-hears 3-5 KO sounds in the distance-
Yea, worst lb by far....
-hears 3-5 KO sounds in the distance-
Yea, worst lb by far....
Hard disagree. GNB LB is one of the deadliest LBs in the game. (If used well in the right time and spot), I’ve had instances where i killed more than 5 people (5 stacks on, BH4+).
Thing is GNB is a Tank, which makes a lot of people think that they must head straight forward like the other Tanks and that is a huge mistake. GNB, unlike other tanks, is very independent and plays differently. You don’t want to get CCed? Sneak your LB in and don’t be obvious.
While it is true GNB has no CC of its own, you can enhance your abilities with Rough Divide buff (No Mercy) for 7 seconds, including your LB too. Limit Break can also work as a method to survive from gank squads, you got 25% dmg reduction during Relentless Rush (45% with Nebula) and finishes with an AoE Stun AND is on 60s cooldown. Not a waste imo
To be honest I’m kinda surprised GNB isn’t in the meta Category, you don’t see a lot of GNBs in PvP, let alone good ones, which is why it is common to not feel threatened when a GNB is around
Problem is you see so many perma heal and dps junction up to Diamond. Nebula is crazy good compared to both you are practically wasting a cooldown.
I haven't touched this class since season 1. I'm not sure when they added the 25% dmg reduction to their limit break, but it feels a bit better to use. I feel as though I have options about how I want to use my limit break whether I want to stall with Nebula, bait the guards, or just simply get the quick damage in. I wonder how the class is played at a higher level though...
Compared to what Gunbreaker was at start, it is much better to use now.
Absolutely not. Reaper functions better as semi tank/support with the ability to heal its teammates with arcane crest, the only advantage is that mobility doesn't really require a target and its forward/back but it is not as tanky as Gunbreaker with nebula and it does NOT even compare to the actual damage a Gunbreaker can potentially do when played right.
On the topic on hand
Gunbreaker's lb being a short timer and having good damage with a stun makes it pretty dang good.
Having it be countered by ccing it and negating a portion of it is actually healthy because not many LBs actually have this level of interaction and least gives some form of counterplay.
If you're afraid of cc windows just make sure during rough divide/no mercy window double tap lb to release terminal trigger into double down and that alone still gives value from stun/damage potentially forcing cds.
You got multiple chances to use this lb don't always try to go big otherwise it'll make it feel terrible.
Last edited by Nickypooh; 11-23-2023 at 08:56 AM.
Nebula depends if you can target another Tank or not DRK/PLD/WAR don't depend of enemy setup to do their work.
"Excellent point tanks" against who? newbies in FL?, GNB doesn't have any form of CC (Besides limit break) can't protect your teammates or survive for long fights, in fact you are not even supposed to engage first because is so easy to shut a GNB who tries to open fights even SAM's have better chance to survive with Chiten ( at least people are afraid of even poking you) I mean your whole Limit break is fully counterable by MCH SC or MNK and that's sad.
In FL right now are DRK>WAR>PLD>>>>GNB.
Not really, because all CC's has less CD than GNB Limit break.
Sure of course GNB Limit break looks devastating if you have a DRK/WAR/AST party with coordinated attacks.
But overall GNB is bad, can't make big plays alone and depends too much of your party/raid setup and how the enemy plays, want to use Nebula? sorry no Tanks in your range to target.
DRK = Invulnerable / Pull and bind /Range damage / debuff
WAR= Dive/stun/chain/slow/remove guard-debuff / cannot be CC etc.
PLD = Stun / Protect / Invulnerable /Range damage
GNB = One stun every 60 seconds if you manage to survive, no range options, no slow,bind or debuff (only lb)
Last edited by AnnRam; 11-23-2023 at 10:09 PM.
I suggest you read up on patches once in a while - Gunbreaker can target allies and self for Draw & Junction for a while now, at the cost of not gaining a free use of Burst Strike, meaning they can choose tank junction at will and are guaranteed access to at least one other Junction in a Crystalline Conflict match.
