Among all the pure C professions in the 95 version, the male big gun has an above-average damage output ability, strong explosive ability, and relatively weak endurance. Except for the expired Naro Time and Space, there are basically no other eye-catching features. The development of professional strength in subsequent versions will be relatively stable, and there will be no big ups and downs.
[Male Big Gun: Damage Type]
[Male Big Gun: Weapon Type Selection]
The male big gun has the "Weapon Mastery" skill. The passive skill [Heavy Firearms Mastery] not only increases the attack power of the heavy firearm skill, but also has the effect of increasing the attack power of the "Hand Cannon" panel, which is equivalent to setting the "Hand Cannon" For the mastery of the male gun. And the basic physical attack of the hand cannon is the highest among the five sharpshooter weapons. Although its normal attack method seems clumsy, the male gun's dependence on the weapon's normal attack damage is almost 0. Therefore, whether it is constrained by [Heavy Firearms Proficiency] or the fit between the weapon itself and the profession, hand cannons are the most suitable weapon type for men with big guns.
The bonus points for high-level skills are relatively fixed, but there are some areas that can be flexibly adjusted for mid- and low-level skills. Let’s take a look at the overall framework first, and then explain the variables in detail:
From the perspective of objective damage output efficiency, these three skills [Small Sting Bomb, Fine Fire, Howitzer] can be used twice in a 20-second combo. The total percentage generated is relatively considerable, and the amount of operations is relatively large. smaller. The combination plan that I recommend is to fill up [Small Sting Bomb, Fine Fire, Howitzer], then choose the one you are most comfortable with from [Laser Cannon, Anti-Tank Gun, Cannon], and replenish the remaining SP to it.
(2.1) [TP Howitzer] can only be learned at level 1, but it requires 4 TP points. After learning TP, the number of howitzer shells is reduced from 4 to 3, and the attack power of a single shell is increased by 60%. Combined with the percentage of the howitzer itself, the damage brought by TP is increased by about 20%, and other skills consume 4TP. The effect of learning level 2 is the same. And after reducing the number of howitzer shells, the feel of the skill itself will be improved, so I personally recommend filling up [TP Howitzer].
(2.2) Except for [TP Howitzer], the remaining skills can be allocated TP according to their damage level in 20s. For example, in my point-adding framework, the damage from high to low is: small spike bomb > fine fire > cannon. The TP allocation is to give priority to [small spike bomb], and the rest is given to [fine fire], and [cannon] is ignored. .
[Male big gun: 20 seconds output combo]
Although using words to describe the combos would lack some vividness, the 20-second combo of the male big gun is indeed relatively simple. Based on the skill point-adding framework I gave in the [Male Big Gun: Skill Points Adding] section of this article, the 20-second efficient output combo of the male big gun needs to be fired within 20 seconds: small sting bombs*2, quantum bombs*2, Fine fire*2, howitzer*2; and ensure that the effective output skills of "level 45-85" receive the damage bonus of pet skills. The specific sequence arrangement is actually relatively simple. If you find it difficult, you can combine it with my 20-second combo video of a male big gun to understand:
In the combo, the skill cycle also needs to be flexibly adjusted according to your choice of adding skill points at "level 20-35". For example, some players may have abandoned [Fine Fire] and chosen [Laser Cannon], then they need to fire the [Laser Cannon] for the maximum number of cycles within 20 seconds.
In addition, under the normal cooling reduction configuration, the "double stab bomb" needs to sneak away 1 second in advance, which is not conducive to the reproduction of actual combat. There are generally three methods to improve the success rate of "double stab bomb" re-engraving:
(2) Use "automatic pistol"/"hand crossbow" weapons to cast small stab bullets: automatic pistols and hand crossbows have the effect of [percent physical skill cooldown -10%], how to use it in a 20-second combo, and The effect that can be achieved is similar to the cooldown reduction title, and the acquisition cost will be much smaller. But be careful when using this method. [Small Stab] locks the panel after the shells disperse. You must switch the output weapon before the shells disperse, otherwise part of the damage will be lost.
