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stormcanuck19

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stormcanuck19
Joined
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PostedNov 08, 2011 2:40 pm   Last edited by stormcanuck19 on Aug 22, 2012 3:27 pm. Edited 50 times in total

[Guide] Ranger for Dummies

An In-Depth Guide for Rangers and SharpShooters
This Guide is pretty much finished. I will be probably adding some more content later on.

Version Changes:

-Changed Willpower to Perservering due to update
-Updated some Fame information
-Added Titles section (under Avii.)
-Added PVP Threads (under Ei.) and included 70 SS PVP stuff
-Added Ruler of the Day of Destiny under Titles section

08-22-2012
-Added url links to table of contents for easier navigation
-Added +15 Mastery system information under Talents and Masteries


How to navigate quickly from one section to the other:

-Read the Table of Contents and find the desired section
-Press Ctrl + F
-Type in a specific section number and include the period sign " . " (example: Aiv. will lead you to Aiv. Range Speed)




Table of Contents

I. Introduction and Basics
Ai. Stats overview
Aii. Critical Rate and Critical Damage
Aiii. Stun Overview and Negative Statuses to Avoid
Aiv. Range speed
Av. Double / Triple Damage from Weapons
Avi City/Faction/Altar/PVP/GVG Fame
Avii. Titles

II. Skills
Bi. Ranger
Bii. SharpShooter

III. Talents and Masteries
Ci. Talent Chart
Cii. Talent Drop Location / Ancient Talents
Ciii. Masteries, Legends, Mythics
Civ. PVP combos
Cv. PVE combos

IV. Equipment
Di. Armory
-Weapons
-Sets
Dii. Accessories and Capes
Diii. Sprite Clothing

V. PVP
Ei. PVP Threads
Eii. Class Overviews
Eiii. Arenas
-Elf
-Fire
-WhiteSands
-Trial Maze
Eiv. Tips and Tricks

VI. PVE
Fi. General Leveling Guide

VII. FAQ
Gi. Bows vs Guns
Gii. 1h vs 2h swords
Giii. Perservering vs Evasion
Giv. What is Kiting

VIII. Credits
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stormcanuck19

Rank 2
stormcanuck19
Joined
21 Dec 2009
Posts
664
Location
Vancouver , Canada
PostedNov 08, 2011 2:41 pm   Last edited by stormcanuck19 on Jun 19, 2012 7:58 pm. Edited 32 times in total
I. Introduction and Basics


Congratulations, you chose the path of the ranger! What exactly is a ranger you may ask?

Rangers are long range specialists that excel in physical combat. They use bows and guns for long range and swords for melee. They are an excellent class when it comes to PVP as your can always find them among the top classes in any bracket level. They are good in PVE as well, excellent and efficient when it comes to field grinding/soloing. However, they are not considered to be among the wanted classes for dungeon parties.

Ranger gameplay is all about keeping your target at bay aka "kiting". What is kiting? Kiting is a tactic where you keep your target at a distance from you while maintaining damage by range. This is made possible with the ranger arsenal of slow and defense decrease debuffs, knockbacks, and fade steps.

Rangers achieve class advancement to SharpShooters at level 66. SharpShooter skills even further boosts kiting abilities thanks to upgraded skills that root the target now.

To make most out of your ranger, you have to PVP in order to get the 65 / 75 / 85 PVP sets. These sets are pretty much mandatory if you want to enjoy this class to the fullest.

Ranger / SharpShooter

Pros:
+Highest range attack in game
+High DPS
+High range attack speed
+High Critical Rate
+High Critical Damage Bonuses from Talents and Legends
+High Evasion
+Double and triple attacks from skills
+Fast grinder especially on field maps
+Stealth
+Access to high movement speed / mobility
+Pet Shadow Panther
+Very High Sword Damage bonuses at higher levels

Cons:
-Limited skills when it comes to melee
-No healing skills
-Low HP
-Low MP pool
-Low defense

Ai. Stats Overview


Agility is the number one priority stat rangers should focus on as it affects range damage, evasion, and critical rate. With vitality being the second stat that should be focused on.

1 agi = 3 range attack
10 agi = 1 evade
25 agi = 1 critical rate

1 vit = 40 hp
1 wil = 20 mp

str: increases melee dmg, shield block dmg removed (non applicable)
agi: increases range attack, evasion, physical critical rate
vit: increases hp and physical defense
wil: increases mp and magical defense
int: increases magic dmg and magic critical rate (both non applicable)


Aii. Critical Rate and Critical Damage


For a more detailed look at the critical rate/damage mechanisms, you can read dx0520's guide right HERE.

In this guide however, I will try and keep it as short as possible.

All classes have a base of 150% critical damage modifier. The current critical dmg cap is at 300% which leaves the remaining 150% for users to play around with using a combination of stones, talents, prefixes, weapon effects or even some skills.

While critical damage cap ceiling is 300%, it also has a cap floor. It cannot be reduced further than 100%. Prefixes such as Willpower , Archmage/Demonologist buffs' High Mana shield, Talents cannot reduce the critical damage lower than 100%. In other words, the critical you land cannot hit below than your initial damage.

Level 40 and below

In here you want to stock up on critical rate instead of damage. This means you will slot your weapons with invincibles and get prefixes with deadly (+2% critical rate) on them. You want your damage output to be consistent here, stocking up on explosion stones are ineffective because what's the point of having a really high critical damage when you won't land a crit on your target?

Level 48 and beyond

From here on, you should stock up on critical damage this time. Level 48 is the first time you will have access to the orange bow called Black Dragon Emblem which adds a whopping +50% critical bow rate and critical damage when it procs. The level 50 yellow version (Black Dragon Sigil Bow) is a keeper that I would highly recommend all rangers getting it.

Access to masteries and sun talents further increases critical rate at this stage especially once you hit level 65 when you can wear the 65 PVP set that adds +20% crit rate.


Aiii. Stun Overview


Stun or "stasis" is a negative status where the target cannot move or perform any skills. During this time evasion drops to 0.

In PVE, you can chain stuns on monsters providing it doesn't have any anti stun. World, Guild, and Dungeon bosses are immune to any ranger stuns.

In PVP however, players have resistances against this. After numerous tests, it's known that you can chain a maximum of 2 forms of stuns in a row within a 8 - 10 second timeframe. So far I've noticed that this system is very inconsistent. There are times when you can pull two stuns in a row but most of the time you can only do 1 within the time frame.

This stun resistance applies to dizzy and sleep as well. These forms seem to yield far more consistent results compared to their stasis counterpart. It appears that both have a higher percentage to connect when done in succession compared to stuns.

From what I've noticed within 8-10 second timeframe:

stun => stun - medium chance of landing the second stun
dizzy/sleep => dizzy/sleep - high chance of the second one connecting
stun => stun => stun => - 0% chance of the third stun connecting

Currently there are 4 forms that ignore this stun resistance (These ignore the resistance rule and can be spammed on a target) :

-Bullcharge skill by Berserkers/Warlords
-Ronto's Howl of the World (Guild stun buff that peirces through anti stun, very nice for rangers)
-Stasis weapons (lvl 18 hammer, 48 hammer, 50 yellow hammer, 2h 60 sword, etc..)
-Stasis talents (hammer specialist, etc.)


Aiii. Negative Statuses to Avoid


These statuses are poison to rangers in my opinion. I will rank them from the greatest threat to least.

1. Stasis : pretty self explanatory, this is the worst status on a ranger or any class.

2. Sleep/Dizzy/Fear : shaves off a good amount of your buff time and gives the opposition plenty of time to debuff or setup

3. Exhaust/Seal : brutal against physical classes in general, no skills mean you need to maintain appropriate distance between you and the target.

4. Slow/Paralysis : another common status that screws up physical users. slow attack speed with sluggish movement is just a killer. weapons and sprite clothing procs that boost attack speed help nullify this status.

5. Misfortune : not as bad as when mages get hit with it but can still be a huge pain. the skill reads 60% skill casting failure but it sure feels like a way higher percentage. if luck's not on your side, get ready for your mana pool to run dry fast, although you can always just wait it out and resort to regular range attacks.

6. Snare/Root : can be annoying especially against classes that you need to keep far away from a distance. the good mages will lock you in a deadzone if you aren't careful. what is a "deadzone" ? deadzone is the area between you and the target (roughly around 3-4 tiles away from you) where it is close enough so you cannot range and far enough so you cannot melee.


Aiv. Range Speed


This is something that all rangers take pride of especially the higher leveled ones that doesn't need to rely on procs for maximum speed. This is the only physical class that reaches cap speed easily without having to resort to buffs.

High speed = high dps and faster chance to proc weapons.

In terms of attack speed, in my opinion ranger has the most efficient style of all the physical classes since range > melee. The others might achieve high attack speeds too, but they got to get close first. Think of it this way, which would you rather have on an all out war: a chain gun or a chain saw?

There are however attack speed caps in this game. Cap speed is reached when you hit 13 regular attacks within 10 seconds. With the cap attack speed values below, you can produce 12 regular range attack shots within the 10 second time frame. You get 13 regular attacks at 10.92 second mark, so technically it's still within 10 seconds.

0.84 x 13 = 10.92

Bows have a soft cap speed at 70 (70% value / 0.7)
Guns have a soft cap speed at 72 (72% value / 0.72)

Bow
1 - 0.7 = 0.3
2.8 (bow speed) x0.3 = 0.84
10 / 0.84 = 11.9 (Rounded to 12)

Gun
1 - 0.72 = 0.28
3 (gun speed) x 0.28 = 0.84
10 / 0.84 = 11.9 (Rounded to 12)

Once you achieve the above speeds, that means your range attack speed cannot go faster than it is. Only slow/paralysis status will bring it down again.

How can you tell what your range speed is? Simply add +30 speed from Hunter class change, +5 speed from each swift prefixes on weapon and accessories, and +? speed from your talents such as bow quickdraw and the ancient talent swift battle elite.


Av. Double / Triple Damage from Weapons


This applies to double/triple damage weapon procs such as: Sword of Dawn, Flaming Fang, Greendragon Scale Blade, Lionheart, Bodor swords, Quill's Heavenly Beast Bow, etc.

The following does not apply to double / triple attacks from skills.

Things to know about double and triple damage weapon procs:

-double damage will add 50% from the initial damage
-triple damage will add 80% from the initial damage (50% from double, 30% from triple)

(example: You hit 10,000 dmg, double dmg will add +5,000, while triple dmg will add an additional +3,000. Total to 18,000 dmg overall.)

-procs cannot proc off a proc, meaning it cannot activate from a double/triple damage from a weapon.
-it can however, proc off double/triple dmg skills such as swallows glide, twin fang shot, machine gun shot, three shot arrow.
-these percentage do not stack. (ex. flaming fang + sword of dawn = 30% double damage / orange bodor + yellow bodor + 60 yellow bow = 60% triple is WRONG). they are separate procs which means if you damage a target, it has a probability of getting hit by the double/triple damage abilities separately.


Avi. City/Faction/Altar/PVP/GVG Fames

You can get fame from these by either:

-doing quests (city)
-AFK bubble stones (city/faction/altar)
-Alternate Dimension pieces from PVP kill quests (faction)
-orders from sprites (faction)
-turning in lost powers (altar)

Cities

For cities, you want to have at least the following fame to get the necessary talents / potions.

Kaslow: 25k (Reflex Response 3, +75 r-attk potion)
Jale: 25k (Deathblow 3, +400 defense potion, +400 max hp potion)
Ilya: 25k (Dashing 3)
Four Seas Trade Council: 16k (+800 magic defense potion)
Elsaland: 16k (Sword Specialist 4, -4% physical dmg taken potion, -4% magic dmg taken)

Factions

For the factions, if it so happens that you are among the early low level rangers reading this right now it's important to cash in those order scrolls that the sprites give you from foraging or hunting if you want to aim for quickdraw 4. Using quickdraw 4 allows you to re-roll your gun to +Accuracy instead. Having the lvl 4 talent also benefits if you use the GVG 70 gun.

Magic Academy: 9k (Quickdraw 3 - very important)
Magic Academy: 36k (Ghostly Shadow AT) , 40k (Ghostly Shadow 2 AT)
Treasure Appraisal: 25k (Quickdraw 4)

Altars

As for the altars, this is really easy to get except for the lost powers of frost.

Grassland Altar - Kaslow Plains: 16k ( Shooting Specialist 3, Gallus Trousers - sprite clothing body that adds +15 hit)

Fastest way to get 16k fame is to farm MPC (Mutated Praire Cave) for the concentrated power of grassland. It gives 120 fame per 5 pieces of the concentrated power. This means you will need 2 stacks and 170 pieces or 670 pieces in total to reach 16k fame.

Frost Altar - Eternal Mountains: 16k (Reflex Response 4, Ancient Talent: Finishing Strike)

Of all the powers, this one cannot be obtained from the convertible lost powers and also gives the lowest fame per turn in at 25 fame per 10 pieces. There are no concentrated versions of this power available as of now, which makes the value of this pretty high. This fame really isn't a must have, but it's nice to have these talents. The 25 critical damage bonus will help reach critical damage cap in PVP, since 99% of the time Sharpshooters run around with reflex response.

Saphael Heart

You can get fame from this by doing PVP arenas such as Elf, Fire, and WhiteSands. This is probably the most important fame to get for rangers. To make the most out of your ranger, PVP is a MUST, especially once your ranger hits lvl 65. You need a total of 48k fame for the 65 PVP set.

Crystal Guardian

You can get fame from this by participating in Guild wars. The ancient talent Swift Battle Elite is another MUST have for sharpshooters.

Thanks to the recent updates, you can now get GVG fame by doing the Destiny Trial located in your Guild base.

Avii. Titles

Another neat feature that was implemented this 2012. Titles now give bonuses! So for all the new low leveled rangers out there, do your dungeon mission orders to have access to these. You can access your title collection by pressing "L" in-game > Fame tab. From there you can see the title bonuses and set any title you want.

For the whole list of the titles bonuses, read Rakusen's title guide right HERE.

Missed a title? No worries, you can buy them from the NPC in Kaslow Plains. For the whole guide on how to purchase missed titles, read Economist_X's guide right HERE.

So which titles do rangers / sharpshooters benefit from the most?

For the low levels:

Forbidden Mine Rescuer: EVA: +5%, ACC: -3%
Temple Archaeologist: DEF: +5%, EVA: -3%
Crystal Defender: HP: +100, MP: +100 (Acquired by finishing the 1st PVP quest)

For the medium levels:

Time Traveller: EVA: +7%, DEF: -5%
Roaring Maw Raider: CRITICAL RATE: +10%, DEF: -10%
Vanguard of the Ancients: CRITICAL DMG: +10%, EVA: -10%

For the high levels:

Ruler of the Day of Destiny: M-ATK + 8%, EVA+ 5%, DEF + 4%, CASTSPEED +8%, MELEE ATK SPEED + 8%, HIT +9%, R-ATTK +8%
Cyber Conqueror: ACC: +10%, MP: -8%
Master of Black Fame: MELEE ATK SPEED: +10%, RANGED ATK SPEED: +3% ,HP: -10%
Conqueror of Forbidden Temple: RATK: +10%, DEF: -8%
Honorary Crying Sailor: ATK: +10%, ACC: -8%
Guardian of Saphael: Weapon Damage: +2%, HP: +5% (Acquired by having 50k fame for all the 3 main cities: Kaslow, Ilya, Jale)

In my opinion and personal experience the best titles for our class are:

Ruler of the Day of Destiny (PVP and PVE use, but hands down the best PVP title to use)
Roaring Maw Raider (PVE and PVP use)
Cyber Conqueror (PVP use)
Guardian of Saphael (PVP, no negative stat drop)

Situational title use:

Vanguard of the Ancients (PVE and PVP, helps reach critical dmg cap)
Master of Black Flame (nice melee speed boost)
Conqueror of Forbidden Temple (PVE, maximizes dmg output for MPT duo grind)

Once you hit 75, and have the 75 PVP set, you can easily hit 100% ranged critical rate using Roaring Maw Raider with no prophet buffs or any other potions which is neat.

stormcanuck19

Rank 2
stormcanuck19
Joined
21 Dec 2009
Posts
664
Location
Vancouver , Canada
PostedNov 08, 2011 2:41 pm   Last edited by stormcanuck19 on Dec 15, 2011 12:55 pm. Edited 17 times in total
II. Skills


Bi. Ranger Skills


Single Target


Melee

Knockout Strike
Adds 1 charge point; after applying skill, cause single enemy target to receive normal damage plus XXX physical damage. Also interupts targets skill and force into stasis

Extra notes on this skill:

Blade of the Gales
Adds 1 charge point, deals regular attack effects and damage to a single enemy target, plus XXX of physical damage and XXX of natural damage.

Extra notes on this skill:

Range

Swallows Glide
Adds 1 charge point; after applying skill, cause single enemy to receive XXX physical attack damage with 50% chance of double attack and 30% chance of triple attack.

Extra notes on this skill:

Debuffs

Pierce Hide
Adds 1 charge point; after applying skill, cause single enemy to receive regular attack plus decrease def by 30% for 10 seconds

Extra notes on this skill:

Basilisk Shot
Deals regular damage effects and damage to a single enemy plus XXX pt of physical damage and cause the target to go into Slowed X state

Extra notes on this skill:

Silencer Shot
Adds 1 charge point, deals regular damage effects and damage to a single enemy plus XXX pt of physical damage, as well as interupt targets skill casting so that target will fall into silence X

Extra notes on this skill:

AOE (Area of Effect)

Meteor Shower
Uses all charges to hit every target in a 10m radius, plus XXX pt of physical damage and cause the target to go into Slowed X state.

