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Wind Hawk Writeup for 250 Patch *Updated 3/5/2024


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#1 Nagaame

Nagaame

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Posted 19 February 2023 - 06:09 PM

A (not so) quick Ranger Reference for the 185 Patch Wind Hawk Writeup

Last updated: March 5, 2024

 

Introduction

So this all started out with me wanting to joke around and write an overly researched and in-depth answer to a simple question on the forums, but then it ended up being a pretty good guide for the level 185 patch, so I wanted to make a more fleshed-out guide. And then I started working on a guide and ended up at over 30 pages so I'm doing a bit more abridged version here. My 71-page long ramblings can be found in this google doc: https://docs.google....s_kG2jTnzcx_Eg/ 

 

Table of Contents

  • Arrow Storm
  • Focused Arrow Strike
  • Aimed Bolt
  • Hawk Rush
  • Crescive Bolt
  • Gale Storm
  • Hybridization
  • Wind Hawk Notes
  • Utility Options
  • Cheaper Alternatives
  • Niche Picks
  • Leveling
  • Tips & Tricks

 

Rangers are incredibly strong DPS classes, with great self-buffs to further augment their damage potential. Right now there are about 5 main Ranger Builds: Arrow Storm, Focused Arrow Strike, Aimed Bolt, Hawk Rush, and Crescive Bolt. Due to very strong equipment options and buffs, the first three options are generally the most popular and successful, with Hawk Rush falling a bit by the wayside.

 

Spoiler Terminology/Acronyms

 

About Builds and Equipment

Equip descriptions throw around a lot of terms like "+20% damage to all races" and "+10% damage to all size enemies" and it's not immediately obvious that the distinctions are meaningful. The iROWiki page about attack is fairly intimidating, but the general idea is that there are a bunch of different attack multipliers that stack multiplicatively, so you want to diversify. As a major simplification of an example, if you have a 100 damage attack, adding a 20% damage multiplier to all races will bring you to 120 damage. If you subsequently need to choose between another 20% to all races or 20% to all sizes, you should choose the size multiplier, because the resulting calculation becomes 100 (base) * 1.2 (race) * 1.2 (size) = 144 damage as opposed to 100 (base) * 1.4 (race) = 140 damage.

Spoiler Damage multipliers

 

 

Important to note is that No Limits gives a 350% ranged multiplier bonus, which is why people suggest not to invest too heavily into ranged multipliers for Rangers. To put it into perspective: with just No Limits active, a 100 damage attack becomes a 450 damage attack. Getting an additional 50% ranged multiplier would turn it into a 500 damage attack whereas getting just a 15% race multiplier would be about 517 damage. It's very much worth considering including No Limits in your calculations, since there's pretty much no downside to using it and there are a few ways to eliminate downtime through cooldown reduction, such as Wolf Officer Hat and Prism Ranger Scarf.

 

The general goal of every build is to:

  1. Get cast time down to something manageable
  2. Reduce or eliminate CD and ACD
  3. Get a way to eliminate No Limits downtime
  4. Stack up on flat damage and damage multipliers, and optionally crit rate
  5. Add a bit of HP/SP leech (optional)

Common Gear

There are a decent number of high-tier items that all builds can make use of. Instead of going into detail about them for each section, I'm just going to list them all here. In each build section, I'll be mentioning gear more unique to that build, as well as repeating some of the items listed here for emphasis as being particularly strong/recommended options. With a few noteworthy exceptions, I'll try to cap the cost of each item to about 1b. 

Spoiler Gear

 

Common Skills

Gonna use the irowiki skill simulator to conserve space. It's a bit old, but not outdated enough to matter.

 

Core skills: https://skillsim.iro...AsOlfqA4b2NqxwY

Nothing should really come at a surprise here.

  • No Limits is core for every build
  • Trap Mastery offers an amazing value point, giving +220 SP at level 1
  • FAS is good to max regardless of end build since it's such a good early leveling skill and Sniper skill points are cheap
  • Warg Ride and Camouflage are great for utility. Level 3 Camouflage lets you walk freely, but level 5 is probably preferred (and will help give OCP bonuses anyway)
  • Bomb Cluster + Detonator is an interesting option since the damage pierces through the 1-damage flag. You can throw leftover WH points into them

From here, you're free to invest in skills as your skill build and OCP gears demand. Rangers end up with a ton of extra points, so you pretty much can't go wrong. Here's an example of what I'm running as a FAS Ranger: http://irowiki.org/~...2N1bsqBcAakcHcY

 

Note that you'll want to get level 1 Steel Crow and level 3 Trap Research for Wind Hawk prerequisites 

 

Arrow Storm

Arrow Storm is a skill with a 9x9 AoE, 0.3s FCT, 2s VCT, and 3.2s CD. With Fear Breeze active, it has a 2,700% attack modifier that scales with base level. Each cast consumes 5 equipped arrows.

 

Arrow Storm is a build that has really fallen off in recent years. Although it's popular in early leveling for its large damage multiplier and huge AoE, the huge 3.2s cooldown is a crippling restriction that's incredibly difficult to overcome. While it's possible to level by spending that 3.2s CD grouping up mobs and one-shotting them, this build hits a huge wall with MVPs and anywhere else where enemies are too tanky to reliably one-shot. It's technically possible to get all the way to 250 like this with the right equips and buffs, but it's much easier to simply lower the cooldown to the point where casting multiple Arrow Storms is viable.

This is why the centerpiece of an Arrow Storm-centric build is the set bonus of a Virtual Bow-OS and an Ignis Cap Type K, which reduces the CD by 2.5s. This is the only significant source of Arrow Storm CD until the pricey and level 170-locked upgrade to Biolab Virgo Diadem and Falken Shooter. Even with this upgrade, the build really falls off heavily compared to the other options, and has become a rather unpopular build as of late.

The last piece of the build is a Garment, as it's the only other slot that offers CDR for AS. After the 2.5s reduction from Ignis K, AS is left with a 0.7s CD, which is still a bit on the high side, so you'll want the additional CDR from a Prism Ranger Scarf or an Erymanthian Skin, which give 0.2s and 0.3s CDR respectively. These numbers may seem small, but a .5s CD is 1.4x the DPS of a .7s CD, and there aren't many other options in this slot anyway.

