UPDATED: Lv110 Cap. Build difficulty: 5/5 ~ Advanced/complex build. DPS rating: 5/5 ~ Highest DOT Build (Damage-Over-Time). Gear cost: 5/5 ~ Gear is hard to get & expensive. Aggro: 5/5 ~ Aggro machine. Tank rank 95%+ guaranteed. Utility: 4/5 ~ Damage, Break & Tank. Fun: 5/5 ~ Versatile & fun to play. THE EPITOME OF "FU" HYBRIDS The term Fu (Kung Fu reference) is applied to builds that use Martial Skills while their main weapon is other than knuckles, therefore an hybrid. Bowguns provide the versatility to use a sub-weapon with them -in this case knuckles- and allow to exploit the power of DEX to the maximum (Gun Fu gaining 4 ATK per DEX point, vs. Sword & Staff Fu with 2 & 3 ATK per STR point, this automatically positions the Gun Fu as a competitive rival for those DPS battles and a top class boss slayer). Plus, guns are sexy. In this guide I present the "Gun Fu", a high DPS/DOT hybrid that will make you feel guilty for stealing attacker, breaker and tank ranks often with the amazing "Double Smite" INFINITE 100 MP combos. The Gun Fu is a master of short & long range damages using smited Triple Kick & Snipe in the same combo unlimitedly! Experience the powerful Gun Fu build. Requirements: - Have at least one character over Lv70. - Achieve all the skill point emblems. (In case you are missing one check the SP emblem guide) - Max your Combo Level. Gun Fu BUILD RATING: ★★★★★ [Highest DOT / Infinite Mana / Aggro Machine / BG + Knuckle Hybrid] DEX: 255 & STR/CRT/VIT: 42 Spoiler: Skills Shot Lv3 Power Shot ~ 5 Bullseye ~ 5 Snipe ~ 10 Moeba Shot ~ 5+ Paralysis Shot ~ 5 Smoke Dust ~ 1 Shot Mastery ~ 10 Sneak Attack ~ 7+ Long Range ~ 10 Quick Draw ~ 10 Martial Lv3 Smash ~ 5 Sonic Wave ~ 5 Earthbind ~ 5 Triple Kick ~ 10 Bash ~ 5 Shell Break ~ 10 Heavy Smash ~ 10 Martial Mastery ~ 5 Martial Discipline ~ 1+ Magic Lv3 Arrows ~ 5 Javelin ~ 5 Lances ~ 5 Impact ~ 7 MP Charge ~ 1 Guard Lv1 *** Heavy/Light Armor Mastery ~ 1+ Survival Lv2 Safe Rest ~ 5 HP Boost ~ 1+ Short Rest ~ 5+ MP Boost ~ 1+ Sober Analysis ~ 1+ Battle Lv2 Attack UP ~ 5 Smash ~ 5 Critical UP ~ 10 Total SP used: 163+ * Skills in red are priorities, get them first to start leveling your Combo Points right away. ** Skills in purple are your alternatives, as level cap increases max one, then the other. The order is up to you. *** Armor Mastery selection depends on your preferred play-style, check "Skills Insight" section for details. **** Skills with a "+" sign will be increased in future level caps, you decide the order. The Gun-Fu Combo System Combo A: "Infinite Gun Fu Combo" [Elemental BG + Knuckle] Repeat non-stop until Shell Break's Guard Break activates and you recover 4 MP. Moeba Shot > Smoke Dust (Save) > Bullseye (Cons) > Paralysis Shot (Cons) > Triple Kick (Smite) > Impact (Cons) > Snipe (Smite) > Shell Break (Cons) [150% Snipe Damage, 130% T. Kick Damage / MP cost: 100 / CP used: 14] * Bullseye can be swapped for Sneak Attack to reduce some aggro. Combo B: "Heavy Smash Power Combo" [Elemental BG + Knuckle] Use right after you recovered 4 MP from inflicting Guard Break with Combo A. In case you Guard Break again repeat this combo. Smash > Impact (Cons) > Heavy Smash (Smite) > Shell Break (Cons) [150% Heavy Smash 2x, +10% Stability / MP cost: 400 / CP used: 6] * Smash can be swapped for Assault Attack vs. non-flinch bosses. Alternative Combos Ghost Mode [BG + Elemental Arrow / Elemental BG + Dagger] Versatile long range mode which cancels some aggro due to Sneak Attack. Let someone else tank for you, save Revitas and just focus on DPS. Moeba > Smoke Dust (Save) > Sneak Attack (Swift) > Paralysis Shot (Cons) > Impact (Cons) > Snipe (Smite) > Sonic Wave (Swift) > Shell Break (Cons) [150% Snipe Damage +10% Stability / MP cost: 100 / CP used: 14] * Sonic Wave can be swapped for Assault Attack vs. non-tumble bosses. Non-Flinch/Tumble [BG + Elemental