Phantasy Star Online 2 New Genesis

Phantasy Star Online 2 New Genesis

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d3v0n Jun 25, 2021 @ 2:49am
Gunner SubClass?
Main Class: Gunner
What do ppl recommend for it's subclass?
Last edited by d3v0n; Jun 25, 2021 @ 2:57am
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Showing 1-15 of 46 comments
Stella Jun 25, 2021 @ 2:58am 
I dunno if I recommend it, but I use gunner fighter. Cuz dagger and twin guns are fun to me. And they both have PP gain on attacks and such. But I'm not meta master for NGS yet lol
VanillaLucia Jun 25, 2021 @ 4:17am 
The easiest choices I would recommend are:

  • Hunter if you can't take damage and want to be "tanky" but I personally don't play this.
  • Fighter if you want bonus damage when enemies go down (when they glow yellow and fall down, or are stunned with elemental abilities.
  • Force if you want easy PP regeneration (and effectively never run out of PP for beating up enemies quickly and consistently).
Last edited by VanillaLucia; Jun 25, 2021 @ 4:17am
In pso2 Hunter or Fighter as Lucia says for the force part is not really needed basic attack of gunner should be enough PP income but its does help.
For NGS i think its to early for now to really know whats good or not
Pll tend to combine them with something that can make them move fast or close up a distance like wired lance.
I personally use Guns x Launcher its most likely not to practical but its personal combo for me + launcher can help snipe spots that are pain to get to as gunner but its not main damage dealer yet not that weak either.
For PSO2 you need to pick what you want more tanky feel or more damage
for NGS id say go what ever you have fun with and wait for some more lvl caps months on.
Last edited by TrioAngelamVA.WliaAlfaD.A.S; Jun 25, 2021 @ 4:52am
VanillaLucia Jun 25, 2021 @ 4:55am 
Originally posted by TrioAngelSchwi.WliaAlfaD.A.S:
In pso2 Hunter or Fighter as Lucia says for the force part is not really needed basic attack of gunner should be enough PP income but its does help.
For NGS i think its to early for now to really know whats good or not
Pll tend to combine them with something that can make them move fast or close up a distance like wired lance.
I personally use Guns x Launcher its most likely not to practical but its personal combo for me + launcher can help snipe spots that are pain to get to as gunner but its not main damage dealer yet not that weak either.
For PSO2 you need to pick what you want more tanky feel or more damage
for NGS id say go what ever you have fun with and wait for some more lvl caps months on.

My whole post was in regards to New Genesis due to the Hunter having little to offer outside of Flash Guard as well.

If we were talking about the original Phantasy Star Online 2 then it is easily by far either Gunner/Fighter (some of the highest damage output you can ever hope to reach in that game) or Gunner/Luster (excessively easy maintenance on Chain Trigger and Showtime - provided you can maintain Voltage).
Originally posted by VanillaLucia:
Originally posted by TrioAngelSchwi.WliaAlfaD.A.S:
In pso2 Hunter or Fighter as Lucia says for the force part is not really needed basic attack of gunner should be enough PP income but its does help.
For NGS i think its to early for now to really know whats good or not
Pll tend to combine them with something that can make them move fast or close up a distance like wired lance.
I personally use Guns x Launcher its most likely not to practical but its personal combo for me + launcher can help snipe spots that are pain to get to as gunner but its not main damage dealer yet not that weak either.
For PSO2 you need to pick what you want more tanky feel or more damage
for NGS id say go what ever you have fun with and wait for some more lvl caps months on.

My whole post was in regards to New Genesis due to the Hunter having little to offer outside of Flash Guard as well.