 

Pros

  • Very large AoE.

  • Great base damage multiplier for an AoE skill.

  • No ACD, and high enough minimum cooldown for ASPD to not be a significant limiting factor (175-180 will suffice).

  • Low FCT is fairly easy to address.

  • Executionally lighter due to slower spam rate.

Cons

  • Equipment options are somewhat limited because upper headgear and bow are slightly locked.
  • HIT-based, so can miss on high FLEE targets.

  • Falls off quickly compared to other skill-based builds. Might even have worse single-target DPS than autohawk.

  • Bow and headgear are heavily locked, so this build misses out on a lot of new upgrades.

Spoiler Gear

Stats

This build pretty much only benefits from DEX, although other stats can add a bit of utility or equip boosts. The general idea is to get 100-125 DEX then put points into whatever you need to hit equipment bonus checkpoints.

DEX - 100-125. You can't really go wrong with just defaulting to 120 for this.

INT - 80-120. 100 total gives blind and silence immunity, which is nice. You don't need to go much higher unless you have a Sera or need the VCT.

VIT - 80-100. 100 total gives stun immunity and helps with survivability.

AGI - 1-90. Largely unused stat for this build. Investing a bit for FLEE is okay but the ASPD doesn't matter that much.

LUK - 1/54/90/108 - Not a very useful stat unless you have a PDM, in which case you should get 54/90/108 for 45/75/90 def pierce respectively. Getting to 126 isn't really worth the extra 10% pierce for this build.

STR - 20+. Mostly for weight capacity and hitting a breakpoint with LUK for Vassalage or Mob.

POW - 100

CRT - 0, 72 if running Ghost Fire to eliminate FCT

CON - 97, or whatever's left

 

Focused Arrow Strike

FAS is a skill with a 5x5 AoE, 0.5s FCT, 0.5s VCT, 0.15 CD, and 0.5s ACD. FAS has a base 1,800% attack modifier that scales with base level and is one of the few skills that can crit, having an innate +50 crit rate. Each cast consumes one equipped arrow. The cooldown might be iRO specific and is irreducible by any means.

 

FAS is currently the strongest leveling build for Rangers and one of the strongest builds in the entire game. The low FCT and ACD are fairly easily addressed, and the low-ish attack modifier is easily remedied by the fact that it crits. Having another multiplier is great for improving DPS, and crit multipliers are plentiful and cheap nowadays. The primary goals of the build are to get 0.4-0.5s FCT, 70% ACD, a moderate amount of DEX, a decent amount of crit rate, and a good chunk of ASPD (like 190+) before dedicating everything else to damage.

 

Pros

  • Lots of flexibility in gear choice.

  • FAS crits, which means you don't need to worry about HIT.

  • Low barrier of entry for getting started: FCT is easily managed, and cast delay and VCT are low at base.

  • Most arrow efficient build.

  • No bow restriction, although a few bow options really stand apart from the rest.

  • Lots of physical DPS options synergize with high LUK, like Little Garden, PDM, JRing, and Galensis Card.

Cons

  • Small AoE and shorter range than other builds. The range difference is surprisingly noticeable since the other builds allow you to target most enemies while outside of their sight range.

  • Need to include a substantial amount of CRIT into build, which can be awkward when starting out.

  • Iffy targeting means you need a direct walkable path to your target and can't directly target enemies on top of you.

  • Requires a lot of clicking or a macro to reach DPS potential, and is somewhat dependent on server ping.

  • Too much flexibility makes it a bit tricky to get started settling on a build. Requires many non-trivial calculations. 

Spoiler Gear

Stats

The stat build is heavily affected by what gear you plan on running, so it's hard to give good guidelines here. Even though this is a crit-based build, LUK isn't actually that important since FAS has the +50 bonus crit rate and there are so many good equipment options to boost crit rate and multiplier. Still, running high LUK opens up more choices for crit multiplier so it's generally a safe choice to invest in.

DEX: 120 for Temporal Dex Boots and for damage + VCT. Hard to justify going much higher or lower.

LUK: >=108 if running just PDM. 120 if running Gambler Set, 125 if running Little Garden or Ring of Jupiter, 126 if running those + PDM. If running none of those, just whatever you have left.

VIT: 80-100 for survivability and stun immunity. Also synergizes with PDM for DEX.

AGI: 70-110, for ASPD. 120 if running Imperial Set.

INT: 50-90 to round out VCT. 120 if running Sera.

STR: 20-50. For weight capacity and to get STR + LUK to a threshold for Mob Set or Vassalage.

POW: 100

CRT: 97, unless trying to hybridize with other builds, in which case some CON is okay

 

Aimed Bolt

Aimed Bolt is a single target skill with 1s FCT, 2s VCT, 1s CD, and 2s ACD. The skill description is strangely unclear but with Fear Breeze active it does 5 hits with each hit doing 1,150% ATK for a total of 7,750% ATK before base level multiplier. Each cast consumes 3 equipped arrows. This skill has gone through a number of changes in the past few balance patches which has made it very hard to keep track of for many people.

 

This is the highest single-target DPS build for Rangers, but suffers from an outrageous barrier to entry. On top of the 1s CD restricting the build to only a handful of bows, Aimed Bolt also has a 1s FCT and 2s ACD. Since this build needs 93% ACD to reach maximum output, and most ACD options compete for slots with FCT options (Sniping Shoes, Wolf Officer), it's incredibly hard to get this build up and running.

The best way to secure 1s FCT and still have slots left over for ACD is through costume enchants. Casting Stone is the most straightforward choice for .5s FCT, but MCT can be more affordable for .3s FCT and leaves the option of MCT (Dual) for an additional .4s FCT. I'm also personally a fan of Maestro/Wanderer (Garment) and Minstrel/Gypsy (Lower) for .5s FCT. From there, it's a matter of securing the last bit of FCT, picking one of the five viable bows, and loading up on ACD and damage.

 

Pros

  • Highest single-target DPS build.

  • Cast animation looks cool.

  • Stat and skill build are lenient, which allows for hybridization with a better leveling build if you can afford two equip sets.

  • The necessary FCT reduction makes self-buffs much faster, too.

Cons

  • Requires a lot of FCT and ACD, and very few bow options (with one being a strict upgrade of the other).

  • Very hard to level with just this build since it's all single target.

