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MagicGunner Magic Gunner
Type Promoted Class
Weapons Gun
Move 5

Bonus
Str STR --
Wil WIL +2
Cel CEL +2
Ski SKI +3
Def DEF --
Res RES --
Vit VIT --
Luc LUC +1
Fai FAI --
Guil GUI --
Sanctity Symbol SAN --
Apt APT --

Guns were originally created in Karaten - a simple to use weapon that fires 'bullets' of the user's focus, basically allowing anyone to use magic. However, they were not meant to be public - which is unfortunate, as the technology was stolen from under their noses. Nowadays, knock-offs can be found in seedy areas, gradually making the once-secret weapons more available, even to adventurers.

Arcane Shells, however, are less common, despite amplifying the power of guns significantly. In part due to being less understood, and partially because they significantly drain the user more than a regular gun, giving rise to the fear that they can make your lifespan shorter.

Class Description[]

Magic Gunners are a highly versatile class that uses Guns almost exclusively. They can load one Arcane Shell at a time, which gives basic attacks an extra on-hit effect, depending on the shell. In addition, the shells can be Charged for a bonus effect on a single shot, or Overcharged, giving an even stronger effect, but locking out the usage of shells for a few rounds.

Being a primarily offensive class, they do not have access to much party utility, and most of their usefulness requires them to be able to hit an enemy with basic attacks. The choice of Sub-Class becomes very important to cover these weaknesses.

General Tips[]

  • Critical hits are especially effective for Magic Gunner. With the Spark Drive skill, you can automatically gain Charge Shot by landing one.
  • Using the right Arcane Shell in the right situation is the key to victory.
  • Using multiple-shot guns will allow you to trigger shell effects several times per attack, provided you can hit them all. However, they often have less attack range than non-shotgun single shot guns.
  • Chain Shell is very useful against clusters of enemies.

Strengths[]

  • Has a variety of shells with different useful effects and debuffs.
  • They can cleanse and gain immunity to three whole status effects through the use of Recklessness.
  • Wide variety of firearms that can be used, between Handguns, Shotguns, Rifles and Launchers.
  • Sonic Shell (Overcharge) completely ignores your enemy's evasion, and grants you more Evade for 5 rounds.
  • Akimbo + Handguns + Ghost's Claret Call = High Damage, making Ghost/Magic Gunner one of the strongest combinations to use.

Drawbacks[]

  • This class is fully dependent on landing Basic Attacks. If you do not have enough Hit rate (or SKI investment), you will potentially miss a lot.
  • Guns having low base Hit and being a little heavier to hold than other weapons. The class does not offer better handling for them, only additional effects for using them.
  • Some Hit debuffs can be quite crippling to the performance of a Magic Gunner, such as Blind, Hesitation or Fear.
  • Bullets can be deflected away, or back at them if the enemy is a Kensei.

Unlocking[]

Requires level 20+ Archer Class and level 10+ Mage Class.

  • Win a fight with a Gun equipped in your main hand. (Does not work with mutated weapons).
Classes
Archer Archer
Arbalest Arbalest · MagicGunner Magic Gunner · Ranger Ranger
Curate Curate
Lanternbearer Lantern Bearer · Priest Priest · Aquamancer Aquamancer
Duelist Duelist
Ghost Ghost · Kensei Kensei · Firebird Firebird
Mage Mage
Evoker Evoker · Hexer Icon Hexer · RuneMagician Rune Magician · Ruler Icon Ruler
Bard Bard
Dancer Dancer · Performer Performer · DarkBardDark Bard
Martialartist Martial Artist
Monk Monk · Verglas Verglas · Boxer Boxer
Rogue Rogue
Engineer Engineer · Voidassassin Void Assassin · Spellthief Spellthief
Soldier Soldier
Blackknight Black Knight · Tactician Tactician · Demon hunter Demon Hunter · Solblader Solblader
Summoner Summoner
GrandSummoner Grand Summoner · Bonder Bonder · ShapeShifter Shapeshifter
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