Extra notes on this skill:

Buffs

Silent Predator
Physical skill cast on oneself cause oneself to be invisible; move speed -15%; chance of detection by beings of equal level or more higher then oneself possible; unable to cast in combat.

Extra notes on this skill:

Mongoose Reflexes
Physical skill cast on self to boost evade by +XX% while this skill is active, and damage sustained from each regular attack -XX%

Extra notes on this skill:

Anti-Stun. Ranger is the first class to have access to a form of anti-stun. Use this properly as it can change the tide of a fight.

Miscellaneous

Weasel Dodge
Cast this physical skill on self to leap away from enemy. The higher the level of this skill, the longer the distance leaped.

Extra notes on this skill:

Call of the Wild
Calls upon a shadow panther to assist you in battle.

Extra notes on this skill:

Would have been nice if you can actually call the shots and tell it what skills to use. The panther has a large hp and can do pretty good damage. It has a 4 second Clock cleaner version as well as a whopping 30 second Mongoose reflexes buff. Too bad it's dumb to only use it when it's about to die.

Monster Control
A physical skill specially cast against beast monster whit a level of XX and below. After casting a single target will be converted from enemy friendly and attack all nearby monster for a limited time. Only one monster can be controlled at a time, and it cannot be cast during battle. The controlled monster spell has no effect on monster your already in process of battle.

Extra notes on this skill:

Level 61 Skills

Beast Control
This skill has no other use than simply allow one to order “Shadow panther” summoned by “Call of the wild beast” and “Leopard King's Call” to attack a specific target.

Extra notes on this skill:

Bear Claw Swipe
Long range skill that uses all charges to hit single target with additional physical damage.

Extra notes on this skill:


Bii. SharpShooter Skills


The forum is going weird on me at the moment and does not allow me to show the real sharpshooter skills, anyways the images below do not have the gold crested on each side like what it should have, so for now just imagine them with it lol.

Single Target


Melee

Enhanced Knockout Strike
Adds 1 charge point; after applying skill, cause single enemy target to receive regular attack and XXX points of physical damage, and also interupt targets skill and force into Stasis.

Extra notes on this skill:

Blade of the Hurricanes
Adds 1 charge point; after applying skill, cause single enemy target to receive regular attack and XXX points of physical damage and pushes back the target.

Extra notes on this skill:

Range

Machine Gun Shot
Adds 1 charge point; causes standard attack on a single enemy target plus XXX pts of Physical Damage, with a 100% chance of double attack, 75% chance of triple attack after casting.

Extra notes on this skill:

Three Shot Arrow
Adds 1 charge point; cause standard attack on a single enemy target plus XXX pts of Physical Damage, with a 70% chance of Double Attack, 40% chance of Triple Attack after casting

Extra notes on this skill:

Tracking Shot
Adds 1 charge point; causes standard attack on a single enemy target plus XXX pts of Physical Damage, with target falling into paintball effects, which prevents target from using Stealth for 10sec after casting.

Extra notes on this skill:

Mighty Shot
Uses all charges, causes standard attack on single target plus XXX pts of physical damage with target falling into knockback and stasis.

Extra notes on this skill:

Roots


Vein Slashing Burst
Cause standard attack on a single enemy target pls XXX pts of Physical damage, rendering the target unable to move for 3.5 sec after casting.

Extra notes on this skill:

Shackling Strike
Cause standard attack on a single enemy target plus XXX pts of Physical damage, rendering target unable to move for 3 sec after casting.

Extra notes on this skill:

Debuffs

Piercing Blow
Adds 1 charge point; cause standard attack on single enemy target plus XXX pts of Physical Damage, and target's DEF and Evasion -30% after casting.

Extra notes on this skill:

Armor Wrecking Shot
Adds 1 charge point; after casting cause standard attack on a single target plus XXX pts of Physical damage, with target's DEF -30%; if tartget is equiped with shields, Shield Block -20%.

Extra notes on this skill:

Superdemon Shot
Adds 1 charge point; cause standard attack on a single enemy target plus XXX pts of Physical Damage, interupt target's casting, render target under silence and is unable to be healed after casting.

Extra notes on this skill:


AOE (Area of Effect)

Comet Shower
Uses all charges to hit every target in a 10m radius, plus XXX pt of physical damage and cause the target to go into Slow X state.

Extra notes on this skill:

Shower of Arrows
Instant Cast AoE Skill. After applying skill, enemies within a radius of 15m of target will be dealt xxx physical damage and sustain root status for 4 seconds.

Extra notes on this skill:

This is your nuke. This will be your hardest hitting skill and it HURTS when you land a critical hit.

Buffs

High Level Stealth
Adds 1 charge point. Physical skill cast on oneself cause oneself to be invisible; move speed -15%; chance of detection by beings of equal level or more higher then oneself possible; unable to cast in combat.

Extra notes on this skill:

Quick Reflexes
Physical skill cast on self, Evasion +75%, damage from standard attack -29% every time and will not be rendered dizzy or unconscious while the skill is active.

Extra notes on this skill:

Thunder Reflexes
Physical skill cast on self; the effects are evasion +30%, Run speed +15% for 20 sec while the skill is active.

Extra notes on this skill:

Miscellaneous

Deft Weasel Dodge
Cast this physical skill on self to leap away from enemy. The higher the level of this skill, the longer the distance leaped.

Extra notes on this skill:

Leopard King's Call
Calls upon a shadow panther to assist you in battle.

Extra notes on this skill:

High Control Monster
A physical skill specially cast against beast monster whit a level of XX and below. After casting a single target will be converted from enemy friendly and attack all nearby monster for a limited time. Only one monster can be controlled at a time, and it cannot be cast during battle. The controlled monster spell has no effect on monster your already in process of battle.

Extra notes on this skill:

Beast Control
This skill has no other use than simply allow one to order “Shadow panther” summoned by “Call of the wild beast” and “Leopard King's Call” to attack a specific target.

Extra notes on this skill:

Bear Claw Swipe
Long range skill that uses all charges to hit single target with additional physical damage.

Extra notes on this skill:

Potential Release
Increases Attack and Magic Attack +20%; attack speed and casting speed are also increased for 15 seconds.

Extra notes on this skill:

Escape Without a Trace
Run speed +100% for 8 seconds.

Extra notes on this skill: Attacking while the skill actives, removes the buff.

stormcanuck19

Rank 2
stormcanuck19
Joined
21 Dec 2009
Posts
664
Location
Vancouver , Canada
PostedNov 08, 2011 2:41 pm   Last edited by stormcanuck19 on Aug 22, 2012 3:26 pm. Edited 14 times in total
III. Talents and Masteries


Ci. Talent Chart




Cii. Talent Drop Location

Earth


Sword Specialist 3:
Goblin Bushwhacker, Goblin Conjurer, Swift Tropical Dragon, Bloodthirsty Bone Vulture, Golden Sabretoothed Cat, Bone Reef Scorpion, <Grand Skull Wizard>Kukuryu, <King of the Canyon>Brydian, <Hidden Reef Dictator>Kastramos, <Dueling Drunkard>Buhz Killer, <Ancient Messenger>Hamo
Sword Specialist 4:
Elsaland 16k fame

Shooting Specialist 3:
Grassland Altar: 9k fame
Shooting Specialist 4:
<Faaabulous Ram Overlord>Pinkerton, Yeti Yeoman, Northland Bandit Gunman, Demon Forest Wolf, Ironwing Condor, <Snow Faerie Leader>Gemmie

Sniping 3:
Werewolf, Wicked Wisewood, Crimson Drake, Stone Mallet Giant, Stone Mallet Prophet, Treasury Watchman, <Hidden Reef Dictator>Kastramos, <Cannibal Condor>Afika
Sniping 4:
<Blacknest Werewolf Captain>Jasha, Northland Bandit Sapper, Yeti Scout, Snow Faerie Sprite, Broze Armored Ape

Star

Reflex Response 3:
Kaslow: 25k fame
Reflex Response 4:
Frost Altar: 16k fame

Deathblow 3:
Jale: 25k fame
Deathblow 4:
The Word>Birdbird Bird, <Fortress Gate Sentinel>General Yobese, Northland Bandits Boss, Blacknest Werewolf Vanguard, Crimson Sawtooth Officer

Dashing 3:
Ilya: 25k fame
Dashing 4:
<Eternal Hunter>Wika, <Lunatic Wolf>Dakota, Flying Noble Bird, Mountain Lion Lizard, Snowbound Mecha Armor

Moon

Bow Quickdraw 3:
Magic Academy: 9k fame
Bow Quickdraw 4:
Treasure Appraisal Committee: 25k fame

Premonition 3:
Treasure Appraisal Committee: 9k fame
Premontion 4:
Saphael Heart: 16k fame (PVP)

Aim 3:
Shining Wind Spirit, Rising Wind Spirit, <Gaia Woodland Monarch>Chronos Forest Sprite, <Raider's Chieftain>Shack the Great Tooth, <Scorpion Queen>Qestrelle
Aim 4:
<Steam Dancer>Beet, Geothermal Wasp, Winterstrait Fishman Patrol, Half-Tainted Mummy

Sun

Negator's Instinct 3:
Young Chronos Dragon, Black Flame Gunner, <Everlasting Servant>Ramos, <Black Son of Chaos>Torecci
Negator's Instinct 4:
<Taring Exiled Messenger>Taro, <Cross Your Heart>Schwartzwald, Grizzly Bear, Rainbow Bird of Paradise

Precision 3:
Chronos Dragon, Black Flame Wizard, <Ancient Hammerhand>Buckton
Precision 4:
Kaslow Mysterious Box: 2.5 k fame (GVG)

Art of Defense 3:
Wind Scouter, Black Flame Death Armor, <Holy City's Wind Spirit>Zephyro, <High Swordmaster>Dunn
Art of Defense 4:
<Lord of White Crystal>Villainnochio, Taring's Wrath, Flaming Lion Lizard


Cii. Ancient Talents


Ancient Talents can be unlocked once reaching level 66.