  • Requires fast clicking or a macro to reach max potential.

  • Very arrow-intensive.

  • Relies on HIT, so can miss high flee targets.

  • Equip build can be rough to put together, since the best options for FCT and ACD are on upper headgear and shoes and are mutually exclusive. Will probably require a Costume Garment enchant.

  • Fairly SP-intensive. On top of that, since it's single target it makes SP-leech procs less likely than with the AoE skills.

Spoiler Gear

Stats

The main things here are DEX for cast time/damage and AGI for ASPD. INT is also a high priority for cast time and SP, and can also be valuable for certain equips (Sera/PDM). After that, it's just VIT for survivability.

DEX: 100-120. You pretty much can't go wrong with getting a lot of DEX. 

AGI: 90-120. There aren't too many strong ASPD options from equips so you'll probably want to invest in some AGI to get your ASPD up to a decent number. 120 probably isn't necessary unless running Imperial set.

INT: 50-120. This depends a lot on your equips. You really just need enough to get a fast cast time and possibly for the larger SP pool, but might need more for a Sera/PDM.

VIT: 80-100. Just enough for stun resistance, and maybe for the PDM threshold.

STR: 1-50. Since this build is arrow-intensive you might need more weight capacity.

LUK: 1-126. Largely unnecessary in this build unless running specialized equipment (PDM/Little Garden/etc).

POW: 100

CON: 97, unless investing in CRT for Ghost Fire


Edited by Nagaame, 07 March 2024 - 06:00 PM.

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#2 Nagaame

Nagaame

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Posted 19 February 2023 - 06:10 PM

Hawk Rush

Hawk Rush is a single target skill with no cast time or delay, and a 0.15s cooldown. The skill has a 500% ATK modifier that scales with base level and CON, and can crit. Hawk Rush has a 1% chance of proccing per autoattack for every 3 CON, and that chance doubles if Nature Friendly is maxed, requiring 150 CON for a 100% proc rate.


The addition of Hawk Rush has really changed the autoattack build by finally providing an autocast skill that scales with No Limits. Autoattack is no longer just a "for fun" build and even has Arrow Storm beat when it comes to single-target DPS. That said, there's very little distinction between an Autohawk build and a build that just spams Hawk Rush, and the latter can generate far better and more stable DPS. Autoattacks just don't deal enough damage, even with Fear Breeze and Warg Strike. This section will mainly focus on Hawk Rush as a standalone skill, but it'll function virtually identically as an Autohawk build, just with less DPS and fewer inputs.

 

Pros

  • Easy to execute and reach maximum damage potential.

  • Gear buildup is easy since there's no cast time, cooldown, or ACD to worry about.

  • Low reliance on SP except for self-buffing. Can switch from manual Hawk Rushing to Autohawking easily.

  • No input required while attacking, allowing you to dual-client if desired.

  • Autoattack range is actually larger than your own sight range, meaning it's actually possible to autoattack off-screen enemies in very specific situations (weird combination of movement + lag).

  • Can "hitlock" targets, preventing them from moving into melee range.

  • Largely crit-based.

  • Goes from 500% to 1,000% to 2,500% ATK multiplier in the next 2 patches.

  • You can pretty much swap out your boots with a +9 Noblesse Attack Boots to make a functioning FAS build with comparable DPS.

Cons

  • No AoE.

  • Build doesn't become relevant until 4th class, and getting to 4th class pretty much requires you to have an effective 3rd class build already.

  • Warg and Hawk are forced neutral property unless you have a Mild Wind equip.

  • Very arrow-intensive and RNG-dependent when autoattacking.

  • HP leech is a bit less effective due to smaller damage instances.

  • You can pretty much swap out your boots with a +9 Noblesse Attack Boots to make a functioning FAS build with comparable DPS. A Sniper (Mid) will pretty much make a flat-out better FAS build.

Spoiler Gear

Stats

AGI is huge for ASPD. LUK is nice for Autowarg chance and for most equip bonuses. DEX is still valuable for damage and VIT/STR still offer minor utility. INT is generally not valuable.

AGI: 90-120 for ASPD. It's nice to have 193 ASPD when autoattacking, but this can be supplied in good part by your equips.

LUK: 100-126. At least 100 will give 100% autowarg chance when Lucky Day procs. You don't really need more unless it's to hit equip thresholds.

DEX: 90-120. This is the only other stat that really matters for DPS, so feel free to pour a bunch of points into this.

VIT: 80-100 for some survivability and stun resistance.

STR: 30-70. This build uses up a ton of arrows so you may need a lot of weight capacity. Thankfully you have the stat points to spare.

INT: 1-60. Fairly useless for this build but it's cheap to invest in and self-buffs are costly.

POW: 100

CON: 97

 

Crescive Bolt

Crescive Bolt is a single-target skill with 1s FCT, 0.8s VCT, 0.15s CD, and 0.5s ACD. It has a 3,000% ATK multiplier that scales with base level and CON, and can crit. Using Crescive Bolt consecutively without moving increases the damage up to a 1.3x damage multiplier. When the Calamity Gale buff is active, Crescive Bolt does 20% more damage, and an additional 50% on Brute/Fish race monsters.

 

Crescive Bolt is effectively a FAS with a 1s FCT, a higher damage multiplier, and fewer equips that provide skill multiplier bonuses. At the moment, Crescive Bolt, Aimed Bolt, and FAS are neck and neck for highest single-target DPS, with CB potentially edging out the win with max stacks and Calamity Gale active. This build struggles with the same 1s FCT as Aimed Bolt, but doesn't have to worry as deeply about ACD and can instead focus on crit multipliers. Crescive Bolt doesn't have the same innate +50 crit rate as FAS, so you'll want a fair bit of crit. 70% ACD is still all that's necessary, same as FAS.

 

Pros:

  • One of the highest DPS builds.

  • Crits.

  • High FCT reduction allows for faster self-buffs.

  • Synergizes perfectly with FAS to clear mobs.

  • Not bow-locked.

  • Straightforward transition from FAS or Aimed Bolt build.

  • Will only get better with patches.

Cons:

  • 1s FCT is a tough barrier of entry.

  • Very few skill-specific gear bonuses.

  • SP-intensive build.

  • Single-target makes for rough leveling if not using FAS.

