Artillerist
This is a detailed guide about the Artillerist class
Last updated on 01/27/2025
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Equipment
Can use: Mechs and Cannons.
Cannot use: Swords, Axes, Hammers, Bows, Rifles, Staffs, Katanas, Keys, Shields, and Relics.
Talents
Earth Talent | Star Talent | Moon Talent | Sun Talent |
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Heavy Cannon Physical Damage +6% Attack Speed +5% |
Physical Critical Damage +20% Physical Critical Rate +6% |
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One-Handed Mecha Physical Damage +4% Attack Speed +10% |
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Two-Handed Mecha Physical Damage +5% Critical Damage +15% |
Ranged Attack +10% Adds 100 pts. of Lightning damage to your attacks |
Each attack has a 15% chance of reducing the cooldown of all abilities by 0.5 second |
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Heavy Cannon Physical Damage +7% Attack Speed +7% |
Physical Critical Damage +30% Physical Critical Rate +7% |
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One-Handed Mecha Physical Damage +6% Attack Speed +12% |
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Two-Handed Mecha Physical Damage +7% Critical Damage +18% |
Ranged Attack +11% Adds 150 pts. of Lightning damage to your attacks |
Each attack has a 16% chance of reducing the cooldown of all abilities by 0.6 second |
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Heavy Cannon Physical Damage +9% Attack Speed +9% |
Physical Critical Damage +40% Physical Critical Rate +8% |
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One-Handed Mecha Physical Damage +8% Attack Speed +14% |
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Two-Handed Mecha Physical Damage +9% Critical Damage +21% |
Ranged Attack +12% Adds 200 pts. of Lightning damage to your attacks |
Each attack has a 17% chance of reducing the cooldown of all abilities by 0.7 second |
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Heavy Cannon Physical Damage +11% Attack Speed +11% |
Physical Critical Damage +50% Physical Critical Rate +9% |
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One-Handed Mecha Physical Damage +10% Attack Speed +16% |
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Two-Handed Mecha Physical Damage +11% Critical Damage +24% |
Ranged Attack +13% Adds 250 pts. of Lightning damage to your attacks |
Each attack has a 18% chance of reducing the cooldown of all abilities by 0.8 second |
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Heavy Cannon Physical Damage +13% Attack Speed +13% |
Physical Critical Damage +55% Physical Critical Rate +10% |
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One-Handed Mecha Physical Damage +12% Attack Speed +18% |
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Two-Handed Mecha Physical Damage +13% Critical Damage +27% |
Ranged Attack +14% Adds 300 pts. of Lightning damage to your attacks |
Each attack has a 19% chance of reducing the cooldown of all abilities by 0.9 second |
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Heavy Cannon Physical Damage +15% Attack Speed +15% |
Physical Critical Damage +60% Physical Critical Rate +11% |
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One-Handed Mecha Physical Damage +14% Attack Speed +20% |
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Two-Handed Mecha Physical Damage +15% Critical Damage +30% |
Ranged Attack +15% Adds 350 pts. of Lightning damage to your attacks |
Each attack has a 20% chance of reducing the cooldown of all abilities by 1 second |
Ancient Talents
Earth Ancient Talent | Star Ancient Talent | Moon Ancient Talent | Sun Ancient Talent |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, there's a 3% chance of throwing them 10 yards back. |
On performing a physical critical attack, receive Physical Penetration +5% for 8 seconds. |
Increases the duration of "Acceleration Frozen Core" and "Acceleration Molten Core" abilities by 5 seconds. |
Physical Defense +10% When attacked, reduces the cooldown of Phase Teleport a and Phase Teleport b by 0.5 seconds. |
When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy Evasion is reduced by 10% for 8 seconds. Cooldown: 5 seconds. |
On performing a physical critical attack, recover 0.8% HP and 1.2% MP |
Physical Critical Damage +15% Physical Damage with heavy cannon +15% |
Movement Speed +10% Increases the Duration of "Summoning Kilgo Thief" by 6 seconds |
When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy DEF -F is reduced by 10% for 8 seconds. Cooldown: 5 seconds. |
