Difference between revisions of "Gunner Class"
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<span class="header">Destruction</span> | <span class="header">Destruction</span> | ||
− | <span>The Gunner can hit the target so hard that further damage is even more severe. + | + | <span>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</span> |
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Revision as of 19:03, 5 August 2023
Gunner is the skill where 'You bring the big punch for the big targets.
Gunners are generally seen as the debuff buddies while in a Fleet. Their ability to indirectly increase the damage of all squad-mates dramatically affects the capabilities of said squad. In addition Gunner's are able to deal damage over a long period of time and can also be used as an "off tank" capable of soaking large amounts of damage. Gunner's like Fleet Commander's also use bots to supplement their damage but generally their bots are stronger in addition to just like the Gunner, itself, being set up for direct combat.
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. 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. 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 (Effect is canceled on firing or taking damage, requires 30 seconds to re-apply. Also affects bots) | ||
Resilient | 100% chance on damage to gain +50% resistance (90% for bots) for 1 second, effect can occur at most once every 30 seconds | ||
Bot Ph.D. | +8 combat bot slots, +2 max number of combat and wild bots, combat bots inherit 30% of the stats from your skills. (Adv Skills excluded). | ||
Droney | +1 temporary drone deployment slot and passes 50% of skills to drones. (Adv Skills excluded). | ||
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 |