[Guide] Mabinogi - Basic Gunner Information

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Kenero

[Guide] Mabinogi - Basic Gunner Information

Post by Kenero »

Hey guys! Kenero here!



Today, I would like to invite you to learn a bit about the new skillset that will be released on g18 known as the Gunner skillset. What is the gunner skillset? Gunner skillset is a skillset that revolves around, that's right, guns, and its use in combat. While it is similar to range and alchemy, its use is quite different from the two and it's a new experience in itself. If the cowboy or demon slayer blood in you starts to boil at the thought of raining terror and bullets at your enemies, then this skill is made for you!



What are Guns?


Gunner skillset revolves around shooting the enemy from a distance, but the specific firearms are not just shotgun, rifles, or machine guns, but the gunner skillset in Mabinogi uses Dual Pistols and Revolvers, which will be explained later.

You must be asking yourself: How does guns fit in the game? Well story-wise, it is the Giants who invented the gun using the combined knowledge gained from the racial alliance. Giants took the Cylinder technology that humans crafted for alchemy purpose and made it smaller, compact, lighter to use, and does not require alchemy to load. Giants then took the Elves' knowledge of magic to craft magic bullets, which can then be fired using the new "firearm". This was the birth of guns, or in this case, revolvers and pistols. Because the technology was improved from the cylinders of Alchemy, the guns are light weight enough to be held in both hands, however this technology was not possible without the discovery of the hidden mines and the collection of the Emerald Core, in which every gun holds.

However enough about that, you're more interested in being able to use the guns than their history, right?



The Basics: Guns 101


In this game, there are many different types of guns. All guns have generally the same upgrades and the same reforge type. They also can be made with the Engineering Skill that will be released as well. Guns are also special upgradeable.

Guns are considered two-handed weapons, despite having a dual-wield animation. You cannot equip a shield, a book, or anything in the left hand slot, nor can you choose to equip only one gun and hold a shield in the other. You only have a choice to dual-wield them or not at all. Also, guns consume bullets, which ARE NOT equipped at all in the left hand slot. In fact, you do not need bullets to reload, however there are Special Bullets that increase damage that are to be kept in your inventory and consumed starting from the bottom right hand corner of your inventory. Each reload, no matter how many are left in the clip, consumes 1 reload bullet. Each bullet stacks up to 500 in a 2x2 space, so 500 bullets means 500 reloads possible with one full stack. Guns can be upgraded, reforged, and special upgraded. However, Guns cannot be turned into an ego (spirit) weapon.

Now for those with premium services, both the guns and ammo can be stored in the special Heulwen Engineering Bag, which are the same size as the Alchemy Crystal Bag(1x4), so this may be optional if you wish to hold onto many guns. Guns also have their own special repair kit called, Dual Gun Repair Kit, which can be used to repair your gun anywhere, similar to other repair coupons but takes up 1x2 space. Now that you're familiar with the basics of a guns, here is an image:


Image
Top: Zeder II, Taunes MK3, Magic Bullet
Bottom: Dealla SE, Meriel


Although unlisted here, there are three types of Magic Bullets: Magic Bullet for Beginner, Magic Bullet, and Magic Bullet HD, with Beginner giving less of a bonus and Magic Bullet HD giving the most damage bonus. Once again, you do not need these bullets to perform gun skills but is recommended since they increase damage.

Now that you've seen the guns and have the guns, now is the time to equipped them bad boys.

Image

As you noticed, when you equipped the guns, you will notice a set of numbers below your character. This is how much ammo is left in your gun. Every time you attack with a gun, you will consume bullets in your current clip. When the clip is empty or you do not have the ability or bullet number to perform the skill, you will automatically try to reload. It is very important to keep a watch on your current clip.

Now you know about the clips and know about the different guns, you want are probably wondering: What is the best gun to use? That is not a very easy question to answer. Why? Well because the stronger the gun, the smaller the clip size, and the bigger the clip the weaker the gun! Depending on how you like to fight and your own preference, would you like to deal more damage but having to reload more, or would you prefer to have a high clip count to do combos longer while having weaker damage? The choice is up to you and to figure out what your own personal choice is!

Now before we get to the skills, you must understand how normal attack with guns work. Here are the basics:


*Gun's attack range is slightly shorter than a crossbow (though this can be improved with upgrades)
*When you attack with a gun, you ATTACK two times just like Elven Range, however when you do, you also consume 2 bullets in the clip.
*Guns attack very fast, it is possible on a good connection to hit the enemy 3-4 times (6 to 8 bullets) before they can reach you.
*Guns do not stun at all. Though enemies do pause a bit upon a critical hit, they do not get knocked back at all.
**Though enemies are not stunned, gunners can still cancel the enemy's skills or their loading process.
*Gunner's normal attack is considered Range (no surprise).
*You do not need to aim, unlike normal range, in order to hit the enemy... all hits are 100%.
*If the 1st shot crits, the 2nd shot will crit as well.
*Every 5 STR or 5 INT will grant gunners +1 max damage. Example: If you have 20 strength, it will give +4 max damage; if you have +10 int, it will give +2 max damage; and if you have 30 strength and 15 int, you will gain +9 max damage (6 from str and +3 from int).
*EACH gun has their own chamber and bullet count. It means if Gun A runs out of bullets and you switch to Gun B, you will use Gun B's chamber, however if you switch back to Gun A, you will be at 0 bullets because Gun A is at 0 ammo... likewise, if you die with 12 ammo on Gun A and you pick it back up, Gun A will still have 12 ammo.


Now before you get into the skills themselves, when gunners use a skill that targets multiple enemies, it will be marked with a red arrow:

Image

Those red arrows indicate the enemies that will be affected by the skills, however this isn't always true (though it is generally right). If an enemy moves outside the range when you execute the skill, they will be missed, likewise, if an enemy were to step within range when you execute the skill, they will be attacked. Think of the red marks as guidelines!

Also remember that when you use a gun area skill, all enemies hit by it will aggro the gunner immediately, so use with a caution.



Gunner Skills


Now that you know the basics, let's get into the skills themselves! Listed below are the skills that gunners will use either passively or actively. Listed below is the bonus they are given at rank 1. Be warned that skill names may be changed when it localizes to your server.



Image Dual Gun Mastery

Image

Really not much to say. This is just your basic mastery skill that improves damage on dual guns. Rank this whenever you get the chance to.

*Raises the passive of all guns
*Should be ranked alongside any of your skills



Image Reload

Image

This skill, as its name implies, reloads your gun. You can manually reload your gun, even before the clip is empty, anytime by using the skill. Part of being a proper gunner is knowing when to reload. This skill automatically activates itself when you try to attack with an empty clip or when you try to use a skill such as Shooting Rush but do not have the required bullets in your magazine. Higher ranks of the skill decreases the load time significantly.

*Full reload the ammo for the gun
*Higher ranks decreases the load time
*Remember you can run while reloading! Do not be afraid to create distance.



Image Closer

Image

This skill throws a magic line from you to the enemy/ally and closes the distance between you two as if your are lassoing yourself to the target. If used on an enemy, the enemy will be stunned, allowing the gunner to perform close up combos (which the best skill to use would be crossbuster). However, this can be used on your allies, in which you will close the distance between you and your friend with no stun being applied to your friend. This however, cannot be used past obstacles such as walls, doors, or friendly barrier spikes.

*Move close to target and shoot and stun if it is an enemy
*Does not activate the enemy's counter attack or defense
*The enemy's windmill will not knock back the gunner
*CAN be used during windmill's animation, allowing one to quickly pull herself/himself to an enemy/ally
*Consumes 2 bullets




Image Faraway

Image

Faraway is the exact opposite of Closer. Instead of closing distance between you and the enemy, you create distance by knocking yourself back as well as the enemy. If you want to compare it, think of it as heat buster in regards to knocking the enemy back and yourself away. However for this to work, you need to be close. The positive thing about it? Think of it as gunner counter because you can ACTIVATE THIS during an enemy's attack animation, allowing a quick escape (though normal counter still works). However, do not be fooled by the low multiplier, this attack does fire four times.

*Allows one to pull the enemy back as well as self.
*Can be used during an enemy's attack animation
*Think of it as similar to heat buster in knocking the enemy and yourself away.



Image Crossbuster

Image

Think of this skill as gunner smash. When you use it, you knock the enemy back with a massive single hit damage. However this skill can miss if the enemy moves away before the damage lands. Also be warned that this is considered a melee skill (despite using guns) so things can get hairy if the enemy has counter up when you use the skill.