  • Requires fast clicking or macro to reach max DPS output.

  • Calamity Gale only has a maximum 20% uptime at the moment.

  • Pitiful range.

Spoiler Gear

Stats

Pretty much identical to FAS. CON will generally be better than CRT unless running Ghost Fire for the FCT.

DEX: 100-125, as per usual

LUK: 90-126, for equip bonuses. The extra crit rate also helps

AGI: 90-110, for ASPD

VIT: 80-100, for a bit of survivability and stun resistance

INT: 50+, for SP and cast time. CB is SP-intensive

STR: 30+, just for weight. WH weight limit is fairly high, so this isn't too important

POW: 100. No reason not to max this since each trait always costs 1 point

CRT: 0 or 72, if running Ghost Fire. CON is just better for the skill formula

CON: 97 or whatever's left. Second best option for damage.

STA/WIS: A bit if you want a bit of survivability. Dying is always an option.

 

Gale Storm

Gale Storm is a skill with an 11x11 AoE, 0.5s FCT, 0.5s ACD, and 2s CD. It has a 2,500% ATK multiplier that scales with base level and CON. When the Calamity Gale buff is active, Gale Storm can crit.

 

At base, Gale Storm is just a worse version of Arrow Storm. It has a lower multiplier, higher FCT, fewer specialized equips, and the 2s cooldown effectively invalidates the skill's efficacy. All this changes with a Moonflower Bow and Moon God Lapel. Which adds up to 110% skill multiplier, and a 1.5s CDR to bring the cooldown to a reasonable 0.5s. With those two, Gale Storm becomes a strong competitor to Arrow Storm that overtakes it with Calamity Gale active or with a few skill balance patches. If you gambled properly and picked up a Moonflower when they were cheap and useless, then this is a build that's strongly worth considering.

 

I actually wrote the forum post that probably inspired this item, so there's a pretty good chance that I'm the reason this build exists at all. I'm also probably the reason why we got this build instead of a more general-purpose lower headgear that all build could utilize well, so oops sorry for that. Still, it's an exciting new build and all the other builds want Poenitentia Nervus anyway. I also think this might be the only source of GS CDR in the entire game across all servers, so look forward to those skill balance patches (patch 2 will eliminate the CD entirely with this and up the multiplier to 9,500%).

 

Pros

  • Huge AoE

  • Best way to build up AP for Calamity Gale

  • Very strong with Calamity Gale up, 

  • Great leveling build

  • Will get even better with a few balance patches

Cons

  • Bow + Lower Headgear locked, and likely will be for a very long time.

  • Bow is a 0.34% OCP drop and is kinda bad due to low ATK, multipliers, and 1 card slot.

  • FCT/ACD easily managed, CD high enough that ASPD/ping don't really become limiting factors

  • Swapping between crit and non-crit gears during Calamity Gale downtime is awkward

  • Low single-target DPS. Possibly the worst other than traps (Virtual Bow Arrow Storm might be a bit worse)

  • Mediocre without Calamity Gale

Spoiler Gear

Stats

Nothing special to note here. CON is better than CRT.

DEX: 100-125, as per usual

LUK: 90-126, for equip bonuses. The extra crit rate also helps

AGI: 90-110, for ASPD

VIT: 80-100, for a bit of survivability and stun resistance

INT: 50+, for SP and cast time. CB is SP-intensive

STR: 30+, just for weight. WH weight limit is fairly high, so this isn't too important

POW: 100. No reason not to max this since each trait always costs 1 point

CON: 97 or whatever's left. Second best option for damage.

STA/WIS: A bit if you want a bit of survivability. Dying is always an option.

 

Trapper Build

According to iROWiki, Rotten Garden Knife gives a 4% Bomb Cluster multiplier per base level, for a total of 1,000% multiplier at level 250. Since it's melee damage, it's still worse than all Bow options due to No Limits and on top of that is really awkward to cast. My FAS does 100x the damage of my Bomb Cluster, so it's hard to see Bomb Cluster as being competitive even with fully dedicated gear. The main value is to easily kill mobs that normally only take 1 damage.

 

Hybridization

In general, Rangers have the flexibility in skills/stats to run 2 or 3 of these builds with proper equip swaps. For example, in an Instance you could run an Arrow Storm build for clearing mobs and switch to Aimed Bolt or autoattacks for dealing with the MVP. It can be awkward to have to carry so much different gear, and your DPS might end up a bit worse than dedicating all your resources into a single build, but it can be a good option when building up some gear or pivoting between builds.

 

Wind Hawk Builds

At the moment, the current iteration of Wind Hawk builds offers very little incentive to use them over current existing Ranger skills. The skills just aren't strong enough at base, and there aren't enough equips to boost them yet. You also have hilariously few options for skill point distribution.

Gale Storm

2,500% ATK multiplier, 0.5s FCT, 0.5s ACD, and 2s CD. At the moment it's pretty much just a strictly worse version of Arrow Storm and is only really useful for building AP. Becomes viable with Calamity Gale active, and the current 11x11 AOE is huge. Somewhat viable with the Moonflower combo, but is only being good for 60 seconds every 5 minutes is rather rough.

Patch Progression:

  • 4th class balance patch 1: Increases influence of CON in formula
  • 4th class balance patch 2: 2s -> 1.5s CD. 2,500% -> 9,500% ATK.
  • 4th class balance patch 3: 1.5s -> 1.2s CD. 9,500% -> 10,000% ATK. 11x11 -> 9x9 AOE. Increases influence of CON in formula

Crescive Bolt

3,000% ATK multiplier, 1s FCT, 0.5s ACD, 0.15s CD, and has crit modifiers. It can be the highest single-target DPS skill with Calamity Gale active, but it's not so much better than Aimed Bolt or FAS that I think it's really worth a huge pivot into.

Patch Progression:

  • 4th class balance patch 1: Nothing
  • 4th class balance patch 2: 0.5s -> 0.3s ACD. 3,000% -> 3,400% ATK. 100 -> 65 SP
  • 4th class balance patch 3: 0.15s -> 0.35s CD, 0.3s -> 0.7s ACD, 3,400% -> 9,400% ATK

Hawk Rush

500% ATK multiplier, no cast time or delay, 0.15s CD, and has crit modifiers. The autoproc chance is based on CON rather than LUK, so it's harder to ensure consistent procs. As a standalone skill, it's like a worse FAS/Crescive Bolt, although the 0 cast time/delay give it a slight niche. The problem is that it's already so easy to mitigate cast time/delay, so it's pretty hard to take this skill seriously. The one major use I have found for it, however, is to make use of its forced neutral property in Bio5, letting me avoid having to switch off Silvers against Margaretha/Randel. Does not get affected by Steel Crow.