Arrow / Elemental BG + Dagger] A non-flinch/tumble combo for delicate bosses such as Jade Raptor, Nurethoth and Pillar Golem. High aggro. Moeba > Smoke Dust (Save) > Paralysis Shot (Cons) > Bullseye (Cons) > Snipe (Smite) > Shell Break (Cons) [130% Snipe Damage +10% Stability / MP cost: 100 / CP used: 10] BATTLE OF BUILDS: Gun Fu vs. Sword Fu Skills' insights: Essential skills Snipe: the most powerful DPS skill in the game to our advantage. Placing it near the end of the mana saver (save tag) combo, along with maxed Long Range passive will enhance it's damage. Triple Kick: the skill all Fu builds share. This is our extra DPS skill, coming in the combo after a save tag (set on Smoke Dust) reduces it's damage, but we recover most of it having Short Range Damage +X% in gear, expect some high kicks, specially when your party has magic users. Martial Discipline passive boosts it's damage even further. Shell Break: instantly recovers 400 MP when it inflicts Guard Break on the target, enabling an infinite mana supply in conjunction with Quick Draw. Non-stop DPS for the entire battle! Heavy Smash: powerful skill which if used within 5 seconds after inflicting Guard Break it adds a bonus critical hit that causes Lethargy on the enemy. Essential passives Quick Draw: the key skill to make this build a hi-class skill spam master. You get 20% chance of recovering the 100 MP your combo used, allowing you to never have to recharge and rarely need to auto attack to recover MP inside the battle. Critical UP: adds Critical Rate +5 and Critical Damage +5 to your base critical damage. With this passive maxed, your critical hits will deal 155% the damage of what your normal hits do. STR stat will further add Critical Damage +1 to that 155%, per every 5 points in STR. I.E.: C.DMG 156% with STR 5 and C.DMG 206% with STR 255. Secondary skills Impact: cuts the MP cost of the next skill by half. Place this move before snipe, it will also prorate the target slightly. Has a chance to tumble. Smoke Dust: blinds the target (target's Accuracy/Hit Rate is lowered). Has a temporary effect which allows Snipe to land without being dodged. Set the Save effect in this move, it will cost 0 MP and allow you to execute the rest of the moves without spending mana. This skill is our primary aggro generator. Paralysis Shot: increases Stability by +10% for 10 seconds, and covers up the Smite effect of Heavy Smash. Stability +10% guarantees that Snipe and Triple Kick do 10% higher damage! Other Fu builds don't have this benefit. Side passives Shot Mastery: increases your ATK while wearing bowgun. Skill Lv1-2: ATK+1%, Lv3-7: ATK+2%, Lv8-10: AKT+3%. No negative side effects anymore! Long Range: increases the power of all Shot Skills by +10%, at ANY distance. Martial Discipline: increases the power of all Martial Skills by +5%, ONLY with knuckles as sub/main. Sober Analysis: recovers MP inside battle on intervals of 3 seconds. The amount of MP recovered per tick increases with skill level. Light Armor Mastery: adds Evasion +10%. Evasion % works different than most percentages (%) in the game. It works as a whole, just as flat numbers work for other stats. Mixed with Evasion +10% from wearing light remodel armor and the +6% we get with B.B. Garb, we can enjoy evading 26% of the time. Heavy Armor Mastery: adds Guard Rate +10%. Heavy Armor works great with Shield builds, but in our case -as Tank rank stealers- we will be taking tons of damage. The game is implementing higher damaging bosses/minions and having higher defenses is probably a safer bet than relying on evasion. Skills to be maxed in future level caps: Spoiler HP Boost/MP Boost MP Boost/HP Boost * Which to max first is up to the player. Martial Discipline * Martial skill damage +5% at Lv10. Heavy/Light Armor Mastery Sober Analysis * Maxing Shot Skills makes them generate more aggro and