Ranger | ||
Type | Promoted Class | |
---|---|---|
Weapons | Bow | |
Move | 6 | |
Bonus | ||
STR | +2 | |
WIL | -- | |
CEL | +2 | |
SKI | +2 | |
DEF | -- | |
RES | -- | |
VIT | -- | |
LUC | -- | |
FAI | -- | |
GUI | -- | |
SAN | +2 | |
APT | -- | |
Some are better in-tune with nature than others, sometimes choosing to live among it rather than in villages and cities. Enter the Ranger; a skilled hunter that draws upon the power of nature to deal with their foes.
Some say the origin of their unique magic arrows were taught to them by the rarely-seen Druids, so that they could aid in the defense of nature against the unnatural and those that would destroy it, such as undead or greater terrors such as Hyatt of old.
Class Description[]
Rangers are an Archer-Mage hybrid, with high mobility skills and the ability to cast Ranger spells with a Bow instead of a Tome. Their spells can be enhanced with powerful effects by using Annorum, but they can only do this once every 3 rounds.
They are similar to Archers in that they excel by attacking from long ranges, and are capable inflicting several status effects with Annorum, but improve on them by giving several options that allow them to attack and move in the same action.
General Tips[]
- Your Ranger spells cover the full gamut of elemental damage, however it is unlikely you will want to max out all of them. Try only maximizing the skills which your Elemental ATK supports the most.
- Evasive characters can utilize Acrobatic Shooting with Flip Shot and Retreat Flight to boost their Evade while being hard to reach.
- Twin Shot deals a lot of damage, but can be hard to aim. Try to position yourself so that you can hit two enemies with one use.
- Soaked enemies can be abused in several ways. Ice damage will immobilize them until your next turn, and Lightning damage will be increased, as well as hit adjacent enemies who are also Soaked, potentially letting you do a large amount of damage to multiple enemies.
Strengths[]
- Mobility skills that can help position and disengage from melee combat, while granting Evade bonuses. Hit-And-Run tactics are doable and encouraged.
- Many additional debilitating status effects, when their spells are cast with Annorum.
- Annorum has synergy with spellcasting promotions, such as Rune Magician.
- Healing techniques that do not require Light ATK nor FAI investment.
- Very long range if not the longest in the game, when they are properly set up with Gust Arrows and Expert's Aim (or Longdraw).
Drawbacks[]
- The FP costs can accumulate quite fast if their spell usage is not deliberate. Don't spam your Arcane spells.
- No FP recovery options.
- Notable accuracy drawbacks for being in melee range, if not using a Shortbow-type Bow.
- Effects such as Immobilize, Clumsy, Interference and Silence tend to be quite crippling to the performance of this class.
- Has no defensive options revolving durability and damage reduction, making this a fairly squishy class. It's either Evade, or hit the deck for you.
Unlocking[]
Requires level 20+ Archer Class.
- Win a fight while having a Bow equipped on your main hand, and Light Armor equipped on your torso.
Ranger Skills | |
---|---|
Offensive | Flip Shot, Retreat Flight, Twin Shot, Forest Fiend, Frigid Arrow, Wind Runner, Thunder Bolt, Cherry Blossom, Ghost Arrow, Pressure Fletch, Deos Danzai, Agile Androcobra, Sonic Arrow |
Defensive | None |
Support | Gentle Garden |
Utility | Annorum, Forest Walk, Rain Trap |
Passive | Expert's Aim, Spellshot Sigil |
Innate | Beast Hunter, Agile Protection, Acrobatic Shooting, Nest of Nests |
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