Patch Progression

4th class balance patch 1: 500% ATK -> 1,000% ATK

4th class balance patch 2: 1,000% ATK -> 2,500% ATK

4th class balance patch 3: Nothing

 

Calamity Gale

Costs 200 AP and activates No Limits level 5 for 180s and Calamty Gale for 60s. The Calamity Gale buff is really strong, but the incredibly low uptime makes it not too great to plan around. Currently the main value is just to be another provider of No Limits, as alternating between this and No Limtis lets you maintain 100% uptime with no CDR. Getting up to 200 AP is a bit rough, though.

Patch Progression:

  • 4th class balance patch 1: Nothing
  • 4th class balance patch 2: Nothing
  • 4th class balance patch 3: No Limits becomes undispellable. 60s -> 180s Duration. 300s -> 180s CD.

Everything Else

  • Traps are probably useless except maybe as a funny way to build AP.
  • Hawk skills aren't great, but giving access to Hunter Falcon skills again with a Warg out is nice. I like having Detect and autoblitz vs 1-damagers.
  • Wind Sign is not a good way of getting AP because it'll require an average of 500 autoattacks to get 200 AP.
  • Autohawk is largely an improvement for Autowarg builds, actually making it slightly viable.
  • Weight Limit is improved by 1000, which is very nice.

Traits

  • POW is the best, since the P.ATK multiplier is an entirely new multiplier, and the status ATK boost is really big too. Very little reason not to go 100 in this.

  • CON/CRT are a bit of a mixed bag. They're the next best choices for damage, but aren't quite as effective. A more focused DPS build should invest heavily in these, but it's perfectly reasonable to sacrifice some of these for WIS/STA for survivability. CON > CRT for every build except FAS (Even Crescive Bolt prefers CON), unless running Ghost Fire for the FCT.

  • WIS/STA for MRES/RES are the next best in my opinion. They effectively act as equip MDEF/DEF. WIS takes priority for me since equip MDEF options are so hard to come by, unless you're running Ghost Fire and want the ATK from STA.

Utility

The following are some gears that are nice to have on hand for buffs/utility but aren't necessarily good for hitting things.

Spoiler Gear

 

Sustain

The following are some gears that leech HP/SP on hit or give HP/SP on kill, which is super great for leveling and also just providing pseudo-tankiness.

Spoiler Gear

 

Cheaper Alternatives

Spoiler Gear

Niche Picks

Some equips aren't particularly strong enough to recommend in the above sections, nor are they particularly cheap enough to suggest them as cheaper buildups. If you happen to have one of these, they can still be fit into a build, but for the most part they aren't worth going out of your way to get. Hand-me-downs from other class alts will also be in this section. Note that in rare situations, some of these options may even outperform the more standard options.

Spoiler Gear


Edited by Nagaame, 07 March 2024 - 06:02 PM.

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#3 Nagaame

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Posted 19 February 2023 - 06:15 PM

Leveling

I'm gonna be listing most of my preferred leveling locations. I try to balance exp efficiency with farming a few drops to help get some spending money, and will list what item drops are good to look out for. These are just some rough guidelines and some locations can be skipped entirely.

I strongly suggest creating a Merchant on a secondary account to sell some of the loot you pick up. A viable strategy is to spam Double Strafe on the Archer/Hunter, then sit and recover SP and level up the Merchant while recovering. It's somewhat important since you need 1,285,000z to trans.

I've been going through this myself without any assistance from my main accounts, and I've managed to get to the 150 range without too many issues.

 

This is the abridged version that'll just list the mobs, locations, and valuable drops. There's a better description of each spot in the big doc. Feel free to stay at some locations longer and skip other locations. Don't forget that Beginner's Fly Wings are cheap and 0 weight, so they're super great to use before you hit 3rd class.

 

1-10

Criatura Academy

10-21

prt_fild00 for Roda Frogs. Grab the bounty board in Geffen

Valuable Drops: Sticky Webfoot

21-26

mjolnir_06 for Poison Spores.

Valuable Drops: Poison Spores, Karvodailnirol

26

Open a Silver Arrow Quiver and do the Eden equipment quest

26-32

anthell01 via Dungeon Teleporter. Kill Ant Eggs and Arrow Shower the ant mobs with Fire Arrows

32-40

mjolnir_10 for Argos.

Valuable Drops: Cobweb

40-58

pay_fild10 for Greatest Generals. Do the Eden equipment quest at 50.

Valuable Drops: Authoritative Badge

58-81

yuno_fild12/11/01 for Geographers. Grab the bounty board in Al de Baran. Do the Eden equipment quest at 70.

Valuable Drops: Maneater Root, Maneater Blossom

81-90

ve_fild07 for Stapos. Grab the bounty board in Veins. Droseras open up at 86 and Muscipular at 90

Valuable Drops: Maneater Root, Maneater Blossom, Drosera Tentacle, Mandragora Flowerpot

yuno_fild04 for Harpies: Very fast but fairly hard for Arrow Shower leveling. Buy Stone Arrows and carry Green Potions.

90-99

gl_church/gl_chyard for Wraiths/Evil Druids/Dark Priests. Grab the bounty board in Geffen.

Valuable Drops: Fabric

 

Before Trans: Grab 2-5 Level 6 Spearman Mercenaries in Pront to powerlevel through early levels. Bind Brandish Spear to a hotkey and run around spamming that. Also ideally grab 5 Eden Merit Badges and get a 1 week rental Beelzebub Wing (buy a Giant Faceworm Snake Skin if you need to)

 

1-13

pay_dun00 for everything, since you'll need to be in the area to become a High Archer

13-29

anthell01 again

29-58

gef_fild10 for Orcs.

