Atlantica Online: Gunner's Strategy

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Atlantica Online: Gunner's Strategy

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Wild Shot provides better damage as a special attack skill than the archer's Silence or the artilleryman's deep insight, however, it lacks their additional behalf or the damage power of most melee skills. Gunners are available as mercenaries from level one, and their ability to spread damage keeps them useful until about level 30, when artillerymen become rentable. Gunners start out roughly on par with archers for damage and have the advantage of hitting multiple foes. They should be protected by a front line character that can shield their lower VIT.
 
At the beginner levels, the gunner is powerful because of the ability to hit multiple opponents right now. Two gunners can make a debilitating ranged attack ahead of level 30, but renting two gunners isn't advised, because using two gunners also probably manifests the absence of an archer and the useful silence spell. The problem via using two gunners comes from trying to protect them and synchronize with a shaman in the party. An exposed gunner is soon a dead gunner.
 
For players who wannna damage multiple aims, the artilleryman makes a better choice at level 30. Except against flying foes, the artilleryman is almost always the better selection. As Rank C units become available, the player gets access to the janissary and inventor classes. Inventors are easily better but require level 84 and a quest series to unlock. The janissary is better than the gunner but requires level 96. This makes the gunner the clear choice of gun users for two-thirds of the game.
 
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