

      Details
      Level 1 - Uses 15 SP, 4s cooldown. Throws 2 grenades in a 4.5m area in front of you, which detonate after half a second.
      Each grenade has a blast radius of 1.5m, hitting up to 5 targets (125%). Affected targets also have a 60% chance to be stunned for 1.5s.
      Level 10 - Uses 15 SP, 4s cooldown. Throws 2 grenades in a 4.5m area in front of you, which detonate after half a second.
      Each grenade has a blast radius of 3m, hitting up to 5 targets (185%). Affected targets also have a 70% chance to be stunned for 1.5s.

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      Satellite
      Requires: Level 16
      Cooldown: 60s
      Summons a drone which periodically calls down a beam to damage an enemy. If the enemy is under the effects of Lock On, the beam will launch enhanced laser beam to the locked target.

      Details
      Level 1 - 60s cooldown. Summons a drone that remains by your side for 10 seconds. Each second, the drone calls down a beam on a target within an 8m radius that deals electric damage (50%), hitting up to 5 targets in the surrounding area. If you hit a target that is under the effects of Lock On, the beam will launch enhanced laser beam every second for 5 seconds, dealing extra electric damage(20%) to the target. If the target(s) affected by Lock On cannot be attacked, the closest target will be prioritized.
      Level 10 - 60s cooldown. Summons a drone that remains by your side for 12 seconds. Each second, the drone calls down a beam on a target within an 8m radius that deals electric damage (70%), hitting up to 5 targets in the surrounding area. If you hit a target that is under the effects of Lock On, the beam will launch enhanced laser beam every second for 5 seconds, dealing extra electric damage(30%) to the target. If the target(s) affected by Lock On cannot be attacked, the closest target will be prioritized.

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      Rocket Launcher
      Requires: Level 18
      Cooldown: 12s
      Fires a missile at an enemy. The missile then explodes, damaging nearby enemies and creating a flaming field that deals damage over time.

      Details
      Level 1 - Uses 30 SP, 12s cooldown. Fires a missile that flies toward the nearest target within a 9m area in front of you. Upon impact, the target is dealt fire damage (100%) and the missile explodes, dealing fire damage (200%) to up to 8 targets within a 3m radius of the initial target. This also generates a flaming field on the afflicted area that lasts for 4 seconds, dealing fire damage (20%) each second to any targets standing inside it.
      Level 10 - Uses 30 SP, 12s cooldown. Fires a missile that flies toward the nearest target within a 9m area in front of you. Upon impact, the target is dealt fire damage (150%) and the missile explodes, dealing fire damage (300%) to up to 8 targets within a 3m radius of the initial target. This also generates a flaming field on the afflicted area that lasts for 6 seconds, dealing fire damage (20%) each second to any targets standing inside it.

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      Homing Missile
      Requires: Level 24
      Cooldown: 8s
      Launches a set of homing missiles that auto aims the closest enemies.

      Details
      Level 1 - Uses 20 SP, 8 second cooldown. Launches 3 Missiles at enemies 9m radius around you, inflict (78%) to them on impact. Missiles can launch to the same target if they have Lock-On effect.
      Level 10 - Uses 20 SP, 8 second cooldown. Launches 5 Missiles at enemies 9m radius around you, inflict (67%) to them on impact. Missiles can launch to the same target if they have Lock-On effect.

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      Lock On
      Requires: Level 30
      Cooldown: 30s
      Lock On a target in 9m radius around you, result in increasing your hit rate and armor penetration when you attack a locked-on target.

      Details
      Level 1 - Uses 5 SP, 30 seconds cooldown. Hit rate increase by 10 and Armor penetration increase by (4%) for 10 seconds
      Level 5 - Uses 5 SP, 30 seconds cooldown. Hit rate increase by 15 and Armor penetration increase by (8%) for 10 seconds

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      Electric Blast
      Requires: Level 34
      Cooldown: None
      Fires a laser, hitting several enemies several times for high damage.

      Details
      Level 1 - Uses 30SP. Fires a laser that extends up to 9m in front of you, hitting up to 3 targets and dealing 100% damage for the first hit, then deal 3 more hits for 40%.
      Level 10 - Uses 30SP. Fires a laser that extends up to 9m in front of you, hitting up to 3 targets and dealing 150% damage for the first hit, then deal 3 more hits for 60%.

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      Reload
      Requires: Level 40
      Cooldown: Varies
      Reload all of your ammunition, restoring SP to maximum.