On performing a physical critical attack, has a 20% chance of reducing the target's resistance to physical penetration by 15% for 8 seconds. Cooldown: 5 seconds. |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, there's a 4% chance of throwing them 10 yards back. |
On performing a physical critical attack, receive Physical Penetration +6% for 8 seconds. |
Increases the duration of "Acceleration Frozen Core" and "Acceleration Molten Core" abilities by 10 seconds. |
Physical Defense +13% When attacked, reduces the cooldown of Phase Teleport a and Phase Teleport b by 0.6 seconds. |
When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy Evasion is reduced by 20% for 8 seconds. Cooldown: 5 seconds. |
On performing a physical critical attack, recover 1% HP and 1.4% MP |
Physical Critical Damage +20% Physical Damage with heavy cannon +20% |
Movement Speed +15% Increases the Duration of "Summoning Kilgo Thief" by 8 seconds |
When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy DEF -F is reduced by 13% for 8 seconds. Cooldown: 5 seconds. |
On performing a physical critical attack, has a 25% chance of reducing the target's resistance to physical penetration by 15% for 8 seconds. Cooldown: 5 seconds. |
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When your attacks hit a target with 3 stacks of Electromagnetic Interference, there's a 5% chance of throwing them 10 yards back. |
On performing a physical critical attack, receive Physical Penetration +7% for 8 seconds. |
Increases the duration of "Acceleration Frozen Core" and "Acceleration Molten Core" abilities by 15 seconds. |
Physical Defense +15% When attacked, reduces the cooldown of Phase Teleport a and Phase Teleport b by 0.7 seconds. |
When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy Evasion is reduced by 30% for 8 seconds. Cooldown: 5 seconds. |
On performing a physical critical attack, recover 1.2% HP and 1.6% MP |
Physical Critical Damage +25% Physical Damage with heavy cannon +25% |
Movement Speed +20% Increases the Duration of "Summoning Kilgo Thief" by 10 seconds |
When your attacks hit a target with 3 stacks of Electromagnetic Interference, enemy DEF -F is reduced by 15% for 8 seconds. Cooldown: 5 seconds. |
On performing a physical critical attack, has a 30% chance of reducing the target's resistance to physical penetration by 15% for 8 seconds. Cooldown: 5 seconds. |
Talent Combos
Combo | Skills | Talents |
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Supernova[51776] Supernova
Additional Skills: Physical Critical Rate +8% Magic Critical Rate +8% Attack Speed +12% "I revel in the feeling of blowing up my enemies!" |
"I revel in the feeling of blowing up my enemies!" |
Heavy Cannon Physical Damage +6% Attack Speed +5% |
Magical Engineering[97005] Magical Engineering
Additional Skills: Magical Attack +20% Physical Defense +15% MP +15% "Magical electronic signals flow within me!" |
"Magical electronic signals flow within me!" |
One-Handed Mecha Physical Damage +4% Attack Speed +10% Ranged Attack +10% Adds 100 pts. of Lightning damage to your attacks |
king of mechas[51777] king of mechas
Additional Skills: Skill "Preparation" grants +30% extra Physical and Magical Attack "Time is running out! Show your finishing move!" |
"Time is running out! Show your finishing move!" |
Heavy Cannon Physical Damage +6% Attack Speed +5% Ranged Attack +10% Adds 100 pts. of Lightning damage to your attacks Each attack has a 15% chance of reducing the cooldown of all abilities by 0.5 second |
ultimate daredevil[51778] ultimate daredevil
Additional Skills: Physical Penetration +6% "No armor, no matter how thick, can withstand my bombardments!" |
"No armor, no matter how thick, can withstand my bombardments!" |
Heavy Cannon Physical Damage +6% Attack Speed +5% Physical Critical Damage +20% Physical Critical Rate +6% |
Shooting star[51770] Shooting star
Additional Skills: Accuracy +10% Attack Speed +15% "My enemies will be like meteors, disappearing quickly!" |
"My enemies will be like meteors, disappearing quickly!" |
Heavy Cannon Physical Damage +6% Attack Speed +5% |
Extreme Soldier[51771] Extreme Soldier
Additional Skills: Mana Consumption of Skills -15 Evasion +5% "Battle beyond limits is mecha romance!" |
"Battle beyond limits is mecha romance!" |
Heavy Cannon Physical Damage +6% Attack Speed +5% Ranged Attack +10% Adds 100 pts. of Lightning damage to your attacks |
Autonomous Artillery[51764] Autonomous Artillery
Additional Skills: Attack Speed +20% "No enemy can survive my bombardments!" |
"No enemy can survive my bombardments!" |
Heavy Cannon Physical Damage +6% Attack Speed +5% |
mobile soldier[51765] mobile soldier
Additional Skills: Physical Attack +4% Movement Speed +8% "A powerful energy is propelling my body!" |
"A powerful energy is propelling my body!" |
One-Handed Mecha Physical Damage +4% Attack Speed +10% |
