Killing Ifrit - a Final Fantasy community: | Take Aim | (8 / 10 / 09 ) - Killing Ifrit - a Final Fantasy community

Jump to content

  • 8 Pages +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

| Take Aim | (8 / 10 / 09 ) Updated Ranger Guide

#1
User is offline   Antithesis 

  • Here's a lock pick
  • PipPipPipPipPip
| Take Aim |



Picture from FFXI Compendium


Hello there! Welcome to the Take Aim guide. This guide is a massive combination of my experiences with Ranger and information from various resources. This guide is now officially the work of at least three rangers on our boards. Myself making the original guide. Lambtor provided me with the bulk of the information. Finnaly, Spider-Dan added some more technical information which include the "Ranged Attack | Holster" phases and so on. Others have influenced the guide also and for those who I did not name thank you as well.

Due to [/b]Killing Ifrit[/b] having a new forum layout, I cant color Lambtor's sections. However you may visit Final Fantasy XI Wiki and check out Lambtor's own version of this guide which gives his own outlook on the job.

Index

1. The Ranger
2. General Equipment guidelines / food
3. Preparations before leveling the job for the best success
4. Advanced Job Quest Ranger
5. Important Stats and Sub-Job selection’s
6. The beginning (Levels 1-30) *
7. Advancing to the Goal (Levels 30-60) *
8. Final Steps (Levels 60-75) *
9. The Ranged Weapons *
10. Stats and Skills of a Ranger
11. Ranged Attack damage modifiers
12. Ranger’s Abilities
13. Notable Gear for Ranger’s
14. Endgame Ranger
15. Links

Sections with a * next to them indicate important and detailed sub-sections within that section

1. ~The Ranger~


Ranger is often regarded as a notorious class because of the major changes it has gone through in the past couple of years since the initial release of the game. Before the Ranged Accuracy / Attack adjustment, Rangers were regarded as one of if not the best damage dealers ever. Once the update hit Rangers took a big hit in there damage department and basically were leveled with other damage dealers. However with recent changes and new gear options Ranger is more than able to hold its own against other damage dealers now. Ranger is best known as the best ranged attacker in the game. They can utilize all three different types of ranged weapons (Xbow, Bow, Gun.) And deal massive damage with them. They also posses incredible tracking abilities which is very useful in areas such as Sky.

2. ~General Equipment guidelines / food~

Rangers have poor base STR. All RNG job traits are accuracy bonuses or Resist Poison. In order to do damage, you first have to make sure you can hit your targets. Since RNG don't have many equipment options to get Ranged Attack+ (compared to standard melee and attack+ gear), and also don't have many job abilities to increase damage (unless through sub job), it's generally easier (and also cheaper) to try to get as much Ranged Accuracy as possible in equipment, and increase Ranged Attack/STR through food.


There are only 2 ways to make up for poor STR and low ranged attack. You can either eat meat foods or equip ranged attack+ gear. Most RNG don't perform as well as they might otherwise be able to because of an inconsistent set of equipment. To maximize your damage output, you need to make a decision on what you're more comfortable with. Either you should equip as much ranged attack and STR+ as possible, and eat sushi, or equip as much ranged accuracy as you can and eat meat. Suggestions for food will be given in their level sections. Inconsistent gear means you will likely see many RNG wearing pieces that have good stat benefits, but conflict with or sacrifice the bonuses available from other gear.


For example: wearing a headpiece that gives STR+ and also wearing hand gear that gives only RACC/AGI, at a level when ranged attack+ is available in hand gear and head gear. If you decide to go with the ranged attack/STR equipment route and eat sushi, devote all your equipment slots to boosting these statistics. When exp parties are fighting lower level targets (Tough-Very Tough), you can sometimes swap out some ranged accuracy in favor of ranged attack and still hit consistently enough to benefit from eating meat. The best way to find out if you're maximizing your dmg output is to run your own tests in the field. Before Lv 50 you won't have many choices of RACC vs. RATK, but keep this in mind as options become available.


In the earlier levels you won't have a lot of ranged accuracy available to you in gear, and not many foods provide this benefit either. In the level sections, food suggestions for RACC+ will be provided, but it's good to note here that for any job you should NOT eat sushi for accuracy before level 40. Other foods provide static amounts of RACC+ that are either equal to or greater than what sushi will give, and should be considered first. If these foods are unavailable at your AH, only go to sushi as a last resort.


When you do eat sushi in exp sessions, try to use sole for the STR+, as the AGI+ from squid will not be noticed in your DoT, and will have a minimal boost on marksmanship weapon skill dmg. The small amount of STR+ in sole sushi will make only a 2-3 point dmg/shot difference in normal ranged attacks, but that serves better than the 0 increase from AGI+.


Changing ranged weapons will cause you to lose TP, but changing ammunition does not. If you change ammunition and the game automatically un-equips your ranged weapon because of it, you will still keep TP. There are no throwing weapon skills.


Haste does not effect ranged attack delay, so don't bother trying to knock yourself out to get haste+% gear.


QUOTE
Ranged Weapon Delay / Wait time calculations


Every compound (weapon + ammo) ranged attack has three phases:

I) aim shot (dependent on weapon delay)
II) holster weapon (~1.7-1.8s)
III) "free" time until you can start another shot (~1.1s)

Phase II and III are not affected by weapon type, weapon delay, Rapid Shot, Snapshot, or Velocity Shot. Only Phase I is affected by weapon delay; ammo delay does not affect any of the phases.

I) Aim Shot
Ranged delay progresses at a speed of 110 delay/second (as opposed to the 60 delay/second of melee weapons). A 660 delay ranged weapon will fire 6 seconds after you push CTRL+D, not 11 seconds. If you move (or are moved) during this phase, your shot will be cancelled. Your melee auto-attack timer is paused during this phase.

II) Holster Weapon
Your character will put their weapon away. This phase lasts 1.7-1.8 seconds, regardless of weapon type or delay. You cannot start another shot during this phase. Your melee auto-attack timer is paused during this phase.

III) "Free" time
You are still unable to start another shot, but your melee auto-attack timer is unpaused. This phase lasts 1.1 seconds, regardless of weapon type or delay.

You can start another ranged attack after Phase III is over.

TP return is calculated by adding ranged weapon delay to ammo delay, then plugging the sum into standard TP formula. This is the only variable that is affected by the delay on your ammo.

-Information Courtesy of Spider-Dan


3. ~Preparations before leveling the job for the best success~




If you are completely new to Final Fantasy XI, and want to know how to unlock Ranger, you may want to search through another guide or ask someone in game. This guide is focused on how to maximize the effectiveness of your play within the job. If you have unlocked the job, you therefore have a basic job at Lv 30 already. If that Lv 30+ job is one that can use a ranged weapon, and has an ability to build that skill, you may want to spend some time getting that skill to a moderate level. A good idea would be to bring it to that of a Lv 20 ranger, or 60-65 skill, which as a Lv 30 you should be able to do solo without too much difficulty. The jobs that should be able to do this are:


* THF (C+ Marksmanship, C- Archery)
* RDM (D Archery)
* WAR (D Marksmanship, D Archery)
* SAM (C+ Archery)
* DRK (E Marksmanship)
* NIN (C Marksmanship, E Archery)
* COR (B Marksmanship)


If you have a job at Lv 75 and want to be a more potent ranger, meriting is an option available to you for additional preparations. Recommended merit categories (where possible) before starting the job are:

1. Combat skill - (marksmanship or archery; see "selecting a ranged weapon type" below)
2. Enmity decrease - (higher hate threshold allows you to put down more damage before getting killed or having mages use mp on you)
3. Critical Hit Rate %+
4. STR+


4. ~Advanced Job Quest: Ranger~


To unlock Ranger, you need to complete the quest given to you by the Mithra NPC in Windurst (Perih Vashai.)

The guide can be found here:

http://wiki.ffxiclopedia.org/wiki/The_Fanged_One

5. ~Important stats and Sub-job selection’s~


Ranger at it heart is a very powerful damage dealer. To amplify your damage and accuracy you need to focus on some stats to increase them. Strength and Agility can be regarded as a ranger main priority for damage. Strength increases the power of your ranged attacks while Agility increases the accuracy for those attacks. As you increase in levels options for Ranged Attack + and Ranged Accuracy + armor will come around. It’s not until level 55 that Ranger’s start become the powerhouses they are known to be so until that time make sure to make the best out of your weapon selections and armor to get invites. As for sub-jobs:

Ranger / Ninja: The most common used sub-job for Ranger (although its popularity seems to be slowly decreasing with Samurai’s options.) Ninja offers the ability to wield a second 1 handed weapon. Usually this is a + Accuracy weapon such as an Archer’s Knife or Trailer’s Kukri (with Fransisca or Krigsbeil replacing them later.) In addition Ninja also gives Ranger’s the ability to cast the protective spell Utsusemi: Ichi at level 24. Three shadows give ranger’s some cover just in case they pull too much hate or while there pulling. At 74 you gain Utsusemi: Ni which further enhances your defense. Ninja also offers a little boost in Agility and the ability to cast Invisible without the need for a Prism Powder.