Of all the Ancient Talents, Swift Battle Elite is the must have, the rest really are just a luxury. So it's important to find an active guild that participates in Guild Wars to get this.






Ciii. Masteries, Legends, Mythics


The Master system is unlocked upon reaching level 45. It requires 3.5 million xp to fill up the bar. You can set the experience gained allocated to masteries from 0-100%.



Thanks to the June update, any 2 masteries (Master, Legend, Mythic) of your choice can be upgraded to 15 instead of the previous maximum of 10.

Master Masteries cost 5 Spec points per level
Legendary Masteries cost 7 Spec points per level
Mythic Masteries cost 9 Spec points per level

In other words, if you want to +15 any of the Masteries, it will cost you:

Master: 25 spec points total
Legendary: 35 spec points total
Mythic: 45 spec points total

For a more detailed information on this, check out masterwinstonx's guide right Here.

Experience required for 1 level of Mastery:

7 million xp for 1 Master
14 million xp for 1 Legend
21 million xp for 1 Mythic

Masters



Legends



Mythics





Civ. PVP combos


A note for these combos: don't try and stick to only 1. Analyze the situation first and then use the appropriate talent to engage the enemy.

For the following combos, either apply:
-Precision: when there are 0 - minimum mages on the opposing side
-Negator's Instinct: when there are many mages around / competitive game changer type mage.
And of course, apply Bow Quickdraw on all of these.

1. Piercing Spear Warrior aka PSW (sword specialist + reflex response): this is the bread and butter talent combo for rangers/sharpshooters. As a ranger, you can never have enough Hit. This combo is primarily used against evade classes.

2. Speedy Scout (sniping + reflex response): this will be your secondary combo. If the opposing side is mostly composed of non evasion classes, then this is the optimal setup.

3. Canonneer (sniping + deathblow + quickdraw + precision) let's call this "Sniping Cannon": this talent offers the second highest damage output of all the combos. It focuses on raw critical rate and damage but you lose all your defensive attributes (reflex/negator's/premonition) leaving the ranger quite squishy. If you want to be a glass cannon, this is your best talent to use PVP-wise. I wouldn't recommend using this though and should only be used when the other side are full of warrior branched classes.

4. Canonneer (shooting specialist + deathblow) let's call this "Shooting Cannon": this talent offers the highest damage output of all the talents. Like the "Sniping Cannon", it's weaknesses are the same, however you lose out all that critical rate from the Sniping Earth talent. This combo is more suited for PVE and is not at it's fullest until at lvl 75, where you have access to to the extra +10 critical rate from the Mythics.

5. Sniper (sniping + dashing): i only find this useful really on lvl 40 PVP and that's it. Once you have access to Masters this becomes less effective since you have more use with reflex response instead. If you plan on running all the time though, then feel free to use this.

Cv. PVE combos


Field Grinding


1. Canonneer (shooting specialist + deathblow) "Shooting Cannon": highest DPS talent combo, this will let you 1 - 3 shot field mobs when grinding. However, this only applies to SharpShooters using the 65+ PVP sets since they walk around with at least 50% critical rate. If you want to make the most out of this combo, you need a high critical rate first before using this.

2. Canonneer (sniping + deathblow + quickdraw + precision) "Sniping Cannon": second highest DPS but offers more critical rate than "Shooting Cannon". This will probably be the best choice for low - medium lvld rangers. Using this talent allows SharpShooters to easily achieve at least 90% critical rate at lvl 75, and boosts up to 100% with prophet critical rate buff. Sweet.

3. Sniper (sniping + dashing): solid DPS with high movement speed makes grinding easier and a bit fun. This talent is more suited for lower leveled rangers, although higher levels will find this combo quite fun once they got the upgraded Thunder Reflexes that adds +15 run speed.

4. Strategic Sniper (shooting specialist + dashing): high movement speed with less mana consumption is always good when it comes to farming/field grinding. This talent is more suited for lower leveled rangers since skills still have low mp costs. This talent becomes almost useless after turning into SharpShooters due to the high mana costs of skills.

Dungeons

-Boss Fights

1. Speedy Scout (sniping + reflex response + quickdraw + art of defense): this talent allows you to DPS while minimizing malice. Solid DPS without having the boss come after you makes things easier for your party members.

-Mob Clearing

1. Canonneer (shooting specialist + deathblow) "Shooting Cannon"

2. Canonneer (sniping + deathblow + quickdraw + precision) "Sniping Cannon":

-Pure Solo

1. Piercing Spear Warrior aka PSW (sword specialist + reflex response+premontion/quickdraw+ art of defense): if you have wiggle room and can weasel dodge around, then you can go for quickdraw, if not then use premonition.

Run Like the Wind


1. Fast Walker (sword specialist + dashing + premonition): grants the ranger very nice movement speed. add legacy (+20 speed) , ancient silver blade (+15 speed), and Rush mastery (+13 speed) to the equation and you got a very nice movement speed. very convenient for travelling or stealth dungeon runs.

stormcanuck19

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stormcanuck19
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PostedNov 08, 2011 2:41 pm   Last edited by stormcanuck19 on Nov 03, 2012 11:28 pm. Edited 22 times in total
IV. Equipment


Di. Armory


Bows



Black Serpent: feel free to skip this bow. root is nice but the proc rate is low, only really useful against a paladin/berserkers 1 vs 1.

Eye of the Heart: definitely a keeper, if you want to pwn other evasion classes, this bow will easily shred their evasion. this proc effect is godly at higher lvls 70+.

Miracle: feel free to skip this bow.

Watchkeeper: will serve you until lvl 50, very good proc and very good DPS. if you're gonna pvp in 40 bracket, then this is the best bow to get. the bonus speed attack cancels out slow/paralysis debuffs so it's a very nice bow.

Black Dragon Emblem: good bow to use until you can upgrade to the yellow version.

Black Dragon Sigil: in my opinion, a must have weapon for all rangers. this bow will serve you for a very long time and can last until lvls 66-70 if you are low in cash. DPS skyrockets once this turns on. Gotta <3 this bow for PVE and especially PVP.



Loki's Glaze: feel free to skip this bow.

Quill's Heavenly Beast: PVP based bow and the only time it will be useful in PVE is if you are soloing a dungeon boss. combine 50 bow ability and then switch to this bow = overkill.

Stardust Wrath: defensive bow, you can skip this. if you are an evasion nut, then you can stack the proc of this with the orange version

Halo Wind Brilliant Jade: purely defensive bow, this enhances defensive sharpshooter builds that revolves around premonition instead of quickdraw.

Wings of Holy Man: looks very nice with nice agi and vit, unfortunately that's really it. feel free to skip this bow. defensive build type bow.

Hidden One - Serene: another defensive type bow, would have been nice if the proc rate was higher. feel free to skip.

Guns



Armored Sentinel: defensive gun, can turn a ranger tanky especially later on at higher lvls. very nice toy to have.

Centipede's Tail: personally, i don't like this gun at all although it has become popular these days. very good on crystals though.

Pirate King's Eye: good substitute for lvl 60 yellow bow for troll purposes. saves the hassle of ammo switching and the proc rate is higher. use this on templars hugging the crystals.

Sacred Count: this gun would have been nice if it proc when attacking. this gun is more for sins/zerkers. feel free to skip this gun.



Raging Dragon: tiny leech, you're better off getting a necro for the leech buff. feel free to skip this gun.

Bahado's Champion: great gun, definitely a keeper if you want to stack with the 60 yellow gun effect for a whopping +200% gun damage.

Bahado's Hero: awesome gun, a keeper and will last you forever. this is your primary gun for DPS purposes.

Edge of Fire: nice malice reduction, you can go all out on bosses during dungeon runs without getting malice at all. useful for MPT.

Eternal Flame: if you just want the effect, then just use the orange version, otherwise feel free to skip this gun.