Regulator[51766] Regulator
Additional Skills: Evasion +8% Attack Speed +5% "I acquired an exceptional ability of spatial perception!" |
"I acquired an exceptional ability of spatial perception!" |
One-Handed Mecha Physical Damage +4% Attack Speed +10% |
Defender[51767] Defender
Additional Skills: Accuracy +10% Physical Critical Damage +10% Magic Critical Damage +10% "The mission to defend world peace is in my hands!" |
"The mission to defend world peace is in my hands!" |
Two-Handed Mecha Physical Damage +5% Critical Damage +15% |
Gale Armor[51768] Gale Armor
Additional Skills: Ranged Attack +3% Physical Critical Rate +5% Magic Critical Rate +5% "The energy core allows me to rival the fury of the winds!" |
"The energy core allows me to rival the fury of the winds!" |
Heavy Cannon Physical Damage +6% Attack Speed +5% |
Armed Wick[51769] Armed Wick
Additional Skills: Accuracy +5% Physical Critical Rate +5% Magic Critical Rate +5% "With my hands firmly gripping the weapons, nothing can escape my blow!" |
"With my hands firmly gripping the weapons, nothing can escape my blow!" |
Two-Handed Mecha Physical Damage +5% Critical Damage +15% |
Masteries
Each level increases Agility by 9 points.
My vast practical experience allows me to carry out surprise attacks,
defeating my talented enemies in all directions.
Each level of Specialization requires 2 specialization points
Each level of Super Specialization requires 5 specialization points
Each level of Ultimate Specialization requires 9 specialization points
Each level increases ranged hit by 1.5 points
Keep your sniper aim! Do not let any suspected targets pass, nor
dare to come into my field of vision.
Each level of Specialization requires 2 specialization points
Each level of Super Specialization requires 5 specialization points
Each level of Ultimate Specialization requires 9 specialization points
Each level increases physical critical rate by 1%
When I lose all control over the intensity of my anger, I let it flow!
Each level of Specialization requires 2 specialization points
Each level of Super Specialization requires 5 specialization points
Each level of Ultimate Specialization requires 9 specialization points
Each level increases heavy cannon physical damage by 1.5%
My strength is not only good for carrying heavy artillery, but also
is able to calibrate the direction and inflict a violent blow on enemies!
Each level of Specialization requires 2 specialization points
Each level of Super Specialization requires 5 specialization points
Each level of Ultimate Specialization requires 9 specialization points
Each level reduces skill MP cost by 3 points
Returned effective use of each additional portion of energy. I don't have any more
fear of almost endless wars.
Each level of Specialization requires 2 specialization points
Each level of Super Specialization requires 5 specialization points
Each level of Ultimate Specialization requires 9 specialization points
Each level increases max MP by 1% and has a 1% chance
of dealing 20 lightning damage
To survive in different locations, it is good to study and acquire a
in-depth knowledge of physiology, Reach more effectively the
target's weak points and avoid taking damage.
Each level of Specialization requires 2 specialization points
Each level of Super Specialization requires 5 specialization points
Each level of Ultimate Specialization requires 9 specialization points
Each level increases ranged attack speed by 1.5% and
interruption chance -10%
No rush! Soon, I'll be able to destroy it! Go to hell with your
damn time!
Each level of Specialization requires 4 specialization points
Each level of Super Specialization requires 7 specialization points
Each level of Ultimate Specialization requires 11 specialization points
Each level increases movement speed by 1.2%
The most important thing on the battlefield is to move at great speed.
If I can move faster than the wind, no one will be a match
for me.
Each level of Specialization requires 4 specialization points
Each level of Super Specialization requires 7 specialization points
Each level of Ultimate Specialization requires 11 specialization points
Each level increases physical and magical penetration by 1%
No defense is perfect. I will attack with precision. Even the strongest enemy
will be defeated by me!
Each level of Specialization requires 4 specialization points
Each level of Super Specialization requires 7 specialization points
Each level of Ultimate Specialization requires 11 specialization points
Each level reduces damage taken by 1.5%
Nuclear magnetic resonance imaging can leave a person unconscious. We must
be careful before using it. But most of the time, it helps us
fight our enemies.