*Kick up enemy and shoot it
*Can be used immediately AFTER closer, allowing combos such as windmill - > closer - > cross buster
**However be warned that because closer does not deactivate the enemy's counter, crossbuster should be used properly in order to not be countered.
*Consumes 2 bullets



Image Shooting Rush

Image

This skill is the first area skill out of two for gunners. When used, you will rush in a straight line, similar to charge, but attack every enemy on the path and around the path, attacking each enemy four times. This skill hits every enemy 4 times each. It also has a moderate cooldown, making it a very spammable skill.

*Leap forward and rapid fire at the area. Every enemy will be hit 4 times each.
*The rushing animation grants invincibility frames (except against explosions), however the end of the animation or near the end where the user is kneeling is a vulnerable point in the animation.
*Ignores Protection for Critical Hit
*Low cooldown
*Despite being range, this is considered a melee hit, so it will kill zombies and ghost.
*Consumes 10 bullets regardless of how many enemies are hit.





Image Bullet Storm

Image

Bullet storm is the second area attack for gunners aside from Shooting Rush. Unlike Shooting Rush which charges in a straight line, Bullet Storm is stationary and fires at every enemy 4 times each in a fan shape area in front of the user. What makes this skill unique is that the more enemies you attack the stronger the multiplier up to a multiplier of 600%.

*Massive fire at an area which hits in a fan shape area and hits each enemy 4 times each.
*Ignores Protection for Critical Hit
*Considered a melee skill, despite being range, meaning it can be used to kill zombies and ghosts.
*Moderate Cooldown
*Consumes 4 bullets per enemy hit, making it the most ammo heavy skill in the game depending on the numbers of enemies hit.
**To go into detail, the bigger the clip, the more enemies... If you have a clip size of 40... you can hit up to 10 enemies at once! If you only have 24 ammo in your clip, you will only attack 6 enemies, even if more are present on the field.






Image Frenzy

Image

Think of Frenzy as the "Final Hit" for gunners. What does it do? Well first off, you cannot teleport with it, you cannot drink potions during the duration, and when the skill ends you will be left with an empty clip? The good part? Well you will have unlimited ammo (you can even use this on an empty clip right away). Sounds good, but if it was only that it would be a lackluster skill. The special part about Frenzy? All hits will become critical hits, meaning you will score crit after crit after crit. Which is very useful if used properly.

*Reset All Skill currently in cool down
*Attack speed increase so allows a faster hit per enemy
*Because each shot crits, a slight stun is applied per shot.
**Because of this, it is possible to knock back the enemy.
*All normal attacks will become critical hit, regardless of the enemy's protection.
*Infinite Ammo
*When under the influence of Frenzy, Bullet Storm can hit an unlimited amount of enemies within range.






Gun Upgrades

All guns share the same upgrade:


Image
There is an artisan upgrade, however I am not sure what it fully gives. All upgrades can be upgraded at the giant npc at the mines at Physis.


With that said! I hope you enjoy gunners and have a great time!



Random Tips, Advices, and Fun Information

*Guns can use Spider Shot, Shadow Bushinin, and Berserker. Spider Shot being very useful when fighting a boss or a single enemy as it allows one to reload safely.
*Although there are different types of guns, in my own experience, using a gun with a big ammo clip will help clear rooms faster with longer chain combination while fighting a boss or single enemy, using a gun with strong damage will do better, especially because Fury gives unlimited ammo and spider shot allows time to reload.
*There are two "different" counters for gunners (no, not talking about Faraway, but normal counter). One counter is when you have at least 2 ammo in your clip, when the enemy attacks, you will flip in the air and shoot at the enemy with a knockback. If you have no ammo in your clip, you will simply do a feint and knockback animation. The one with the flip animation seems to deal more damage than the one with no ammo in the clip.
*Although normal shots cannot stun, you can use mechanics such as frozen blast or barrier spikes to deal a lot of damage in a short amount of time. Here is a video of my friend soloing a Hard Shadow Commander with 16,000 hp and virtually 50% protection. By using Frozen Blast and Fury, he killed and drained all 16,000 hp before Fury ended:




