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    Ranger builds

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    asha198
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    Ranger builds

    Post  asha198 on Wed Jul 28, 2010 5:28 am

    So, does anyone have any advice for building a decent (M)ranger? I'll prolly be taking him PVP, which i know makes a difference. This is my first character, so I didn't wanna screw him up too badly...

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    Re: Ranger builds

    Post  Guest on Wed Jul 28, 2010 8:18 am

    I'm currently building a ranger also. But, build wise I could not tell you a thing. Me, I am going to do the basics. (Mains and Cancels)

    But, here's a build for you.



    Ranger Skills
    The Ranger is a high-DPS (damage per second) class, and are arguably the best class at stringing up a high Style score since most of their power lies in intricate aerial combos. Due to their enhanced Marksman Leather Armor Mastery, they have an increased rate of fire and critical hit chance. However, they lack in defensive capabilities, so prepare to take some damage if you're in a particularly difficult dungeon.
    Basic Skills (Level 18 - 20)
    Backstep & Cancel Backstep: These two skills are absolutely necessary to have, and should be the first to have points invested into once the SP reset is completed.
    Quick Rebound: This skill is optional. It only costs 10 skill points, and gives you a slight edge in PvP after falling down. It's not overly useful in dungeons, however.
    Load Revolver & Pan Revolver: You obtain these two skills automatically after the job change to Ranger. Load Revolver reduces after-shot delay by 20%, which is quite a bit. Pan Revolver starts off at level 1, and increases your firing speed and piercing chance with revolvers. These bonuses are barely noticeable at level one, so investing a few points into this skill is a necessity. Since Rangers get a lot of bonuses when using revolvers, it's strongly recommended that you max out Pan Revolver.
    Jack Spike (M) / Marilyn Rose (F): One of the two skills that all Gunners start with. It resets to level 1 upon job advancement. If you want to use BBQ, level this up to 5. Raising this skill is optional. Some people choose not to get BBQ and don't put any points into this skill. It depends on your style.
    Rising Shot: The second skill that all Gunners start with. Like Jack Spike, this skill stays with you when you get your SP reset. You'll definitely want to level this up to at least 5, as it's one of the prerequisites for Triple Clutch. If you're one to lurk in the PvP channels, raising the level higher or even maxing it out is preferable. Rising Shot at high levels is an extremely useful tool for juggling opponents and executing combos.
    RX-78 Land Runner: Whether you get this skill or not is completely optional. Don't place too many points into it, though. At best, it's a distraction tactic in PvP or in dungeons; the robots will generally die in 1 or 2 hits since you won't have Robotics, a Mechanic skill, to buff them up.
    Silver Bullet: This is also optional, but recommended due to the amount of dark-element monsters you will encounter in dungeons. It's best not to invest more than one or two levels in it, though.
    G-14 Buster: While optional, this skill is highly recommended, as it has the power to interrupt approaching enemies by launching them into the air, making it useful for combos. Eventually, this skill becomes significantly more useful in PvP than PvE (unless you're setting up a Wild Shot juggle against a mob). It's not recommended that you level this skill past level 1, though. All you really need are the grenades.
    M-137 Gatling Gun: Get this skill only if you want BBQ, and keep it at level 1. It's a fairly decent skill early in the game, but the farther in you go, the more useless it gets. Also note that you can cancel the skill at any time by pressing the jump key (default C). (Many Gunners have died in both PvP and in dungeons not knowing this fact!)
    BBQ (Prerequisite - Jack Spike Lv. 5; M-137 Gatling Gun Lv. 1): This is a vicious focused-fire skill. Though it's another optional move, it's highly recommended, due to the fact that it counts as a grab move and can be used in PvP combos for serious damage output. Eventually, it becomes more of an escape move or combo starter than a damage dealer in PvE. It's somewhat difficult to land on small enemies or actual players, though, and you can't use it on enemies that are immune to grab attacks. If you do get it, don't level it past 1.
    M-3 Flamethrower: Whether you get this skill or not is purely your choice. The biggest problems with it are the immobility while casting and the long post-cast delay. It's powerful early in the game, but gets so weak as to be nearly useless later on.
    Windmill (M) / Topspin (F): Get this skill! It's pretty much the trademark of the Ranger, and it's an insanely useful ability. It does good area damage, is useful in both mob and one-on-one situations, and later you can chain it into some crazy combos. Level this up to at least 5. If you want to specialize in melee, or if you PvP frequently, it's recommended that you max this to increase damage and the skill's speed.
