Gunner hits hardest at close range because of various Zero Range bonuses. Zero Range bonuses obviously don’t reach very far, but Gunners can pull a few tricks to get into Zero Range. Guns are still guns too, so shooting from afar is still an option.
This section outlines a basic strategy for Twin Machineguns, starting with key Photon Arts, then touching on the more situational attacks.
Two short-ranged, hard-hitting shots. This is the main single target attack for Twin Machineguns. Executes much faster in the air than on the ground.
The bread and butter Chain Finish for Gu/Ra is four Satellite Aims done in the air. With good timing, the third Satellite Aim onwards will benefit from Standing Snipe. Also good for taking out tougher mobs with headshots/weak point shots.
This attack is short enough that Zero Range should be in effect most of the time, but the very tip of the two shots is outside of Zero Range Advance’s active range.
A shoulder charge. This is a multi-purpose small gap closer, stun and airdash. Of TMGs’ three ways to move forward while airborne, Dead Approach packs the most base damage.
The caveat is that Dead Approach scales with RATK, but is considered a Striking-based attack. It does not work with Gunner’s Zero Range Advance or Ranger’s Weak Hit Advance. On the plus side, it bypasses the 15% Shooting resistance of Ultimate Quest mobs, and works with Striking-specific damage bonuses like Fighter’s Limit Break.
The raw damage on Dead Approach is so high that Gu/Hu is better off using repeated Dead Approaches for doing damage, rather than Satellite Aim.
Flip into the air and fire a bunch of bullets downwards. Mash right click for more hits. When crafted, hold a movement key to move in that direction.
Don’t use this uncrafted. Craft Bullet Squall by going to your room and choosing “PA Customization”. Aim for a low PP cost first.
Crafting this into Bullet Squall Type-0 makes this a great addition to Gunner’s arsenal by adding a huge damage increase and mobility. Use this on mobs that have been clustered below via Zondeel, Gravity Bomb or Reverse Tap to get headshots from safety. Use this after Aerial Shooting to bring down death from above on tall, mobile bosses.
A wide area attack centered around the Gunner. Plants tiny energy balls with Twin Machineguns and sends them flying. The energy balls hit six times for 48% of the power notation, while the wide area finish hits three times for 54% of the notation. Targets take less hits from the finish the further out they get, so at the furthest point, only one hit of the finish will connect, for 18% of the noted damage.
The finish is strong enough to kill most mobs on Super Hard difficulty, making this very useful for soloing dailies and Time Attacks. On Extra Hard and Ultimate, throw a Gravity Bomb and use something else if you can.
One of the two actual ranged attacks on Twin Machineguns. Fire a barrage of nine shots. First six are single target, last three hit harder and have a small explosive area of effect. DPS is not too good due at range to the loss of Zero Range bonuses, but still good enough to pick off weak mobs, break fast-moving parts or Chain Finish from afar.
According to JP Swiki, Elder Rebellion at full Gear is competitive with most other options at that range except for fully-charged Satellite Cannon and Sphere Eraser, which are both much slower. Can be used with manual aim mode to get headshots.
Long distance gap closer. Fly towards the target and fire a flurry of short distance shots. Homing capabilities are better than Dead Approach, although flight speed and execution are considerably slower. Has two JA windows, one shortly after the gap close, the other at the end of the shots.
Compared to Dead Approach, this is a much better air dash, but for close quarters, Dead Approach’s speed is an advantage.
Spinning Bird Kick! Turn upside down and do a spin kick that probably breaks a copyright law somewhere. Makes the user airborne and sucks in targets.
Like Dead Approach, this scales with RATK, but is considered a Striking Attack. Good for Hu or Fi builds setting up a full hit on Shift Period, although the range is somewhat short.
A series of two gap-closing kicks. When fully charged, follows up with a spray of bullets. The bullet spray has good range, but charge speed and the two kicks are slow. Situationally useful for long-range area of effect.
With TMG Arts S Charge, the charge can be skipped if a different Photon Art was used before. Gu/Fi can use S Charged Heel Stab to great effect, as can Gu/Ra on headshots.
Cannon Spike! Launch into the air with a kick. Launches even higher when fully charged. Typical use would be to gain height by fully charging this, then jump and release. Once in the air, use Elder Rebellion or Bullet Squall to hit things on the ground from relative safety and Stylish Roll or Dead Approach to move around.
If used for damage, Aerial Shooting is a Striking-based attack with good damage per second when TMG Arts S Charge kicks in. The downside is it launches you into the air, but as the very last part of a Chain Finish, it has potential for excellent damage as Gu/Fi or Gu/Hu.
High invincibility frame attack. Dive forward while invincible and fire a bunch of bullets, go vulnerable for a bit while flipping upside down, then go invincible again and fire some more bullets while spinning. Mash right click for more hits. Good for tanking through dangerous situations, but can be difficult to aim. In case it wasn’t obvious, the Messiah in question is Neo from the Matrix.