Northland Scion Frontier Sniper: pvp based gun, just use this for the effect.

Bahado's Flying Devil: feel free to skip this gun.

Northland Scion - Scorched Sky: pvp based gun, it's a must have gun for pvp especially at 70 and beyond arena.

Sniper Hunter: if you are one of those melee sharpshooters, then this gun is the right toy for you.

Epilogue of Endless Darkness: looks boss and lets you have the highest base range attack of all the guns. the evasion bonus from this gun does NOT add +10, but rather the percentage of your base evasion without the bonuses from talents/prefixes. this becomes your go-to switch gun at 75.

Absolute Sniper - Evolution: looks nice, otherwise feel free to skip this gun.

1 Hand Swords



Sword of Dawn: will last you until lvl 48, so get this sword.

Flaming Fang: can last you until lvl 58, another keeper.

Green Dragonscale Blade: can last until lvl 58, this sword is a cheap alternative if you don't have bodors. the poison debuff is a nice touch.

Golden Lightning: a fun troll sword, you can skip this or craft it for dual slow at later levels which can be quite useful. (stacks with slow)

Ultimate Lightning: looks nice, coupled with the orange version and your target won't even move at all lol. high troll factor in arenas and especially 1 vs 1. Not a must have but it's nice to have in your arsenal. (stacks with slow)



LionHeart: very good alternative if you do not have bodors. has a bonus +agi that bodor sword of promises do not have.

Bodor Sword of Promises: very nice sword and a keeper. very costly to make but definitely worth it.

Bodor Sword of Eternity: a must have for all rangers. what's more to say? the triple damage proc along with those nice stat bonuses can last you forever.

Fallen Emperor - Unforgivable: a cheap alternative for the 70 yellow sword. definitely a keeper and will make your PVE experience so much easier. this neat toy allows you to solo the entire ACV dungeon when you hit 66.

Fallen Emperor - Dark Night: a very nice sword to have, coupled with the orange version and you shouldn't DIE at all unless the mob can 1 shot you. very handy during pvp as well when you are near crystals since you can just recover your HP in just a shot or two.

Ice-Bound, The Unbeatable Tyrant: troll sword, a keeper if you love to pvp.

Supreme - Ice Lord: troll sword with better stats, definitely a must have for pvp.

2 Hand Swords



Eye of Faith Greatsword: very nice proc at lower lvls, if you want to have the upper hand against evasion classes, this is a nice sword for you.

Ancient Silver Blade: high run speed, definitely a keeper and will last you forever. very nice during traveling and when combo'd with fast walker talent.

Blazing Nebula: feel free to skip this sword. the picture above shows it procs when attacking, but it's actually triggered when attacked.

Twilight of the Gods: cheap alternative until you can get the yellow version.

Godslayer: if you will pvp in the lvl 50 bracket, then you want to have this sword. it offers good bonuses for survival. however, if you won't stay long, then i recommend skipping this because beyond 50, 1h swords are just much better.



Infinite Reality Blade: troll sword, if you want to have an easier time against sins or any class then this is very nifty toy to have. high range speed with high proc rate = killer

Siropas' Greatsword of Destruction: nice stats and ability however you are built to range not melee. if you are one of those that likes to melee you can get this sword since it also helps in soloing ACV. otherwise, you can skip this sword

Crimson Legion Blade: the big daddy of the Godslayer. this is more for the defensive style sharpshooter. add 70 yellow bow and premonition to the mix and you got nice defensive build. however, you lose a lot offensive wise from the abilites and hit bonuses from 1h swords.

Hegemon's Blade - Eternal Night: feel free to skip this sword. by now you should have a high mongoose duration.

Holy Sword - Voice of Hope: feel free to skip this sword.

Voidshattering - Worldeater: feel free to skip this sword.

Sets


Ranger Legacy is not really a must have, but it's purpose is mainly for normal field grinding thanks to it's bonuses. Overall, it's a good set that can last you till 65.

Don't bother getting SharpShooter Legacy, it's just a waste.

Of all the orange sprite sets, Hawkeye set is among the best and can last you for a very long time and will only be replaced by it's 60 version Heaven's Wing set. Distant Wanderer is a good substitute for PVP set and can serve you until you can farm the 65/75/85 PVP sets for the future. The rest are not worth it.

Best set overall for rangers/sharpshooters are the PVP sets without question. It has the best survivability of all the sets (-crit chance taken and mongoose timer boost), and has good offensive capabilites at 65+ where you get massive Critical rate and Hit boosts as well as a very nice set debuff that reduces your target's STR and INT.

Legacy



Ranger Orange Sets



SharpShooter Orange Sets



Dii. Accessories and Capes


I suggest getting at least 2 sets of accessories. One for PVP and one for PVE.

PVP

It is mandatory to have a swift prefix (+5 range attack speed) on all your accessories. The second prefix should be +Hit. Other prefixes such as crit rate/crit dmg/agi/vit are a nice add. I highly recommend getting the accessories that give a static HP bonus.

PVE

These are easier to get than the PVP based ones. As long as it has +range attack speed, + critical rate + critical damage, you're good to go. I find these very common in AH, so it's not hard to get one of these.

Capes

Find a cape with a good +agi and +vit. Critical rate / critical dmg are a nice add. Later on at higher lvls, you should take the time and try to get a Phoenix Tower / Black Flame Ruin / Forbidden Temple capes since it adds a nice additional +Hit.

Good prefixes to have on your cape are:

-Exhaust
-Misfortune
-Sleep
-Slow

Diii. Sprite Clothing


There are so many sprite clothing these days that does the same thing, so for this section I won't be posting any pictures sadly.

PVP

To utilize sprite clothing to the fullest, then you got to use 3 sets of sprites. If you wish to buff/debuff a specific clothing as soon as possible, then you might want to just use 1 sprite clothing on a sprite to guarantee you that desired proc.

The most useful sprite clothing PVP wise are:

Buffs
+15 Hit (Feather Headdress - hat , Gallus Trousers - body, etc. )
-20% chance of taking a critical hit ( Red Mandarin Cap - hat , Cow Costume - body)
-10/12% physical damage taken
+15% attack speed (Naughty Cat Hat - hat , Bunny Suit - body)

Debuffs
-10/11% chance of critical hit
-30/31/32% defense (Sprite's Ghostly Headdress)
+15% chance of slow/paralysis (Academic Hat - hat , Bee Outfit - body)

You want to spread out your clothing evenly for your sprites. You can mix and match whatever effects you want. My suggestion is to have 2 sprites as buffers, and 1 sprite as a debuffer. Feel free to mix and match

For example:

Sprite 1: Feather Headdress + Gallus Trousers (pure +hit buffers)
Sprite 2: Mandarin Cap + Cow Costume (-20% critical hit buffers)
Sprite 3: Ghostly Headdress + Bee Outfit ( -31% defense , 15% paralysis debuff)

PVE

For PVE you just use 2 sprites instead of 3. If your range attack speed is nowhere near the soft cap speed, then you should choose +15 speed clothin over +7/9% range attack buff clothing. Personally, i use 1 buffer and 1 defense debuffer. Feel free to mix and match.

Buffs
+7/9% range attack
+15 attack speed
+10 evasion

Debuffs
-30/31/32% defense

For example:

Sprite 1: Supersonic Headphones + Canonneer Clothing (range attack buffers)
Sprite 2: Ghostly Headdress (-31% defense debuffer , almost an insta proc)

stormcanuck19

Rank 2
stormcanuck19
Joined
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Posts
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Location
Vancouver , Canada
PostedNov 08, 2011 2:41 pm   Last edited by stormcanuck19 on Jun 01, 2012 1:34 pm. Edited 18 times in total
V. PVP

Ei. PVP Threads


In here I will post and update from time to time excellent threads that are frequently asked regarding a PVP bracket.

70 Sharpshooter PVP -contains all the gears you need, builds, etc. It's a very long thread, so it's full of information.


Eii. Class Overview

Before I start this PVP section it's important to know the other classes and highlight their key strengths and weaknesses.


Paladins

High defense, high block rate, cure blight and some heals means of all the physical classes this is the toughest one to take down. As much as possible avoid these since most of the time will only lead to you getting combat locked which isn't good because you are left exposed out in the open. If you are confident you can take one down on your own efficiently, then feel free to do so, otherwise ignore these.

Good Ones Will:

Keep their buffs on at all times and will use the appropriate weapons/shields depending on the situation. These will spam cure blight to remove negative statuses from themselves and from their team members.

When to Engage:

As previously stated, try to stay away from these due to combat lock. However, if this particular paladin is doing all the right things and hugging the crystals then do everything in your power to slow them down. Always spam slow and the -30% defense debuffs with an occasional silence to prevent them from healing.

Things to Watch Out For:

-Eternal Radiance

Just don't let them get close and avoid going near ones that occasionally set Eternal Radiance at random times.