[Male big gun: strong category selection]
The selection of strong attribute categories is originally part of "Equipment Building". The reason why it is listed separately is because the male gun has a special passive skill - [Photothermal Reaction]. Although the skill of the male big gun has its own "fire/light" attribute attack, after the "attribute damage" revision in the early version of 95, the "ice/dark" attribute enhancement can also bring the skill of the male big gun with its own attribute attack. to increase damage. Therefore, in the current version, in theory, there is no need for the male gun to choose "light" or "fire" for [photothermal reaction]; it is perfectly fine to ignore [photothermal reaction] and choose "ice" or "dark" .
But the advantage of [Photothermal Reaction] is that it can correct the lower attribute value of "Light/Fire" to a higher attribute value. For example: Enchanting "single fire" attribute strength is equivalent to enchanting "fire + light" dual attribute strength at the same time; enchanting "fire + dark" dual attribute strength is equivalent to enchanting "fire + light + dark" three attribute strength at the same time. This makes the male gun very flexible in the choice of jewelry enchantment types. From a frugal perspective, you can choose relatively cheap enchantment orbs with "fire" or "light" for enchantment. From the perspective of actual combat adaptability, you can choose "Dark + Fire" or "Ice + Light" to achieve the effect of stacking three strong attributes at the same time.
However, the plan of stacking three attributes at the same time will involve a problem of attribute attack priority in actual combat. If you want to truly make it exert its due adaptability in actual combat, you need to carry out a relatively complex attribute-strength plan. Numerical adjustments, such as the "Ice + Light" enchantment, will only make sense when the "Ice" attribute strength value is higher than the "Light/Fire" attribute strength value. If you have difficulty understanding the principle, you can ignore this solution. Because the monsters in Prey's version do not have significantly higher individual attribute resistances, this solution is unnecessary in the current version.
The simplest and most direct way to choose the strong attribute type of a male big gun is to choose one of "Light"/"Fire" and stack it up; if you consider the 15-fire strong monkey effect of [Commando Captain's Killing Pistol], then It is recommended to make a strong fire. But it should be noted that once you choose an attribute that is strong, you must always keep this attribute strong; never have this part enchanted with "Light" and another part enchanted with "Fire".
Ultra-realm armor selection: Since the "double sense" damage of the male big gun accounts for a very high proportion, in terms of the distribution of the improvement of each skill by the armor, the improvement distribution of [light armor, cloth armor] is the most consistent with the male big gun. . However, since [cloth armor] has a strong attribute and title configuration in the national server, its strength is consistently lower than [light armor], so [light armor] has naturally become the first choice armor for men with big guns.
But [cloth armor] has a damage increase distribution that is very consistent with the male big gun, which makes the cloth armor from the perspective of the male big gun not as bad as most other professions. Under the output conditions of short bursts and relatively lack of small skill cycles in actual combat, the damage increase brought by [cloth armor] to male big guns is second only to [light armor]. There is no need to replace the cloth armor that has been built. But if you really want to "choose from scratch", it is still recommended that you avoid cloth armor. After all, there are stronger light armors out there.
As for the three sets of [Plate/Heavy/Leather], plate armor and heavy armor have almost the same 20-second pile driving damage. The advantage of plate armor lies in the white double breaking move when rubbing blood, and the advantage of heavy armor lies in the dominance of body when single brushing. and three-speed. In terms of leather armor, although the national server has implemented a leather armor balancing plan for a few professions, it is still unknown whether it will be applied to all professions and when it will be applied to male guns, so it is still not recommended. Everyone go choose leather armor.
Prey equipment selection: [Bracelet] "Earth", [Necklace/Ring/Left Slot/Right Slot] "Sun". As for the [Earrings] part, you can actually choose from three types of earrings. The advantage of [Sky Earrings] is that it can increase the success rate of "Double Quantum + Double Small Sting Bomb" for 20 seconds, and it can also reduce the risk of bleeding during the process to a certain extent. The skill has a blank period; its disadvantage is that it is not as good as the other two in terms of damage bonus value. And if you can skillfully use the other two methods of "increasing the success rate of double stabbing bullets" mentioned in the [Male Big Gun: 20 Seconds Output Combo] section of this article, you don't need to consider [Sky Earrings].
