Afrobean Wrote:I would say that they're in the same vein of Mages. Can be extremely useful when used correctly to maximize potential, but I doubt the fine folks at gMS will allow for that to happen. Best guess I can figure is that they'll say the rapid fire attack will lag everyone and make everyone DC.
Or maybe just not allow summons or mind controls or homing. Because they'll make everyone lag out or something.
It's a shame the punchers got all the great buffs though. They really should have given either the booster or cooldown-kill buff to the gunners. Truly a similar fate as the Mage, I suppose, but then again, also like the dagger thieves in that regard.
Are other bossing groups really that bad? My group allows us to use summons and whatever we want. Best way I can see to use a mage at HT is to spam his/her ultimate and hit around 4-6 parts of HT at once. The problem with this is that the left arm may take too much damage and start seducing before the heads are dead. This is bad times. I can't think of any other ways to "maximize potential."
I tend to disagree with the buffs though. Wind Booster would literally not increase the attack speed of a Gunslinger at all due to the attacking speed limit (which is the same speed as a NL with booster). And how does it even make sense for them to have the cooldown-killing buff? None of their skills have a cooldown.
Crovis Wrote:Wouldnt Advance homing as party skill totally make NL/BM overpowered?
As far as group-bossing is concerned, they already are overpowered. That wouldn't change any class relations. It would however make Gunslingers far more valuable at bossing. Why they changed it to a personal skill I'll never know. Also as a sidenote, they should fix Pirate Ship and make people actually benefit from putting more than one point in it. 10 defense per 30 seconds longer cooldown is just laughable.