Ranger / Warrior: Second to Ninja as the most popular subs for Ranger. Warrior offers an increase in Strength which is a welcome addition for any Ranger’s stats. In addition you gain the ability Berserk at level 30 which increases the damage dealt by your ranged attacks by a noticeable amount. As you increase in levels the power of this sub increases with it. Once at 75 the sub will give off increasingly higher numbers than possibly any other sub-job. You gain the ability Defender at level 50 which can help you survive a hit or two more than you could without it.

Ranger / Samurai: This sub-job’s popularity has been steadily increasing with almost every update. With Samurai you get the benefit of Store TP which allows you to fire off your Weapon Skills slightly faster. At level 50 you gain access to the ability Hasso which gives +5 Strength and Haste plus melee accuracy bonuses when wielding a Two Handed weapon. Ideally you will want either a Fire or a Vulcan’s staff for this. At 60 you gain the Meditate ability which gives you 60 TP over the span of a couple of seconds (Is 100 TP with Samurai main.) At 70 you gain the ability Seigan. Seigan almost acts like Utsusemi in a way in that it absorbs attacks directed at you (It can even absorb Multi-hit weapon skills.)

Ranger / White Mage: This sub-job is very situational. Its most notable use is for Holy Bolt spam set-up. Since Mind directly effects the amount of damage the additional effect of Holy Bolts will do it’s great to use for the set-up. You get some healing spells and Stoneskin and Blink but with limited MP its most likely you will only have enough for a couple of castings.

Ranger / Dancer: More or less a situational sub like White Mage. Because of Rangers high TP gain with ranged weapons (15 TP with Bow) they can accumalte TP rather quickly. With Dancer you get Waltz's for Cure's and Erases, Sambas for Drain, Jigs for sneak and invisible, etc. Its great for Campaign and most types of soloing. As for XP and merit parties there's probably better options.

6. ~The beginning (Levels 1-30)~


After unlocking Ranger select one of the beginning towns and go outside and start killing monsters. At this level you can start to skill up your Archery and Marksmanship skills via Bows and Xbows. Xbow’s fast rate of attack will surely outdo the Bow’s damage at this level but try to keep both skills as capped as possible. If you want to try to skill up your melee skills then grab an Axe or a Dagger and start hacking away. You can cut down on your downtime by subbing White Mage and using a Rolanberry Pie to gain + 50 MP. This will surely keep you in the action for quite a while. Sharpshot should be used on tough enemies to give you an advantage in terms of accuracy. If you want a macro for these commands you can do:

/equip Light Crossbow
/equip Crossbow Bolt
/range <t>

And:

/ja “Sharpshot” <me>
/echo Sharpshot

Once you get to the dunes some things change. For one, you gain an Accuracy Bonus trait which you will most likely need for the dunes as accuracy is a very prominent issue here. Make sure that you have an accuracy food such as a Jack-o-Lantern because you WILL be missing a lot. At level 15 you gain the trait Rapid Shot which will kick in every once in a while and speed up the rate of fire of a random ranged attack. Also at level 15 you gain access Acid Bolts. Acid Bolts are EXTREMELY helpful for cutting an enemies defense especially PLD type mobs like Crabs. You can start using a Gun with competent ammo at lvl 15 but you best save your money for level 22 when the good bullets become available. Once you finish in the dunes you can head to Qufim Island. In Qufim you will have quite a happy time since the first enemies you take on are immobile worms which are very possible to solo. At level 22 you gain access to the powerful new Bullets for your Gun which can cause tremendous amounts of damage comparable to or surpassing the Bow’s damage but at a slower rate of fire. At level 24 you can sub Ninja to gain Utsusemi which will help your defensive skills considerably at this point. Once you hit 25 you can proceed to the Jungle’s. In the jungle the mandys are quite agile so your attacks might miss a bit for the first few levels. Make sure you keep upgrading your weapons and armor and have plenty of ammo and status bolts to spare. Ranger gets a significant boost at level 30. Hitting this level enables you to wear the Noct armor in addition to several other pieces of armor. Also at level 30 you gain another Accuracy Bonus trait and the Barrage ability which is great for burst damage and quick TP gain.

Level Breakdown Sub-section 1-10


From the outset, you know that the job is focused on ranged weapons and ranged weapon skills. If you have been able to get a ranged skill developed through your previous Lv 30+ job(s), this is where you will benefit. Marksmanship and archery are an A- skill rating for RNG, so like all other jobs, you won't have access to weapon skills until Lv 3.

Job Ability:

Eagle Eye Shot (2 hour recast, Single shot, Lv 1)

Eagle Eye Shot is a solid 2 hour, as it can provide the extra boost in damage necessary to finish off a target, and therefore prevent the death of other party members, if not your own. All ranged attack damage and accuracy are influenced by the VIT, DEF, evasion, and distance of the target. EES ignores the distance part. The damage output of EES is exactly 5x a ranged attack single shot dmg (ignoring distance penalties). As far as I know, it is impossible to critical hit on EES (I’ve never seen it happen, and have played the job for almost 3 years). EES can miss; I’ve seen it miss on too weak targets, and I’ve seen it connect without any RACC equipment vs. IT+ targets. As a general rule, if the situation gives you the time, try to swap in as much ranged attack+ or STR+ gear as you can before hitting Eagle Eye. Also try to switch to your highest damage ranged weapon and ammo combination as well. You'll likely not notice an RACC penalty but will see a real bonus in dmg with RATK+ stacked on. Don't be afraid to hit your 2 hour when situations get bad, as hitting it just as you see your party get into a situation they won't be able to handle can save a lot of exp loss and arguing about who made what mistake. You don't often have people argue when someone's used their 2 hour early (especially if it's a damage dealer), but you'll have people on your case if your group gets wiped out and your 2 hour could have made a difference.

As previously stated, don't bother to use EES if you are double weakened. Due to the nerf on black magic and ranged attacks while in double weakness status, you'll most likely not hit with EES. If double weakened BLMs can cast flare for 0, there's no reason EES can't miss or do 0 dmg as well.

EES becomes a vital JA for endgame situations and lots of missions. Don’t just keep it in your back pocket; bring what you can to make it as effective as possible when it has to be used.

Sharpshot (5 minute recast, lasts 1 minute, Lv 1)

Early on, this isn't an important job ability, because you can't use it all the time, or with any other JA. From Lv 1-30 you can either use it anytime it's available, or when you have TP to give that small boost to your weapon skill accuracy. This JA is most effective with barrage (Lv 30) and/or flashy shot (Lv 75, 3 merit points). As it is, the JA is not meant to provide a consistent boost to normal hit accuracy the same way other jobs' abilities are (focus, aggressor, hasso). Since it only lasts for 60 seconds, this is best used when you want to unload a weapon skill or fire multiple shots in a row (barrage). Try to get used to activating it with weapon skills early on, but don't depend on it to guarantee a shot will connect, or that it will help your overall RACC by much during the course of an exp session.

Job Trait:

Alertness (Lv 5)

This trait says that it reduces the chance of being detected by enemies. It may slightly reduce the aggro range of those who detect by sight or detect by sound. This does not necessarily allow you to get past enemies without being detected, but it does cause all targets to show up on your radar as red dots. As a general rule of thumb, if a target shows up on the radar, you're inside detection range.

Soloing for EXP

Immediately you'll notice upon changing to ranger that you do not have a lot of what most other melee jobs get. Rangers do not take hits well, and are not meant to be tanks. Rangers cannot heal themselves without resting until later levels (see Lv 20-30). Rangers are meant to put large holes in things, and do it quickly. Rangers have:

Low HP

Low VIT

Low STR (Lower base STR than all jobs except SMN and BLM)

High AGI

E rating in evasion (same as BLM, PLD has a C; Lv 75 RNG evasion caps

at 200 without merits)

No parrying skill (unless available from sub)

No shield skill (unless available from sub, and cannot equip any

shields outside of the BCNM30 rewards)

Low defense (cannot equip heavy armor; only cloth shirts/robes etc.

and light scale armor, with a few exceptions)

When you're solo and just starting out, the easiest and sometimes only way to stay alive is to take out targets quickly.

For the first few levels, use a longbow; because when you are soloing, a high damage weapon only benefits you. In exp situations, higher delay on longbows can be a disadvantage (compared to other options at that level, which will be mentioned in the level range sections), but when soloing, it helps to put as much damage as possible into that initial shot (also referred to as pull shot) on the target. This will give you possibly 2 shots of damage before mobile targets can come up and hit you. Your early exp should focus on stationary targets like worms if possible, as you'll only get hit with the occasional stone spell.

This is also the best time to work on how to do what you'll be asked for most often in exp groups: pulling. When soloing, start with stationary targets and then work up to mobile targets when you get a bit farther out into the field. Fighting beastmen as an early soloist will give you practice on the basics of party camps and pulling. You can search for safe areas, shoot a nearby beastman, then run back to the safe spot and minimize the possibility of additional enemies teaming up on you.

One more note for early soloists: as mentioned before, undead are weak to blunt, but strong to piercing weapons. They also have abilities that can drain HP -and you don't have much- so avoid undead when choosing exp targets.