*Did you give names to gunner skills? My friends and I gave alternative fun names to the skill as follows: Bullet Storm - > Elder Rebellion; Shooting Rush - > Messiah Time; Closer - > Dead Approach; Faraway - > Reverse Tap; Crossbuster - > Bullet Squall; Frenzy - > Showtime
*As of right now, guns can no longer can get an elemental reforge.
*How do you make guns is probably on everyone's minds. You can make guns using the Engineering skill, but that will be covered in a different guide.
*Think of Gunner as Range's fighter. While Fighter is melee giving up its AOE for single target damage, Gunner is Range giving up its Single Target Damage for AOE.
*Can you use magnum, smash, final hit, etc. with guns? No, it is its own skillset, although there are exceptions such as Spider Shot, Berserker, etc. but you cannot use crash shot, final hit, or whatever from the range skillset. You also cannot fire alchemy out of it (water cannon, flame burst, etc). However, you can use counter and windmill. As for windmill, its range is the same and not decreased, however the damage is decided by barehand damage, the same as wielding a bow.
*You must need a lot of STR and INT to be good at gunner. That's not correct. You will need a lot of STR and INT to do obscene amounts of damage, but not needed to be "good" at it. When it comes to guns, most of your damage will come from enchants and equipment rather than by stats. Even if you have 300+ max damage with guns, you should be fine with it. Though if you want to rip apart elite as if it was paper, you will need a lot of STR and INT, but it isn't quite needed to be good at gunner in this game.
*Enchants? Yes, gunners have their own enchants but they can use other enchant. Please be reminded that since gunners use +str and +int as stats, enchants that increases that will increase gunner damage as well, but +Magic Damage enchants (such as island) will not add unto gunner damage. In general, it would be a safe bet to invest into +max damage. Critical is useful, but not as important as the two area skills, bullet storm and shooting rush ignores protection for critical hit, and normal attack can crit like crazy through the use of Frenzy.



Also some good tidbits:


Total Stat Bonus:
-pending-


Master Shooter
Dual Gun Max Damage +18
Dual Gun Min Damage +15
Life +38

Grandmaster Shooter
Dual Gun Max Damage +22
Dual Gun Min Damage +16
Life +45


With that said, if you have any questions, please feel free to post them! I will try to answer them when I get the answer.



Special Thanks:

Soluna of Mabidata
Kaeporo of Mabination
radionoise of Mabination
Psy of Mabidata
Herro
Chiyuri
Vejosa
Xeru
Piero
radionoise of Mabination
...And the rest of the korean test players who help find out all of these information!


Thanks!

Checkout my other videos at: http://www.youtube.com/mabinogiken

p.s. if you see any faulty information or wish to add some, please let me know and I'll add/fix it and give credit.
Last edited by Kenero on Tue May 14, 2013 3:17 pm, edited 15 times in total.
ferghus
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Re: [Guide] Mabinogi - Basic Gunner Information

Post by ferghus »

Very nice work, thanks for posting. :3 I'm sure it'll help many figure out what the Gunner class talent is all about well in advance.
Kenero

Re: [Guide] Mabinogi - Basic Gunner Information

Post by Kenero »

Thanks!

I hope to compile the upgrades soon but translating is so slow for me.
Kenero

Re: [Guide] Mabinogi - Basic Gunner Information

Post by Kenero »

Added Gun Upgrades...

If anyone knows how to make a chart... would be great .-.
Sky

Re: [Guide] Mabinogi - Basic Gunner Information

Post by Sky »

Kenero wrote:Added Gun Upgrades...

If anyone knows how to make a chart... would be great .-.
Excel?
Kenero

Re: [Guide] Mabinogi - Basic Gunner Information

Post by Kenero »

Sky wrote:
Kenero wrote:Added Gun Upgrades...

If anyone knows how to make a chart... would be great .-.
Excel?
Yea, something that can organize the gun upgrades in a prettier view.
Kapra

Re: [Guide] Mabinogi - Basic Gunner Information

Post by Kapra »

You could put them into the same format the wiki does then take a screenshot of it and upload it as an image. (Like in the Winemaking thread.) I can help if you want.
Kenero

Re: [Guide] Mabinogi - Basic Gunner Information

Post by Kenero »

Psy wrote:You could put them into the same format the wiki does then take a screenshot of it and upload it as an image. (Like in the Winemaking thread.) I can help if you want.
If you could do a wiki format image, I'll be great ^^
ferghus
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Re: [Guide] Mabinogi - Basic Gunner Information

Post by ferghus »

You can use Google Docs if you don't have MS Excel. You can make tables out of cells by adding borders, or do background shading, etc.
Kenero

Re: [Guide] Mabinogi - Basic Gunner Information

Post by Kenero »

Changed the guide! Guns are now special upgradeable! YES!

Image


And thanks you three, I'll make a chart image soon.
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