58-81

Geographers again, but this time with FAS. At 70, grab 2 Magical Stones and do the Overlook Water Dungeon Quests. The card reward will repay it and jump start your economy

Valuable Cards: Marine Sphere, Marc, Swordfish, Phen

81-88

ra_fild12 for Roweens. Grab the bounty board in Rachel. Walk your dogs around and use FAS

88-99

ra_fild01 for Desert Wolves.

Valuable Drops: Blood of Wolf, Holy Property Crimson Dagger

 

100

Do 16.1 and grab at least a +9 Noblesse Attack Boots, ideally a complete Sharp/Aim set. Buy an Autumn Headband using the Overlook reward money

Once you have both of these, do Mid TI and don't turn in the final reward once you hit 125 to stay there as long as possible.

 

If Mid TI is bad:

100-109

Still Desert Wolves

109-113

ra_san01 (Rachel Sanctuary) for Vanberk/Isilla

113-119

man_fild03 for everything. Try to get a Prism Ranger/Wolf Officer to get permanent No Limits

119-124

dic_dun01 (Scaraba Hall) for Scarabas. Do the Eden equipment quest to get the Insect damage boost if necessary.

125

16.2 and possibly 17.1 and 17.2. At this point you should be doing a decent number of dailies, like 16.1/16.2/17.1/17.2, Ghost Palace, and seasonal event quests.

125-140

dic_dun02 for more Scarabas. Also a great time to do the Weekend Instance if available (select 140~159)

140-150

15.1/15.2, and still Scarabas. Optionally lasa_dun02/03

150-175

c_tower3_ (Nightmare Clock Tower) for Big Bell or tur_d03_i (Illusion of Turtle) for Ominous Permeters/Soliders. Definitely need No Limits at this point if not running fairly good gear

175-185

mag_dun03 (Nogg 3) for everything or gl_cas01_ (Abyss Glast Heim) for everything. Glast gives better drops but has sparser, tankier mobs. Nogg likes to destroy weapons and armor.

180-187

ein_dun03 (Einbech Dungeon 3). One of the few new places to level.

Valuable Drops: Redium, Odium, Rindium, Purdium, Whidium, Dynite

187-192

odin_past (Odin's Temple 4). Opens at 180, but need to be 187 to get full exp from Skoguls/Frus. Everything is Holy and drops Runes of Darkness for easy arrow crafting.

192-200

abyss_04 (Abyss Lake 4). Last new place from the level 200 update. Quite a bit more annoying than Odin 4 IMO

200-215

nif_dun01 (Niflheim Dungeon 1). New leveling map for the 4th class update. Super great map due to Holy weakness and high mob density. Can even stay to 230.

sp_rudus4 (Rudus 4). Worse than Nif1 in every way IMO except for the only way that matters: this map doesn't crash nearly as much as Nif1 does at the moment. Annoying to reach, long access quests, and worse mob distribution.

215-230

amicitia1 (Amicitia 1). One map south of Einbroch near the bottom. Much sparser mob distribution and different element mobs, so it's not that much better than Nif1

230-240

amicitia2 (Amicitia 2). Kind of the only option for this range. Roughly same annoyances as Amicitia 1.

240-250

nif_dun02 (Niflheim Dungeon 2). You'll want to look out for a party at this point. There's generally one on the adventurer agency board. Leveling gets incredibly slow at this point (6% an hour is considered fast at 249).

 

About Partying

As you get to the end of the level range, you're likely to see people recruiting solo killers for parties. This is a bit of a departure from the more traditional party of running tanks, supports, and DPS all walking together, and is more about taking advantage of the experience share feature.

When Even Share is enabled, it increases experience gained by 20% per party member, and divides it evenly among the party. This means that in a party of 2 if you're normally getting 10,000 exp per hour, this becomes 12,000 exp divided between the two for 6,000 exp per hour each. If the other person in the party averages a mere 7,000 exp per hour, that becomes 8,400 exp divided between the two for 4,200 exp per hour. In total, that will be 10,200 exp per hour, which is more efficient than the solo leveling.

In less technical terms, what this means is that partying with someone who's only 70% as efficient as you will still be better than going solo, and conversely that you shouldn't feel bad about partying with someone who you're only 70% as efficient as. As you get more people in the party, the exp keeps getting better.

 

The TL;DR is that if you're leveling in a spot, check the Adventurer Agency to see if there's a party recruiting in your spot, or consider starting up a party yourself if you can. There's almost no downside.

 

Tips & Tricks

  • There's a quiver merchant on the top floor of Eden who notably sells quivers of Fire Arrows, Silver Arrows, Elven Arrows, and Hunter Arrows.

  • There's an arrow merchant in most weapon shops that sells all the elemental arrows now.

  • Some arrows are still convenient to craft, such as:

    • Silver Arrows: Zargon, which drops from many Shadow/Undead monsters.

    • Fire Arrows: Burning Heart/Live Coal/Matchstick are great for weight efficiency.

    • Arrow of Shadow: Rune of the Darkness. Great in Odin4

  • There's a dungeon teleporter to the left on the first floor of Eden who can teleport you to Payon Caves, the field outside Orc Dungeon, Glast Heim, Ice Dungeon, Rachel Sanctuary, Scaraba Hall (Kamidal Tunnel), Lasagna Dungeon (Dragon's Nest), and Abyss Lake

  • You can exchange 2 Magical Stones for a 3-day Mini VIP. Notable among the perks are 10 Token of Siegfrieds with 24 hour refresh cooldown (you can only hold 10 max), free +7 all stats food buffs for 30 min, easy teleporation to all towns, and access to extended storage.

  • Giant Faceworm Snake Skins (GFSS) can be exchanged for 5 Eden Merit Badges (EMBs) and 5 EMBs can be exchanged for a one week rental Beelzebub Wing, which is an infinite use Fly Wing. Use one of these when you're leveling in Mid TI trust me it's worth it. 8 EMBs can be exchanged for 1 Magical Stone. Please don't try to take advantage of any discrepancy between GFSS vending prices and Magical Stone vending prices because it's how I make my money and I can't handle any more competition (they also sell fairly slowly).

  • While level 99 and under, you can reset skills for free with the Mesmerist in Pront or Izlude. Depending on your level, stat resets can be gotten for 1-12 Magical Stones in Payon. There's also a free use Mesmerist in Eden that resets both skills and stats once per character (this reset gets very infrequently refreshed). This Mesmerist can be used infinitely for Booster Chars during the Booster Event (which is all the time).

