Post by Criswolf09 on Jul 20, 2022 5:56:41 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Gunslinger Archetype. So what does this hero do? This hero uses modern world pistols to achieve amazing feats by scoring Critical Hits.
This is a premium Archetype that can be purchased by Silver Players from the Zen Store or is free for Lifetime Subscribers
This Archetype can be obtained for free by gathering 750 Snake Bucks during the rotative event High Noon at Snake Gulch to unlock from the Store of Belle Steele
Main Mechanics:
1. Armor Piercing: This is a damage resistance debuff which lowers the target's Crushing and Piercing resistances by 15% each for 15 seconds.
2. Furious: This is a buff which increases our hero's Critical Hit Chance by 1.5% and stacks up to 3 times. When we are affected by it and take damage, Furious applies Willpower which is a small heal over time buff of 300 HP every 3 seconds.
3. Critical Hits: This is the core mechanic of this archetype's power that will deal increased damage scaling with our Critical Hit Severity and having a high Critical Hit Chance thanks to our Dexterity superstat.
Special Note: You can customize the weapon(s) of this hero in the Tailors around the world to match your character designs.
Archetypes Super Stats
1. Primary Stat: Dexterity
2. Secondary Stats: Recovery and Constitution
Specialization Trees
1. Level 10: Dexterity
2. Level 20: Vindicator
3. Level 30: Warden
Archetype Power Progression
1. Gunslinger
1. Bullet Hail
6. Holdout Shot OR Pistol Whip
8. Composure
11. Parting Shot OR Breakaway Shot
14. Sharp Shooter
17. Two-Gun Mojo OR Bullet Ballet
21. Antagonize OR Retaliation
25. Killer Instinct
30. Lead Tempest
35. Masterful Dodge OR Lock N Load
40. Sniper Riffle OR Execution Shot
Power Explanation
Level 1 - Gunslinger: This is our energy builder which will damage the target with a pair of pistols and the first shot is more effective as it deals more damage and generates more energy than the subsequent shots. The special advantage of this power is called Trick Shot which will give this power a 50% chance (100% while affected by Furious) to chain to an additional target within 12ft and they take double damage if they are affected by the Fear debuff.
Level 1 - Bullet Hail: This power will deal Piercing damage to enemies in a cone in front of our hero with a maximum of 5 targets. Each hit has a 10% chance to apply the Furious buff to us. This power has the following special advantages:
a. Aggression: Which will give this power a 15% chance each hit to apply the Bleed debuff to targets. This chance increases to 100% if the targets are within 10ft of us, meaning melee range. Bleed deals constant Slashing damage over time and stacks up to 5 times, and is considered a Wound effect for Martial Arts interactions.
b. Assault: Which will refresh the duration of the Armor Piercing debuff.
c. Wall of Bullets: Which will grant us a damage shield the longer this power is maintained. The shield will absorb incoming damage while we maintain the power but will dissapear if we stop maintaining it. Costs 3 advatage points.
d. Boogeyman: Which will cause this power to deal 15% bonus damage to foes affected by the Fear debuff. Costs 1 advantage point.
Level 6 - Holdout Shot OR Pistol Whip: This is the first choice between two powers for this Archetype.
1. Holdout Shot: This power will deal a small amount of damage to a single target within 50ft. If we land a Critical Hit with it, its energy cost is greatly reduced and deals double damage (100% more Critical Hit damage). This power has the folling special advantages:
a. Stim Pack: Which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
b. Open Wound: Which will apply the same named debuff to the target. Open Wound has a 25% chance to apply stacks of Bleed, dealing Slashing damage over time once every second for 16 seconds up to 5 stacks. This advantage is a type of Wound effect.
c. Frail Armor: which will apply the eponymous debuff to the target lowering their Piercing damage resistance by 18% for 15 seconds.
2. Pistol Whip: This is a melee attack that will hit the target in melee range dealing Crushing damage and Stuns them for 2 seconds. The special advantages of this power are the following:
1. Concussion which will end any heal over time the target is receiving and will additionally cause them to only receive 50% of any other heal they may receive.
