Gunner Class
The Gunner class excels in crowd control with its Deathblossoms, being able to fire at multiple targets at once from great distances.
Gunners are generally seen as the debuff specialists of a fleet. Their ability to indirectly increase the damage of all squadmates with their missiles boosts the capabilities of the squad, as well as the varying choices of debuffs with their missiles.
Gunners can also impose a strong presence on the battlefield as an off-tank, taking on multiple targets at once while having the shields and range to turn the tide of the fight.
Like Fleet Commanders, Gunners can make use of combat bots, although the close association of Gunner's skills to capital ship hulls greatly restrict the use of any other hull type.
Skills
Zen Skills
Zen skills cost (1 * Level) skill points per level, up to a max of level 50.
Zen of Capital Ships: Specializing in capital ships.
- Per level:
- +1% Capacity in Capital Ship
- +1.760% Capacity in Heavy Fighter
- +1.760% Capacity in Support Freighter
- +1% Shield Max in Capital Ship
- +1% Turning in Capital Ship
- +1% Thrust in Capital Ship
Zen of Gunner: Mastering Gunner.
- Per level:
- +1% Damage
- +1% Weapon Hold
Class Skills
Fleet Focus 1 Your focus is on augmenting and coordinating a battle fleet. 15% Shield Recovery, 15% Docking Speed, 15% Radar, 15% Tractor Power |
Fleet Focus 2 Your focus is on augmenting and coordinating a battle fleet. 15% Shield Recovery, 15% Docking Speed, 15% Radar, 15% Tractor Power |
Fleet Focus 3 Your focus is on augmenting and coordinating a battle fleet. 15% Shield Recovery, 15% Docking Speed, 15% Radar, 15% Tractor Power |
Gunner Class 1 +70 MF for Combat Bots, 40% Weapon Hold, 100% Multifiring |
Gunner Class 2 20% Mining Damage in Capital Ship, 20% Resistance to Damage in Capital Ship |
Gunner Class 3 56% Damage in Capital Ship |
Big Guns The Gunner has some big guns - and they are not called 'left' and 'right'. 15% Damage, 15% Range, 15% Tracking |
Juice Junkie The Gunner has perfected the art of generation and storage. 15% Energy Charge, 15% Energy Max, -16% Electric Tempering in Capital Ship |
Destruction The Gunner can hit the target so hard that further damage is even more severe. +5% vulnerability per level for 15s to target on missile impact, 10% Damage |
Advanced Subskills
Shake it Off | +500 shield charge and +500 energy charge while in stasis | ||
Centered | +500 shield charge and +500 energy charge (Effect is canceled on firing or taking damage, requires 15 seconds to reapply) | ||
Strategic Deployment | 50% speed out of combat. | ||
Resilient | You and your possessions (Combat Bots, Drones, Fighters) take 20% less damage from any indirect Damage. | ||
Bot Ph.D. | They call you Doctor Robot. +8 combat bot slots, +2 max number of combat and wild bots, combat bots inherit an additional 10% of the stats from your skills. (Not all skills apply). | ||
Droney | You really, REALLY love drones. Drone Controllers get +100% tweaking on non-Engineer classes, and +15% tweaking on Engineer. | ||
Extra Tweaked | Up to +10% Augmenter Tweaking (+20% for bots), bonus tweaking is scaled (divided) by the number of equipped augmenters | ||
Advanced Targeting Computers | +50% Tracking, -15% Range | ||
Automated Reloading | +20% missile bay charge rate, +10% Destruction effect (resistance vulnerability to target on missile impact, for a total of +25%) | ||
Shield Remodulation | +25% Resistance to damage, +10% Electric Tempering | ||
Gunboat Diplomat | Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot |