Tera Gunner Chain Skills

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Lutero Chaloux

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Jun 29, 2024, 11:41:05 AM6/29/24
to tranadliti

Sorry its about a week later and no one has reply to you I do not have any video. I do not main gunner but I do have one that is geared and I play it from time to time aside from the normal renown grind and daily/weekly. It is a unique class that I don't want to say is hard to play but takes a unique mechanic. It is a very swap heavy class so high latency an really work against you idk your ping. For stigma it will vary but for the most part for PvE as you asked its mostly cannon skills I have 6 advanced and I will say after playing like this for quite a while now it is very awkward using only 6 non enchated stigma's and I don't know the more optimal rotations as I don't main the class.

But just some information and hopefully with the refresh to your post you may get another gunner to chime in with some help. I run Shellshock (gold) Juggernaut cannon (blue) Pressurized Chamber (blue) this is where it get weird since its really awkward without the extra slots for normals but any cannon skills work for normals I would reccomend possibly blazing bombardment as it lowers m.def to help with dps then fiery blast, Shock & Awe, Power grab, Missile Guide any of these will be fine as you get more enchanted stigma idk I mess around with steady fire if I run autoload in my 3rd blue for pvp sometimes so I have run it in pve since I am too lazy to swap stigma and sometimes I run stopping power in the 3rd blue or the aether hold cannon skill but only during pvp.

Rotation I cannot help you because I am probably not optimal in this as I don't play the class each day so better off asking a gunner main with more experience. Ask in lfg or /4 there is bound to be a kind person willing to help if you haven't found a person already you might have to deal with a few trolls who just say uninstall but you'll find a kind person if you just persist enough and don't let the trolls get you down.

Since it seems you were active I hope you found some help if not I actually did a little bit of testing myself so I would like to add on my 2 cents. Again I am not a gunner main so take this with a grain of salt if you can use this or incorperate some into your gameplay great if not no worries just some things I noticed practicing on the test dummy, crucible spire, as well as my tests in garden. I am going with the most basic and general knowledge not saying you have none of this but just to cover all ground. Also going with the idea you only have 6 stigmas and no daeva skills

Casting Speed does not change the Charge time but Atk Speed does actually speed up the end animation by little bit so Cast is not really a need. When you weapon swap here on NA there is a small delay so to bypass this you need to make sure when you weapon swap you use an instant skill with your cannon the second you swap it will cancel the animation of the weapon swap removing the delay. Finding a keybind to throw your weapon swap will help you a lot with this as well. I am still messing with the how much is optimal for charges since the final stage is so high comparatively it looks good to charge full but at the same time your other skills are coming off cd before this so until I test further I cannot say if 1, 2 or 3 is better. I would probably argue 1 or 2 but ideally as soon as the stage charges you fire but I will leave this to your discretion whatever you feel is best.

I am looking at Shellshock, Pressurized chamber, Juggernaut cannon, Blazing bombardment, Shock & Awe, and Fiery Blast as the 6 stigma as this is what I tested it with. I took off the daevas since I do not know what you have so just to get a baseline.

Pistol Chain is most likely going to be Gunshot into Reload into Gunshot into Hot Shot for m.def debuff buff with pressurized chamber since you can only use in pistol but the buff works on cannon skills swap immediately into juggernaut cannon to remove the animation then the rest of your cannon skills. When you repeat I would change first pistol chain to Crosstrigger MP leech and 2nd would be Gunshot thus repeating. Obviously I didn't add the non chain pistol skills which you would just throw into the chain of pistol skills before you swap hot shot being at the end since its 10s m.def debuff you want on your cannon skills since they are doing much more dmg.

If you do happen to have daevas the reload daeva will allow you to start with pressurized chamber then when you used reload it refreshes and you dont use it again until you buff before you swap. Precise Shots daeva if you have you can swap for your 2nd Pistol Chain to make sure your first 2 cannon skills will crit after the weapon swap but this requires you to make sure when you use precise shots you DO NOT do the chain as you will waste your crits on the chain and not your cannon skills.

if he has a brain he can match one and one together by looking at the picture. he asked for help, i gave him that^ he can take it or leave it. Seeing as he didnt reply back to you either im sure he got his sht down.