increases their damage by +10% per skill level. I.E.: If your Moeba deals 5k damage at Lv1 it will deal 9.5k at level 10. * Maxing Martial Skills makes them more effective at inflicting status ailments, in this case Tumble and Flinch, plus dealing more damage. Sonic Wave also has an increased activation distance at Lv4, Lv7 and Lv10. Stat build: Maximize DEX first, DEX must be at 255. This is our main stat for high damage. After level 95 you'll be able to increase a secondary stat. HERE IS WHERE THE FUN BEGINS! Choose STR for increased Stability and up to Critical Damage +51 when maxed. * Stability +1% for every 20 STR, Critical Damage +1 for every 5 STR. Choose CRT if you will focus on ATK+%, C.DMG+% and Range Damage+% stats on gear/xtals. * Critical Rate +1 for every 3.5 points in CRT. Choose VIT if you enjoy the breaker/tank route, since Gun Fu is a king of aggro this stat is very helpful. * MaxHP per point is increased as character's level gets higher. Equipment: * The ^ sign means "or above". * The first xtal mentioned is priority, the second is for 2-slotted gear. * The 4~7% stat means that the success rate of 7% is very low. Check the stat formulas for crafting HERE. * Find my damage test between stats HERE. BOWGUN For high Elemental Power (good with CRT as secondary) ○ 1st Anniv Bowgun III +E^: Element, Damage to Element +11%, ATK +4~7%, C.Rate +11* For high Burst Power (good for all situations): ○ 1st Anniv Bowgun III +E^: ATK 7%, C.Rate +11, C.DMG +11, C.DMG +4% * Xtals: ◇Pillar Golem ◇Ganglef SUB ○ Knuckles ~ Can be Cat Paws, Drills, Chocolate Gifts, or any. The knuckle's stats doesn't affect as a sub. We use them for increased effects' rate and full power of the Martial Skills. ○ Elemental Arrows/Dagger ~ Only use elemental arrows or daggers for the Ghost Mode and Non-Flinch/Tumble combos, otherwise use knuckle or Martial Skills' damage will be halved. Elemental Damage doesn't stack if elements on Main weapon and Sub weapon match. Examples: * Neutral Bowgun + Fire Arrow = +25% Elemental Fire Damage. * Fire Bowgun + Fire Arrow = +25% Elemental Fire Damage. Bowgun overrides Knuckle's element, but Arrow overrides Bowgun's element. Examples: * Elemental Bowgun + Elemental Knuckle scenario: Bowgun's element is used. * Elemental Bowgun + Elemental Arrow scenario: Arrow's element is used. ARMOR Standard stats for Gun Fu armor: ○ Armor +E^: C.DMG +7%, C.DMG +11, C.Rate +11, DEX +4~7% Elemental custom armor stats (if you can get them, use them over the standard): ○ Armor +E^: Damage to Element +11%, ATK +7%, C.Rate +11 * Remodel to Light or Heavy versions depending on your preference, don't use Normal. * Xtals: Without HP Boost ◇Boss Roga, With HP Boost or VIT as secondary stat ◇Metal Stinger ADDITIONAL GEAR ○ War Helmet +E^ * Xtal: ◇Warmonger SPECIAL GEAR ○ Dexterity Talisman III * Xtal: ◇Metal Stinger Notes: Must know info for a Gun Fu. Knuckles as sub weapon makes Martial Skills deal the same damage as if they were on the main hand. Without knuckles on sub their damage is halved. ◇Pillar Golem adds Short Range Damage +3% and adds the same amount of mana as MP Boost, it is a better option than Ganglef. All physical skills executed in Short Range (including Snipe, Heavy Smash & Triple Kick) are boosted by Short Range Damage %. Guns n' Doses: Recommended potions for a Gun Fu. Power Essence: increases ATK +20 and base ATK +2%. Magiadd III: our cheap solution for low mana. MaxMP +300. Vita Plus III: as aggro keepers, this is our life-saver. MaxHP +1500. * Effects last for 30 min. BUILD VS. BOSS SOLO (Lv100) Party Note: the videos in this thread are outdated -since I'm retired-, but the guide is completely up to date. This build is meant to be part of The Sniper Builds Guide, but due to the max text limit per post it required a separate thread, check it out too (if you haven't) for more Sniper Tips. Enjoy!