2. Stop Right There!: which will replace the Stun effect for the Interrupt effect. This advantage can only work on enemies of the ranks Henchman, Villain, Enforcer and Master Villain, while it will not work on Super Villains, Legendary Villains and Cosmic Monsters. A successful Interrupt cannot happen more than once every 8 seconds.
Level 8 - Composure: This power is our Slotted Passive which will increase all of our Technology damage (the Technology tree has the Munitions, Laser Sword, Power Armor, Gadgeteering and Archery power sets) scaling with our Super Stats, will increase our Dodge and Avoidance scaling with our Super Stats, will increase our Knock Resistance scaling with our Super Stats, and generate energy when we dodge an attack. This energy return can happen once every 6 seconds.
Level 11 - Parting Shot OR Breakaway Shot: This is the second choice between two powers for this Archetype.
1. Parting Shot: This power will make our hero perform a backflip followed of a dual shot that will deal damage and remove us from melee range as well knock back the target and has a recharge of 6 seconds. This power has the following special advantages:
a. Predictable: Which will transform this power into a Threat Wipe ability erasing all the Threat in the target placing our hero in Stealth for a short moment. Also this advantage increases the recharge of this power to 45 seconds.
b. Armor Piercing: This advantage will cause this power to apply the eponymous debuff to the target.
2. Breakaway Shot: This power will cause our hero to lunge away from the primary target dealing damage in a wide area and Knocking down as well having a 25% chance to Knock down secondary targets and has a 6 seconds recharge. This power has the following advantages:
a. Microfilament Wire: This advantage will cause this power to knock down all targets hit and if Breakaway Shot has this enhancement, it will Knock towards our landing spot the primary target.
b. Armor Piercing: This advantage will cause our hero to apply the eponymous debuff to the primary target with a 100% chance and has a 15% chance to apply it to secondary targets.
Level 14 - Sharp Shooter: This is our toggle form that will grant us stacks of Precision which increase the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we get a stack of the Furious buff or land a Critical Hit while affected by said buff. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Dexterity stat. Also increases our energy costs by 10%.
Level 17 - Two-Gun Mojo OR Bullet Ballet: This is the third choice between two powers for this Archetype.
1. Two-Gun Mojo: This power will send a stream of bullets to the target dealing Piercing damage every 0.5 seconds for 4 seconds within 50ft and has a 15% chance to apply the Furious buff to our hero. This power has the following special advantages:
a. Close the Gap: This advantage will cause this power to deal 35% increased damage if used in melee range. It caps at 10ft.
b. Mow'em Down: This power now becomes an area of effect attack that will hit 3 targets in a 2ft cylinder.
c. Single Minded: This advantage will increase by 10% the base damage of this power for 10 seconds and stacks up to 3 times. When our hero is at 3 stacks of Single Minded, the duration of this buff is partially refreshed if Two Gun Mojo is maintained halfway.
2. Bullet Ballet: This power is a combo of 4 strikes that will deal Crushing and Piercing damage to foes in melee range as well each hit has a chance to Stun or Root targets in place. The last hit of this combo will refresh the duration of the Furious buff on our hero. This power has the following special advantages:
a. Not Without Incident: This power gains 30% chance (100% chance) to inflict a secondary area of effect attack that deals Crushing damage to 5 targets maximum in a 10ft sphere around our primary target.
b. Remember Me: The chance to apply Stun and Root becomes 100% if our hero is affected by Furious.
Level 21 - Antagonize OR Retaliation: This is the fourth choice between two powers for this Archetype.