    Mach Kick (M) / Needle Sobat (F): This is also one of the Ranger's essential skills. It's fast, has a good damage output, and has a chance to stun targets. Level this up to 5 for Triple Clutch. You can also try raising it higher for increased damage and a higher stun rate.
    Punisher (M) / Spriggan (F): This is a optional skill. It's a prerequisite ability for Revenger, which is fairly useful. It's effective if you're stuck in a mob and need a few seconds to figure out how to get out, and its grab ability breaks Guard and Super Armor, making it handy in tight situations. Keeping this at level 1 or raising it is entirely up to you, but leveling it past 1 isn't generally recommended. The biggest difference between Punisher and Spriggan is the fact that Spriggan can be easily used on downed enemies for on-the-ground combos, while Punisher cannot.
    Aerial Fire: This is completely optional. If you're into aerial attacks, then by all means get it.
    Steep Slide: This is also optional. It's not the greatest skill, though, as the effect lasts for only a few seconds. If you have Rising Windmill, you can create some good combos with this activated.
    Gun Guard (Prerequisite - Character Lv. 20): This skill has little use. It functions like Guard for Blade Masters, except it only blocks ranged attacks, you only stay in the guard position for about 2/3 of a second, and there's no apparent command input for the skill other than to put it on a hot-key. You can get it if you want; it's only really useful against other Gunners, though.
    Fastest Gun (Prerequisite - Character Lv. 20): This skill seems to have little use at first, but it's an essential tool for Jack Spike combos. It increases the draw speed of your very first and last shot in a normal attack combo. Level this skill to 5 for Wild Shot/Gun Dance.
    Intermediate Skills (Level 21-30)
    Freezing Bullet [Prerequisite - Complete Albert: Gifted Duelist Quest (Series); Character Lv. 24]: If you've completed the quests Albert assigns you, then you'll have access to this skill. It's only really good if you invest some points into it, and since the cost to level this skill is twice than normal, it's not strongly recommended.
    Steyr AMR [Prerequisite - Complete Albert: Gifted Duelist Quest (Series); Character Lv. 24]: Again, if you've completed the quests Albert assigns you, then you'll have access to this skill. It has insanely long range and deals good splash damage, but it costs a lot of points to raise. This skill is optional, and depends on your playing style. It's recommended for PvP to keep enemies away, or to put the pressure on long-distance players like Mages, Launchers, and Mechanics.
    Secret Land Runner [Prerequisite - Complete Albert: Gifted Duelist Quest (Series); RX-78 Land Runner Lv. 5; Character Lv. 24]: Once again, if you've completed the quests Albert assigns you, then you'll have access to this skill. It's not recommended, unless you're really, really into robots. (At which point, it would be a better idea just to make a Mechanic.)
    Triple Clutch (Prerequisite - Windmill/Topspin Lv. 5; Mach Kick/Needle Sobat Lv. 5; Rising Shot Lv. 5; Character Lv. 25): This is going to be your go-to combo. Triple Clutch allows you to cancel Windmill/Topspin in order to cast Mach Kick/Needle Sobat, and then allows you to cancel that Mach Kick/Needle Sobat to cast Rising Shot. It's like getting two free cancel skills for the price of one. Plus, this skill applies bonus damage to Mach Kick and Rising Shot if used in the combo. The only catch is that you must use Windmill first in order to be able to cancel from Mach Kick to Rising Shot, in that order.
    Rising Windmill (M) / Rising Topspin (F) (Prerequisite - Windmill/Topspin Lv. 5; Character Lv. 25): This skill works somewhat similarly to Quick Rebound. It lets you use Windmill after you get knocked down or after a sliding attack. If you get knocked down, you can surprise your enemies (provided they're within range) with a Windmill, and if you use it in conjunction with Triple Clutch, it can easily turn the tables of a PvP battle. The one catch is that you can't use it if your Windmill is in cooldown. It's recommended that you get this, but it's not necessary.
    Revenger (Prerequisite - Punisher/Spriggan Lv. 1; Character Lv. 25): This is the Ranger's counterattack skill. It can only be used while you're getting hit, and you have to remain upright to use it (basically, you can't use it to counter an attack that launches or knocks you down). It also can't be used if you're stunned or frozen, and it has short range, making it useless against long-distance attackers. Also, you're invincible for about half a second during the skill's activation, but you're only in Super Armor for the rest of the time, meaning that you can still take damage. The damage and effects that Revenger has, though, almost counterbalances its shortcomings. It deals high damage, and has a chance of stun if it hits. Get this skill, but leveling it past 1 is only recommended if you're going to PvP, as its damage and stun rate increase at higher levels.