Threat Level:

Low

Templars

Pretty much the same as Paladins but only this time most of these have anti-stun and carries a sleep hammer. Oh joy.

The ones that doesn't have any anti stun or sleep, are pretty much easy to take down once the 60 gun procs.

Good Ones Will:

Keep their buffs on at all times and will use the appropriate weapons/shields depending on the situation. These will spam cure blight to remove negative statuses from themselves and from their team members.

When to Engage:

Do NOT attack these when there is an Archmage/Demonologist trying to take it down because it just makes it easier for their -100% magic dmg taken relic to proc faster. Like paladins, always apply slow and Armor Wrecking shot (-30% def , -20% shield block).

If the templar hugs the crystal then use any of the root shots followed by Blade of the Hurricanes to knock it back. If you want to knockback by range, then use Quill's Heavenly bow / Pirate King's Eye to force knock back.

Things to Watch Out For:

-Their holy light grenade can now cause dizzy making it easier for them to close in
-100% hit relic and 65 yellow Axe gives them an insane amount of hit, so don't just ignore these thinking you are ok with mongoose on.
-Sleep Hammer and Anti-stun sets

Threat Level:

Low - Medium - High , It really depends on the templar

Berserkers

Able to dish out high damage output while capable of withstanding some punishment before dying. The shield zerks can be tough to take down, so always use the -30% defense debuff shots with Slow when fighting head on. Majority of these can finish you in 1 rush easily so watch out once their heads tilt on your direction.

These get easier take down as level progresses. With level 40 being hard, and level 60 getting easy. Increased mongoose timer from pvp sets, 50 yellow bow, Bodor swords, and the 60 yellow gun are among the toys that's going to make it easier for you.

Good Ones Will:

Kill you in 1 rush and will switch to shield during right times.

When to Engage:

Best way of taking these head on is to find an object that comes in between you and the zerk (rocks, trees, fences, walls, etc.) so that when they bullcharge they stop at the obstacle first. Apply Slow all the time and use -30% defense when they are stunned.

Things to Watch Out For:

-Bullcharge
-AOE debuffs - War Cry and Terrible War Roar can now uncover you when you are invisible so don't stand too close to them.

Threat Level:

High

Warlords

The properly built ones are a huge pain to take down. (Full willpower set with high fortification, 70 yellow bow, and right talent setups). A full willpower set with sleep hammers just makes you want to pull your hair out at times. Like zerks they can 1 rush you easily when your mongoose is out.

Poorly geared ones however is a different story and will be your favorite target in arenas. These kinds are the easiest kinds to kill in arenas for a sharpshooter.

Good Ones Will:

Patiently out wait your mongoose by either using the 65 shield + sleep hammer or dual sleep hammers. These kinds will wait out the entire sleep duration to cut off a good amount of your anti-stun buff time. After mongoose is gone, 1 rush and you are either dead or badly crippled.

When to Engage:

Exactly just like berserkers, the best way of taking these head on is to find an object that comes in between you and the Warlord (rocks, trees, fences, walls, etc.) so that when they bullcharge they stop at the obstacle first. Apply Slow all the time to minimize the chances of you getting finished in 1 rush and use Armor Wrecking shot when they are stunned.

Time your stuns accordingly as well as your roots to give you time to pop mongoose again. Take caution when your buff is down.

Things to Watch Out For:

-Bullcharge
-AOE debuffs - War Cry and Terrible War Roar can now uncover you when you are invisible so don't stand too close to them.
-Sleep Hammers

Threat Level:

Medium - High

Assassins

High evasion, high critical rate and critical damage makes it hard for mid - leveled rangers to deal with mainly because of insufficient +Hit bonuses. Sins are very flexible when it comes to combat since they can shadow slip with a good balance of melee and range skills.

Good Ones Will:

Keep their evasion buff on at all times and will utilize the appropriate talent for the right situations. These ones know when to properly slip and use the right ranged attacks given the situation. They can also change their talents once they slip, so watch out for that. They can also finish you in 1 rush.

When to Engage:

Best time to use a stun is when one of their evasion buffs drop. After stun connects, immediately apply a Slow debuff. Like a berserker, try to find an obstacle in the way so even if their Shadow Demon Strike connects they stop on the obstacle first, positioning is key.

Or if you want to shred these fast, proc the lvl 28 Eye of the Heart bow. Once it's on, it's pretty much game over for the sin.

Things to Watch Out For:

-Shadow Demon Strike
-Sweet Dreamer (Long range 4 second stun)

Threat Level:

Medium - High

Darkstalkers

Same as assassins but can now be way tankier than before thanks to the 70 orange sprite set, 70 bow, and their new mythics. DS has a skill called "Ghostly Cloak" that enables them to AOE shadow slip an entire team within a radius as well as giving the DS a full 5 charges. Since invisibility here gives you charges now, watch out for a full charged Lethal Blow.

Good Ones Will:

Keep their evasion buff on at all times and will utilize the appropriate talent for the right situations. These ones know when to properly slip and use the right ranged attacks given the situation. They can also change their talents once they slip, so watch out for that. They can also finish you in 1 rush.

When to Engage:

Proc the 70 gun first to make it easier. Best time to use a stun is when one of their evasion buffs drop.

IF their hp is still high, when stun connects, immediately use Piercing Blow (-30% def , -30% evasion) and after getting a charge from that, use Comet Shower. This will greatly tilt the advantage for you right away.

IF their hp is low, (this is the time when they will try and spam slip) when stun connects, immediately use Tracking shot (anti invisibility debuff) and after getting a charge from that, use Comet Shower and one of the root shots.

Things to Watch Out For:

-Shadow Demon Strike
-Sweetdreamer
-Ghostly Cloak

Threat Level:

Low - Medium

Rangers

No need for an introduction here since the beginning part of the guide covers this.

Good Ones Will:

Use buffs properly especially mongoose reflexes since it can easily change the tide of the battle when used at right times.

When to Engage:

Majority of the time a ranger vs ranger occurs when the one in stealth strikes first gaining the upper hand for a brief moment.

Spam slow status at all times.

Things to Watch Out For:

-Stone Grasp Shot, Basilisk Shot, Comet Shower

Threat Level:

Low - Medium - High , It all depends on the ranger

SharpShooters

Same as rangers. This is where the battle of the gears start. Whoever has more +Hit or lands the most Slow gains the upper hand.

Good Ones Will:

Cycle their buffs properly enabling them to have high evasion 24/7.

When to Engage:

Same as ranger, majority of the time a sharpshooter vs sharpshooter occurs when the one in stealth strikes first gaining the upper hand for a brief moment.

Proc the 70 gun first before trying out Piercing Blow (-30% def , - 30% evade) to maximize your chances of getting the advantage.

Things to Watch Out For:

-70 gun proc
-60 gun proc
-Comet Shower

Threat Level:

Low - Medium - High , It really depends on the SharpShooter

Wizards

High damage output but extremely low defense. These have a high Hit rate since they are magic users. These will probably be your favorite target as a ranger, so enjoy it while they are still wizards, because it changes once they turn into Archmages. These can be a bit tanky if they have a full +15 set coupled with cs pots to minimize damage.

Good Ones Will:

Swap to sleep staff when they are out in the open for defensive purposes. They will then teleport and abuse deadzone to efficiently take you down. They will cycle between stuns and roots making it really difficult to get out of. If this is the case, your only chance to get out is to summon your panther to help or ask a teammate.

When to Engage:

Anytime, take precaution and inspect to see if they are using a sleep staff. Alternate between Shocking shot and Silencer shot for easy kill. Use Mongoose to avoid getting stunned.

Things to Watch Out For:

-Sleep Staff
-Scorching Strike, Heavenly Strike

Threat Level:

Low

Archmages

It's absurd that once they turn into this class, they have access to a lot of physical damage reduction and HP bonuses. Their High Mana Shield buff gives them -100% critical damage taken and lasts for a solid 30 seconds. Archmages rarely miss even with both mongoose and thunder reflexes buffs are on. Their magnetic charge now has a 75% chance of causing exhaust which will be a huge pain once you get hit by it.

Their 70 yellow relic when it activates pretty much ignores your - magic critical hit taken from PVP sets and negator's instinct.

Good Ones Will:

Keep High Mana Shield and the Lightning party buff on at all times and will use PVP sets along with Staff shielding to stack as much physical damage reduction as possible. These will spam exhaust, sleep, magic block, and elemental emaciation on you.

Their upgraded Toxic cloud now covers a whopping 16 meters, so it's really easy for them to uncover stealthed units. They will teleport and use toxic cloud at random to try can catch you off your stealth.

When to Engage:

Best time is to take these on is when their High Mana Shield is about to drop. Majority of the time, they tend to forget to re-buff during a fire fight. Do NOT foolishly engage these when their 70 staff ability/ Gravity barrier is on.

Spam Silence and roots to avoid being deadzoned. You will rely on the 60 gun proc to take these down fast.