Pulling and Links

You’ll notice soon that certain targets link, and with practice you'll be able to pull enemies that are close to each other, but do not link on to you. Early on, most enemies will link only when they see another enemy like them running after you. If their backs are turned and a nearby friend of theirs is on you, they will stay where they are. In the upper levels, some enemies link on sound. If they are close enough to hear one of theirs run by on the way to you, they will turn around and join them.

EQUIPMENT 1-10

There are not many early weapons or armor that help a great deal. For those with gil to spend, there is Feather collar+1 at Lv 7 for a small amount of ranged accuracy. Also at Lv 7, if you've spent the time or the money to get them, Leaping/Bounding boots are the best you can get until Race-specific gear in the upper 20s. Longbows are the way to go, as ammunition is cheap but provides good damage. There are crossbows also available with bolts for decent damage as well, and will serve to increase your marksmanship skill if you couldn't build it before unlocking the job.

For standard melee weapons, use an axe and swing it on targets between shots.

WEAPON SKILLS 1-10

10 skill is Hot Shot/Flaming Arrow. It is basically a straight damage weapon skill. Higher TP= more dmg, along with the attributes mentioned at the top of this guide to boost weapon skills.

SUBJOBS 1-10

For the first few levels when you're soloing, you are best served by subbing WHM if you can for cure spells to minimize downtime. If you don't have a sub available that can cure, use /MNK for the extra HP and WAR if you have nothing else. /NIN does not give any benefits to RNG until Lv 24, and doesn't allow a real benefit until after Lv 28-30. An explanation why is in that section.

FOOD 1-10

Grilled hare, meat jerky, and other low level meats are a good way to go, but you may want to use a food that helps reduce downtime. For example, apple pies will keep resting to a minimum if you have /WHM available, due to the extra MP.

Level Breakdown Sub-section 10-20


Job Ability:

Scavenge (5 minute recast, Lv 10)

Scavenge is one of the job abilities people tend to forget about. It’s slightly less profitable than steal, so that's probably the reason. You'll randomly get a free item when you use it, and sometimes you'll get nothing. You cannot scavenge anything inside a city. Almost everything you can scavenge is an item used in crafting ammunition, or will be pre-made low quality ammunition. The ammo you may get that's ready to use isn't anything you'd bring out in an exp party, as it will have lower base dmg than buyable or craftable ammo and has RACC-. If you have woodworking or alchemy leveled, you can benefit from free logs/lumber, firesand, bolt heads, fletchings, or arrowheads. The type of item you get is based on the lowest level targets in the zone. In Boyahda tree, you can get Demon Arrowheads, but in Bibiki Bay it's Holy Bolt Heads, etc. One of the RNG Artifact quests requires you scavenge up an item, but aside from that it's essentially unused by most.

Job Trait:

Accuracy Bonus (Lv 10)

As it says, will make your ranged attacks as well as normal melee hits more accurate. I won't get into the exact acc bonus amount when you are RNG main, as several sites have estimates on it. Gaining this trait does not change your equipment setup for exp until possibly Lv 70 anyway, so just know that it does help, but only to compensate for exp target evasion jumps as you level.

Rapid Shot (Lv 15)

Occasionally you will execute a ranged attack with almost no delay. You only get 1 of these job traits, unlike NIN or MNK who get an additional boost to delay reduction every 15 levels or so. You really have to pay attention closely to notice when it kicks in, since it doesn't seem to happen very often. Rapid shot rate may be based on a stat most RNG won't gear themselves for like INT. It's more likely, however, not to be based on any character statistic, and is just a set % chance of kicking in, like double attack. You’re probably best off by not trying to find ways to boost this job trait, since it does not visibly kick in often.

EQUIPMENT 10-20

As RNG, depending on your comfort level with soloing, you may have joined your first parties at Lv 10, or waited until 15+. At Lv 14 you see Ranger's Necklace, which is RACC+5, RATK+5. This piece can be worn until at least Lv 40, and the alternatives through Lv 75 for neckwear will not do much better. The alternatives will be discussed at the levels they are available.

There is also Trailer's Tunica (Lv 16, rare/ex). With nearly any job at Lv 30, you can solo the NM that drops this in the Horototo ruins. This body piece will last you from 16-30, though if you don't have it, the AGI+1 is unlikely going to hurt your performance. You’ll get to exp in what looks like a mining shirt. If you can't get one or don't want to spend the time, scale armor will provide a bit of defense in the spot you can't get any other bonuses. At 17 you can put on the lizard gear, but get used to looking at whatever shirt you pick; you don't see a new one until 30.

Bone rings+1 are your first real chance to get some ranged accuracy, and do well at Lv 16 to provide that. These do not get replaced until Lv 21 with Beetle rings. Not much is available to give RACC or RATK at these levels outside of a ranged weapon+1, rings, and Ranger's Necklace.

The San d'Orian CP headband (Royal Footman's or Kingdom) is really nice for the low levels. 1 AGI and some HP+ are about all you can hope for in low level gear. If you can get them, there are Linen Cuffs +1 (Lv 12) that give +1 STR, but for the cost you may or may not consider it worth the time. For waist gear, brave belt (Lv 18 ) gives a small amount of STR+, and is worth the -1 AGI.

If you can get one, a Hunter's Longbow (Lv 12) is a really nice ranged weapon. High dmg, STR+, AGI+, RATK+, RACC+. The combination of stats this longbow provides are only imitated in Eurytos' bow, which by many is considered the best ranged weapon in the game outside of full relic. The major drawback to Hunter's Longbow is the fact that it gets replaced by Power bow+1 (Lv 16). That leaves its utility to a very short period of time. If you decide to go with archery, take Hunter's Longbow until Power bow +1. You will be set on that slot until Lv 30. As far as ammunition with archery, there are Fang arrows (Lv 15), but Iron arrows are a decent alternative if you want to save some gil. The best arrows you can see in this stretch are Poison arrows (Lv 19). Base your decision on availability at AH, and how much you value the benefit. As a general rule, however, most people won't be impressed with how you do dmg in the Valkurm Dunes.

If you don't want to use archery and Fang arrows or Iron arrows, you can use crossbows. Blind bolts are available (Lv 10), to help you avoid a hit or 2 on your way back to camp from pulls. You can also use acid bolts (Lv 15), which provide a defense down effect on targets. As mentioned before, the additional effect of acid bolts will not process often on targets with high wind resistance. This means puks, greater birds, golems, ice elementals, etc. The estimates are that the defense down is about 10-13%, and you'll notice other melee in your party doing up to that much more dmg when the additional effect processes. Increasing your entire party's dmg output by as much as 10-13% won't show up on any parser, but it will translate to faster enemy kills and higher exp/hr.

The incredibly low base dmg on bullets before Lv 20 makes guns more for show than anything else.

For standard melee weapons, use an axe and swing it on targets between shots. Beestinger (Lv 7) gives AGI+1, but the dmg of a 1 handed axe vs. VT-IT targets is much higher than any benefit you'll see from the AGI+ combined with the dagger's pitiful 4 base dmg.

WEAPON SKILLS 10-20

40 skill gets you Split Shot/Piercing Arrow. This weapon skill does dmg and has an additional effect of lowering a target's INT. Unless your party is really getting hurt by enemy spells, stick to Hot Shot/Flaming Arrow.

SUBJOBS 10-20

Monk works well here, since you're not going to see any traits from subjob that are of much use. Monk gives HP+ for a little more survivability in parties. If you are still soloing to 20, you're still best served by going /WHM. If MNK is not an updated option, /WAR does fine as well. Do NOT set your subjob to Ninja before Lv 20, as you don't get dual wield or any ninjutsu, and your base AGI difference will at best be 1 point; most likely at the sacrifice of 1 STR.

FOOD 10-20

Galkan Sausage is good for the dunes if you need RATK, as are Rarab Meatballs. Vegetable Broth/Soup will give RACC+5 or RACC+6, and some AGI. If you don't mind eating food that lasts for over an hour, the best option available overall is Flounder Meuniere. This gives RACC+15 (flat amount), RATK+14% (caps at +25, or about what skill for Lv 50 would be), and Enmity-3. Use this food if you believe your exp party will be fighting for over 2 hours straight, as this can't be beaten for the bonuses it provides at this level.

Level Breakdown Sub-section 20-30


Job Ability:

Camouflage (5 minute recast, lasts from 15-45 seconds, Lv 20)

This is another often ignored ability. Mainly because many RNG have an invisible spell available through subjob, and ninjutsu or white magic invisibility is not only much more dependable, it also has a much lower recast time than 5 minutes. Camouflage is good for low levels, when you need to walk past an enemy that will otherwise come after you. Camo does not help you avoid aggro from targets that detect by sound or low HP. It only helps with detection by sight. At the time you have this ability, you're not trying to avoid enemies that detect by sight anyway. When you do fight those enemies that detect by sight again for exp, you'll likely have ninjitsu to go invisible instead.

