Would depend on how long the CD would be for the "Trigger" system.The ammo system you described looks very close to DRK's DA, which is overall disliked, and will never happen on another job. SE is not blind enough to copy mechanics from one job to another. What we discussed with Kaedan seems closer to something that could be added in the end. Or like aetherflow, ammo will allow you to use abilities that are simply unavailable without it, not just boosting the one you already use without ammo.
OP we've had a more dps focused tank since ARR.It's called Warrior and it will always be the staple dps tank.Gunbreaker wont be more dps than warrior because then warrior would lose its identity as a job.
As for the weapon animations.They should be slow.There is a huge bullet chamber on the gunblade so that would naturally bring a lot more weight to the weapon not to mention the weight of the ammo loaded.Even if you look at final fantasy 8 you can see squall throwing a lot of strength into useing the gunblade on normal auto attacks.
If gunbreaker is going to be anything i reckon it's going to be a tank with debuffs.This would be a lot more logical being caleld a gunbreaker and yoshi stating he imagined it breaking through the front line.So im thinking more of it having debuffs that benefit team mate damage.
Also Yoshi mentioned it feeling like you are pulling the trigger like in ff8.This would leave me to believe that your main agro combo is going to have you triggering a small explosive reaction in the gun as second or 3rd hit on combo.It might not though.It could well be proc based or come active once you get whatever gauge they implment into it to a certain amount.
I think Gunbreaker could be to Warrior what MNK / NIN is to DRG / SAM. Warrior would be the slow but powerful hits while Gunbreaker is a faster, sustained damage tank.OP we've had a more dps focused tank since ARR.It's called Warrior and it will always be the staple dps tank.Gunbreaker wont be more dps than warrior because then warrior would lose its identity as a job.
As for the weapon animations.They should be slow.There is a huge bullet chamber on the gunblade so that would naturally bring a lot more weight to the weapon not to mention the weight of the ammo loaded.Even if you look at final fantasy 8 you can see squall throwing a lot of strength into useing the gunblade on normal auto attacks.
If gunbreaker is going to be anything i reckon it's going to be a tank with debuffs.This would be a lot more logical being caleld a gunbreaker and yoshi stating he imagined it breaking through the front line.So im thinking more of it having debuffs that benefit team mate damage.
Also Yoshi mentioned it feeling like you are pulling the trigger like in ff8.This would leave me to believe that your main agro combo is going to have you triggering a small explosive reaction in the gun as second or 3rd hit on combo.It might not though.It could well be proc based or come active once you get whatever gauge they implment into it to a certain amount.
And then you'd have a meta of only warrior and gunbreaker at high end raiding as gunbreaker would replace pld as OT.
So no it's likely not going to happen.
Oh come on don't keep the DPS for yourself !OP we've had a more dps focused tank since ARR.It's called Warrior and it will always be the staple dps tank.Gunbreaker wont be more dps than warrior because then warrior would lose its identity as a job.
As for the weapon animations.They should be slow.There is a huge bullet chamber on the gunblade so that would naturally bring a lot more weight to the weapon not to mention the weight of the ammo loaded.Even if you look at final fantasy 8 you can see squall throwing a lot of strength into useing the gunblade on normal auto attacks.
If gunbreaker is going to be anything i reckon it's going to be a tank with debuffs.This would be a lot more logical being caleld a gunbreaker and yoshi stating he imagined it breaking through the front line.So im thinking more of it having debuffs that benefit team mate damage.
Also Yoshi mentioned it feeling like you are pulling the trigger like in ff8.This would leave me to believe that your main agro combo is going to have you triggering a small explosive reaction in the gun as second or 3rd hit on combo.It might not though.It could well be proc based or come active once you get whatever gauge they implment into it to a certain amount.
