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Gunslinger & Rebel skill requisites


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#1 Terpsichore

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Posted 31 July 2016 - 11:27 AM

In light of the "revamp" of this class, people brought up that some skill requirements could be changed as they don't make much sense, which is true. The official changes make even less sense except for a couple of cases, so why not do our own thing?

This is what I came up with so far:


Gunslinger

  • Spread Shot: unlinked from Full Buster, requires Single Action 5
  • Triple Action: unlinked from Chain Action, requires Single Action 8, Flip the Coin 1
  • Gatling Fever: unlinked from Desperado, requires Triple Action
  • Adjustment: unlinked from Disarm, requires Single Action 10, Increase Accuracy
  • Madness Canceller: Unlinked from Gatling Fever, requires Adjustment, Fling, Cracker

 

Rebel

  • Mass Spiral: requires Disarm 2
  • Fire Rain: requires Gatling Fever 5, the total skill point requirement here went down from 17 to 14 to compensate for the 3 Chain Action points you no longer have to spend (but most likely will)
  • Howling Mine: requires Ground Drift 2
  • Shatter Storm: unlinked from Disarm, requires Full Buster 6
  • Bind Trap: requires Flicker
  • Hammer of God: requires Crimson Marker
  • Dragon Tail: requires Crimson Marker
  • Heat Barrel: unlinked from Fire Dance, requires Adjustment and Platinum Alter 5
  • Fallen Angel and Fire Dance are swapped around, Fire Dance requires Desperado 5, Fallen Angel requires Fire Dance 1. This cuts down the skill point requirement from 19 to 14 and Fallen Angel still casts the currently learned level of Desperado so you gotta max it to get full damage.

 

The general idea is to separate skills that don't have much to do with each other while keeping Rebel's "focus on 2 weapons fully at best" playstyle. No more dumping points into stuff you won't use. This also frees up basic stuff like Adjustment and Heat Barrel from being locked behind a specific weapon branch.


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#2 Blank

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Posted 31 July 2016 - 01:05 PM

I agree with the current skill tree not making much sense, though I kinda like the new official tree since it allows more freedom with skill choices. However, both some weapons are still locked behind other weapon's skills so that's a bummer. Though if we're gonna do our own thing...
 
Gunslinger

  • Spread Shot: unlinked from Full Buster, requires Single Action 5 (since this is a starting point for the launcher tree, I agree with it branching from Single Action)
  • Triple Action: unlinked from Chain Action, requires Single Action 8, Flip the Coin 1
  • Gatling Fever: unlinked from Desperado, requires Triple Action (either this or just plain Single Action 10)
  • Adjustment: unlinked from Disarm, requires Single Action 10, Increase Accuracy
  • Madness Canceller: Unlinked from Gatling Fever, requires Adjustment, Fling, Cracker (I see no problem with this now, allowing it to be turned off would be great)

Rebel

  • Fire Rain: requires Gatling Fever 5, the total skill point requirement here went down from 17 to 14 to compensate for the 3 Chain Action points you no longer have to spend (but most likely will)
  • Howling Mine: requires Spread Shot 9 (I suggest Ground Drift 3? Upgrading from one form of mines to another plus Ground Drift being the 2nd skill on the Launcher branch)
  • Shatter Storm: unlinked from Disarm, requires Full Buster 6
  • Bind Trap: requires Flicker
  • Hammer of God: requires Anti-Material Blast 2 and Crimson Marker (an agreeable change since it does nothing without a mark anyway)
  • Heat Barrel: unlinked from Fire Dance, requires Adjustment and Platinum Alter 5 (unlinking it from Revolver's branch would be a great change)
  • Fallen Angel and Fire Dance are swapped around, Fire Dance requires Desperado 5, Fallen Angel requires Fire Dance 1. This cuts down the skill point requirement from 19 to 14 and Fallen Angel still casts the currently learned level of Desperado so you gotta max it to get full damage. (a great change though with Heat Barrel no longer at the end, I'd still max both skills if I'd want to mob with Revolvers so it'll be simply an aesthetics change)

Edited by Blank, 31 July 2016 - 01:37 PM.


#3 Terpsichore

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Posted 31 July 2016 - 01:45 PM

  • Gatling Fever: unlinked from Desperado, requires Triple Action (either this or just plain Single Action 10)

With Triple Action, it sort of creates a mini branch for gatlings, that's about the only "real" skill you can use with a gatling anyway.

 

  • Madness Canceller: Unlinked from Gatling Fever, requires Adjustment, Fling, Cracker (I see no problem with this now, allowing it to be turned off would be great)


Sure, I'll make it a toggle.

 

  • Howling Mine: requires Spread Shot 9 (I suggest Ground Drift 3? Upgrading from one form of mines to another plus Ground Drift being the 2nd skill on the Launcher branch)


Hmm, yeah maybe.