Job Trait:

Resist Poison (Lv 20)

Sometimes you resist poison status. Does not reduce your hp/tic loss from being in poison status or the duration of poison. This can prevent attacks or opposing abilities that have an additional effect of poisoning you from giving that status, however. When a spell is resisted the log will show "Resist! ______ resists the effects of the spell." Otherwise, you may only see "______ evades."

EQUIPMENT 20-30

Almogavar Bow (Lv 20). Decent base dmg, some ranged attack+. It drops off an NM named Fraelissa in Jugner forest if you have a job 50+, but sells on auction house for pretty cheap. There is also Power Crossbow (Lv 25), and Zamburak+1 (Lv 29), which is an excellent crossbow for Promyvions and the jungles. For bolts, there are Venom bolts (Lv 25), which can poison targets, and there are Bloody bolts (Lv 25). For the soloist, these are a necessity at any level you can use them. Most hits with Bloody bolts will drain HP. The amount ranges from single digits up through 50 or 60+hp. The amount might depend on your INT, and on the target's dark resistance. These won't work against undead or dark elementals.

In longbows you won't see anything change from Power bow+1 for now. You have Horn arrows (Lv 29), and also Silver arrows (Lv 24). Silvers have higher base dmg but no RACC+. If you need the RACC, go with Horn, but if you can land hits well, use Silvers.

Guns get normal Bullets (Lv 22); a 46 dmg ammunition, but before Lv 30 the lack of RACC and RATK in guns makes it a hard choice to justify the cost in gil. The 600+ delay from guns hurts as well.

Martial slacks (Lv 24) are a great piece of gear for the time due to the AGI+, and evasion+. For the same reason you'll want to get a Nomad's mantle (Lv 21), and Emperor's hairpin (Lv 24). RNG are very restricted when it comes to good back gear almost through Lv 75. Around the upper 20s, you get access to race specific gear, and for some slots, these offer about the best RNG can get for quite a while. For all races, RSE feet (Lv 29) can replace leaping boots, because RSE will give either the same AGI+3, or a more beneficial STR+, along with HP+ in some cases. RSE Hume hands are the only STR+3 gear RNG can wear at any level in that slot. Taru can use the STR+ from RSE hands, but Elvaan, Galka, and Mithra will best be served by upcoming Noct.

Archer's knives are a necessity at Lv 28, regardless of subjob or race. RACC+10 & AGI+1 is huge. If you are hell-bent on going /NIN before you exit the jungles, get 2 of these, and eat RATK+ food.

WEAPON SKILLS 20-30

40 skill gets you Split Shot/Piercing Arrow while 80 skill nets you Sniper shot / Dulling Arrow. This weapon skill does dmg ignoring part of a target's defense. The amount ignored is based on TP at time of use. Now that ranged attacks are based on a target's defense, the way melee attacks are, this weapon skill is the one to use. You'll be using it for a long time, too, since you get absolutely nothing new in ranged until skill hits 175 (Lv 55 w/o merits, 53 with max merits possible in skill).

SUBJOBS 20-30

/WAR works well for HP+, and some STR+ until Lv 28 or so. You won't be using provoke, so subbing MNK is actually not a bad idea for the HP+ to survive pulls. /NIN does not really provide its full benefits until 28, when you can dual wield Archer's knives for RACC+20 and AGI+2. On top of that, you'll have access to Utsusemi as /NIN at Lv 24, though targets you pull before Lv 33 don't really hit all that hard. /DRK might be a viable sub from 20-30 as well, since the attack bonus is better than what most subjob passive traits will give you.

FOOD 20-30

If you don't mind eating food that lasts for over an hour, the best option available overall is Flounder Meuniere, and this is true through Lv 35. Stats for this are listed in the 10-20 section. Otherwise you can use Mutton Tortilla or Navarin from Lv 25-35 for RATK+ and some STR+. For RACC+ see previous food level sections.


*** Important Gear for levels 1-30 ***

Light Crossbow (+1)
Short bow (+1)
Leaping Boots (Bounding Boots)
Royal Archer’s Longbow
Hunter’s Longbow
Legionnaire’s Crossbow
Ranger’s Necklace
Acid Bolts
Power Bow +1
Trailer’s Tunica (Best body for Ranger until level 30)
Bone Ring +1
Beetle Ring +1
Martial Slacks
Nomad’s Mantle
Bullet
Pirate’s Gun +1
Archer’s Knife (Hawker’s Knife)
Raja’s Ring
Noct Doublet Armor Set
Great Bow +1
Zamburak +1

7. ~Advancing to the Goal~(Levels 30-60)~




By level 30 you should have gained a well balanced knowledge of how to attack your foes from afar and what weapons to use in which situations. When you reach the deserts don’t expect to be doing any major damage from the outset since the enemies you will be fighting have very powerful defensive capabilities. You will be ask to pull now in an area where you are most likely sharing a camp with a neighboring party so enemy competition comes in mind when trying to pull monsters for EXP chains. When you hit level 40 you gain the ability Shadowbind. This ability might come in handy when your group gets a link and you need to hold off the other mob for a few seconds. This ability also shines in areas like Sky. At 45 you gain the newly introduced Velocity Shot ability that was included in the November update of 2007. This ability grants Ranger’s 5 minutes of increased ranged attack power and speed (Ranged Attack Power and Delay around 15%) while lowering melee attack values for the same amount. This ability greatly helps Ranger’s with their damage output and is a wondrous ability to help keep your damage steady with other Damage dealers until level 55. At level 50 you gain yet another Accuracy Bonus trait to further enhance your accuracy. The Ranger JSE from Sacrarium or Phomnia Aqueducts becomes available at this time also. Start questing for your Ranger Artifact armor also as its very reliable until around level 70.

Level Breakdown Sub-section 30-40


Job Ability:

Barrage (5 minute recast, lasts for 1 RATK, Lv 30)

This is the Lv 30 ability that defines the job. Other jobs have

theirs; Samurai with meditate, Dark knights with soul eater, Thieves with trick attack. This job ability allows several shots to be fired within 1 ranged attack. The number of shots fired increases with level. At Lv 30, you can get up to 4 shots, and it increases by 1 every 15 levels, with a maximum of 6. You won't see the individual ranged attacks show on your battle log; it will only say "________ uses barrage. The _______ takes ___ points of damage."

From what I have seen, barrage can miss entirely, and it actually does a fair amount of the time at Lv 30. The reason for this is that damage for each shot is only figured out if the shot before it has landed. If you miss the first shot of barrage, that's it; all shots miss. If you hit the 1st, and miss the 2nd, the 3rd and 4th miss, etc. Again, you won't see any of this show up on the battle log; it's all done when calculating your total JA damage. You also won't see any special animation on your screen (like firing your bow 3 or 4 times very quickly). You’ll only see a regular ranged attack animation, but there will be a sound to let you know it was used.

Barrage seems to have a ranged accuracy penalty, as the first shot will land based on your total RACC vs. target evasion, but landing a full barrage on IT targets is unlikely without RACC+ food. Even with sushi you won't land all hits every time. For best results, it's a good idea to macro the ability along with sharpshot. Any ranged accuracy+ gear you may have swapped out for ranged attack+ during your normal shots should be swapped back in to try and get all barrage shots to land. Barrage also will not fire more shots than the amount of ammunition you have equipped, so try to keep an eye on the ammo you have left before using the ability. It looks bad when people see you shoot barrage for only 100 or so damage simply because you ran out of ammo.

Using barrage does several things. First, it puts out a large chunk of damage (and gets you enmity along with it). Second, it provides exactly as much TP as the number of shots landed would normally give you (when added up). For example, if your TP gain 15% per shot, and land a 4 shot barrage, you'll get 60% TP return. The TP return is just as valuable as the damage of the JA, because it allows you to use a weapon skill almost immediately afterward (depending on TP gained and the TP you had before using barrage). Barrage, you could say, is the ranger's form of meditate.

When you activate barrage, it will not be lost when you use a weapon skill, but it will be overwritten if you try to activate unlimited shot (Lv 51). Since it stays active when you use a weapon skill, you can use Sharpshot and barrage when you already have TP, and then fire a weapon skill with sharpshot's bonus on. The weapon skill itself will give you a bit of TP, and the TP return from barrage can get added to that. Many RNG will use barrage this way (total TP at each step, assuming a 4 shot barrage, is on the left):

100% 1. Start at 100% TP+

2. Activate Sharpshot

3. Activate barrage

15% 4. Use weapon skill

75% 5. Use ranged attack macro (barrage fires)

Of course, if combined TP from first weapon skill and barrage are over 100%, you can weapon skill again.

This combination will generate a LOT of hate. Just activating sharpshot and barrage will generate a bit of hate. It is not likely that anyone will be able to pull hate off you once you've gone through this list, be they PLD or NIN. Fortunately, targets are usually either dead or very close to it after all this is put on them. Some RNG will even use EES on top of it all if the target isn't dead. This front-loading of job abilities is what RNG are known for, and we get asked to do it against lots of enemies in mission fights, etc. This combination is what makes RNG the game's top performer in spike damage.