    Headshot (Prerequisite - Rising Shot Lv. 5; Character Lv. 25): This skill deals a very high amount of damage and has a higher piercing and critical hit rate than a normal shot. It's also a skill that has a 100% accuracy rate, though with a considerably smaller hit-box. There's a little post-cast delay, though, and its MP cost is somewhat high. Leveling this skill up to 5 for its cancel, or even raising it higher, is entirely optional. Otherwise, level 3 will suffice.
    Western Fire (Prerequisite - Headshot Lv. 3; Character Lv. 30): This skill is basically a beefed Headshot, with the additional effect of casting it in the opposite direction that you're facing (for example, if you're facing right and you use Western Fire, you'll turn around and cast a Headshot left). It's useful to surprise enemies that are chasing you, especially in PvP. It's also a prerequisite ability for Death Hawk, so be sure to grab it.
    Air Raid (M) (Prerequisites - Windmill Lv. 5; Character Lv. 30): Air Raid allows you to perform a jumping kick during a Windmill attack. You can then attack your opponent from the air as you both fall. It's useful for juggling, and can link some pretty nice combos together. It also grants you the ability to move a small distance while executing your Windmill; this distance increases as you raise the skill. At level 1, Air Raid is nearly useless, but as you invest more points into it, it becomes nastier and nastier. At high levels, it's possible to nudge your Windmill in the direction of barely out-of-range enemies and catch them with the final spiking kick. Whether you level this up or keep it at 1 is up to you.
    Sonic Spike (F) (Prerequisites - Topspin Lv. 5; Character Lv. 30): Sonic Spike is the Female Ranger's counterpart to Air Raid, but is significantly different in its movement path. Sonic Spike allows you to perform a leaping dash forwards and slightly upwards during a Topspin. Any launchable enemies in front of you will be gathered and flung a very far distance. Like Air Raid, this skill also allows you to move a small distance while executing Topspin; this distance increases as you raise the skill level. Unfortunately, it is significantly more difficult to perform an aerial juggle out of Sonic Spike than Air Raid because of the far-launch effect that it has, and is thus more of an escape/mobbing skill than a comboing skill. Whether you level this up or keep it at 1 is up to you, but it's not strongly recommended that you level this skill.
    Death by Revolver (Prerequisites - Character Lv. 30): Another revolver-boosting skill. It increases the damage you do with critical hits if you're using a revolver for 30 seconds. Depending on how high your critical rate is, or if you just want some extra damage, you can choose to get this skill or skip it completely. It's best used in conjunction with abilities like Headshot or Multi Headshot, which have increased critical hit rates. Many Rangers often use Sharp-Eye Potions before activating this skill, which basically enables every other attack to be a critical hit - in which this skill's effect really shines. If you're a revolver Ranger, this is a must-max.
    Advanced Skills (Level 31-45)
    Multi Headshot (Prerequisite - Character Lv. 35): One of the Ranger's highest-DPS skills, Multi Headshot (often abbreviated MHS) costs 1 clear cube fragment per use. It enables the Ranger to fire several consecutive headshots in any direction (5 for Males, 7 for Females); the direction of the shots are controlled using the arrow keys. Unlike Headshot, Multi Headshot hits do not have a 100% hit rate. Since this skill does ridiculous amounts of damage, it can't be used with hand cannons. The user is granted Super Armor while casting, meaning that you can still take full damage from attacks. Also, Multi Headshot has a fixed range of 600 pixels, which is less than that of a normal attack. Lastly, Multi Headshot can only hit one enemy at a time, meaning that if you aim it at a mob, it'll randomly select one enemy and deal the headshot damage to it. However, the biggest upside is that Multi Headshot can hit enemies that are jumping, flying, or downed, making it deadly against jumpy enemies. This is best used either as a finisher or an interrupter, as there are major pre- and post-cast delays. Level this to 5 for Death Hawk. Whether or not you raise it is optional, but more strongly recommended for Female Rangers since the damage scaling is greater.
    Moving Shot (Prerequisite - Character Lv. 35): Another clear cube skill. Moving Shot allows the Ranger to walk and shoot at the same time. The skill ends when the Ranger has either fired all of his allotted shots or when the timer on the skill runs out. Different guns are allotted different numbers of shots: autoguns and bowguns get more shots, while muskets and hand cannons get less. However, the individual shots have very little hitstun, so fast-moving enemies will continue to advance even if you're shooting them. The biggest downside to this skill is that the skill ends if you get hit, meaning that you have to be careful how you use it. Because of this, it's best used when there are few monsters or in a 1v1. Besides that, Moving Shot makes for a good approach if you want to deal damage to mobs but don't really want to wade straight in. Also, if timed properly, Moving Shot can become a deadly juggle in both PvP and PvE. Level this to 5 for Scud Genocide. The damage scaling on this skill is incredibly good, and at higher levels can deal very high damage if used properly in dungeons; therefore, raising this skill is optional, but not a bad idea.