#4 Stroud

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Posted 01 August 2016 - 10:44 AM

All i suggest is make the spread shot a launcher exclusive skill. For me it doesn't make any sense anymore to use it for shotgun, if the skill can be used by launchers and it can proc spheres status effects then make it exclusive to launchers.

 

Observing the skill tree, all weapon types except launcher have an average of 4 skills (from gs to rebel, 2 for gs 2 for rebel[Not including "side skills like disarm, bulls-eye magical bullet, end of thinking capacity.) available that can be used and combo with the same weapon used.

 

Ex.

Pistol

Rapid Shower, Desperado, Fallen Angel, Fire Dance ( Desperado, Fallen Angel, Fire Dance alone can deal tons of damage [Quick Burst Damage/ Wave Clear] )

 

Rifle

Tracking, Piercing Shot, Mass Spiral, Anti-material Blast ( Ignores Flee, Bleeding Effect, Def Piercing, +% Neutral Damage Good for MVP's ) Also special mention to Hammer of God Burst AOE, Ultimate Skill of Rifle; Last Resort for damage

 

Shotgun

Dust, Full Buster, Shatter Storm, Banishing Buster ( Crowd Control Build, reduces enemy unit's ability to fight, High Damage, Combo Banishing Buster & Shatter Storm for devastating results Great for PVP, WoE that doesn't exist they say XD ) Slug Shot, Ultimate Skill of Shotgun; Last Resort for damage.

 

Gatling

GS/Rebel Buffs, Gatling Fever, Round Trip, Fire Rain ( Actually this is [for me] the most basic build in end game for it's auto attacking capabilities, 183 aspd + Gatling Fever + Heat barrel(Or Plat Alter+Increasing Accuracy+Aspd Pots/buff) = 193 aspd; And the fact that Round Trip + Fire Rain is already a beast (Fire rain removing ground effects))

 

Launchers

Ground Drift, Howling Mine, Dragon Tail (uhm derp? yeah it deals damage and inflicts status effects but mostly you will only use Howling Mine all the time. But if you make spread shot exclusive to it that can proc sphere status effects its a different story.)

 

What i see for spread shot is something that can be used in line/ follow up with howling mine, dragon tail. The way i imagine it is Set up ground drift then howling mine and spread shot as a skill to maintain overall dps.

But not only i propose to make spread shot as a launcher exclusive skill, but i also a remake of the skill. Instead of a wide cone area of effect that is based on "shotgun", let's make it into a skill shot AOE like "Mortar Shot" or "Bombardment" an instant aoe damage skill that slows enemies caught in the blast radius for 0.5 sec (can also apply sphere status effects at a low chance but if you look at it it's like an instant shot of ground drift so i don't recommend it applying status effect, just a small slow duration to synergize with howling mine delay) with an animation effect of spore explosion [the red expanding doughnut smoke effect thingy ._. it would be cool]

 

Ground Drift AoE Status Effect Chance + Slow of Bombardment + Burn Chance of Howling mine = huwat ._.

 

But what about Triple action? Magical Bullet? Bulls eye? Fling? Bind Trap?  Well this is where you put extra points on/ still depends on you.

What about Increasing Accuracy? Plat Alter? Adjustment? Heat Barrel? Madness Canceller? Welp. They are buffs. With this proposed change of requisites, its like having a new skill tree for Buffs, it will be like mandatory skills to get along with passives.

 

 

This is just my opinion.

Not only we should make the skill tree easier to manage, make each weapon types as individuals but also make them more reasonable to build.

Yeah they say launchers are great weapons to use....but i don't see a lot of people use it though.

 

Also, Suhnbi Of Payon is Illuminati Confirmed.


Edited by Stroud, 01 August 2016 - 10:46 AM.


#5 Terpsichore

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Posted 01 August 2016 - 12:05 PM

I don't see any reason to stop shotgun builds from using Spread Shot since it's the only aoe they have access to as Gunslingers, what I'm going to do is increase the skill's damage mod when used with a grenade launcher, similar to how Piercing Shot works. Also pumping grenade sphere ATK to 80.

#6 Stroud

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Posted 01 August 2016 - 12:23 PM

Well yeah despe, spread shot, ground drift are the only aoe skills of gs...its just that it is way to promote the use of launchers early as a Gunslinger and give a glimpse of the skills a rebel class has to offer it.



#7 DanShiro

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Posted 01 August 2016 - 11:22 PM

I like Blank's sugestion , Ground Drift  requirements should be higher. I'd reduce Ground Drift's Spread Shot requirements and maybe increasing either single action or Snake's Eye  

  • Howling Mine: requires Spread Shot 9 (I suggest Ground Drift 3? Upgrading from one form of mines to another plus Ground Drift being the 2nd skill on the Launcher branch)

Edited by DanShiro, 02 August 2016 - 01:44 AM.


#8 Terpsichore

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Posted 15 September 2016 - 03:03 PM

Anyway, it's been done (updated info in the first post). I'll leave this open for further suggestions.




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