Deep Rock Galactic
kmpt Feb 15, 2023 @ 12:26am
What perks for Gunner?
Hello there,
What perks do you pick for Gunner except iron will?
Thanks ;)
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Showing 1-12 of 12 comments
RdRStar Feb 15, 2023 @ 12:33am 
medic. you dont need iron will with shields.
Phoenix7786 Feb 15, 2023 @ 12:50am 
There's a perk that passively reloads unequipped weapons; this can be useful if you use Thunderhead over Minigun. Given how ammo hungry you are, you may or may not want the perk that allows you to load up faster from Supply Pods.

Dash can be useful to help you escape tense situations. Medic can be very viable for you since you can lay down a forcefield and start rezzing the team.
Tacitcat Feb 15, 2023 @ 1:08am 
Dash, iron will, and field medic are all good perks for anyone. See you in hell is good for gunner, especially in chaotic high hazard missions. Lets your team get you back up safely when they don't have a shield.
I don't know if there are any "meta" passive perks for gunner. Born ready is a good choice if you are running the autocannon or hurricane. Resupplier for fast resupplies and the extra health. Strong arm is a favorite perk of mine. Lets you light up the caves much easier.
For passive perks, I like Born Ready, Veteran Depositor, and one of Vampire, Resupplier, Thorns, or Deep Pockets, though usually it's Resupplier.

Active perks depend on the situation, for general purpose dives I go with Iron Will and First Aid. Shielding is absolutely amazing when you aren't in a shield disruption map, but I never know who I'm getting matched with in dives so I just go for the old reliable iron will and first aid for a quick self revive, and other revive, each dive mission.

The passive Vampire and active Berserker work very well together for when you want to conserve ammo, or are out of ammunition.

There are plenty of perk builds though and most perks have a place in one build or another, though some are more niche than others.
JeanneOskoure Feb 15, 2023 @ 1:20am 
My personal pick is:

Field Medic and Shield Link for actives. Shield link is a bit redundant due to the gunner shield, but it's still nice to have. Field Medic is very good on its own, but especially on Gunner thanks to the free revives of the shield generator. Doing it faster will allow you to get 2 revives with a single shield throw.

Ressuplier, Strong Arm and Thorns for passives. Just some personal favourites and thorns on top of it. You can swap thorns for born ready if you don't use the minigun.
SCamp Feb 15, 2023 @ 1:54am 
Passive recommendations:
- Strong Arm (best perk; throwables come up more often than you think)
- Born Ready (convenience, if one or both of your weapons needs reloading, this will just allow you to switch off it for a few seconds and continue fighting)
- Third pick is up to you, as most are generally strong.
- Not recommended: It's A Bug Thing, Second Wind.

Active recommendations (this is more personal preference with no bad choices.):
- Dash (Gunner has the worst mobility. This provides mobility on demand.)
- Berserker (Combined with quick charge pickaxe it provides a ton of digging utility that gunner lacks. You can dig yourself a quick personal bunker when a mactera swarm is announced, for example. Or you can quickly dig a tunnel through a hard wall to get somewhere. Offensive capability is secondary, IMO.)
- All other active perks are valid.
- Note that 1) Field Medic and Shield Link are useful only for multiplayer. (Shield Link's passive works in single player as long as Bosco is nearby, IIRC.)

I mostly compensate for gunner's poor mobility and terrain navigation. Field Medic is really strong because it gives teammates more time to shoot things in the protection of the bubble during high stress situations.
Last edited by SCamp; Feb 15, 2023 @ 1:59am
GIRL Feb 15, 2023 @ 2:01am 
I ditched using Field Medic on Gunner, you ideally revive people with shields so the faster revive speed isn't super important. I bring Iron Will though, just so that I'm super reliable if everyone else goes down (you also don't need Field Medic + Iron Will for the same reason as before).

Thorns are really good too on Gunner. Strong Arm is a weirdly good perk because mobility/visibility are low on him, throwing flares farther gives you a better idea of where to zipline.

Unstoppable/Dash - one or the other of these is basically a must-have on him due to his low mobility.

I also always run Shield Link just to be a bit more helpful. Gunner is really more like a tank/support class, so being able to boost shields when my shield is on cooldown is super useful.

Lastly, Sweet Tooth. To keep you alive and so that your allies can use more red sugar. Also super useful when paired with Iron Will to easily get back to 100%.
phenir Feb 15, 2023 @ 2:56am 
Dash and field medic or heightened senses. Resupplier, strong arm and last perk depends on loadout. Thorns for minigun, born ready for other two. I also use born ready on minigun if I am using coilgun. Consider friendly if you take cluster grenade or leadburster.
Last edited by phenir; Feb 15, 2023 @ 2:56am
Dash, because it is so darn useful, especially on the gunner. Plus it is fun to use.

Field medic. I replaced this with iron will and never looked back. Feild medic is so darn useful.

Thorns. I hate swarmers so ♥♥♥♥♥♥♥♥ much. helps with any build.

Resuplier. It's simple and useful. Especially in Haz 5.

Those are what I take. You can use whatever passive perk you like, but I frequently take born ready. If I'm not running born ready I'm using sweet tooth or something to counter biome hazards.
Jack left town (Banned) Feb 15, 2023 @ 6:16am 
>except iron will
git gud
Frisky Feb 15, 2023 @ 6:21am 
unstoppable, friendly, second wind/bug thing

field medic, heightened senses

sometimes i swap s.wind for elemental insulation when I use autocannon but this is my common gunner loadout
Chibbity Feb 15, 2023 @ 6:40am 
Passive:
Resupplier/Unstoppable/Thorns

Active:
Iron Will/See You In Hell
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Date Posted: Feb 15, 2023 @ 12:26am
Posts: 12