Each level of Specialization requires 4 specialization points
Each level of Super Specialization requires 7 specialization points
Each level of Ultimate Specialization requires 11 specialization points
Each Level Increases Physical Defense by 1.5%
Nuclear fire can transform into one of the purest energies and the energy
will ensure the war is long.
Each level of Specialization requires 6 specialization points
Each level of Super Specialization requires 9 specialization points
Each level of Ultimate Specialization requires 13 specialization points
Each level increases magical defense by 1.5%
The mecha's core is sacred and untouchable. I will not allow these
annoying magical elements bother me. They will be expelled with the fire of the nucleus.
Each level of Specialization requires 6 specialization points
Each level of Super Specialization requires 9 specialization points
Each level of Ultimate Specialization requires 13 specialization points
Each level increases physical damage and range by 2%
Bear in mind that every battle is the last. And so awaken your instinct to
survival and your most powerful combat capabilities.
Each level of Specialization requires 6 specialization points
Each level of Super Specialization requires 9 specialization points
Each level of Ultimate Specialization requires 13 specialization points
Each level increases magic critical resistance by 3%
I can't bear for the mecha to suffer magical interference. It's better for
me to go until the end avoiding all contact.
Each level of Specialization requires 6 specialization points
Each level of Super Specialization requires 9 specialization points
Each level of Ultimate Specialization requires 13 specialization points
Each level increases AGI by 5 points and VIT by 4 points
Look carefully at each bullet, simulate each trajectory, put yourself in the shoes of the
gun barrel. This way, you will be able to understand everything.
Each level of Specialization requires 6 specialization points
Each level of Super Specialization requires 9 specialization points
Each level of Ultimate Specialization requires 13 specialization points
Each level increases physical critical rate with heavy cannon by 1.5%
When justice fails to eliminate evil, I will open it in half with a
the most violent artillery volley!
Each level of Specialization requires 6 specialization points
Each level of Super Specialization requires 9 specialization points
Each level of Ultimate Specialization requires 13 specialization points
Each level increases Will by 1% of your Agility
Feel the desire and energy deep within your soul, and then make it
action energy.
Each level of Specialization requires 8 specialization points
Each level of Super Specialization requires 11 specialization points
Each level of Ultimate Specialization requires 15 specialization points
Each level increases Attack Speed by 3% of your Physical Critical Rate
Manipulate time and turn it into your own artillery fire, destroying
all in the blink of an eye.
Each level of Specialization requires 8 specialization points
Each level of Super Specialization requires 11 specialization points
Each level of Ultimate Specialization requires 15 specialization points
Each level increases hit by 2 points
With the help of science, every will will be visible. Let's corral the
enemies and come at them with everything.
Each level of Specialization requires 8 specialization points
Each level of Super Specialization requires 11 specialization points
Each level of Ultimate Specialization requires 15 specialization points
Each level increases Physical and Magical Critical Damage by 1%
Amplify enemies' fear and apply heavier attacks to them until
be defeated!
Each level of Specialization requires 8 specialization points
Each level of Super Specialization requires 11 specialization points
Each level of Ultimate Specialization requires 15 specialization points
Each level increases Agility by 3% of your Intelligence
Energy is more than just energy, it is the source of power.
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Each level increases Agility by 1%
Agility is my nature.
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Each level increases Intelligence by 1%
No matter the size of the situation, I can face it calmly.
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Each level increases Max HP by 2%
Save energy... I will continue to fight.
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Each level increases resistance to magical critical damage by 1%
Magic is no longer far from me. After matching me with
technology, I'm invincible.
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Each level increases evasion by 1.5% and reduces Physical and Magical Penetration by 1%.
No one will see me when I put on these scales.