First of all, GNB excels in Crystalline Conflict, the mode it is designed around. It is an excellent "point" tank, as in the Crystal point. Nebula having up to 50% uptime, Continuation granting HP shields and Rough Divide boosting HP shields, Recuperation and allied heals all provide GNB with a numerically high effective HP to keep the Crystal from moving or being an awfully persistent fighter."Excellent point tanks" against who? newbies in FL?, GNB doesn't have any form of CC (Besides limit break) can't protect your teammates or survive for long fights, in fact you are not even supposed to engage first because is so easy to shut a GNB who tries to open fights even SAM's have better chance to survive with Chiten ( at least people are afraid of even poking you) I mean your whole Limit break is fully counterable by MCH SC or MNK and that's sad.
In FL right now are DRK>WAR>PLD>>>>GNB.
With 5 Continuation weaponskills and a Double Down per 9 weaponskills used it has decent sustain damage to boot. The Limit Break expands on the tankiness and sustained damage of the job with a bonus 3s AOE stun every 60s. The strength is being resilient against damage, the weakness is crowd control, as intended.
When I refer to anything job balance wise I will by default talk about Crystalline Conflict unless mentioned otherwise. Therefore what the FL meta is (which very obviously favours AOE heavy jobs) does not concern me.
Anyhow, please explain to me how Samurai with Chiten at a 20% duration:CD ratio (5s to 25s) and their lifesteal + shield behind multiple conditionals is more survivable than GNB at 50% uptime on Nebula and on-demand heal boost and shields.
Most CC also doesnt come with a channeled -25% mitigation, stat shreds, sub-1s-interval damage pulses and a burst finisher. Closest you get is WHM's Afflatus Purgation LB.Not really, because all CC's has less CD than GNB Limit break.
Sure of course GNB Limit break looks devastating if you have a DRK/WAR/AST party with coordinated attacks.
But overall GNB is bad, can't make big plays alone and depends too much of your party/raid setup and how the enemy plays, want to use Nebula? sorry no Tanks in your range to target.
DRK = Invulnerable / Pull and bind /Range damage / debuff
WAR= Dive/stun/chain/slow/remove guard-debuff / cannot be CC etc.
PLD = Stun / Protect / Invulnerable /Range damage
GNB = One stun every 60 seconds if you manage to survive, no range options, no slow,bind or debuff (only lb)
The LB does not need a DRK WAR AST or anything to be useful, it needs an obvious point in a map where people might group up on.
Since you are comparing the other tanks as well, here some extra points you missed out.
DRK:
- invuln on a 105s recharge timer
- invuln can be tailended with crowd control to deny recovery
- any form of lifesteal (LB buff, Quietus) is extremely weak to shields and mitigation
- relies heavily on a 30s CD bubble for mitigation
- gameplay is high risk high reward with controlled HP expenditure
WAR:
- Onslaught and Orogeny cost HP to use
- Chaotic Cyclone is tied to Bloodwhetting
- job has no % mitigation, only Orogeny debuff therefore relies heavily on interupting while not getting interrupted during lifesteal
- LB on 90s, so CC immunity takes a while
- Unguarded also applies to self, locking yourself out of Guard
PLD
- invuln on 120s timer (highest with SGE) and team utility tool, meaning you can't use it at personal leisure
- protection with Guardian (cover) requires using defensive CDs to not fall over yourself (Holy Sheltron, Guard, Phalanx-Hallowed)
- Covering against high AOE comps is dangerous due to risk of taking double damage
- range damage is 1 cast every 20s with another 3 every 120s, if used on CD.
GNB:
- on demand speedboost with Rough Divide eliminating the need for Heavy
They're not talking about frontline, you don't play a tank in frontline to be a point tank you play tank to be obnoxiously disruptive and set up combos for your 5+ ast/drgs and your occasional smns if you happen to have a team like that, drk is the sole reason why that happens.
So if you wanna go that route with frontline why play any tank or any job cept drk/ast or drg? They're obviously the best at what they do with just 2-3 buttons.
They made a change that you always have nebula by using junction on yourself/no target.
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