You cannot use the TP gained from barrage to skillchain with yourself. The only weapons capable of gaining 100%TP from barrage are too slow delay-wise to allow the weapon skills to chain. It might be possible if rapid shot kicked in during the barrage, but I’ve personally never seen this happen, so don't depend on it or spend lots of time trying to put a build together for a self-skillchain.

The combination listed above (with or without EES included) is where guns shine. Weapon skills can be used instantly almost anytime, despite weapon delay. Barrage will fire up to 4-7 shots using only the delay of 1 ranged attack. The high base dmg of guns maximizes the use of this stacking of abilities, and even the higher delay of guns is an advantage, because the TP return of barrage is increased by the weapon delay.

If you've neglected to skill up 1 weapon type to favor the use of another, you can use barrage to build that low skill much faster. As RNG you can solo skill marksmanship or archery up to cap at any level after 30. Barrage a target, zone, wait for barrage to return, repeat.

Barrage does not work with throwing weapons or throwing ammunition (pebbles, tathlums, bomb arms, grenades, shuriken, boomerangs, etc.). Barrage is also lost if you use Shadowbind (Lv 40) when it is activated.

Job Trait:

Accuracy Bonus II (Lv 30)

EQUIPMENT 30-40

Noct gear (Lv 30) fulfilled a big need for rangers when it came out. Before Noct equipment, RNG had to keep kingdom headband (Lv 15) until Emperor's Hairpin (Lv 24) or Hunter's Beret (Lv 54). Noct body, hands, and legs are the only RACC gear available until Jaridah (Lv 55). Get Noct+1 body, head (those with no Emperor's hairpin), legs, and hands. If you're Hume or Taru, and the RACC loss doesn't affect you that much, you can keep the RSE 1 hands for STR+. Don't get Noct feet; RSE or leaping boots will serve you better.

Genin earring (Lv 30, rare) is a must for any RNG/NIN. The AGI+4 is the best you can get, sadly, in earrings outside of triumph earring (Lv 67), Bushinomimi (Lv 72), and Fenrir's earring (Lv 70) through Lv 75. Drone earrings (Lv 35) are a good option if you can't find or afford 1 Genin. Don't bother with Genin earring if you are /WAR.

Bastokan/Republic cuisses (Lv 34) are good when the RATK from nation's conquest is active, so keep a pair of those. You can probably just keep them on instead of Noct+1 legs for a while, since the agi+2 isn't a huge departure from the RACC+ of Noct. Horn rings +1 (Lv 35) will do well for a while. RSE legs don't serve any of the races well enough to replace Bastokan/Republic cuisses, Noct legs, or even Martial slacks.

Hawker's knife (Lv 30) is an upgrade from Archer's, and if you have the gil, Hawker's +1 is the best you can get for a long while. If you know people who enjoy hunting NMs in Phomiuna Aqueducts, Cheiroptera dagger (Lv 38 ) is another good option. If you exp inside nation's control a lot, there's also Garde pick (Lv 30) for some RATK+. You can also use Bowyer ring (Lv 29) for some RATK. Shikaree ring (Lv 30) gives some RACC, but it's not really worth the time to camp Stroper Chyme for it. Another ring option is Crossbowman's ring (Lv 30), which gives RATK+5 at the expense of some defense. This is the most ranged attack you can get in the ring slot without fighting Absolute Virtue or completing the Treasures of Aht Urghan missions. If you use sushi or ranged accuracy isn't a problem, look into Crossbowman's ring as a good way to boost damage output.

For ranged weapons, there is Great bow+1 (Lv 30), Serpentine gun (Lv 34), Zamburak +1 (Lv 29). Serpentine gun has a nice RACC+10 and RATK+10, but the delay of 660 is horrendous. 20-30 delay of that weapon sees no TP gain at all (since guns of about 620 or so already hit the TP/shot cap), and the 2-3% more TP than longbow gives isn't worth the massive delay penalty.

Crossbows will see holy bolts (Lv 30). The additional effect dmg of Holy bolts is quite a bit, and makes up for the low base dmg of crossbow at this level. The other bonus is that additional effect damage is not added to your hate total, which can allow those who use xbow to get out a bit more damage over time without pulling hate.

WEAPON SKILLS 30-40

Nothing new here. Last weapon skill was 80 skill, and next is 175.

SUBJOBS 30-40

/WAR outdamages anything else from here through 75. Unless you've got a power leveler in your party, /WAR is also going to die the most. /NIN allows you to actually use an otherwise empty slot in your equip screen by letting you dual wield an additional Hawker's/Archer's knife. See subjobs 40-50.

FOOD 30-40

Flounder Meuniere for the RACC+, RATK+, and Enmity- combo. See 10-20 section. Aside from that, Rice Dumplings work well for RATK after Lv 35.

Level Breakdown Sub-section 40-50



Job Ability:

Shadowbind (5 minute recast, Lv 40)

An instant JA, this will be guaranteed to bind your target for 15-20 seconds, regardless of its shadows or any resist bind passive traits. You must have at least 1 shot of ammo equipped to use this ability, as it will consume a bolt/bullet/arrow. You cannot Shadowbind with a throwing weapon. Shadowbind will ignore unlimited shot, and will consume ammo anytime it's used.

Targets with immunity/high resistance to ice-based attacks (fire elementals, for example), cannot be bound this way. Statues in dynamis also cannot be bound this way. While a target is bound, the second it takes damage from anyone, it becomes unbound. Most rangers know this, but many other players do not. It used to allow the RNG who bound the target to continue to use ranged attacks without breaking the bind, but an update some time ago removed this. It was most likely the update that prevents anyone outside your alliance from getting hit by a target bound right next to them. If for some reason you need to bind a target, try to create a macro that gives 1-2 seconds of warning before using the JA. It can also be a good idea to put some form of <call> in the macro, but to be courteous, try to avoid the more annoying sounds.

This JA does generate a fair amount of hate. The speed of this JA allows it to be used to claim targets, since its range is about the same as provoke. This JA also ignores the restrictions on normal ranged attacks, as it will allow you to bind targets in range that you cannot normally shoot due to the "You cannot see the _____" message. This is good for times where you need to zone and want to buy time for party members to run, or want to wait out a target's 2 hour, etc.

Velocity Shot (5 minute recast, lasts 5 minutes, Lv 45)

A recent update added this ability to seemingly close the gap between rangers and the standard melee jobs in damage output. Previous adjustments to other melee had been made and ranger hadn't seen anything in updates over the last 2-3 years aside from senseless damage restrictions. To level things out a bit, and simultaneously encourage rangers to rely on shooting from a distance, this ability was implemented.

The 5 minute recast and 5 minute duration mean it can be active all the time, but it also prevents the ability from being used only for WS. When active, ranged attack and ranged delay are improved. This, however, is at the expense of the same amount of standard melee attack and standard melee speed. At the time of this writing, estimates are about a 15% increase in ranged attack, and an 15% reduction in standard melee attack. The benefit to ranged delay seems to be very similar, at the cost of standard melee slow+%.

While this ability will still be used in experience parties because the sacrifices on standard melee output are relatively minimal for the benefits, this really makes its impact when rangers are at events (BCNM, Limbus, Dynamis, etc.). This ability should be active at all times once it is available. The effect can be dispelled. Even those who rely on multi-hit weapons will likely use this ability, as it will enhance the main source of their total damage: Slug shot (Lv 55).

Job Trait:

Resist Poison II (Lv 40)

EQUIPMENT 40-50

Longbows see Battle bow+1 and Scorpion arrows (Lv 40). There are also fire/ice/lightning arrows (Lv 45), which provide a small amount of additional effect: elemental damage, but are mainly used due to their higher base dmg. Usually it's better to go with the higher base dmg ammo, but if accuracy is an issue, use Scorpions. If you can't find a Battle bow+1, you can use a Shikar bow (Lv 40) until you do. The lower base dmg of Shikar, and lower RATK+ make it a less effective alternative, but still an option anyway.

Crossbow users will have mythril bolts (Lv 40) to swap in for weapon skills. At this point, if crossbow is your main ranged weapon, you'll be getting into the habit of swapping ammo all the time. Put some /echo lines in your equipment swap macros for ammunition so you know what bolts you've got equipped. Once targets get to the party, open with acid bolt for defense down, then use holy bolts for TP, then swap to mythril for your weapon skill. This can get draining after a while in exp sessions, and causes you to carry 3 types of ammo instead of just 1, but is about the best combination possible to increase total party damage output.

Guns see nothing new worth mentioning in this range. No guns 40-50 give any RACC+ or RATK+, and bullets remain stagnant in base dmg.

If you've done the RNG AF1 quest, you'll get your artifact weapon, the Sniping bow (Lv 41). This bow is essentially worthless in exp situations, and even farming you're better off with a longbow or crossbow. This weapon only serves to tell you that AGI is a good stat to increase for your job. Put this in storage or throw it away; just get it once so you have the ability to do the other artifact (AF) quests when you hit Lv 50.