1. Antagonize: This is one of our block replacer power that can be maintained to reduce incoming damage from foes' attacks. The feature of this power is that it grants two buffs Antagonized and Cornered. Antagonized is granted when we block damage more than 20ft away and this buff increases Knock resistance by 25%, Speed by 25%, Jump Height by 2.5%, and lasts for 3 seconds as well stacks up to 3 times. On the other hand this block power will grants the Cornered buff which is granted when blocking damage from less than 20ft increasing our resistance by 5% and Knock resistance by 25%, lasts for 10 seconds and stacks up to 3 times. Antagonize will generate energy based on the damage taken and our Recovery stat. The special advantage of this power is called Quills which adds a 10% chance to apply Bleed or Deadly Poison to nearby targets. Bleed deals Slashing damage over time every second for 16 seconds, stacks up to 5 times and is considered a Wound effect. Deadly Poison deals Toxic damage over time every second for 16 seconds, stacks up to 5 times and is considered a Poison effect.
2. Retaliation: This is one of our block replacer powers that can be maintained to reduce incoming damage from foes' attacks. The feature of this power is that while blocking will apply or refresh the Retaliation buff increasing the damage of our next attack for a certain percentage based on rank. Retaliation will generate energy based on the damage taken and our Recovery stat. This power has the following special advantages:
a. Punitive Pummeling: Attacks made against our hero while blocking with this power have a 100% chance to reflect the incoming damage as a Knock Back. This effect can occur at most every 10 seconds and deals no damage.
b. Indomitable: This advantage will grant an additional 5% resitance to all damage, 5% resistance to hold effects and resistance to Knock effects. This amount increases the lower your health gets, up to a 120% maximum.
Level 25 - Killer Instinct: This power is our energy unlock that will generate energy over time if we land a Critical Hit with a Munitions power. The energy return of this power scales with our Recovery and Endurance stats.
Level 30 - Lead Tempest: This power will deal Piercing damage to foes in a 50ft sphere, and is one of the biggest area of effect attacks in the game. It has a 10% chance to miss targets 30ft from us and has a 25% chance to miss targets further than 30ft. This power has the following special advantges:
a. Tread Softly: This advantage will grant a significant bonus to our Dodge and Avoidance ratings and is double if we are affected by Furious.
b. Maybe I'm Just Better: This advantage will give Lead Tempest a chance to apply the Furious buff to our hero.
Level 35 - Masterful Dodge OR Lock N Load: This is the fifth choice between two powers for this Archetype.
1. Masterful Dodge: This power is an Active Defense which will increase our Dodge and Avoidance ratings as well increase our resistance versus damage over time effects for 15 seconds. Will place on cooldown any other Active Defense power if we happen to have more than one. The special advantage of this power is called Unchained which will apply a large amount of Break Free damage to any holds or disable affecting our hero, a stack of hold resistance and a stack of knock resistance.
2. Lock N Load: This power is the Active Offense of the Munitions powerset. It will increase our damage by 42/60/80% (based on rank) for 15 seconds and additionally grant us and preserve stacks of Furious for the duration of this power which lasts for 15 seconds. Additionally this power will reduce the energy cost of our other powers, can be used while held and assists with breaking out of holds. This power has an advantage called Two Smoking Barrels that will cause our melee attacks to reduce the cooldown of this power by 2 seconds but no longer receive bonus damage from it.
Level 40 - Sniper Riffle OR Execution Shot: This is the final choice between two powers for this Archetype.
1. Sniper Riffle: This is a Sniper type power that can hit a foe in a 120 ft distance and deal high Piercing damage as well Stun them briefly for 2 seconds. Taking any damage will interrupt the charge of this power, and has special advantage called Tungsten Rounds that will make this power hit up to 3 targets in a 3ft cylinder within the primary target.
2. Execution Shot: This power will deal damage to a single target and if the target is below 25% of their HP, this damage is increased by 100% and has
15 seconds recharge. This power has the following special advantages.
a. Is It Not Just Mayhem?: This power will apply the Fear debuff to the target. Fear lowers the the damage they deal for 10% and is considered a Mental State.
b. I Pay It Gladly: If we defeat a target with this power we will receive 3 stacks of the Furious buff.