    Wild Shot (M) / Gun Dance (F) (Prerequisites - Fastest Gun Lv. 5, Character Lv. 40): Yet another clear cube consuming skill. Known as "Nansa" in Korean DnF, this skill fires 10 to 12 shots (although it looks like more) rapidly in all directions, dealing damage to surrounding enemies. The user is granted Super Armor during the skill, and can still take full damage from attacks. This skill is best used while surrounded, and deals considerably more damage if Death by Revolver or elemental bullets are active. Similarly to Moving Shot, Wild Shot can be used as a rather vicious juggle if timed properly. Level this to 3 for Death Hawk and to 5 for Scud Genocide. Further leveling is entirely optional, but not particularly recommended due to poor damage growth.
    Death Hawk (Prerequisites - Western Fire Lv. 1, Multi Headshot Lv. 5, Wild Shot/Gun Dance Lv. 3, Character Lv. 45): Death Hawk is quite a departure from the Ranger's previously straightforward cube skills. It consumes 2 clear cube fragments, unlike the 35-40 skills which consumed only 1, and is significantly harder to use effectively. To make up for that, Death Hawk deals incredible amounts of damage if used properly. Using Death Hawk causes the user to throw his guns in front of him, which fly around and shoot enemies to deal physical AoE damage, then return boomerang-style. By pressing the skill key again, the user can throw his guns up to three times if he catches them each time they come back. The direction of the throw can be changed by pressing any of the arrow keys while throwing the guns. The range and damage of the thrown guns increases each time you catch and throw them. The guns may only be caught and thrown again if the user is standing, walking, running, or performing normal attacks, and this makes Death Hawk extremely prone to interruption. This means that if the user jumps, backsteps, or is downed when the guns return, the user will not be able to catch the guns again. Notably, the user may still catch the guns if they remain standing while being hit. In the short space of time between the throw and the catch, however, the user may do as he likes. This skill is best used with Death by Revolver active, since the damage from the thrown guns counts as bullets. This skill is incredibly hard to use properly in PvP, as most people will simply dodge. For that reason, Death Hawk is not practical for comboing. However, it's capable of destroying whole rooms in dungeons or taking out multiple HP bars on a high-level boss if aimed properly. Since the damage increase per level is not significant, it is recommended that you keep it at level 1.
    Awakening Skills (Level 48)
    Sudden Death (M) (Prerequisites: Awakened, Character Lv. 48): Sudden Death is the Desperado's (remember, that's your class name now!) passive Awakening skill. One level is automatically given upon awakening, and another level is available for upgrade at 48. It gives a very small chance of instantly killing an enemy with: the last shot of a normal attack combo, Rising Shot, Punisher, Revenger, Headshot, Multi Headshot, Wild Shot, or Scud Genocide. It doesn't work with hand cannons (aww). It's not overly useful and the probability scaling is pretty bad, so it's not recommended that you level it. It's also completely ineffective in PvP, so don't get any funny ideas about maxing it.
    Veiled Cutter (F) (Prerequisites: Awakened, Character Lv. 48):
    Scud Genocide (M) (Prerequisites: Moving Shot Lv. 5, Wild Shot Lv. 5, Awakened, Character Lv. 48): Scud Genocide is the Desperado's incredibly over-the-top three-part active Awakening skill. Activating it will cause the Desperado to stomp on the ground, launching any enemies directly in front of him for a ridiculous Moving Shot juggle. After the first round, the Desperado will stomp again for another moving bullet storm, then finally he jumps into the air and performs a moving aerial Wild Shot. The Desperado is in the super-armor status the whole time, but is not immune to grabs and still takes full damage from attacks. This skill is best used on very large crowds, as the moving shots can herd them all into one place for the final Wild Shot. It's strongly recommended that you activate Death by Revolver before using this skill, as it will significantly increase the damage dealt. However, it's not particularly good in PvP, since the juggle damage nerfing will cause the enemy to fall too quickly for a full juggle, and the shots push them back too far to trap them. It's recommended that you leave this skill at level 1, as the damage increase per level is low.
    Twin Blade Gun (F) (Prerequisites: ???, Awakened, Character Lv. 48):
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    killbot
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    Re: Ranger builds