Another available weapon in this stretch is Junior Musketeer's Tuck +1/+2 (Lv 43). When outside nation's control, this gives RACC+5 RATK+5. Since joining your first party as RNG, hopefully you've been meleeing with main and sub weapons (if you changed to /NIN in the 20s) while you shoot for additional TP. RNG have a D in sword, and at the level these swords become available, the difference in skill (even when capped) compared to axe/dagger is pretty large. Meleeing with axe/dagger even in the 40s is a difference of 10~12 accuracy. At the same time, vs. Archer's knives (Lv 28 ) there is a tradeoff of 5 RACC and 1 AGI for 5 RATK. The only time these will help more than the alternatives available in melee weapons is: when partying in areas outside nation's control (non-ToAU areas), and the RACC lost is not noticed in ranged attacks, and the TP gain rate from using a D rated weapon isn't much worse than dagger. If the last 2 situations are true, chances are you're eating sushi. If you're eating sushi, you'd still be better off going with daggers for RACC+ and changing to meat food.

New neckwear is available for those who are completists. Jagd gorget (Lv 40), gives 1 RATK and 2 defense more than Ranger's necklace (Lv 14). Carapace rings+1 (Lv 45) replace Horn+1 (Lv 35), but some may be tempted by the shiny Marksman's ring (Lv 40), for its RACC+6 and 2 def without any ACC-. Just go Horn to Carapace. Brigandine (Lv 45) used to be an option for RNG, but with Noct, there is no reason to put it on. Vision earring (Lv 49, rare) is a good idea to combine with a Genin or drone earring for some RACC+.

Sniper's rings (lv 40) might be considered an option because they give RACC+, but the DEF- and expense make these a poor choice. These also don't provide as much ranged accuracy as Carapace rings (lv 45) or even Marksman's ring (lv 40). The only time sniper rings benefit the most is when using a multi-hit weapon in main or sub for the majority of your TP gain (kraken club, etc.).

WEAPON SKILLS 40-50

Nothing new here. Last weapon skill was 70 skill, and next is 175.

SUBJOBS 40-50

If you've continued as /WAR, you'll notice here that pulls are getting increasingly difficult to perform. Exp enemies start hitting much harder, and your defense hasn't increased since the 30s. I personally had started as RNG/WAR through Lv 46, but was coming back to camps in red HP. This itself was an MP drain on party mages, but on top of that, the need to get a large cure from healers was creating massive hate problems for tanks even before they engaged. Shadowbind does not help this problem very much, as the extra distance between you and the target is only available once per 5 minutes. It is also not wise to bind targets and run back to camp without knowing if that target will link anything on its way to you. Shadowbind does also generate a fair amount of hate.

To put it simply, /WAR can outdamage /NIN at any level from 30-75. /WAR is also not party friendly. /NIN might provide less possible max damage, but hate control is much less of an issue, and party mages will be able to conserve a lot of mp by not having to heal you. On top of that, pulls will become much less of a problem because you won't risk dying on long distances between target spawn points and camps. Nothing is more embarassing than failing to return to camp because a target has killed you on a pull; especially if the party knows your target didn't link with anything.

Even though /WAR has the ability to outdamage /NIN at any Lv from 30-75, the total amount of dmg you can do is still limited by the enmity of your party tank. /WAR has the ability to push the hate threshold (the amt of dmg you can do before pulling hate) much faster, but also can't handle the hits taken once the target turns. /NIN have the 3-6 shadows from Utsusemi to avoid enemy attacks, and can either use the extra time to try to finish that target off, let someone else pull hate back through a provoke or weapon skill, or to shed some hate through the shadows being eaten. /WAR and /NIN can both push the hate threshold, but /NIN has the ability to raise that threshold slightly, by being able to take target attention for a small bit. In perfect situations, yes, /WAR is the way to go for damage.

If you have the setup to throw a lot of damage at a target, ideally you'd always have tanks capable of holding more hate than you can generate. This is almost never the case, however. I’ve played both the tank and damage dealer (DD) sides of this hate threshold, and tanks in exp get increasingly annoyed at DD who know what the hate limit is, and purposely cross it anyway. Even I had stopped using Cover as PLD; not because I'd forgotten about it, but because I'd wanted to spite the RNGs who seemed to have a death wish (and made things more difficult on a tank that already has to manage alot). As a DD, you want to be at the very edge of the hate threshold at all times. Let your tank do their job, and you can do yours. If you try to do too much, you'll end up stepping on other peoples' toes, and you might also be face down on the ground shortly afterward.

For the price of shihei and berserk, you gain survivability. The survivability you get is more important to some than others. If you want big numbers, use /WAR. However, if you go /WAR, don't complain about eating 2-5x as many deaths as anyone else in your exp parties, or about your lower exp/hr due to mp conservation issues and the time you spend waiting until you think it's safe to WS/JA. My opinion is you're no good to your party/alliance/linkshell when dead.

If you don't want to party unless it allows you to be /WAR and force you to hold back, that's your decision. If you want to be a team player, use /NIN. Either way, use whatever you have more fun with, but my recommendation is to use /NIN through 75, with /WAR only in limited situations. The rest of the sub job sections will refer to this area; the situations where /WAR is more beneficial will be addressed in the Lv 70-75 section.

FOOD 40-50

For RATK use Rice Dumplings. For RACC Flounder Meuniere is still a good option, but Sole Sushi will give slightly more RACC.

Level Breakdown Sub-section 50-60




Job Ability:

Unlimited Shot (3 minute recast, lasts for 1 shot or 60 seconds, Lv 51)

At the level you get this ability, you'll probably consider it useless. For 1 shot (or 60 seconds if you don't take the shot), your ranged attack will not consume any ammunition. This applies to thrown ammo (pebbles, grenades, etc.) as well as bullets, arrows, bolts. There isn't any ammo considered valuable enough at Lv 51 to warrant using this ability, but at 60 it can really make a difference in your weapon skill damage. Combine this ability with the ammunition you can obtain through conquest points in Bastok (Gold Musketeer's bolt) or Windurst (Patriarch Protector's arrow), and you can get about 1/3 of all your weapon skills an extra 100-200 dmg. The most important use of this ability is for throwing winds at gods in sky (see Lv 70-75 section).

Barrage will overwrite unlimited shot if you used unlimited shot first, and unlimited shot will overwrite barrage if you used barrage first.

Job Trait:

Accuracy Bonus III (Lv 50)

EQUIPMENT 50-60

Archery holds on well for a while here, with War bow+1 (Lv 50). If you can afford it, Eurytos' bow (Lv 55) is the best overall archery weapon RNG can get outside of full relic bow. High base dmg, RATK+, RACC+, STR+, AGI+. Bodkin arrows (Lv 50) give RACC+, and if you want elemental dmg, use water/earth/wind arrows (Lv 55). The highest base dmg arrows you'll get are still the Lv 45 fire/lightning/ice, though. Despite the higher damage on Sarnga (Lv 59, rare), the huge delay does not make this a good weapon to exp with. The real advantage of Eurytos' bow is the 490 delay. This makes it the best overall bow for exp and many endgame events. Only full relic bow can outperform this weapon in archery. If you can afford it, get one, but if you can't, you can still put up solid damage with some other bows later on.

Crossbows start to suffer in this stretch. With a high powered weapon skill available at Lv 55, the focus of overall damage output shifts a bit from normal shots to weapon skill and TP gain rate. Crossbows from 50-60 remain relatively underpowered, but darksteel bolts become available (Lv 52).

With the ability to equip silver bullets (LV50), guns become an extremely powerful (if expensive) option. Musketeer gun (Lv 50) and Musketeer gun+1 (Lv 52) are available.

Here is where you start to get options and select a path of sorts with your setup. If you can get one, Shikaree Aketon (Lv 50, rare/ex) is an excellent piece to replace Noct body until at least Hunter's Jerkin (Lv 58, rare/ex). The aketon is RATK+7 and Enmity-1, and Hunter's Jerkin is RACC+10. If you plan to eat sushi, use the Aketon until you decide to use meat (or through Lv 71 if you still eat sushi at that point, and have Archer's Jupon). If you can't get the Shikaree Aketon, Jaridah body (Lv 55) is good until artifact (AF1) body.

Rings get changed with Scorpion +1s (Lv 55). However, if you have completed the missions for Treasures of Aht Urghan, and chosen Jalzahn’s Ring (Lv 50), this will stay with you for quite some time. The combination of RACC and RATK are unique, and this ring should definitely be worn full time as ranger anytime you do assault. Only Bellona’s Ring (Lv 75) outperforms this ring in both the RACC+ and RATK+ benefits.

Belts get to be useful finally, as Royal Knight's (Lv 50) and Royal Knight's +1 (Lv 52) give STR+, AGI+, and the +1 gives RATK outside nation's control.

Headpiece gets a huge upgrade in Hunter's Beret (Lv 54, rare/ex). Enhancement to Rapid shot, RATK+5, HP+, more defense, and a hat that finally sets you apart from low Lv players is really nice. If you go with the RATK/STR+ and sushi route, wear this hat through Lv 75, or until you can get AF1+1 (Lv 74, rare/ex).

Hands see a new piece here, but Jaridah (Lv 55) don't necessarily replace Noct. The RACC of the NQ Jaridah is the same as Noct, but Noct don't also give -HP. The HQ Jaridah can replace Noct, as the RATK+ can be more valuable than the 2 RACC. Hunter's Bracers (Lv 52, rare/ex) give absolutely nothing that will benefit RNG in an exp situation. The only reason not to keep these at mog full time is to macro in for Shadowbind.