      Details
      Level 1 - Restores all of your sp to maximum, 60 seconds cooldown.
      Level 5 - Restores all of your sp to maximum, 40 seconds cooldown.



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      Meltdown
      Requires: Level 22
      Dealing fire damage may cause additional damage over time.

      Details
      Level 1 - Each time you deal fire damage, you have a 25% chance to inflict a Damage over Time that lasts for 8 seconds, dealing fire damage each second (3%). This effect can stack up to 3 times.
      Level 10 - Each time you deal fire damage, you have a 35% chance to inflict a Damage over Time that lasts for 10 seconds, dealing fire damage each second (3%). This effect can stack up to 3 times.

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      Body Armor
      Requires: Level 26
      By wearing advanced material clothing, you receive reduced incoming physical damage.

      Details
      Level 1 - Physical Incoming Damage Reduced by (2%)
      Level 10 - Physical Incoming Damage Reduced by (10%)

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      Time Bomb
      Requires: Level 32
      Has a chance to place a time bomb on a target after using certain other skills, which soon explodes, dealing extra damage.

      Details
      Level 1 - Each time you hit a target with Gatling Fire, Rocket Launcher, Homing Missile, Grenade, or Blast Jump you have a 10% chance to inflict Time Bomb on your target. This debuff lasts for 2 seconds, after which it explodes, dealing fire damage 60%) to up to 3 targets within a 1.5m radius.
      Level 10 - Each time you hit a target with Gatling Fire, Rocket Launcher, Homing Missile, Grenade, or Blast Jump you have a 12% chance to inflict Time Bomb on your target. This debuff lasts for 2 seconds, after which it explodes, dealing fire damage 90%) to up to 5 targets within a 1.5m radius.

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      Over Heat
      Requires: Level 36
      Increases damage output after each attack. Attacking too much may overheat your cannon.

      Details
      Level 1 - Each time you initiate an attack, you gain a buff lasting for 3 seconds that increases your damage output by 0.9%, stacking up to 10 times. If you attempt to keep attacking beyond 10 stacks, your weapon overheats, remove all stacks but you will be able to use your skills without spending sp for 5 seconds
      Level 5 - Each time you initiate an attack, you gain a buff lasting for 3 seconds that increases your damage output by 1.4%, stacking up to 10 times. If you attempt to keep attacking beyond 10 stacks, your weapon overheats, remove all stacks but you will be able to use your skills without spending sp for 5 seconds



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      Blast Jump
      Requires: Level 14
      Fires your cannon backwards, launching yourself forward. The projectile hits nearby enemies. There is a chance for your gun to overheat, decreasing your attack speed briefly.

      Details
      Level 1
      - Uses 40 EP. Fires your cannon backwards, launching yourself 3m forward. The projectile hits up to 5 targets within its blast radius(1.5m) (30%). Using this ability has a 50% chance to cause your gun to warm up, increasing your attack speed by 10% for 3 seconds. Cancel the launch to immediate activate different skills.
      Level 5 - Uses 40 EP. Fires your cannon backwards, launching yourself 4.5m forward. The projectile hits up to 5 targets within its blast radius(1.5m) (45%). Using this ability has a 100% chance to cause your gun to warm up, increasing your attack speed by 18% for 3 seconds. Cancel the launch to immediate activate different skills.






      Skill rotations and SP management
      OKAY.
      This may sound like a broken record...
      But for those of you who want to increase your overall damage output,
      first thing you need to work on is your Skill Rotations and SP Management.

      In my personal rotation, I do not use Flame Thrower.
      It takes too long to channel, and you are even more immobile.
      And since I already have too many skills to activate, I opted to exclude Flame Thrower from my rotation altogether.


      Once you start going all out, use this Entry Rotation:

      Lock-on > Satellite > Grenade > Rocket Launcher > Homing Missile > Electric Blast

      Assuming that your skills are all Level 4 and 7, this rotation uses up exactly 100SP.
      Once your SP depletes to 0, continue with this Rotation:

      Reload > Grenade > Electric Blast x2

      Once you are finished with these rotations, you are left with 25SP.
      From this point on, you are to spam Gatling Fire until your skills come off of cooldown and spam the skills accordingly.

      NOTE
      You want to use your Electric Blast ONLY when
      you have overabundant amount of SP (Around 85+), and only when you enter
      Overheat.
      When in
      Overheat, and your Rocket Launcher becomes available,
      use the last tick of the
      Overheat duration to use Rocket Launcher instead of Electric Blast.

