Practically every class can go with Gunner. If not as a Twin Machinegun user, then as a Chainer or other niche build.
Practically speaking, for Twin Machineguns, the choice is down to whether the quest has reliable weak points to hit or not. For Chain builds, it’s about what options the class has to build and finish Chain. This guide will start with Twin Machineguns first.
Ranger is an obvious subclass for pure Twin Machinegun damage, due to excellent weak point damage along with some utility like traps and Weak Bullet:
- Attack weak points to trigger Weak Hit Advance. (1.82x)
- Stay in the same spot, to trigger Standing Snipe. One setup being back-to-back Satellite Aims in the air. (1.32x)
- Swap to a rifle and apply Weak Bullet before building a burst. (2.55x)
- Total bonuses: 6.15x with Weak Bullet, 2.41x without.
With potential for over 6x damage using the right setup, Gunner/Ranger (Gu/Ra) burst is unrivaled as far as Twin Machinegun damage goes. Arma Ros’s boss kill video showcases Gunner/Ranger damage:
For mobs, Ranger brings Gravity Bomb and Stun Grenade into the mix, to suck in groups and set them up for Bullet Squall Type-0.
The main drawbacks of Ranger are that its bonuses do not work with Twin Machineguns’ Striking-based attacks like Dead Approach and Reverse Tap, and it needs to either headshot or hit weak points, which many enemies may not have. These include Machine types like Guardines, Spardans, Dingellsand their Ultimate Quest variants, vehicle-based Phantoms like Snake Helicopters and Road Rollers, as well as Emergency Quest bosses like Profound Darkness.
Another caveat of Ranger is that 2.55x on Weak Bullet is not exclusive to you and not guaranteed. In party content, another Ranger would be available to apply Weak Bullet, and recent content introduces Weak Bullet jamming which cuts the effect to 1.2x.
Hunter (Hu) is the almost-universal subclass, with survivability skills, good bonuses to Striking-based attacks and above average bonuses to Shooting-based attacks. A Gunner/Hunter is typically a survivable character, but sacrifices potential damage and utility:
- Activate Fury Stance for an always-on damage bonus (1.32x Striking, 1.21x Shooting)
- Perform Just Attacks to get JA Bonus and Fury Combo Up (1.33x)
- Total bonuses: 1.76x Striking, 1.61x Shooting
If someone is in the party to apply Weak Bullet, a Gu/Hu should reach close to 70% of a Gu/Ra’s damage on Ranged attacks.
One perk of Gu/Hu is that it has good Striking modifiers, so Photon Arts such as Dead Approach and Reverse Tap become very damaging. In fact, as a Gu/Hu they’re better damage per second than their Shooting counterparts, Satellite Aim and Shift Period.
Another plus is that Gu/Hu is not as dependent on weak points or Weak Bullet. Its bonuses apply fully, even on non-weak points.
Hunter also offers survivability, like Massive Hunter with Automate Halfline to allow for building Chain Trigger without fear of getting interrupted by a knock.
Arma Ros has a Gu/Hu video as well:
Once upon a time, Fighter (Fi) was the universal main class. Since then, main class-only 13★ weapons and 10% bonus made that go out of fashion. As a subclass, Fighter has interesting synergy with Gunner’s TMG Arts S Charge skill.
- Activate Brave Stance and attack from the target’s front (1.5x)
- Rotate Photon Arts when performing Just Attacks with Tech Arts JA Bonus (1.15x)
- Drop below 50% PP for PP Slayer (200 ATK ~= 7% damage)
- Total bonuses: 1.84x
Note: PP Slayer is an approximation. Exact amount depends on build and gear.
That’s actually a bit higher than Gu/Hu and less dependent on JA. There’s less penalty for skipping the slow S Roll or normal attack to open with a non-JAed PA. Tech Arts JA can then kick in the rest of the way and stretch your PP further with Tech Arts JA PP Save.
Long PAs like Bullet Squall Type-0 , Elder Rebellion and Shift Period are ideal for Tech Arts JA, since one JA will apply for the whole PA.
Charged PAs like Heel Stab, Aerial Shooting and Infinite Fire Type-0 also work well. TMG Arts S Charge can create elaborate Chain Finishes like: Dead Approach ► Infinite Fire Type-0 ► Aerial Shooting, which shortcuts two charged PAs to pack a lot of base damage into the Chain Finish window.
Gu/Fi is not beholden to weak points so it scores on convenience. It also has options to situationally boost its damage higher. These include using Dead Approach and Infinite Fire Type-0’s stun to set up Chase on mobs, as well as using Wise Stance on bosses that allow you to consistently land hits behind it. Odin for example is fairly easy to get Wise Stance on.
Still a “for fun” combo, but a Fighter subclass is fairly fast to build up anyway.
Bouncer (Bo) offers access to Techniques along with the highest applicable damage bonuses to Shooting attacks out of all Tech-based classes. Gu/Bo sacrifices considerable sustainable damage to the point of being considered low DPS, but gains plenty of utility from Tech access and Bouncer skills for soloing:
- Activate Elemental Stance and attack enemies with weapons matching their elemental weakness (1.32x)
- Have Shifta active and perform attacks in the air for Shifta Air Attack Boost (1.05x)
- Zanverse with Perfect Keeper, High Time and Elemental Stance vs. Wind weak (1.46x+)
- Total bonuses: 2.02x with Zanverse, 1.386x without
Tech access is a big wildcard for Gu/Bo. Casting uncharged Techs in the air allows for buffing and healing from a safe height. Zondeel draws mobs in for Zero Range Advance to activate. Megiverse guarantees permanent uptime on Perfect Keeper and, paired with the multitude of super armor attacks on Twin Machineguns, allows the a Gu/Bo to indefinitely tank through anything that doesn’t one-shot.
Zanverse is buffed by Perfect Keeper, High Time and Bo stances, and can in turn be used to boost Chain Trigger damage if setup time allows. Zanverse works especially well in Tokyo, where all enemies are Wind weak.
In the Bouncer skill tree, Deband PP Restorate and Elemental PP Restorate F trigger per-hit, so they kick in four to five times per Twin Machinegun attack, making for excellent PP management.
One notable drawback of Gu/Bo is that due to Elemental Stance, a Gu/Bo must get at least six good Twin Machineguns.
Force (Fo) is not so much about what Force and do for Gunner, but what Gunner can do for Force. No breakdown of Force buffs for Twin Machineguns – they amount to zero.
On the flipside, a Fo/Gu can use Chain Trigger to power its own Chain-like attack, Ilbarta. Ilbarta works by tagging a target on the first cast. If locked on, subsequent casts will automatically hit the indicated point and do increasing damage until the seventh cast, which does huge damage. Since uncharged Techs build Chain Trigger rather than consume it, the first to fifth casts are done uncharged during Chain Trigger’s buildup. The sixth and seventh cast are then fully charged and both will benefit from a Chain Finish bonus.
Tai Minh Chu hosts a lot of Fo/Gu gameplay videos. Here is a boss kill video at level 70:
Other side benefits include Attack PP Restorate, which helps with regaining PP on a Force.
See a Fo/Gu Chain Ilbarta build
(Credit to Tai Minh Chu)
Braver (Br) takes Gunner’s Chain Trigger and cranks it up to eleven with Chase/Banish Arrow combos. If a party member is present to apply Weak Bullet, Br/Gu with a 13★ Bow is capable of extreme burst damage:
- Activate Weak Stance and hit Weak Points (1.485x)
- Charge attacks during Weak Stance. Not applicable with Chase Arrow or Last Nemesis (1.1x)
- Fire a Banish Arrow with Just Attack (2.3x)
- Total bonuses: 3.41x with Banish Arrow on Last Nemesis, 1.63x on charged attacks outside of Banish Arrow, 1.485x without Banish or charge.
And when they come together with Weak Bullet, a Br/Gu can duo Falz Loser on Extra Hard:
Due to the lack of Weak Bullet, a TMG Gunner Gu/Ra or a Ra/Br with a Bullet Bow are both capable of better solo burst due to packing their own Weak Bullet. Twin Machineguns also do not have charged Photon Arts outside of Heel Stab and Aerial Shooting. In addition, both Bullet Bow and Twin Machineguns have relatively weak mobbing ability and Weak Stance is much lower than Weak Hit Advance.
These limitations put Br/Gu firmly in niche build territory. In a coordinated party fighting a lone boss, it’s great to have. Solo or in a PUG situation, a Ranger counterpart would do better. Here’s a build for reference purposes only. Not recommended for general use:
Other posts in this series:
- PSO2 Gunner Guide Pt.1: Skills
- PSO2 Gunner Guide Pt.2: Builds & Class Combos
- PSO2 Gunner Guide Pt.3: Gear and Affixes
- PSO2 Gunner Guide Pt.4: Photon Arts and Strategy
Last Updated July 24th, 2016