Completists will want Sniper mantle (Lv 50) for the RATK+1. If you have CP to spend, you can replace Nomad's mantle with Royal Army mantle (Lv 55, rare/ex) or Federation Army mantle (Lv 55, rare/ex).

Jaridah salvars (Lv 55) also serve RNG very well. The RACC and RATK combo can't be found in any other leg piece. Like AF1 hands, Hunter's braccae (Lv 56) do not serve RNG well in an exp situation. Holy bolt spammers might keep them for the MND+5, but even they should use salvars to keep base dmg consistent on shots. Otherwise, the only other time AF1 leg could be worn is when activating sharpshot.

Hunter's Socks (Lv 60, rare/ex) are the best you can find in feet for quite some time, depending on race. AGI+4 and HP+ are both your friend when no RATK+, RACC+, or STR+ are available.

Some people will recommend Fire staff (Lv 51). This gives STR+4, RATK+10. If you are using sushi, you may consider this as an option. However, with the recent updates, you can stand directly on top of targets and melee with the normal hand weapons between shots (daggers, axes, etc.) for more TP gain, and only back up for weapon skills as needed. Rangers have 0 staff skill without sub job, so any melee hits you get will likely miss or do 0 dmg; effectively removing that option for additional TP gain. At the same time, Fire staff also takes the place of an RACC option like Hawker's knife. If you are /NIN, the trade turns into AGI+4, RACC+22 <-> STR+4 RATK+10. Not many standard melee will be willing to trade ACC+11 or ACC+22 to get 5 STR and 10 attack. Even if you are using sushi, you still won't be guaranteed to connect at 100% TP vs. IT targets on slug shot/sidewinder without some amount of RACC+, so you may notice the RACC loss combined with the weaker TP gain.

My recommendation: DON'T USE FIRE STAFF AS RNG. The alternatives provide better TP gain, and ranged accuracy on top of that.

WEAPON SKILLS 50-60

Slug Shot (marksmanship), Sidewinder (archery) at 175 skill; Lv 55 if you don't have merits in the combat skills mentioned. This is another major increase in overall dmg for RNG. The single most powerful weapon skill in the game at 100TP, it does about 8x a single shot worth of dmg to your target, and will out damage Eagle Eye Shot anytime it connects. This weapon skill is inherently very inaccurate, but updates over the last 2 years in food and gear have made this a weapon skill that can be spammed. The accuracy of these weapon skills increase with the more TP you have, but it seems to be highly inaccurate at 300%. Once you get this weapon skill, delete all your other weapon skill macros. This weapon skill can open distortion, open/close Reverberation, and close Fragmentation. RNGs live and die on Slug shot / Sidewinder from the time they get it until the time they put down the job. RACC+ first to make sure you can connect with this weapon skill reliably at a minimal amount of TP, then RATK+ to increase dmg, then STR+ where you can't get RATK. As a general rule, if you can get an equal amount of STR+ in a slot as you could otherwise get in RATK+, take the STR+. If you can get 1.5~2x as much RATK+ in a slot compared to STR+, take RATK.


Slug shot / Sidewinder skillchains fairly well, and it is powerful enough to practically guarantee a target will turn to you so a THF in your party can use their SATA + weapon skill to close a SC onto your tank. Very potent skillchains at Lv 55->60 are: Slug/Sidewinder > Dancing Edge (Distortion), Slug/Sidewinder > Rampage (Distortion), Guillotine > Slug/Sidewinder (Fragmentation), Tachi: Yukikaze > Slug/Sidewinder (Fragmentation). Beware of closing skillchains, however, as an unresisted fragmentation will throw a lot of hate your way. I have seen fragmentation do as much as 50% of Slug-Side damage, and if Slug-Side is pushing 1000 or more, you won't be able to get targets off you until they die.


SUBJOBS 50-60

Use /NIN if fighting raptors. If you're asked to pull them, not only do they hit hard, they also hit fast. On top of that, they run quite a bit faster than you do. See subjobs 40-50.


FOOD 50-60

From here on out, if you go with RATK/STR+ in gear, use Sole Sushi. If you stack on RACC+ in gear, it's Dhalmel Pies or Wild Stew to Lv 55. After 55 you can switch to Boiled Cockatrice.
1

#2
User is offline   Antithesis2 

  • Newbie
]8. ~Final Steps(Levels 60-75)~

Posted Image

Your now at the home stretch of the job. With you acquisition of Sidewinder and Slugshot and new armor your damage capabilities have risen. You will most likely be meriting in the ToAU camps so you should be fine on enemies like Birds. At 63 you can gain access to the Fransisca Axe. In addition you should now have the best or second best weapon for Crossbow and Bow’s at the moment with Hellfire for Guns being a couple levels away from those. At 70 Seigan from the /SAM sub becomes available which increases the utility of /SAM. From 70+ a slew of new armor is available from AF2 to Salvage armor. Make sure to keep your gear in check and stop to make some cash if your armor seems outdated or needs to be replaced.

Level Breakdown Sub-section 60-70

Job Trait:

Resist Poison III (Lv 60)

EQUIPMENT 60-70

If you can get some friends together who are Lv 70+, and don't mind a low drop rate, there is Selene's Bow (Lv 60, rare/ex). Slightly higher base dmg than Eurytos' Bow, with no AGI+ and 1 less STR. RACC and RATK vary based on phase of the moon. New moon = higher RATK, full moon = higher RACC. For more on this weapon, see the FFXI item databases around the web. This is a very solid alternative to E-Bow, and performs fairly well as an endgame weapon. DoT won't be as high as E-Bow, but it will either be more accurate or hit slightly harder per shot. You can use this with Demon arrows (Lv 60). These produce an attack down effect on targets, and are very nice for exp due to RACC+, good base dmg, and slightly less dmg taken by your PLD tank. If you are from Windurst, or have the CP to spend from another nation who is first in conquest, get a Patriarch Protector's arrow (Lv 60, ex). The highest base dmg arrow available, the RATK+ and RACC+ make it a good bonus to weapon skills every time Unlimited shot is up. Be careful to make sure your macro gives some form of notice that Unlimited shot is active before you fire weapon skills with this equipped, as these are not easy arrows to replace.

Crossbow users will have Heavy crossbow+1 (Lv 60), and Othinus' bow (Lv 67, rare/ex). If you can get a party of 70+ to camp this NM, Othinus' is the highest base dmg crossbow in the game. It also has the highest delay, but allows anyone using it to put up some very competitive Slug Shots, while also keeping the ability to switch ammo based on need. You can continue to use acid bolts, holy bolts for TP, and then darksteel for your weapon skills. Like longbow users, crossbow users can spend CP with Bastok to get a Gold Musketeer's bolt (Lv 60, ex). A large amount of RACC+ and RATK+, along with being the highest base dmg bolt available, make this another great option to combine with unlimited shot for an extra 100+ dmg on slug shots. In my personal opinion, the versatility allowed by changing ammunition, the high base dmg, and the RATK+ make Othinus' the best overall ranged weapon for exp in the game, outside of a full relic.

Crossbow users who want to maximize the advantage of holy bolt

additional effect damage can go with a repeating crossbow or machine crossbow (Lv 69). The delay of < 150 makes this fire very quickly, and can put up quite a bit of damage just on additional effect. This is at the sacrifice of Slug Shot, however. One option with this weapon is to, instead, put the TP to use with Rampage (axe skill 175). This would possibly require a large amount of equip swapping to get some standard acc+ and attack+ for weapon skills, then a gear setup with lots of MND+ to increase holy bolt damage. You might be forced to go with sushi for this to work.

Gun users will see shark gun (Lv 60, rare/ex) and Fourth Division gun (Lv 60), if you can get an assault group to finish enough missions to hit Corporal rank. This is a very good gun considering its level, despite the lack of RATK+. The moderate RACC and good base dmg almost allow it to become an exp weapon. The higher base dmg will offset the slow TP gain somewhat, but the ratio of delay/TP gain is still low when compared to the alternatives.

If you can get a pair from ISNM60 or through AH, Deadeye gloves (Lv 60) are a nice piece of hand gear. The slow % will not hurt ranged attack TP gain speed, and the RACC can't be matched by anything else for a while.

If you've managed to win the solo ENM60 "Pulling the Strings", a Deadeye earring (Lv 61, rare/ex) will provide a nice boost to ranged attack damage. If you use the enchantment, however, you must keep the earring on or the RATK+ will be lost.

Belts will see a moderately expensive upgrade, either in Precise belt (Lv 60), or Hurling belt (Lv 60). Precise gives 1 more RACC+, but if you're ever in a group that fights gods in sky, the Hurling belt will be very beneficial for throwing skill+.

Another set of race-specific gear is available at Lv 62. If the STR+ can replace a slot that doesn't otherwise give RACC+ or RATK+, then feel free to use it.

