【PSO2NGS】 Gu/Ra Stia Devastators Rank 1 Solo A | Gu/Ra スティアデバステーターズ Rank 1 ソロ A

Ойындар

I barely spent any time in this purple. I can not clear this purple as GuRa (idek if any other class can clear). These enemies are really fun. Scuffed run because i am Stia noob. I do not want to talk about 12:02

Пікірлер: 18

  • @carlosguzman7506
    @carlosguzman7506 Жыл бұрын

    finally I find a high caliber gunner guide and gameplay, thank you very much for your knowledge and your guide is amazing.

  • @ilyaalexakhin8745
    @ilyaalexakhin8745 Жыл бұрын

    Hey you wrote that gunner guide! thanks so much I've learned so much from reading it, great work!!

  • @FRYLOCK409

    @FRYLOCK409

    Жыл бұрын

    How can I find it?🤓

  • @iCYpIE

    @iCYpIE

    Жыл бұрын

    @@FRYLOCK409 docs.google.com/document/d/1a-TxeXEa5bkVdzrrocGcj8qzS2UQqPPeE2u67etxIAA/edit

  • @FRYLOCK409

    @FRYLOCK409

    Жыл бұрын

    @@iCYpIE ty🙏

  • @FRYLOCK409

    @FRYLOCK409

    Жыл бұрын

    So just want to say that was an amazing guide and ty for your hard work.

  • @robertdooley2021
    @robertdooley2021 Жыл бұрын

    Ggz your a beast bro

  • @kira_ow
    @kira_ow Жыл бұрын

    nice gameplay

  • @TeuCat
    @TeuCat Жыл бұрын

    Got a couple questions cause I'm trying to better my own Gu/Ra gameplay = w= 1) Why do you choose to use a Bullet Rave chain finisher string over the Point Blank string sometimes, especially when fighting Engouku? From some of the testing I've done fighting him in the cocoon the Point Blank string just deals more damage than the other. 2) How do you choose between TMG WA, Rifle WA for grenade refresh, and Step Dodge for dodging attacks? I assume it's best to use Rifle WA while you're in the cooldown of a chain trigger or just generally don't have one active. I've never thought about using Step Dodge though. 3) Is TMG WA spam in a lingering hitbox to build Chain Trigger faster more overall damage than repeatedly doing WA -> PA (I usually Bullet Rave) until Chain Trigger 100+? Probably a couple other things but those are the main questions. Also if you have any developments on fighting Nils would be nice lol, haven't actually reached him yet in my own solos. My alliance has found that in 4-man runs, focusing one leg to break, keep focusing the leg to a physical down, attack the back, and then focus the other leg 'til it breaks and attacking the back is fastest. If it throws out ice blocks we'll throw them at the leg we're not focusing because it's more useful on a leg that's taken no damage than one that's already half broken. We've got very similar setups aside from I have 2x Alts IV and 2x DK4 and I don't have a fixa 3 Kouk quite yet, but you're a good 4~5 minutes ahead of me so it's just a skill difference on my end lmfao. Trying my best to learn more.

  • @iCYpIE

    @iCYpIE

    Жыл бұрын

    1.) Point Blank finishers while fishing for step counters is better on Engoku if you can pull them off. Engoku has a similar issue to Kelkundo where it jumps back frequently. I just use BR because I dont want to reset when it jumps back. 2.) I use S Roll when building normally, Step Counter when I can't Rifle WA to slow my chain build (like out of IR or 1/4 2/4 BR), and Rifle WA for when i cant safely start a chain, want to slow down my build, or deal a lot of physical. I have noticed that without Rugged Pursuit, the Rifle WA is near identical if not stronger than just building chain with S Roll counters. I have gotten much more consistent with Engoku by abusing Rifle WA to get an extra physical. 3.) In a lingering hitbox I aim to come out with a good amount of chain while doing the most damage. Most of the time i will Rifle WA in a lingering after S Rolling (try to get an S Roll as the last dodge because pulling rifle out eats SRSB). To be honest, it probably does not make a big difference as long as you come out with enough chain without overbuilding. For your group runs on Nils, that sounds like the best option. For GuRa, I still recommend attacking the head because it is the most damage even if the leg is blighted thanks to the new self benefit blight skill. If a leg is frozen and blighted, I will swap off of head for that. (Lets be honest, the Gu in group runs just plays Ra) Ty for your comment and i appreciate your effort to improve :D

  • @TeuCat

    @TeuCat

    Жыл бұрын

    Thanks a ton for replying! And also for posting your guide in one of the other comments, will be very useful. Do you mind at all if I get your Discord to talk with you? I could always use more people to talk about gunner with :)

  • @iCYpIE

    @iCYpIE

    Жыл бұрын

    @@TeuCat iCYpYRO#5202 I am also very active in the Phantasy Star Fleet discord (google it) along with other top gunners like Helvian, Froogal, and Miru. We'd be glad to have more people to discuss with :D

  • @HideNLooT
    @HideNLooT Жыл бұрын

    Watching this and reading the comments are really a goldmine of knowledge for someone like me who's a fairly new player and far from perfecting their gunner skill. I have a question, might be a silly one, but here it goes: is there a way to make your PA charge times so short? I can't tell if there's a trick you do or you're timing the charge release so well that it looks shorter than how it feels when I do it. Maybe both? By "trick" I mean some sort of action cancel, or something like charging over one PA is faster than another, or maybe there's a skill point detail I somehow missed that makes charging PA faster. I'm just speculating at this point. The reason I ask this question is that for me the PA charge times sometimes feel inconsistent and I miss the timing just a bit before it's completed which basically messes up my chain finisher, and it also feels slower. This might be due to my reflexes not being too good, or my keyboard to monitor input lag not the best you can get too, but let me know if you have any tips. Also, another question, I see you sometimes do point blank twice followed by (2x Stylish Onslaught + Dive Attack) and sometimes you do just (3xSO), on downed enemies over chain finisher. Is there a reason you choose one over the other, also is dive attack worth mixing in the combo?

  • @iCYpIE

    @iCYpIE

    Жыл бұрын

    For the first part, I am just doing close to frame perfect charges. It takes some practice, but theres no trick or macro. Next, im just really indecisive. Stylish Onslaught can be replaced with dive at the end of a finish, but SO charges Hail of Bullets. cPB + PB + SO + SO + Dive/SO is chill because you can just spam the buttons to make it fit. Honestly theyre all really close in performance to the point where it doesnt really matter. Sorry for the late response, but im very glad i can be of help to others :D

  • @iCYpIE

    @iCYpIE

    Жыл бұрын

    oh yeah, dive attack is more dmg so id definitely do that if its safe

  • @HideNLooT

    @HideNLooT

    Жыл бұрын

    @@iCYpIE I see, so it's just frame perfect charges. Now that I think about it I might need to remove bgm to hear the charge sound better, it is possible when I miss the charge time that I'm not hearing the cue due to so many sounds overlapping with each other. Also need practice to get it set into my muscle memory. Yeah SO and dive seemed to me pretty close in performance too, and even if dive attack deals a bit more dmg, you also take longer to rebound from it which basically delays your next attacks. Thank you for the tips! I appreciate it.

  • @sonicsucks2961
    @sonicsucks2961 Жыл бұрын

    Why do you use Infinite ricochet at times over bullet rave?

  • @iCYpIE

    @iCYpIE

    Жыл бұрын

    IR is higher DPS than Bullet Rave 3/4 (Just by a little bit). Bullet Rave is better for after you stock an SRSB if you can get a full bullet rave to hit. Most of the time when i build on downs i alternate between them to save PP with the alternate arts pp preserve skill.

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