Each level of Specialization requires 10 specialization points
Each level of Super Specialization requires 13 specialization points
Each level of Ultimate Specialization requires 17 specialization points
Skills
Active and Passive | ||||||||||
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Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# Creates 5 Recharge Cores, which is needed to activate specific class Skills. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Removes a negative status automatically. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Increases your Physical Damage with mecha and heavy cannon by 15% for 20 seconds. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Stabs an enemy within an 8 meter radius, inflicting normal attack damage, in addition to #25# physical damage. Immobilizes the target for 1.5 seconds. Once the target is hit, the caster will return 10 meters back. Inflicts 1 Electromagnetic Interference attack on the target. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Inflicts normal attack damage, plus #25# physical damage. Inflicts 1 Electromagnetic Interference attack on the target. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Charge points are used: 1 Charge: Normal attack damage, plus #25# physical damage. 2 Charges: Normal attack damage, plus #27# physical damage. 3 Charges: Normal attack damage, plus #29# physical damage. 4 Charges: Normal attack damage, plus #31# physical damage. 5 Charges: Normal attack damage, plus #33# physical damage. Causes additional effect if target is affected by Electromagnetic Interference: 1 attack: Physical and Magic Defense -5% 2 attacks: Physical and Magic Defense -10% 3 attacks: Physical and Magic Defense -15% 5 attacks: Physical and Magic Defense -20% |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that grants 1 Attack point. Bumps into an enemy within 12 yards, inflicting normal attack damage, in addition to #25# physical damage. Cause additional effect if the target is affected by Electromagnetic Interference: 1 attack: Stunned for 1 second. 2 attacks: Stunned for 1.5 seconds. 3 attacks: Stunned for 1.75 seconds. 5 attacks: Stunned for 2 seconds. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Deals damage to all enemies within a 12 meter radius: 1 Charge: Normal attack damage, plus #25# physical damage. 2 Charges: Normal attack damage, plus #27# physical damage. 3 Charges: Normal attack damage, plus #29# physical damage. 4 Charges: Normal attack damage, plus #31# physical damage. 5 Charges: Normal attack damage, plus #33# physical damage. Inflicts 1 Electromagnetic Interference attack on the target. |
Cost: #24# MP points Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Inflicts normal attack damage, plus #25# physical damage. Causes additional effect if the target is by affected by Electromagnetic Interference: Electromagnetic Interference Required Level1: Restores 80 MP and decreases DEF-F and DEF-M by 2% for 5 seconds on the next ATK. Electromagnetic Interference Required Level2: Restores 120 MP and decreases DEF-F and DEF-M by 4% for 5 seconds on the next ATK. Required Level3 Electromagnetic Interference: Restores 160 MP and decreases DEF-F and DEF-M by 6% for 5 seconds on the next ATK. Electromagnetic Interference Required Level5: Restores 200 MP and decreases DEF-F and DEF-M by 8% for 5 seconds on the next ATK. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. After use, it converts a large amount of thermal energy into glacial energy through core overclocking, granting the character the ability to control icy elements and use skills without cooldown for a short period. During the effect duration, the character's attack speed increases by 20%, and they acquire five unique Frost Core skills to replace existing skills. 1 Charge: Duration 12 seconds. 2 Charges: Duration 18 seconds. 3 Charges: Duration 24 seconds. 4 Charges: Duration 27 seconds. 5 Charges: Duration 30 seconds. |
Cost: #24# MP Instant Cast Required Level: #15# Cooldown: #21# seconds Fires a sequence of bombs at the target for #20# seconds, dealing normal attack damage with an additional #25# physical damage and #37# ice damage in a 10-meter area every 0.5s. Causes additional effect if the target is affected by Electromagnetic Interference: 1 attack: Movement Speed -20% for 3 seconds. 2 attacks: Movement Speed -30% for 3 seconds. 3 attacks: Movement Speed -40% for 3 seconds. 5 attacks: Movement Speed -50% for 3 seconds. |
Cost: #24# MP Instant Cast Required Level: #15# Cooldown: #21# seconds After activation, the ability will cause a basic attack effect, adding +#25# points of physical damage and +#37# points of ice damage to all enemy units within a radius of 10 meters around the central enemy target. Inflicts 1 Electromagnetic Interference attack on the target |
