Here is gunners strategy guide.If you have just started playing Atlantica Online, then this is the portion you should read.
Gunners are 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. They should be protected by a front line character that can shield their lower VIT.
Wild Shot provides better damage as a special attack skill than the archer's Silence or the artilleryman's Deep Insight, but it lacks their extra benefits or the 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 debilitating ranged attack prior to level 30. 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 soon 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 advised.
For 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 janissary and inventor classes. Inventors are easily better but require level 84 and a quest series to unlock. The janissary is better than the gunner but requires level 96. This makes the gunner the clear choice of gun users for two-thirds of the game. Except against flying enemies, the artilleryman is almost always the better selection.
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