If [Sky Earrings] are not considered, when it comes to the choice of [Sun Earrings] and [Earth Earrings], affected by the respective attribute bases of the five superworld armors, it is recommended to choose [Sun Earrings] for "Cloth/Heavy" and "Leather/Light" /Board" recommends choosing [Earth Earrings]. The two have no other functional uses. You can just make the corresponding choice according to your own armor type.
[Male Big Gun: Equipment Building]
The male big gun is a pure physical percentage occupation, and the attributes required in the main pile are: physical attack power, strength, and attribute strength (fire strength is recommended). On the basis of the original attributes of the equipment, these attributes need to be continuously improved through strengthening, amplification, and enchantment .
Earrings: It is recommended to strengthen the whiteboard, +10 is barely useful, +11 is qualified, +12 and above are excellent. The best enchantment choice in the current version is [full attribute light Luke Orb (+125 points around)].
Armor: Because "playing the red letter" often requires the cooperation of some activity amplification books, during the time period when there are no corresponding activities, it will cost a lot to forcefully play the red letter, so in this regard, it is recommended that everyone do what they can and don't force it. As far as the increase level of red letter equipment is concerned, +7 is barely enough, +10 is already very good for ordinary players; +11 and above require a higher price, so everyone can do what they can. Under the configuration of the national server, the red letter is the least cost-effective among all building methods.
In terms of armor enchantment, three skill orbs are required for head and shoulders/belt/shoes. When skill orbs are lacking, [head and shoulders 23 physical attack + belt/shoes 50 intelligence] can be used as a transition. Head and shoulder level 1-50 active skill orbs are very important for male big guns, and they are a must have in the long run. But in terms of belt/shoes level 1-30 active skill orbs, since the male big gun’s level 1-30 output skills do not account for a high proportion of damage, from a frugal perspective, you can always use 50 whirlpool orbs of force and intelligence. , everyone can allocate building resources according to actual conditions. In short, the belt/shoe skill orbs are not as necessary as the head and shoulder skill orbs.
Tops/bottoms need to be enchanted with [Physical Attack/Strength]. There are many types of cards to choose from. The one with the greatest improvement is [Full Attribute Jade (50 Physical Attack + 20 Strength)]; the next level down is [Abyss Plum] Dir (20 physical attack + 50 strength)] and [Full attribute Dark Demon (45 physical attack)]; the next level down is [Full attribute Giant Arm Prince (20 physical attack + 30 strength)] and [Full attribute Buffon (35 physical attacks)]. Everyone can choose the corresponding level of enchantment based on the manufacturing resources they allocate for the male gun.
Jewelry: The explanation of the increase is the same as that of "Armor", just do what you can. In terms of enchantment, the biggest improvement is [25 attribute strength]. You can choose "single fire" or dual attribute strength including "fire". Secondly, you can also choose [23 All Attributes Strong]. Although the three parts will have 6 points less attribute strength than [25 Attributes Strong], the acquisition cost is relatively small. The next level is [20 Attribute Strength], which only needs to include "Fire Strength", no limit to odd or even numbers. It is not recommended to go any further. If you really plan to start playing a character, 20 attribute strength is the minimum threshold for jewelry enchantment.
In terms of the enchantments of these two parts, the best enchantment for auxiliary equipment is the year set [12 attribute strength + 3% final damage]. If you miss the year set orb, there is [full attribute red-legged Ector (70 items) Attack)], [Anduren Ruby Orb (42 physical attack)], and other rare level physical attack bonus cards as transitional replacements. The best enchantment for a magic stone is [Full attribute pure orb (20 attribute strength)]; the next one is [15 attribute strength], there are many types of cards/orbs with 15 attribute strength, such as Anton's heart , Cosmic Demon Roshi (pure white) and so on.
For the platinum badge at the output position, the best choice is [Heavy Firearms Mastery], which is also the only low-level damage-increasing passive skill for male big guns. In addition, if the platinum badges of output skills such as [Compressed Quantum Cannon, Quantum Cannonball, and Small Sting Bomb] are combined, they can also be used for transition.
[Summarize]
I have finished explaining the gameplay guide for the male big gun in the 95 Pule version. In short, the male big gun is a simple but fun occupation, and it also has a relatively good damage level. If you want to play, or are currently playing, the male big gun, I hope this article can help you.