The development of a 'magic shell' is something
Karaten often tries to hide. It's a questionable idea, even in the mage city, to give the average person the power of a magician. And although the project resulted in a working prototype, it was eventually ended due to safety concerns, and the products were stored in Karaten's Mage Vaults. However, a recent situation in the city has resulted in several things going missing; magic shell prototypes included. Flown away on the steel wings...
Has a variety of shells with different useful effects and debuffs.
They benefit from both Scaled WIL and Scaled SKI.
They can ignore some hit debuffs with Recklessness.
Bullets completely ignore armor, and they can use many different elements that ignore reductions.
Extremely high single target damage potential. Or even multiple targets at once, depending on the gun type used.
Wide variety of firearms that can be used, between Handguns, Shotguns, Rifles and Launchers.
It's high noon!
This class is fully dependent on landing basic hits.
Being able to land multiple attacks is necessary due to the nature of some guns.
Possesses a huge amount of skills and passives, so they have to be chosen wisely.
Hit debuffs may ruin a not-prepared gunner's day, such as Blind, Hesitation or Fear.
Bullets can be deflected away, or back at them if the enemy is a Kensei. .
Actually it's Midnight.
To unlock the Magic Gunner class, you must have at least Level 20 in
Archer and at least Level 10 in Mage and then win a fight with a Gun equipped.
Magic Gunner Skills
Blaze Shell, Celsius Shell, Bright Shell, Magnet Shell, Chain Shell, Vamp Shell, Null Shell, Sonic Shell, Interference Shell, Lucky Shell
Charged Shot, Overcharge, Recklessness, Cooldown
Safety, Stand Off, Spark Drive, Thunder Drive, One Overcharge, Akimbo
Arcane Gun, Focused Mind, Exposure Tolerance, One-Hit Wonder