Beyond 75+, AMs like to cheat and will switch to the 80 staff for dps purposes. They all use 75 staff as main and gives them around 30k+ HP. Pay attention to their HP pool, if their hp drops significantly it's a very good chance they switched to the 80 staff making them prone to stun again.

Things to Watch Out For:

Lots of things:

-Exhaust
-Sleep
-Roots
-Lightning party buff (causes Slow)
-Gravity Barrier (-50% dmg reduction, and immune to critical hits , lasts 30 secs.)
-70 staff proc
-70 relic proc

Threat Level:

High

Necromancers

A debuffer class that can be effective in PVP when used right. Their misfortune is a big pain in the *** and is the primary reason that will give you trouble when going against this class. PVP set users with a maxed Body Stitching Legend will give you a hard time landing a critical on them.

Good Ones Will:

Spam Jinx on you which is super annoying. Like good wizards, they will roam around using a Sleep staff for defensive purposes and will abuse deadzone on you once you get caught. These also will effectively use their pets on any given situation.

When to Engage:

Try not to pop a stun when they are on Phantom Form, since it gives them decent evade for a brief moment, otherwise like wizards, anytime. Spam and cycle Shocking shot and Silencer shot.

Things to Watch Out For:

-Sleep Staff
-Jinx Curse (Misfortune)
-Magic Star Cannon

Threat Level:

Low

Demonologists

These are now much tankier than before and has anti stun thanks to the 70 and 75 staves, so it can be tough bringing these down. Like an Archmage, they also have access to High Mana Shield which gives them -100% critical damage taken. Along with PVP set, Body Stitching Legend they get a huge -55/60% physical crit taken which can be problematic for a sharpshooter at level 70. Their DPS is also good, capable of taking a large portion of your HP with a critical hit from thier Shadow Arrow skill.

Good Ones Will:

Spam Jinx and will not let their pet out. Having their pets out means it's easy for you to just leech off and recover your hp using any of the Leech swords. These will also occasionally use Phantom Form to try and make you miss.

When to Engage:

Best time is during their High Mana Shield timer is about to drop. Majority forgets to re-buff during a fire fight making it easier to kill them in the process. Feel free to use Piercing blow to take these down faster. Spam Silence and Roots to prevent them from abusing deadzone on you.

Beyond 75+, Demons like to cheat and will switch to the 80 staff for dps purposes. They all use 75 staff as main and gives them around 30k+ HP. Pay attention to their HP pool, if their hp drops significantly it's a very good chance they switched to the 80 staff making them prone to stun again.

Things to Watch Out For:

-Jinx Curse (Misfortune)
-Fog of Fear (Fear)
-70 staff proc
-70 relic proc

Threat Level:

Medium - High

Sages

The only class in game that can change into multiple forms and being able to use melee, magic, and healing, gives them the ability to easily adapt into any situations. Although known for not specializing in anything, they are probably the most flexible class, so do not take them lightly. Their wolf form with stun hammers can be vicious.

Good Ones Will:

Utilize all their form appropriately and will keep on weapon switching to effectively handle any event. Supports is very nice since they can root, knockback, heal, and cure debuffs. These kinds always carry a stun hammer around, so reserve your mongoose at the right time. Like a mage, they will abuse the deadzone area but usually as time for healing.

When to Engage:

During wolf/ape form, always maintain your distance and cycle Shocking shot and Slow debuffs. During bird/human forums, always use Silencer shot and Slow to prevent them from running.

Silence not only prevents them from healing/magic skills but also disables them from switching to their animal forms.

Things to Watch Out For:

-Stun Hammers
-Ape War Cry
-Earth's Grasp (root)
-Sleep staff

Threat Level:

Low - Medium

Mystics

Gets a huge upgrade epecially if it's a PVP set user. Not only does their DPS skyrockets because of the triples but also their evade can reach high numbers. The 65 yellow hammer, 70 relic and Ape War Cry can be quite troublesome. Mystics can also boost high movement speed, watch out for that.

Good Ones Will:

Properly built ones can easily crack through Mongoose reflex, so do not get careless and ignore these. Like sages, they will utilize all their form appropriately and will keep on weapon switching to effectively handle any event. Supports is very nice since they can root, knockback, heal, and cure debuffs.

When to Engage:

Proc 70 gun first for an easier time and apply Piercing Blow if you are having a hard time hitting.

During wolf/ape form, always maintain your distance and cycle Shocking shot, Slow debuffs and roots. During bird/human forums, always use Silencer shot, Slow and root to prevent them from running.

Silence not only prevents them from healing/magic skills but also disables them from switching to their animal forms.

Things to Watch Out For:

-Hit rate debuffs
-Sleep Hammer
-Earth's Grasp (Root)

Threat Level:

Medium - High

Clerics

High defense, good buffs, and healing skills make this class probably the best in terms of support. This is the only class besides the ranger that has access to anti-stun before the lvl 66 class change. The AOE heals and AOE anti-stun buff can easily change the tide of a fight. Of all the classes however, this poses as the least threat for a ranger.

Good Ones Will:

Keep an eye on their teammates and will always provide heals and buffs. They will use the right weapons to deal with different scenarios. These will always try to keep up anti-stun buff on themselves and their teammates. These will also frequently resort to fear spams to buy some time.

What separates from a good cleric from a great one is the ability to remove debuffs on themselves and their team and keeping key players on their team alive at all times.

When to Engage:

Do NOT waste your stun if you see one of their anti stun buffs on. Always apply -30% defense debuff shots and Silencer Shots.

Things to Watch Out For:

-Vision of the End (Fear)
-True Word of Holy Light (self anti-stun buff)
-Divine Barrier (aoe anti-stun buff)

Threat Level:

Low

Prophets

Even more defense, Higher HP, way better Buffs, Sleep hammer and anti- stun makes this class hard to kill alone especially the skilled ones. Their buffs are a godsend in the battlefield.

Good Ones Will:

Keep an eye on their teammates and will always provide heals and buffs. They will use the right weapons to deal with different scenarios. These will fear non-stop and is very annoying.

When to Engage:

A skilled prophet can be hard to take down alone, so try to bring a team mate along. Spread out so you can bail each other out when the Fear spams start. Always apply Silence and Armor Wrecking Shot.

When you see a prophet fear locking your team, do not just stand there and watch, use Silence to bail out your team. 60 Gun works wonders against these.

Things to Watch Out For:

-Sleep Hammer
-Judgement Day (Fear)

Threat Level:

Low


Eiii. Arenas


As a Ranger/Sharpshooter, your number one focus should be crystals. You are the one class that is proficient in capturing crystals since you can do it by range. You can capture crystals easily without other people noticing it since you can shoot through walls and obstacles at high speeds.

Before you enter any arena, always stock up on Battlefield mushrooms/fruits. These will help out a lot and can change the situation's favor for you instantly. They are very cheap and definitely worth it, so I highly recommend stocking up with at least 20 of each kind below:







Eye of Accuracy and Penetrating Explosion will be your main mushrooms and will be your best friends.

Stinging Strike is more for crystals. You don't see much of a difference against other players but you can certainly see the difference when used on crystals. If you want to capture it fast, use this.

Protective Blessing will be your go-to mushroom when your buffs are down or when you are going against multiple people. Along with PVP set, you will survive more.

Finally, Rapid Runner is more for Elf arena matches. Use this at the beginning for rushes to reach your destination as fast as possible.

Elf Arena

-This is a large map, so having an ancient silver blade with you and Running fruits will help out a lot for rushes.

-Take advantage of higher grounds and fences against melee users.

-Always keep an eye out for the crystals, many stealthers like to wait out and capture the crystal when you leave. Try to "fake leave" by going on a mount until the crystal is out of view, then come back with stealth. Very high chance, that lurker is capturing your crystal.

Fire Arena

-Very small map, so an AOE can easily hit the entire team right away.

-Take advantage of the wall and rocks, try to keep an obstacle between you and the target. TAB is your best friend here.

-If you want a quick boost to get an advantage, break one of the dragon eggs located on the hill. Breaking the dragon eggs will give you an increased movement speed by 25%, physical and magical critical hit by 40% and 75% +Hit momentarily. This buff will shred the opposing evade classes.

Whitesands Arena

-Large map with many mobs to feed you HP leech and charges. Of all the arenas, this takes the longest to finish as it runs the full 20 min due to both teams being unable to bring down the opposing side to 0.

-Like all other arenas, take advantage of the terrain.

-You can easily kill the mini boss here regardless of level bracket.

For level 40s:

-You can lure the main Boss with invisibility by switching to: legacy, ancient silver blade, and fast walker talent. Force proc a debuff sprite hat clothing and run. Once you lure the boss to your base, you can let you main boss tank it while you provide DPS. Doing this gives your team a huge advantage since a boss kill shaves off 100 points to the opposing side.

Trial Maze

- A free for all arena, great to gather xp. If you are just low leveled, just stealth and wait it out.