Seriously, I don't think GUN will have as much dps as WAR, but they should be close second along with DRK with probably some utility (even if I can't picture what). Concerning the speed, as I said, we already got 3 slow heavy hitting tank, adding another one will simply make it another tank. Giving him a haste buff will make it "the fast tank". You talked about WAR identity, same here, speed can be GUN's identity. And since one of the animation is 2 fast upward strikes, probably the first attack of a combo, I think it counter pretty well your argument about gunblade being heavy. I don't remember but I think other animations were also multiple hits. I think a lot of melee DPS don't like tanking because it feels too slow and not deep enough. GUN should be a tank that these players can enjoy and will stick to it longer.
You said making it a DPS oriented tank will make it mandatory as OT, but the same consequence will apply if it has debuff that increase team damage. No tank is currently able to do that, and adding a rDPS tank will destroy any form of balance between tanks.
I hope it doesn't become the tank version of what MCH is now. I also hope it doesn't become a reload bs like the DA spam is nowdays. Tanks are more simple to play because they have to be focused on tanking and supporting, so I don't think they will do something like NINs. If they turn the job into a weaving/double weaving fest, then I'm out. This is my personal stance on the matter.
This is what I meant by the Mudra-esque idea post.What I'm thinking is we'll have different ammo "abilities" that we will activate, and that will cause our "trigger" skill to light up. Then you pull the trigger and the effect activates based on which ammo you selected.
So for example, you use the "shield" ammo, it lights up the trigger skill and then you gain a defense buff. From the trailer, I think we can also expect a "fire" ammo, which will cause an explosion. Likely we will have a ST damage ammo as well as an AoE damage ammo. Probably a "napalm" ammo as well, which could cause an AoE DoT.
It sounds like Yoshi-P also knows that people don't care for tank stances, so we might have a larger variety of defense ammos for use on TBs, etc. I imagine that either the ammo or the trigger skill will be oGCD.
Finally, I think there's a possibility that we'll be able to mix ammo. So you might be able to activate a combination of ammo and then "trigger" it for larger effect, not unlike NIN's mudra mechanic.
like have an OGC we can load individual ammo types (maybe even quickly like PVP MCH) and maybe have one that will fill out the rest with the last one we put in, than have a have some weaponskills that use up ammo. Maybe have one action dedicated to using a single ammo type (can either be a self buff or attack depending on ammunition), one thats a combo ender that acts the same as the previous action but creates an even more powerful single target attack with offense ammo types (to incentivise saving attack ammo) , and an activate all ammo weaponskill that will quickly use up all ammunition to immediately gain all the effects when applicable (as well as to quickly clear out ammo)
Just putting my 2 cents in this coin operated opinion machine
I kind of want to see Draw and Junction get worked in. Combos draw aether, job gauge is how much has been stored, Junction loads up the magic ammo based on how much has been drawn.
No to positionals as tanks dont have access to true north. And if Gunbreaker was the tank with positionals it would make it a permanent off tank. Which in turn right out the gate would put it in the last slot for tank meta.
I hope its an active tank but doesnt have a gimmick like spamming dark arts.
I’m thinking the GUN’s ammo system might be more like an ‘aspected aetherflow’ than actual ammo.
Consider this:
You have a skill for loading ‘DPS’ ammo, let’s call it ‘Incendiary Ammo’, and a skill for loading defensive ammo, let’s call it ‘Aegis Ammo’.
Incendiary Ammo is your dps stance.
Aegis Ammo is your tank stance.
Once either is loaded, you’re locked into that ‘stance’ for as long as that ammo remains unspent. You can use a skill to reload the other ammo if you want to switch stance.
How does this effect your attacks, well similar to Ammo or Aetherflow.
Attacks with the Incendiary Ammo, or at least triggered while Incendiary ammo is loaded, will deal more damage.
Attacks with the Aegis ammo, will generate enmity and bestow a short-term defense buff on yourself.
What makes it more like Aetherflow than Ammo? Well your special abilities would be used to expend all of your currently loaded ammo in one skill. Similar to Inner Beast/Fell Cleave, if you use the skill while you have Incendiary Ammo loaded, you expend it all and deal heavy damage, if you use it with Aegis Ammo, you erect a raid shield. The amount of damage dealt, or prevented via the shield, correlates to how much ammo is consumed, etc.
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