Mana Missiles: Press and hold the skill button to charge up your shot, giving you a dance of 5 missiles that extend up to 30 meters. Simply tapping the button gives you two missiles. This has a new damage buff as of the Apex Patch called Missile Reinforcement, where using Burst Fire before using Mana Missiles can give them extra damage. Mixing this with the Carving Mana Missiles Glyph packs quite a punch. This is a guaranteed knockdown in PvP as long as a missile hits your target.

If you feel confident enough to put Arc Bomb or other moves into the rotation at different points, or even want to just put Arc Bomb back into the rotation I mentioned here, please feel free, as it alone actually deals a decent amount of damage.

**Note:** Because of Bombardment Cancel, you can actually start your rotation with Burst Fire, and build up orbs of Arcane Splash immediately in a fight. This allows you to gain your stacks of Missile Reinforcement immediately as well, and allows you to promptly burst your Arcane Splash orbs with the successive shot of Mana Missiles. The rest of the rotation is unaffected by this change, but getting Burst Fire out early can even help with an Enrage Rotation setup, as Arcane Splash orbs can be destroyed by Obliteration.

Press the Bombardment skill button once to activate the aiming circle. Press it again to fire, but before your character finishes spinning around and points their gun in the air, use Rolling Reload or Recall to cancel the animation. You should see the buff, One with the Gun, appear on your buff bar after doing this, with a timer of 60 seconds. You have exactly that long to fill your Willpower bar before you either reset the timer by using the exploit again, or allowing your Willpower to rapidly degrade, emptying your bar.

Arcane Splash: Not to be confused with Emerald Splash, Arcane Splash is a new way for Gunners to land additional damage on their enemies, creating a minefield of damage. As of Apex Patch, skills like Arcane Barrage, Remote Trigger, Scattershot, Burst Fire, Targeted Burst Fire, and Bombardment all have a % Chance of spawning an orb of raw Arcane Energy, which can also be detonated with the following skills for additional damage:

Missile Reinforcement: Each successful hit of Burst Fire gives a stack of Missile Reinforcement that increases the skill damage of Mana Missiles. 2.5% extra damage is gained per stack, maxing out at 10 stacks for a total of 25% extra damage. This is why we start our rotation with Mana Missiles, and end on Burst Fire. Each repetition of the rotation gains an extra 25% damage to start.

Hit them from the Back. As of Patch 89.01 back on January 4th of 2021, all back attacks are indicated with an arrow. Use this to reorient yourself to the back of the boss, and all classes, with the exception of Tanks unless they equip back crystals, deal more damage from the back.

A character class defines the type of weapon (twin swords, lance, axe, greatsword, runeglaive, disc, bow, staff, arcannon, powerfists, scythes, shuriken or scepter), armor type (metal, leather or cloth) and skills available for a character of use.There are thirteen playable classes in TERA.Each class has its unique set of usable skills. Two different characters of the same class in TERA are very similar to each other. They have the same skills available and can play the same role in gameplay.However, playable races have minor differences and character has a bit for customization available, like the ability to glyph most of the available skills for personal preference and newer EP and Skill Advancement systems.

The Archer is a lightly armored class which specializes in a bow capable of long ranged damage-dealing. Their bow allows them to shoot devastating blows toward the enemy from a safe distance. The Archer is quite agile, being able to dodge and move quickly across the battlefield.

The Berserker is a heavily armored melee class with the role of offensive damage dealer. The class weapon, a large Axe, allows the berserker to create devastatingly powerful, but uncontrollable blows.Berserker is a unique DPS class that can block incoming damage instead of using dodges. Also the class has one of the most powerful AoE skills when spinning the axe around.

The Brawler is a heavily armored class that specializes in tanking using Powerfists. Brawlers build up their rage whenever they use their skills.Once their rage is enough, they can block frontal damage while attacking and even counterattack dealing damage back to the enemy.Brawlers are able to push together groups of enemies and cause massive damage to all of them.

The Gunner is a heavily armored ranged DPS class which unleashes powerful attacks using an Arcannon. They can also summon constructs which can damage opponents and heal the player at the same time. Gunners are known for the single most powerful attack in the game, the Balder's Vengeance.

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