Eiv. Tips and Tricks


-Learn to weasel dodge forward. (or any direction)

You can do this by clicking first on the location where you want to go. While running, point and click your mouse that's behind your character then press your hotkey button.

Get used to mouse- angling. This doesn't limit you to just moving forward, if you want to go on a specific area, just hover your mouse on the side that's opposite of where you want to go.

-Weasel dodge vs Shadow Demon Strike.

This can be hard to pull off and requires precise timing. If you do it just right and do it at the exact moment before the assassin/DS presses their rush, it will leave them uncovered since they just casted a skill, while you leapt backwards without getting damaged or stunned.

-Shocking shot vs Bullcharge.

This requires practice, ability to read a berserker/WLs movements and understanding of stun mechanism. If you pull it off right and the Shocking shot connects, when the berserker/WL bullcharges, both of you are stunned but the zerk/WL stops midway from the knockback.

-High evasion buff cycle

This only applies to 65 PVP + set users. Learn to cycle your buffs properly. This becomes really handy during moments when you are stuck in combat and cannot stealth. Cycling it right gives you high evasion all the time.

Learn to read how much buff you have by just taking a glance at your icon and without having to hover over your buff status. When you see the mongoose and thunder reflexes reach at roughly at the 8:00 o clock mark, it means it will end.

stormcanuck19

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PostedNov 08, 2011 2:42 pm   Last edited by stormcanuck19 on Nov 29, 2011 4:21 pm. Edited 2 times in total
VI. PVE


Fi. General Leveling Guide


At lvl 31, you have options. Either you can stay at southern island, collecting pirate bandanas, or start doing merchant rep right away at Angoya Island. The merchant rep quest is a good choice, since, you can combo it with the sunbird meat rep. Lots of things to do here in Angoya, so you can stay here till lvl 37ish.

At lvl 37, go to bone reef peninsula and farm saber cat tusk claws till level 38

At lvl 38, do pirate rep. collect all the green gun powder kits that drop. The kits drop frequently, do NOT throw any away. The rep quests for the gunpowder will be unlocked at lvl 40. You can do pirate rep/greenpowder till about lvl 42.

At lvl 42, things will start to get slow, best thing i found was doing Kaslow guild rep, Jale guild rep and head at scorching wind dessert. While doing the guild reps, the mobs that you kill also drop rep items, collect stomach bag of water, and essence of the dead. All of these rep quests are done by just killing 4 different mobs close to each other. Do this untill 45/46

At lvl 45/46, head to land of sighs and do dragon rep till 48. u can also go for kaslow and jale rep combination with bandit badge rep....but that involves A LOT of running.

Old Siwa Island (OSI) mission order opens up, these give out a good chunk of xp, so do this.

At lvl 48, head to misty wetlands and do passenger rep. Grab the Ilya guild rep while doing this. Jelly rabbit crystals drop here too, so u will have 3 rep quests.

At lvl 50, you can start doing Mutated Condemned Mine (MCM) all the way to lvl 60. You absolutely need the lvl 50 yellow bow to efficiently grind here. If you want to start grinding for your masters and legends, then i suggest doing it at lvl 58, where there is still no xp penalty.

At lvl 60, you can either farm the sharks for the Ancient Jewelry (AJs) in Twin Lion Mountain or you can ACV your way till 63. Both will yield lots of gold. Hand in AJs starting at lvl 63 to 65.

It's a bummer they had to nerf the SMF xp since grinding from 60-65 was a breeze back then for a ranger. You can still do this, however it's not as efficient as it was before.

Lvl 66 to 80, just MSMF.


PVE combos


For those who are lazy to read and go to Talents Page, I'll be posting the exact same thing here.

Field Grinding


1. Canonneer (shooting specialist + deathblow) "Shooting Cannon": highest DPS talent combo, this will let you 1 - 3 shot field mobs when grinding. However, this only applies to SharpShooters using the 65+ PVP sets since they walk around with at least 50% critical rate. If you want to make the most out of this combo, you need a high critical rate first before using this.

2. Canonneer (sniping + deathblow + quickdraw + precision) "Sniping Cannon": second highest DPS but offers more critical rate than "Shooting Cannon". This will probably be the best choice for low - medium lvld rangers. Using this talent allows SharpShooters to easily achieve at least 90% critical rate at lvl 75, and boosts up to 100% with prophet critical rate buff. Sweet.

3. Sniper (sniping + dashing): solid DPS with high movement speed makes grinding easier and a bit fun. This talent is more suited for lower leveled rangers, although higher levels will find this combo quite fun once they got the upgraded Thunder Reflexes that adds +15 run speed.

4. Strategic Sniper (shooting specialist + dashing): high movement speed with less mana consumption is always good when it comes to farming/field grinding. This talent is more suited for lower leveled rangers since skills still have low mp costs. This talent becomes almost useless after turning into SharpShooters due to the high mana costs of skills.

Dungeons

-Boss Fights

1. Speedy Scout (sniping + reflex response + quickdraw + art of defense): this talent allows you to DPS while minimizing malice. Solid DPS without having the boss come after you makes things easier for your party members.

-Mob Clearing

1. Canonneer (shooting specialist + deathblow) "Shooting Cannon"

2. Canonneer (sniping + deathblow + quickdraw + precision) "Sniping Cannon":

-Pure Solo

1. Piercing Spear Warrior aka PSW (sword specialist + reflex response+premontion/quickdraw+ art of defense): if you have wiggle room and can weasel dodge around, then you can go for quickdraw, if not then use premotion.

Run Like the Wind


1. Fast Walker (sword specialist + dashing + premonition): grants the ranger very nice movement speed. add legacy (+20 speed) , ancient silver blade (+15 speed), and Rush mastery (+13 speed) to the equation and you got a very nice movement speed. very convenient for travelling or stealth dun

stormcanuck19

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PostedNov 08, 2011 2:42 pm   Last edited by stormcanuck19 on Dec 03, 2011 8:42 pm. Edited 5 times in total
VII. FAQ


Gi. Bows vs Guns

Early levels, from 28 to 50. Bows are the offensive type ones, while the Guns provide a more defensive build. It completely turns around at 60+ and beyond, where it becomes the opposite, with Bows being the defensive one and Guns being the offensive one.

High leveled Sharpshooters use Bows with Premoniton 4 build to maximize defensive style.

High leveled Sharpshooters use Guns with Quickdraw 3/4 build to maximize offensive style.

So what's better Bows or Guns??

In terms of PVP then:

The answer is, it all comes down to what your play style preference is. The offensive builds are the typical ranger/ss, while defensive builds are more different and requires more knowledge to utilize properly. Each build have their own sets of pros and cons.

In terms of PVE then:

You want to go all out offensive. There is no other reason to build a defensive ranger for PVE other than tanking a boss, which is really ineffective because your main job is to DPS, not tank.

Gii. 1h Swords vs 2h Swords

1 handed swords win this. The only time 2 handed sword can be used effectively is at level 50 and probably at 70. Having two sets of different abilities and more hit rate are far more beneficial than 2 handed swords.

Giii. Perservering vs Evasion

You can get 10-15 bonus evasion from sets depending on the level. That bonus is easily countered by many factors when going against other players.

Meanwhile, having a full Perservering set gives you -50% critical damage taken. This bonus certainly helps more in terms of survival. Going against a normal player with no +critical damage bonuses will leave them with no bonus critical damage modifier. (150 critical damage is base for everybody, 150 - 50 = 100). In other words, their critical hits will only deal the same damage as their regular ones.

This build offers more flexibility and complements with the use of Sprite clothing such as -20% critical taken and -10/12% physical damage.

In terms of PVP, Perservering wins. In terms of PVE, then evasion is a better choice.

Giv. What is Kiting

Kiting is a tactic where you keep your target at a distance from you while maintaining damage by range.

This is the one skill all rangers should practice. You have to learn to shoot while moving. I see a lot of ranger these days that just rely purely on weasel dodge to maintain distance, that is really not effective and will lead you to many deaths.

VIII. Credits

Most of the images and weapon info are taken from the Grand Fantasia Wiki

Some of the general information are from the forum community.

Special thanks to:

Frostyfires for funding, ideas, testing and builds for this class.

iBambi for all that testing done lol. such a patient test subject.

mauiceee for some funding and testing as well as for helping me think of a name for this guide.

dx0520 for giving me the idea of creating this guide. i probably would have not made one had he not mentioned it lol. also for his math.. it's serious bsns.

<Heartless> ,<Insomnia> ,<CrimsonCore>
guilds for the help and support throughout my GF playing time.

Admiral3

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Admiral3
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Portogruaro Italy
PostedNov 11, 2011 10:27 am
Looking good so far can't wait to see the finished product Very Happy

Stundor

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Stundor
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24 Aug 2009
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Adelaide, Australia
PostedNov 12, 2011 10:21 pm
Wow! This guide is coming along great, heaps of details already. Can't wait to see it when you finish all of it! Great job!

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