If we were talking about the original Phantasy Star Online 2 then it is easily by far either Gunner/Fighter (some of the highest damage output you can ever hope to reach in that game) or Gunner/Luster (excessively easy maintenance on Chain Trigger and Showtime - provided you can maintain Voltage).
NP i just covered both as it wasn't specified :o
Shurpy Jun 25, 2021 @ 9:19am 
Force for mobbing for massive PP gen and Fighter for bossing
d3v0n Jun 25, 2021 @ 11:01am 
I asked in-game also and everyone says to go Force so i'll go with that
Oni Jun 25, 2021 @ 11:34am 
Force for extra pp or fighter for extra dps.
Shurpy Jun 25, 2021 @ 1:55pm 
remember for force as a subclass only useable skill is the 5% PP gain from killing mobs so this is entirely useless as a subclass on just 1 enemy (boss fights)
Last edited by Shurpy; Jun 25, 2021 @ 1:56pm
d3v0n Jun 25, 2021 @ 2:06pm 
Originally posted by Shurpy:
remember for force as a subclass only useable skill is the 5% PP gain from killing mobs so this is entirely useless as a subclass on just 1 enemy (boss fights)
I made a multiweapon of TMG as base and Rod. It lets me use The Rods block skill amoung the TMG skills on pallete and if you look at the force tree you will see skills relating to what happens to the enemy that you block the attack from such a dmg returned to them.
Last edited by d3v0n; Jun 25, 2021 @ 2:07pm
Shurpy Jun 25, 2021 @ 2:38pm 
Originally posted by ᵖŜ𝐘CℍᵒŇaυT:
Originally posted by Shurpy:
remember for force as a subclass only useable skill is the 5% PP gain from killing mobs so this is entirely useless as a subclass on just 1 enemy (boss fights)
I made a multiweapon of TMG as base and Rod. It lets me use The Rods block skill amoung the TMG skills on pallete and if you look at the force tree you will see skills relating to what happens to the enemy that you block the attack from such a dmg returned to them.
multiweapon is 100% useless for a gunner because other weapons dont stack up chain trigger you should exclusively be using TMG gunner weapon action prob the best weapon action in the game
Last edited by Shurpy; Jun 25, 2021 @ 2:39pm
d3v0n Jun 25, 2021 @ 3:02pm 
Originally posted by Shurpy:
Originally posted by ᵖŜ𝐘CℍᵒŇaυT:
I made a multiweapon of TMG as base and Rod. It lets me use The Rods block skill amoung the TMG skills on pallete and if you look at the force tree you will see skills relating to what happens to the enemy that you block the attack from such a dmg returned to them.
multiweapon is 100% useless for a gunner because other weapons dont stack up chain trigger you should exclusively be using TMG gunner weapon action prob the best weapon action in the game
I do only use TMG part of it. only 1 skill is bound to the Rod which is that block and there are still space for all the TMG skills. It's exactly the same thing is only using a TMG but you have that extra skill of block and all the mechanics behind it. you bind the block "weapon action" on the SAME palete as the TMG, you do not switch weapon palletes ever. When you use block it quickly goes to the Rod, press another skill it goes back to the TMG. Chains are uninterrupted because you have technically not actually switched weapons.
Last edited by d3v0n; Jun 25, 2021 @ 3:07pm
Shurpy Jun 25, 2021 @ 3:07pm 
Originally posted by ᵖŜ𝐘CℍᵒŇaυT:
Originally posted by Shurpy:
multiweapon is 100% useless for a gunner because other weapons dont stack up chain trigger you should exclusively be using TMG gunner weapon action prob the best weapon action in the game
I do only use TMG part of it. only 1 skill is bound to the Rod which is that block
You're going to want to swap to fighter subclass to max your damage against gigas/UQs multiweapon is not worth it for gunner main class and expensive not worth it can just save fighter is the best subclasses for bosses force is entirely useless in boss situations unless there are adds up in the fight that are constantly dying
Last edited by Shurpy; Jun 25, 2021 @ 3:07pm
Areant Jun 25, 2021 @ 3:31pm 
Even if you don't use the other weapon, you should still multi your tmg for the 10% damage bonus
Oni Jun 25, 2021 @ 3:32pm 
I doubt scions will make a return in NGS, kinda glad tbh because they were OP, but I would like to see benefits to being a purist class with no subclass.
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Date Posted: Jun 25, 2021 @ 2:49am
Posts: 46