      On a side note of things, SP Management is super important.
      This determines how fast you can use your skills that comes off of cooldowns.
      (In turn, have them be available quicker for use again as well)


      Using Electric Blast carelessly when you are around 45~55 SP will completely ruin your SP Management.
      The
      ONLY other time you should feel free to use Electric Blast is if
      Reload is off of cooldown and waiting to save your ass.

      Also DO NOT use Reload carelessly.
      Save
      Reload until you can empty your SP down to 0~10 SP.
      However, when you do see that
      Reload's cooldown is nearing 0.5~1 seconds, start unloading Electric Blast
      (or any skill you can use with available SP) to forcibly empty out your SP Bar to preemptively ready yourself to Reload.

      Skill Priority List
      There are instances where you are too busy navigating through all the madness,
      and sometimes you have access to multiple skills at once.
      Also there are instances where you lose control of your SP Management
      and you have only enough SP to use one or two skill before having to recharge your SP.

      In cases like these, knowing which skills has priority helps your overall damage in the long run.

      1. Rocket Launcher
      2. Grenade
      3. Homing Missiles
      4. Lock-on/Satellite



      Using Blast Jump
      Now this is my very own personal opinion.
      But I feel like Blast Jump is the best skill available to Heavy Gunners.
      The difference between Level 1 vs Level 4+ Blast Jump is literally day and night.
      The jumping distance gap between level 1 to level 4 is astronomical,
      and the ATK SPD increase for 3 seconds, believe it or not makes a huge difference.

      The reason the additional ATK SPD is so crucial is not because of the damage you can do within those 3 seconds, but it affects the skill animations.
      The quicker your attack speed is, the shorter the animation.

      Also, many people overlook the fact that, Blast Jump has the ability to cancel any animation you are currently in.
      With correct timing, you can cancel any skills post-delay animation to cut its duration.

      I tend to use this effect a lot when using Blast Jump to get into a different position immediately after using Rocket Launcher.
      (You can literally remove the push back effect of Rocket Launcher while getting into a new position.)

      NOTE
      If you use
      Blast Jump during a skills pre-delay animation,
      the skill does no damage, because it is getting canceled out.
      You end up using SP for that skill without doing actual damage.
      This tool needs to be practiced.
      (High risk, high reward.)



      The Gray Area
      There are times, when you use your Blast Jump to get to a new position
      and realize your jump is still too short, and using one more Blast Jump will overshoot you.

      You can just walk a block to get there, but why not deal damage instead?

      What I'm getting at is this:
      When trying to get to that "gray area", Jump and Attack.

      The Jump Attack
      Yes. I am perfectly aware that ever since the level 40 patch,
      jumping and attacking reduces your damage output by 60%.

      But the usage of Jump Attack is not really to deal damage (to take back what I said earlier =_=),
      but honestly, it is utilized to get to a location while filling up your SP Bar.

      The thing about Skills in MapleStory2 is that Majority of the skills are usable while in mid-air.

      Using the "Jump Attack" instead of walking to the "gray area" is more effective,
      while the travel distance is exactly the same. (if not quicker.)

      I use Jump + Homing Missiles sometimes for quicker skill rotation.
      (accepting the 40% damange loss?)
      Also, I use Jump + Lock-on + Satellite ALL the time.


      The Proper Grenading
      This is by far the hardest thing to grasp.
      The Grenade skill is a lie.
      When you throw your grenades the distance is short, and they spread out.

      There are so many times the grenades are incorrectly placed,
      and only 1 of the two grenades actually hit the target.

      THIS IS YOUR MAIN DPS SKILL
      YOU HAVE TO HIT BOTH AT ALL TIMES


      Proper Grenade usage separates the boys from men.

      The hardest part is that, the distance of the grenades are so short,
      that you literally have to be in the mobs face to ensure you hit both.

      This takes practice and is almost close to an art form.

      BUT WHAT EVER YOU DO
      MAKE SURE YOU HIT BOTH AT ALL TIMES


      Pre-Heating
      This should be common knowledge by now but...
      for those of you who don't know.

      When raiding, pre-heat your cannon to Stack 5~7 before entering.
      The reasoning is obvious.






      This guide will be periodically updated upon new information and updates.
      Gearing section coming soon...

      Island out-

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