The Gunner

Vossler Efson

Vossler Efson

Academy Page

Join Date: Aug 2007

The Frosty Posse [BrOs]

Rt/E

General
- The gunner would offer an extremely long range attacker with very little armor. Unlike the ranger, they would have no access to pets or the expertise attribute, but would have a much higher DPS.

Explanation
- The gunner acts as a long range physical spiker, which has not been created yet. By using skills (such as the ones I list below) that enable very high bursts of damage, the elementalist is no longer the only option for spiking targets. A gunner + elementalist team would work as a spiking team for the gunner to spike enemies resistant to elemental damage and the elementalist to spike enemies resistant to physical damage.

Class Role
-Damager/Spiker

Armor Level
-Gunner Armor: 45-65 AP

Energy Level
-Low Energy, 20 Energy, 2 Energy Regen

Range Type
-Ranged: Guns
:: Short Barrel - Low Range, High Damage, Medium Accuracy
:: Long Barrel - High Range, Low Damage, High Accuracy
:: Plated Barrel - Medium Range, Medium Damage, Medium Accuracy, 10% Penetration
:: Heavy Barrell - Medium Range, High Damage, Low Accuracy

Attributes
- Reloading: Primary Attribute. Increases Energy Regeneration by 1 for each four points, and increases maximum energy by five for every eight points. This gives the Gunner a higher energy output to use energy based skills rather than adrenal based ones.
- Sharpshooting: Increases range by one for every four points. Skills related to attacking from far distances become more powerful with this attribute.
- Gunmanship: Increases damage dealt by guns. Skills related to attacking with guns become more powerful with this attribute.
- Maintenance: Increases damage dealt by energy-driven attacks. Skills related to putting status effects on enemies and dealing fire damage increase with this attribute.

Sample Skills

:Reloading Skills::
- Control Master (Elite): For the next 5...17 seconds, your energy based skills take 25...65% less energy to cast. 10 Energy, 3 Casting Time, 30 Recharge Time.

- Energy Spike Signet: Gain 6...12 energy. 2 Casting Time, 25 Recharge Time

- Shooting Spree (Elite): For the next 10...55 seconds, your bullets move 11...33% faster and do an extra 7...13 dark damage. 10 Energy, 5 Casting Time, 1 minute recharge.

:Gunmanship Skills::
- Silver Bullet: Does +5...17 damage. If target is undead, does an additional +5...17 damage. 3 Adrenaline, 3/4 Casting Time, 15 Second recharge.

- Concentrate (Elite): Enchantment Spell. While you maintain this enchantment, you always have 75...100% accuracy. 10 energy, 4 Casting Time, -2 Energy Regeneration, 5 minute recharge.

- Pepper Shot: Does +10...23 damage. Has a 25% chance of blinding target. 3 Adrenaline, 3/4 Casting Time, 20 Second recharge.

- Exploding Shot: Hex. For 4...11 seconds, does nothing. Does 6...12 damage for every second this hex remains on the target. 6 Adrenaline, 1 Casting Time, 25 Second recharge.

- Mind Blaster: Removes 5...20 energy from target foe. 5 Energy, 1/2 Casting Time, 25 Second Recharge

:Sharpshooting Skills::
- Master of Space (Elite): Gain 20...45 yards of range. This spell lasts for 60...102 seconds. 15 Energy, 3 Casting Time, 150 Second Recharge

- Master of Land: Gain 5...25 yards of range. This spell lasts for 35...65 seconds. 15 Energy, 2 Casting Time, 100 Second Recharge

- Far Shot: Shoots a bullet with double normal range. May fail with Sharpshooting 4 or less. 4 Adrenaline, 1/4 Casting Time, 20 Second Recharge.

- Scoped Shot: Enchantment. Your next 5 bullets hit for 135...206% damage. 10 Energy, 2 Casting Time, 60 Second Recharge

:Maintenance Skills::
- Ice Shot: Does +5...17 ice damage. 5 energy, 1/4 casting time, 5 second recharge.

- Flame Shot: Does +5...17 fire damage. 5 energy, 1/4 casting time, 5 second recharge.

- Addling Shot: Does -10...4 damage. For the next 30 seconds, foe loses 30 armor, and has a 75% chance to attack it's allies. 10 energy, 1 casting time, 15 second recharge.

- Poisoning Shot: Poisons the target for 5...39 seconds. 10 Energy, 1 casting time, 15 second recharge.

- Darkening Shot (Elite): Does -5...1 damage. Inflicts Blind, Bleed, and Deep Wound on target. 10 Energy, 1/2 casting time, 30 second recharge.

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

No guns in gw...maybe gw2 but not gw. (if they do put it in gw 2 a buncha people will complain.)

adam of phyrexia

adam of phyrexia

Frost Gate Guardian

Join Date: Jan 2006

Lords of CAT

D/W

*sigh* I don't like giving CCs a bad rating -_- , but I've seen this like 5 times before. I don't mind guns in GW2 at all, but this offers NOTHING new, it's just another Ranger clone with some ele inspired skills and even a mesmer one, srry.

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

(I however just like giving ccs a rating so I can stop being a frost gate guardian)
let's see:
Practicality: 7 (it is a practical one that could easily be inputted I gotta admit)
creativity: 0 (repeated over and over again with the same response each time)
Design: 1 (it doesn't fit in with the game's design, gw is designed to fit into the 11th century or something, back when they were using short ranged huge cannons and catapults.

adam of phyrexia

adam of phyrexia

Frost Gate Guardian

Join Date: Jan 2006

Lords of CAT

D/W

grtz on lion's arch merchant :-)

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

(yay) ty phyrexia