Run and gun. Mash right click for more hits, use the directional buttons to move while shooting. This used to be the only Photon Art that Gunners would ever use in videos, but has since been nerfed three times in a row, making it very weak today. Still, the ability to move while firing can be useful in some situations.
Infinite Fire Type-0
Crafted Infinite Fire is so different from the original that it warrants its own entry. This is a chargeable Photon Art that fires a bunch of moderately strong, long-ranged hits and finishes with a kick while “charging”. If charged, i.e. the attack button is held while the shots were going, this finishes with a wide blast, similar to a giant Satellite Aim.
With TMG Arts S Charge, the shots are skipped, you go straight to the kick and blast which is very good DPS.
For more on IF Type-0, check my blog when it first released.
Number one defensive move of Twin Machineguns. Press Shift to get free invincible frames, Can be used during practically anything Twin Machinegun-related, from normal attacks to all Photon Arts. Cannot be done during a Dive Roll or Technique cast though.
Done three times in a row, the third flip will be performed in slow motion with a ton of invincibility, which can be used to dodge anything from Magatsu’s Energy Tsunamis to Falz Loser’s Time Stop with ease.
Stylish Roll can be used to gain height in very small increments, by Stylish Rolling immediately after the previous action before the Just Attack window. It is possible to reach the height ceiling just by well-timed Stylish Rolls with attacks in between.
Main boss-killing skill. When a boss’ weak point is exposed, and preferably when the boss is staggered, use Chain Trigger, then spam normal attacks on the weak point. Certain Shift actions like Stylish Roll attacks and Photon Blade throws will build Chain too, as will uncharged Techniques. Build to 19-Chain or above, and finish with as many Photon Arts as can be squeezed into a 3-second window.
From 1-Chain to 18-Chain, the damage bonus is not too good, but Gunner/Rangers might be able to get away with it due to Weak Bullet and Weak Hit bonuses. From 19-Chain onwards, the damage bonus ranges from 3x to 5x, on top of the 1.35x from Chain Finish Bonus.
Other Notable Attacks
Gunners can natively use other weapons like Gunslash and Rifle. Here are some notable attacks that can complement Twin Machineguns.
Additional Bullet, Strezwei (Gun mode), Kreisenschlag
These Gunslash Photon Arts are faster on the draw than Twin Machinegun AoEs. Consider adding them into the mix for handling mobs.
Gap closer that does good damage. Use this after a Weak Bullet to break boss parts while getting in range for a Chain Satellite Aim setup
One Point, End Attract, Glory Rain
More or less counterparts to Elder Rebellion and Bullet Squall if you need to hold on to Weak Bullet.
Twin Machineguns use the melee weapon Photon Art format, which means when three Photon Arts are bound, they are used in order from first to second to third. There are two methods to set up a weapon palette with this format.
Method 1: Hotkeys
One method is to bind the same Photon Art to all three slots in a row, then set the game options up to switch between these using hotkeys. Using this method, the following Photon Art setup is suggested:
|Photon Art 1||Photon Art 2||Photon Art 3|
|1||Satellite Aim||Satellite Aim||Satellite Aim|
|2||Dead Approach||Dead Approach||Dead Approach|
|3||Shift Period||Shift Period||Shift Period|
|4||Bullet Squall||Bullet Squall||Bullet Squall|
|5||Elder Rebellion||Aerial Shooting||Aerial Shooting|
Rows 1-4 should be self-explanatory. Dead Approach can be swapped for Grim Barrage based on personal preference. Use Row 4 after Gravity Bomb or Zondeel.
Row 5 is for doing Elder Rebellion in the air. If further height gain is needed, mash Aerial Shooting to gain more height. If not, Stylish Roll and Elder Rebellion again.
Row 6 is for Weak Bullet.
Some swapping might be necessary depending on situation, like fitting Messiah Time in there when tanking is needed.
Method 2: Purpose-built palette
Another method is to use the melee weapon format to create an automatic rotation based on the most likely Photon Arts needed for a situation. This saves palette space, which can be useful if using a rainbow set or for other reasons, but at the cost of flexibility. Using this method, the following Photon Art setup is suggested:
|Photon Art 1||Photon Art 2||Photon Art 3|
|1||Dead Approach||Satellite Aim||Satellite Aim|
|2||Bullet Squall||Aerial Shooting||Bullet Squall|
|3||Elder Rebellion||Grim Barrage||Grim Barrage|
|4||Other Weapons / Elements|
|5||Other Weapons / Elements|
|6||Other Weapons / Elements|
Row 1 is for single targets and Chain Finish.
Row 2 is for Area of Effect. Use Zondeel or Gravity Bomb, then jump on their heads and unload.
Row 3 is for Elder Rebellion to pick things off or to maneuver in the air. Aerial Shooting is in the third space in case a launch is needed.
This setup may require some micromanagement, for example, replacing the first Dead Approach in Row 1 with Satellite Aim on bosses that can be staggered easily and need a row of Satellite Aims for Chain Finish. Another would be replacing Elder Rebellion with Aerial Shooting before engaging bosses where being airborne is an advantage.
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