Cost: #24# MP Instant Cast Required Level: #15# Cooldown: #21# seconds Skill that grants +1 Attack Point. Inflicts normal attack damage, plus #25# physical damage and #37# ice damage in a 10-meter area. Causes additional effect if the target is affected by Electromagnetic Interference: 1 attack: Attack and Cast Speed -10% for 3 seconds. 2 attacks: Attack and Cast Speed -15% for 3 seconds. 3 attacks: Attack and Cast Speed -20% for 3 seconds. 5 attacks: Attack and Cast Speed -25% for 3 seconds. |
Cost: #24# MP Instant Cast Required Level: #15# Cooldown: #21# seconds The finishing skill can only be used when you collect enough Attack points. Deals damage to all enemies within a 12 meter radius, and inflicts Arctic Bomb effect on them, preventing them from being able to act anyway: 1 Charge: Normal attack damage, plus #25# physical damage. Freeze for 1.5 seconds. 2 Charges: Normal attack damage, plus #27# physical damage. Freezing for 2 seconds. 3 Charges: Normal attack damage, plus #29# physical damage. Freezing for 2.5 seconds. 4 Charges: Normal attack damage, plus #31# physical damage. Freezing for 3 seconds. 5 Charges: Normal attack damage, plus #33# physical damage. Freezing for 3.5 seconds. Attention! This skill causes overheating, which prevents the caster from performing any attacks or using skills for 3 seconds, in addition to removing the acceleration status immediately. |
Cost: #24# MP Instant Cast Required Level: #15# Automatically removes all of your Haste stats. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# Group Skill: can be cast on yourself or on group members who are on the same map. Attacks performed by party members have a 20% chance to create an Ice Shield, duration of 10 seconds. Ice Shield blocks entirely the next damage taken. It is only possible to obtain the Ice Shield effect once every 10 seconds. Leaving the current party or map removes the effect. Only one group skill can be used per caster. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Resets the cooldown of all your skills and gives you 5 Attack points immediately. Increases the ATK of the caster by 10%. Duration 15 seconds. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Increases your Ranged Damage with cannon by 25%, your Physical Critical Rate by 15% for 20 seconds. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Gives a friendly target Effect of Medicinal Smoke Bomb for 6 seconds. Medicinal Smoke Bomb heals the target with 10% HP every 2 seconds. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# Group Skill: can be cast on yourself or on group members who are on the same map. Attacks performed by party members have a 20% chance to create a Shadow Shield, duration of 10 seconds. Flame Shield increases the bearer's ATK and M-ATK by 6%. Taking damage negates this effect. Leaving the current party or map removes the effect. Only one group skill can be used per caster. |
Cost: #24# MP Instant Casting Cooldown: #21# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Transforms large amounts of heat into Fire MP Cost, allowing you to use fire elemental power. Also removes all skill cooldowns. Increases your Cannon Damage +20% and your Physical Penetration +20%. You learn 5 Fire Acceleration Skills that replace your current skills. 1 pt: Duration of 12 seconds. 2 pts: Duration of 18 seconds. 3 pts: Duration of 24 seconds. 4 pts: Duration of 27 seconds. 5 pts: Duration of 30 seconds. |
Cost: #24# MP Instant Casting Required Level: #15# Cooldown: #21# seconds Skill grants 1 charge. Silences the target for 1 second. Causes additional effect if the target is affected by Electromagnetic Interference: 1 stack: Silences the target for 2 seconds. 2 stacks: Silences the target for 2.5 seconds. 3 stacks: Silences the target for 3 seconds. 5 stacks: Silences the target for 4 seconds. |
Cost: #24# MP Casting Time: #20# seconds Required Level: #15# The finishing skill can only be used when you collect enough Attack points. Hits all enemies within a 10 meter radius and repels them. When this skill hits a target, the caster gains Dragon Shield status for 20 seconds. The Dragon Shield Reflects 50% of damage taken. 1 Charge: #25# magic damage and #37# fire damage. 2 Charges: #27# magic damage and #37# fire damage. 3 Charges: #29# magic damage and #37# fire damage. 4 Charges: #31# magic damage and #37# fire damage. 5 Charges: #33# magic damage and #37# fire damage. Attention! This skill causes overheating, reducing the caster's movement speed by 80% for 5 seconds. And it removes the acceleration status immediately. |
Cost: #24# MP Instant Cast Required Level: #15# Cooldown: #21# seconds Skill that gives +1 Attack Point. Fires a sequence of bombs at the target for #20# seconds, dealing normal attack damage with an additional #37# Fire damage, every 0.2s. |