    Post  killbot on Wed Jul 28, 2010 2:14 pm

    ... i hate to be the guy who doesnt contribute, but i am the guy who cant let something like this pass...

    "i dont know about rangers, but here are my thoughts"

    ****WALL OF TEXT***

    lol rip did you C&P that or is that all your own doing?

    last comment, i read through it and there are some good nibblets of info in there! when the day comes for me to have a ranger im comin back to this
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    Slim1676
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    Re: Ranger builds

    Post  Slim1676 on Wed Jul 28, 2010 5:01 pm

    killbot wrote:... i hate to be the guy who doesnt contribute, but i am the guy who cant let something like this pass...

    "i dont know about rangers, but here are my thoughts"

    ****WALL OF TEXT***

    lol rip did you C&P that or is that all your own doing?

    last comment, i read through it and there are some good nibblets of info in there! when the day comes for me to have a ranger im comin back to this
    yeah i recall seeing this on a website when i was seeing how ppl build theyr ranger to see if it was different from mine. not like were in school atm. plagerism doesnt matter if its for a guildmate to learn. lol

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    Re: Ranger builds

    Post  Guest on Wed Jul 28, 2010 7:05 pm

    No, I can't take credit for that.

    I just wanted to share it with everyone.
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    killbot
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    Re: Ranger builds

    Post  killbot on Wed Jul 28, 2010 7:33 pm

    nah im not worried about plagerism, i was worried about the guy who i associate with monk knowing SO MUCH about rangers

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    Re: Ranger builds

    Post  Guest on Wed Jul 28, 2010 7:35 pm

    Well, I have done "some" research on Rangers (Combos, builds, tips, suggestions). So, I do know a "small" bit about them, but not very much.
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    Slim1676
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    Re: Ranger builds

    Post  Slim1676 on Wed Jul 28, 2010 11:22 pm

    lol killbot. cool sig
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    killbot
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    Re: Ranger builds

    Post  killbot on Thu Jul 29, 2010 1:35 am

    thanks!

    i hijacked two pics and put em together with a little text... now i just need rip to teach me how to make cool text and i would be all WOOOT

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    Re: Ranger builds

    Post  Guest on Thu Jul 29, 2010 4:49 am

    The 'wall of text' is from the DFO Wiki.

    http://wiki.dfo-world.com/index.php?title=Strategies

    There are tips for all classes and subclasses. Some are more in-depth than others, but there is something for almost everybody.
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    Re: Ranger builds

    Post  asha198 on Thu Jul 29, 2010 5:44 am

    wow. That's... a lot of info lol. thanks for that. I guess I got some studying to do!

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    Re: Ranger builds

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