  • Making another account is free. Make a Merchant. If you're feeling adventurous you can also make an Aco to warp you to places. If you can hide them somewhere safe, consider even making a Bard + Dancer duo for Mental Sensing.

  • The eggs in Criatura academy are a great way to test out your DPS. You can set a 10s timer, spam your skills, and look at your arrow count to see how many skills you cast.

  • Most decent money-making options are going to feel tedious. This is not a coincidence. These options are valuable precisely because more wealthy players don't want to deal with the tedium.

  • One of your best money-making options is to keep making new characters and doing daily Instances and quests like the Overlook Water Dungeon Quests.

  • Make gratuitous use of Camouflage in Instances. It allows you to bypass a lot of annoying spawn triggers (be sure to cancel it for the mandatory triggers, though). Save No Limits for the boss that's normally at the end. This will let you solo Instances way earlier and more undergeared compared to most classes.

  • You can view other people's equipment by right clicking on them and selecting the "Check Equipment Info" option, although it requires the other person to enable letting their equips be viewable. It's a great way to see what some people are using as potential alternatives to what's been listed in this doc.

 

 


Edited by Nagaame, 21 January 2024 - 10:01 PM.

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#4 addomeme

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Posted 21 February 2023 - 03:57 PM

As someone who has been out of the game for years, this is a nice read, TY!


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#5 280160130102953517

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Posted 08 March 2023 - 07:46 AM

Great description. Thanks a lot!


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#6 280160130102953517

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Posted 08 March 2023 - 07:50 AM

What about Erymanthian Skin [1]  for build Focused Arrow Strike ?


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#7 Nagaame

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Posted 08 March 2023 - 11:21 AM

Erymanthian is a strong garment, but I wouldn't suggest it as my first choice for a FAS-centric build. The DPS boost it provides is significantly weaker than what you get from a Yoichi's or an Arabian. The added survivability is nice, especially in areas with lots of Fire damage, so it does fill a somewhat specific niche at least. The DEX bonus is pretty good too, although Wolf Officer also covers that aspect really well.

 

All in all, it feels like a more situational equip choice for rather specific builds or against rather specific enemies.


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#8 280160130102953517

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Posted 09 March 2023 - 12:11 AM

Erymanthian is a strong garment, but I wouldn't suggest it as my first choice for a FAS-centric build. The DPS boost it provides is significantly weaker than what you get from a Yoichi's or an Arabian. The added survivability is nice, especially in areas with lots of Fire damage, so it does fill a somewhat specific niche at least. The DEX bonus is pretty good too, although Wolf Officer also covers that aspect really well.

 

All in all, it feels like a more situational equip choice for rather specific builds or against rather specific enemies.

 

Thanks for your reply. I chose this outfit because it provides significant fire protection, which helps solo killing ifrits. Not to say that this is cheap, since the price for +9 reaches 500kk. Unfortunately I can't find Yoichi's on the market.


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#9 FishDeity

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Posted 09 March 2023 - 10:13 AM

A slight correct on item info:

Memento Mori's hidden bonus is only all stat +10, there's no additional size +30%. I've personally tested this.

As for regarding the confusion on class atk % and type 2 atk %, I'm think all the items u mentioned (except for Mob Scarf set which does gives class atk %) actually have type 2 atk % instead (albeit i didnt get to test these). These are the items i found that i think should be type 2 atk %:

- Fury Hero Card

- Polluted Raydric Card and its set bonus

- Illlusion Leg Type A and Illusion Armor Type A set bonus

- Vicious Cookie Card

- Blut Hase Card

- Cowraider Class 2 and its set bonus

- Great Hero's Boots and its set bonus


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#10 Nagaame

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Posted 09 March 2023 - 04:15 PM

Thanks for taking the time to fact-check me, especially for the Memento Mori. I'll double check the class multiplier listings; I think at some point I started autopiloting and forgot to actually confirm the multiplier types, since divine-pride clearly parsed them as type 2 rather than class


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#11 Pepyakalol

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Posted 17 April 2023 - 07:18 AM

What do you think about enchants for Arrow Storm build Ranger Stone (Garment) + Sniper Stone (upper) + Sniper Stone (lower)? Costs around 600mil, gives 20% Arrow Storm dmg, Is it worth it?


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#12 Nagaame

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Posted 17 April 2023 - 10:24 AM

I don't think the costume stones are particularly high priority. With a +11 Virtual Bow, you already have +50% Arrow Storm damage, so the additional +20% is just a 13% increase to your overall damage at best (150% vs 170%). And then you also have to consider that enchanting a costume only has a 50% success rate and you need to get an enchantable costume as well (and the only options are either ugly or expensive, which adds to the cost). That said, they're arguably some of the best options in slot (assuming you don't want MCT or HP/SP leech) so it's fine to go for them if you have nothing left to buy.


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#13 Nagaame

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Posted 27 April 2023 - 07:31 PM

Did a quick update for the 17.2/Level 200 update. I'm not nearly as confident in the 185+ content yet since I haven't really gotten that far yet.


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#14 clizie

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Posted 10 June 2023 - 03:42 AM

is there any trapper build latest available.. i would like to try some trapper for fun
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#15 Nagaame

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Posted 10 June 2023 - 09:42 AM

I don't think trapper builds have updated in years due to a severe lack of love on top of being less viable than the other builds. The only relatively new things have been Rotten Garden Knife and some 17.2 stuff (Sharp Magic Card + Automatic Mod (Cluster)).


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#16 Hohoho56

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Posted 02 August 2023 - 07:30 PM

Thank you for such a comprehensively updated guide, covering all grounds. It's extremely useful for new, returning players alike and probably even useful to some veterans too. 


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#17 Nagaame

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Posted 16 August 2023 - 07:51 PM

Doing some preliminary editing work for the 4th job update. I'll do more in-depth stuff once I've gotten a chance to explore what we end up getting on iRO, but the main thing to keep in mind is that Steel Hawk level 1 and Trap Research level 3 are necessary for Wind Hawk skills. Unless we end up getting the final versions of the skills, the Ranger builds are gonna still be the more relevant builds for a while due to how weak they start out and how strong OCP items are.