Cost: #24# MP Instant Cast Required Level: #15# Cooldown: #21# seconds Skill that gives +1 Attack Point. Strikes all enemies within a 6 meter radius, inflicting #25# magic damage and #37# fire damage. Each target hit grants the caster 1 Burst status streak, increasing Evasion by 10 for 20 seconds. Can stack up to 15 times. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Inflicts #25# magic damage, inflicting Electromagnetic Interference on the target and reducing their hit rate by 3%. Stacks up to 5 times. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# Skill that gives +1 Attack Point. Stabs an enemy within 8 meters. Dashes to inflict #25#DAN Magical and knocks the target back and prevents them from moving for 3 seconds. |
Cost: #24# MP Casting Time: #20# seconds Cooldown: #21# seconds Required Level: #15# Inflicts #25# magic damage to all enemies within the target's area, breaking the thief effect on all targets hit. |
Cost: #24# MP points Instant Cast Cooldown: #21# seconds Required Level: #15# Teleports the caster 15 meters forward, reducing all +90% DAN and +50% Critical and Physical Magic Rate for 5 seconds. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Summons a level 70 Heavy Armored Kilgo to fight you. Kilgo attacks enemies with his missiles that cause the following effects: Taunt, 1 Electromagnetic Interference attack, 1 Mechanical Interference streak. Mechanical Interference reduces the target's Attack and Cast speed by 10%. Stacks up to 10 times. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Summons a Thief Kilgo over 60 seconds. The caster instantly enters Thief status for 5 seconds. Thief Kilgo is permanent as a thief and cannot move or attack. It reduces the malice generation of nearby friendly targets. In addition, the Thief Kilgo inflicts Phase Disruption on nearby enemies, decreasing your Movement Speed by 15% for 5 seconds. Stacks up to 5 times. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Teleports the caster to the summoned location Kilgo of Heavy Armor within 20 meters. Upon successful Casting, this skill will be converted into ? Phase Teleport for the next 15 seconds. |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Teleports the caster to the summoned location Thief Kilgo at 20 meters. After successfully casting, the caster will enter Thief status for 5 seconds. This skill will be reconverted into Phase Teleport a. |
Skill Passive Required Level: #15# #88# Increased Item Drop Chance +5% Chance to increase EXP, equipment EXP, and Combat Mount EXP gained for defeating enemies by 10%. |
Skill Passive Required Level: #15# #88# When your target's HP is above 30%, taking damage has a chance to inflict Electromagnetic Interference for 10 seconds. |
Cost: #24# MP Instant Cast #21# Seconds of Freezing Required Level: #15# #88# Auto-launch physics skill. Your attacks have a chance to generate a Recharge Core and increase your critical strike chance by 4% for 5 seconds; Stackable up to 5 times. Electroresonance lasts for 8 seconds. |
Passive Ability Obtained upon becoming an "Mechanic" When performing critical attacks, reduces the Cooldown of all abilities by 0.2 seconds |
Passive Ability Obtained upon becoming a "Machinist" Allows equipping two one-handed weapons Physical Penetration +5% |
Passive Ability Obtained upon becoming a "Demolitionist" Ranged Hit Rate +25 |
Cost: #24# MP Instant Cast Cooldown: #21# seconds Required Level: #15# Activate Magic skill on the Pet you summoned and order it to attack the enemy target. |
Class Ultimate
Artillerist Class Ultimate | |||
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10% chance to trigger effects when attacking Normal attacks gain 200 additional lightning damage, increasing CRIT rate by +3%. 5 second duration The cooldown of this skill is 20 seconds |
Critical attacks have a 60% chance of triggering following effects: Increases target's damage taken by 2%, decreasing target's ranged Attack Speed by 5%. Lasts for 6 seconds. |
Enemy Malice caused by damage -10% Attacks drain 20 HP and MP from the target for own use. |
15% chance to trigger effects when attacked Skill: Immobilizes the target and reduces its damage by 10% Duration 3 seconds. Cooldown: 10 seconds |
10% chance to trigger effects when attacking Skill: Adds 400 Thunder Damage when attacking increasing CRIT rate by +6%. 5 second duration The cooldown of this skill is 20 seconds |
Critical attacks have a 60% chance of triggering following effects: Increases target's damage taken by 5%, decreasing target's ranged Attack Speed by 10%. Lasts for 6 seconds. |
Enemy Malice caused by damage -20% Attacks drain 50 HP and MP from the target for own use. |
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10% chance to trigger effects when attacking Skill: Adds 600 Thunder Damage when attacking increasing CRIT rate by +10%. 5 second duration The cooldown of this skill is 20 seconds |
Critical attacks have a 60% chance of triggering following effects: Increases target's damage taken by 8%, decreasing target's ranged Attack Speed by 15%. Lasts for 6 seconds. |