Build Examples
1. Law Enforcer Recommended for PVE
Level 1: Gunslinger
Level 1: Bullet Hail (Assault, Wall of Bullets)
Level 6: Holdout Shot (Stim Pack, Frail Armor)
Level 8: Composure (Rank 2, Rank 3)
Level 11: Parting Shot (Armor Piercing)
Level 14: Sharp Shooter
Level 17: Two-Gun Mojo (Rank 2, Close the Gap)
Level 21: Retaliation (Rank 2)
Level 25: Killer Instinct
Level 30: Lead Tempest (Rank 2, Tread Softly)
Level 35: Masterful Dodge (Rank 2, Rank 3)
Level 40: Sniper Rifle (Rank 2, Rank 3)
2. Heroic Street Vigilante Recomended for PVE
Level 1: Gunslinger
Level 1: Bullet Hail (Assault, Wall of Bullets)
Level 6: Holdout Shot (Stim Pack, Frail Armor)
Level 8: Composure (Rank 2, Rank 3)
Level 11: Breakaway Shot (Microfilament Wire, Armor Piercing)
Level 14: Sharp Shooter
Level 17: Bullet Ballet (Rank 2, Not Without Incident)
Level 21: Antagonize (Rank 2)
Level 25: Killer Instinct
Level 30: Lead Tempest (Rank 2, Maybe I'm Just Better)
Level 35: Lock N Load (Two Smoking Barrels)
Level 40: Execution Shot (Rank 2, I Pay It Gladly)
3. Post Apocalytic Survivor Recomended for PVP
Level 1: Gunslinger
Level 1: Bullet Hail (Assault, Wall of Bullets)
Level 6: Holdout Shot (Nailed to the Ground, Break Through)
Level 8: Composure (Rank 2, Rank 3)
Level 11: Breakaway Shot (Armor Piercing)
Level 14: Sharp Shooter
Level 17: Two-Gun Mojo (Rank 2, Close the Gap)
Level 21: Antagonize (Rank 2)
Level 25: Killer Instinct
Level 30: Lead Tempest (Rank 2, Maybe I'm Just Better)
Level 35: Masterful Dodge (Rank 2, Unchained)
Level 40: Execution Shot (Rank 2, I Pay It Gladly)
Specializations for all builds[/u]:
Dexterity: Combat Training (2/3)
Dexterity: Gear Utilization (3/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
Talents for all builds
Level 7: Quick Recovery (Con: 5, Rec: 5)
Level 12: Acrobat (Dex: 5, Con: 5)
Level 15: Impresario (Dex: 5, Rec: 5)
Level 20: Accurate (Dex: 5, End: 5)
Level 25: Amazing Stamina (Rec: 5, End: 5)
Level 30: Boundless Reserves (Con: 5, End: 5)
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Precision + Dexterity Enhancement x2 + Gambler's Lucky Gem
Heroic Breastplate of Agility + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Recovery Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
2. Endgame
Primary Gear:
Distinguished Gloves of Offense + Dexterity Enhancement x2 + Gambler's Lucky Gem x2
Distinguished Armor of Agility + Constitution Armoring x2 + Impact Prism x2
Distinguished Helmet of Efficiency + Recovery Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem x2
Secondary Gear:
Cosmic Strike + Special mod of your choice rank 5 max (Cosmic Strike drops from Teleiosaurus)
Cosmic Talons of Rage + Special mod of your choice rank 5 max
Cosmic Vision of Rage + Special mod of your choice rank 5 max
The Endgame Gear refers to the items that can be unlocked by defeating Cosmic Threats (Teleiosaurus, Qwyjibo, Kigatilik and the Eidolon of Destruction) at level 40, who award Silver and Gold Champions Recognition tokens as well have a rare chance to drop cosmic secondary gear. The cosmic secondary gear can also be bought at the Champions Recognition vendors around the different maps with the respective perks. Be aware that you can only beat 3 cosmic monsters per day plus one fight against the Eidolon of Destruction and each fight will provide diminishing rewards.
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!