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#18 Hohoho56

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Posted 17 August 2023 - 10:00 PM

It seems that in kRO most 4th job players are still using 3rd job skills. Saw a few videos of Ranger still using FAS and probably the builds and items are still going to stay relevant?

In the primary goal of FAS build I see that you did not mention the 193 ASPD, so I'm assuming it's achievable with like 90 Agi and other EQs, without the use of Gambler Set and Shadow Transcendental Time Set?


Edited by Hohoho56, 17 August 2023 - 10:03 PM.

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#19 Nagaame

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Posted 18 August 2023 - 05:33 AM

It seems that in kRO most 4th job players are still using 3rd job skills. Saw a few videos of Ranger still using FAS and probably the builds and items are still going to stay relevant?

In the primary goal of FAS build I see that you did not mention the 193 ASPD, so I'm assuming it's achievable with like 90 Agi and other EQs, without the use of Gambler Set and Shadow Transcendental Time Set?

 

Yeah in the beginning, the balance theory behind 4th job skills was to supplement and support existing builds, but then that gets scrapped pretty quickly, and skill damage multipliers shoot up from like 4,000 to 14,000 and cooldowns shrink a ton. The final version of Crescive Bolt will end up being very competitive with FAS and Aimed Bolt, IMO.

 

As for 193 ASPD, it is somewhat achievable with the right consumables and equips even without the high ASPD from Gambler/Booster Shadow. 190-192 are still probably fine ASPDs, though (in one test I even achieved higher casts per second with 192 ASPD than with 193). I'll make a more explicit mention of ASPD though, since I will admit I probably should've done a better job of mentioning it and I seem to have forgotten when I originally did the writeup.


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#20 Hohoho56

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Posted 18 August 2023 - 09:12 PM

If it's as what you said, then it is probably not in my best interest to acquire FAS gears at the moment, since I'm already pretty heavily invested into AS gears. And wait for 4th job to come out.

If I'm not mistaken some 4th job skills require SP to cast whereas the others require both SP and AP to cast. That is the reason they are not being spam-able as main attack skills like AS / FAS / Aimed Bolt, unless they start introducing future OCPs to sustain AP and whatnots. Not sure about what are the costs of Crescive Bolt and Calamity Gale though.


Edited by Hohoho56, 18 August 2023 - 09:23 PM.

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#21 Nagaame

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Posted 19 August 2023 - 08:18 AM

Yeah, fortunately for Wind Hawks, the only relevant skill that uses AP is Calamity Gale, which is just the self-buff. Some FAS equips, like Arabian Manteau and Ring of Jupiter, will probably stay relevant imo, but things like Yoichi's might lose relevancy when Crescive Bolt gets buffed


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#22 Nagaame

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Posted 08 September 2023 - 07:01 PM

Played a bit of Wind Hawk and my current observations are:

Gale Storm: I think it's 0.5s FCT, 0.5s ACD, 2s CD, 2,500% ATK multiplier. At the moment it loses significantly to Arrow Storm due to having a worse multiplier, significantly longer minimum CD, and way fewer gears with skill multipliers. When Calamity Gale is up, it gets slightly competitive due to its crit, but in general it's only really good for building AP at the moment.

Crescive Bolt: I think it's 1s FCT, 0.5s ACD, 0.15s CD, and a 3,000% ATK multiplier. I'd pretty much describe it as an Aimed Bolt that crits. It can outperform Aimed Bolt or FAS if you don't rely on skill-specific equips like Sniper Cos Mid or Yoichi. I don't think it's so much better than AB/FAS that you should swap to it quite yet. It can also build a bit of AP.

Wind Sign: This is a really rough way to build up AP. On average it'll require 500 autoattacks to build up 200 AP, which is an incredibly long detour to spend farming.

 

Hawk Mastery: I can confirm that the Hawk lets you use Hunter Falcon skills. The main values are Detect and autoblitzing 1-damagers.

Calamity Gale: Actually a pretty big deal, and really the only skill worth mentioning. In addition to making Gale Storm/Crescive Bolt viable, it also lets you get away with not using any No Limits CDR. You can alternate between No Limits and Calamity Gale and you should end up with no downtime since each one should cover the other's cooldown. The only issue is being able to build up 200 AP within 6 minutes because the current AP building skills aren't all that great.

Traps: Spamming these might actually be the best way to build up AP lmao

Talents: Pow for damage, Sta/Wis for a bit of tankiness, Crt for crit boost if running a crit build, Con for skill mutlipliers. The Con multipliers are pretty low at the moment and the skills themselves aren't too useful to begin with, so it's probably not worth investing in it at the moment. Since Pow and Crt always cost 1, and there aren't many other options for P.ATK or C.RATE, it's pretty much always better to invest in Pow right now:
1000 damage attack = 1400 damage crit. Add 10 P.ATK and that pretty much becomes 1540 damage, whereas 10 C.RATE would just be 1500. Think of it as if you already have a 40% class multiplier and want to invest in either 10% size multiplier or 10% more class multiplier, not to mention the additional status attack from Pow.
RES/MRES are pretty much just another layer of equip (hard) def/mdef. I might have a slight preferance towards MRES since equip mdef is so hard to come by

Also, the skills also use quite a bit more SP, which is pretty annoying

Best part of job change: 1000 higher weight limit

 

I'll do a more proper update once I'm allowed into Nifflheim again lmao, but the tl;dr is pretty much just to stick with your existing Ranger builds for now.


Edited by Nagaame, 09 September 2023 - 09:39 AM.

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#23 Nagaame

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Posted 09 September 2023 - 10:10 PM

Made some more in-depth updates because certain map servers are down so I can't access my chars anymore. I hit 230 so I think I've seen most of what this class has to offer at the moment.


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#24 VModIceCreamCake

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Posted 10 September 2023 - 03:53 AM

Made some more in-depth updates because certain map servers are down so I can't access my chars anymore. I hit 230 so I think I've seen most of what this class has to offer at the moment.

 

Congrats on 230 and I'm sure I speak for everyone when we say we appreciate the new info!

 

You might want to rename the topic too at this point. Sounds a bit out of date with the 185 title.
 


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#25 Nagaame

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Posted 21 September 2023 - 03:47 PM

Updated with new OCP/Kachua info. Also the Crack of Dimension event reminded me to add a pets section.


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