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Gunners are actually available as mercenaries from level one, and their ability to spread damage keeps them useful until about level 30, when artillerymen become recruitable. Gunners start out roughly on par with archers for damage and have the advantage of hitting multiple foes. Wild Shot provides better damage as a special attack skill than the archer's Silence or the artilleryman's Deep Insight, but it lacks of their extra benefits or damage power of most melee skills. In the beginner levels, the gunner is powerful because of the ability to hit multiple enemies at once. Two gunners can make a weak ranged attack prior to level 30 in Metin2.
To players who want to damage multiple targets, the artilleryman makes a better choice at level 30. As Rank C units become available, the player gains access to the inventor classes and janissary. Inventors are easily better but need level 84 and a quest series to unlock. The janissary is better than the gunner but needs level 96. This makes the gunner a clear choice of gun users for two-thirds of the game. Except against flying enemies, the artilleryman is almost always the best selection. The problem with using two gunners comes from trying to protect them and a shaman in the party at the same time. An exposed gunner is as soon as a dead gunner. Because using two gunners also likely means the absence of an archer and the useful Silence spell, hiring two gunners is not a better choice.