Difference between revisions of "Gunner"
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− | | | + | |The Gun is to ranged combat, as the sword is to melee combat, which is to say that it is one of the few true weapons ever made. But while anyone can learn to pick up and fire these weapons, not all have considered their full scope. The advent of Mist Chambers in all Guns has created a new subset of the ranged fighter known as the Gunner. Gunners have learned how to channel their own natural magical talent into their weapon of choice, and within that creating a whole new set of tactics in the field of battle. |
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+ | <B><U>Requirements</u>: </b> [[Journeyman]] Lvl 4 | ||
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==Support Abilities== | ==Support Abilities== | ||
*[[Bulletmaking]] | *[[Bulletmaking]] | ||
− | *[[ | + | *[[Swap Ammo]] |
==Reactive Abilities== | ==Reactive Abilities== | ||
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==Passive Ability== | ==Passive Ability== | ||
− | * | + | *Steady Hand: +3 to Ranged checks |
==Movement Ability== | ==Movement Ability== |
Latest revision as of 06:34, 14 June 2011
The Gun is to ranged combat, as the sword is to melee combat, which is to say that it is one of the few true weapons ever made. But while anyone can learn to pick up and fire these weapons, not all have considered their full scope. The advent of Mist Chambers in all Guns has created a new subset of the ranged fighter known as the Gunner. Gunners have learned how to channel their own natural magical talent into their weapon of choice, and within that creating a whole new set of tactics in the field of battle. |
Requirements: Journeyman Lvl 4
Contents
Abilities
Active Abilities
Support Abilities
Reactive Abilities
Passive Ability
- Steady Hand: +3 to Ranged checks
Movement Ability
- TBA
Weapon Proficiency
- Pistol, Shotgun, Rifle, Gunsaber
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