If a friend or 2 can help you, Fransisca (Lv 63, rare/ex) is an excellent weapon. RATK+, RACC+, high base dmg make this a well rounded weapon for RNG to exp or solo with.

Another available option is Trailer's Kukri (Lv 61). With RACC+14, many RNG will pick one or two of these up. However, if you have a Hawker's knife, the AGI+2 and RACC+11 don't necessarily mean Trailer's will replace it. AGI does help weapon skill dmg increase slightly, and for those with limited gil or inventory space, you might keep Hawker's knives in case you ever take ranger into a level capped area.

If you can get into the upper tiers of assault, a good neckpiece is Sniper's Collar (Lv 69, rare/ex). The enmity-1 isn't going to make a massive difference, but the subtle blow+, RATK+, RACC+ combined with it make a very solid addition to almost any setup.

Once backpiece gets replaced, you're set through Lv 75. Bullseye cape (Lv 60) is nice for the RATK and AGI+1, especially for level capped areas, but you're going to want an Amemet mantle +1 (Lv 61). The RATK+15 and STR+2 are unmatched by anything else you'll find in a mantle.

Anytime you have a choice in RATK+ or STR+, go with RATK. Humes will have RSE2 feet (Lv 62), but it's up to you if the HP+, STR+, and slight AGI+ are worth the massive cost. Rutter Sabatons (Lv 67, rare/ex) also give some STR+, at the cost of some slow %. Sabatons will provide a small boost to ranged attack damage, but marksmanship weapon skills won't see a big damage difference with these on.

WEAPON SKILLS 60-70

At 200 skill, Lv 60, there are Blast Shot (marksmanship) and Blast Arrow (archery). Square really destroyed these weapon skills (not that they were all that great to begin with). These are supposed to be 2 hit; you hit the target up close with the ranged weapon equipped, then shoot at it with the same weapon. If you are eating meat, this weapon skills' accuracy will suffer from the distance penalty. You must ONLY use this weapon skill if you are within normal melee distance of your target. Even though these are 2 hit skills, if you are outside normal melee range, you will lose TP, and be told "_____ is too far away". Yes, this makes no sense, and will likely never get fixed because nobody uses these weapon skills anyway, but keep it in mind. Square didn't realize the impact on these weapon skills when installing the distance penalty on ranged attacks. Also, from what I’ve seen, even though these are 2 hit weapon skills, you will not gain more TP than you do from any other ranged weapon skill. Again, makes no sense.

At 225 skill, Lv 67, there are Heavy Shot and Arching Arrow. These can be used to open or close light skillchains, which can be very destructive to targets at this level (goblins, dhalmels). Against dhalmels, light can do as much if not more damage than the weapon skill that closed the chain. Depending on the melee in your party, it can still be more beneficial at this point to keep skillchaining. Test it out for yourself and see what your party prefers.

If you are in a party with a samurai, I recommend this to anyone after Lv 66, just for fun. Tachi: Yukikaze > Slug-Side, and while you weapon skill as RNG, the SAM uses meditate. After fragmentation dmg goes off, SAM uses Tachi: Gekko and gets another skillchain, distortion. If a PLD is in the same party, and the target isn't dead yet, they can use swift blade for darkness. 4 person chain, with 2 LV 2 and 1 LV 3. Lots of fun to team up with only 1-2 other DD and incinerate targets this way. Depending on the target, the SC dmg gets pretty nasty. You can challenge your party's BLM to burst all the skillchains for some friendly competition.

SUBJOBS 60-70

See section on subjobs 40-50.

FOOD 60-70

Start using endgame food. If you've gone RATK+ and sushi, you'll be eating sushi until you change jobs. If you've stacked RACC+ and are eating meat, coeurl subs do well, as does coeurl sautee, yellow curry, boiled cockatrice, ic pilav. Don't go into the more expensive foods like dragon steak, red curry, Cerberus steak, or even bison steak. Only look at these foods after Lv 70, and only if you are /WAR, or with a BRD giving double minuet, or both.

<b><div align='center'>Level Breakdown Sub-section 70-75</b></div>

Job Trait:

Accuracy Bonus IV (Lv 70)

EQUIPMENT 70-75

Lots of gear options here. Weapons first.

Longbow has 2 options here, 1 being Master Caster's bow (Lv 71), and the other being Shigeto bow+1 (Lv 71). Shigeto bow is a decent longbow, but does not necessarily replace Selene's (Lv 60, rare/ex). No RACC+, some RATK+, no STR+, and a much longer delay make it worth skipping if you have Selene’s or Eurytos'.

If you are from Windurst, the Master Caster's bow is a very solid endgame bow. Often overlooked due to its lack of RATK+ or STR+, the delay of 540 is comparable to Selene’s, and the RACC+7 is a good thing. The major advantage is the 77 base dmg, which can't be bettered anywhere outside of the upper stages of relic bow, or Gendawa +1 (Lv 70). If you can make up for the lack of RATK+, this is as good of a longbow as you can get with the RACC+ active. It's also really ugly to look at; it looks like RNG AF1.

Yet another bow that many RNG will look at is Gendawa +1 (Lv 70). Gendawa has very poor stats when looking at it; a small amount of AGI+, small RACC+, and delay of near 600. Gendawa supposedly has a hidden effect of uncapped ranged attack damage, however. The issue is, even though it may or may not have this hidden effect, the lack of RATK, high delay, and only small amounts of RACC or AGI make this a less than perfect weapon. You're going to need a large amount of RATK+, even if you are eating meat, to push the limits of this bow. Master Caster's is similar, but the 60 less delay make it a better choice, despite the lack of RATK (of course, provided you are from Windurst). When you get into endgame, the entire rest of your equipment setup becomes focused on getting the most out of the weapon you've chosen to use full time. Kabura Arrows (Lv 70) will give a very occasional additional effect of silence, but the 38 base dmg and RACC+ are the best you can get.

Crossbows don't see anything new here really, since Othinus' bow doesn't get replaced, but Staurobow +1 (Lv 74) and Grosveneur's bow (Lv 70, rare) are alternatives if you can't get O-bow.

At endgame, guns get to be a bit more important. Hellfire +1 (Lv 70) is the standard that most RNG will use when a high powered weapon is necessary. God fights in sky, Jailers in sea are where this will get used, if at all. Any NM that requires a high powered weapon due to its high defense will be a good situation for a Hellfire +1, despite the fact that it has rather poor delay. The RATK and RACC make it an overall decent gun. Another option is Coffinmaker (Lv 72, rare/ex), obtained as a random drop from KSNM30. This gun does not have the RATK+ of HF+1, but it has slightly more RACC+. Instead of 42 base dmg like HF+1, Coffinmaker is only 40, but is also 40 less delay. Dmg/delay is slightly better on Coffinmaker, but the lack of RATK makes these 2 guns about even in overall output. Use whichever you enjoy more; Coffinmaker won't give 40 base dmg until 500 weapon skill points are obtained with it (like the trial weapons for Detonator or Empyreal arrow), so you may not consider it worth the time.

For situations where high spike dmg is required, like Dynamis Lord or any fights that should not last longer than 90 seconds, there is Culverin(+1) (Lv 73). This, as said earlier, is the highest base damage weapon in the game, and can only be used with Cannon shells or Heavy shells. This is THE weapon of choice for fights where all you do is spam weapon skills or JAs. Yes, the delay is obscene at 700+, and the RACC- is huge, but the RATK+ and base dmg of 50-51 give this gun an important place, and should be in every endgame RNG's mog house or inventory. Heavy shells only stack to 12, and cannot be used in any of the other guns mentioned in this guide. This weapon & ammo combo is for situations where a lot of dmg needs to be put out, and the cost is irrelevant.

For standard melee weapons, the last option you get is Kriegsbeil (Lv 70). Dropped from KSNM99, this is one of the few 1 handed weapons RNG get for some RATK+, and the RACC+ with some AGI+ make this a good weapon overall. Depending on your own setup, you may prefer to try for some RATK+ elsewhere and stick to pure RACC+ in main or sub.

One quick note: please avoid using trial weapons in an exp or event situation. Gun of trials (Lv 71, rare/ex) and Bow of trials (Lv 71, rare/ex) should be broken in parties where skill up is encouraged.

It is HIGHLY recommended that if you take ranger past Lv 70, to join a linkshell that does sky (and finish Zilart Mission 12; see mission guides around the web for access to sky and details on Zilart Missions). Every ranger who is Lv 75 should have Crimson Finger Gauntlets (Lv 73, rare/ex) and/or Seiryu's kote (Lv 75, rare/ex). These are the two best pieces of hand equipment in the game. Crimson can't be matched for damage, but if you are seemingly hitting consistent damage on normal shots, Kote may benefit you more due to the AGI+ as a weapon skill damage modifier. Some will suggest that you use 1 of these 2 for normal shots, then switch to the other for weapon skills. This is a bad idea. Slug-Side is RACC based, so if you're able to land normal shots accurately, there's no reason to swap to kote for weapon skills. If you need the RACC+ given by the AGI bonus of Kote for your normal shots, there's no reason to swap to Crimson for weapon skills; this will make your weapon skills less accurate. If you don't need the AGI bonus of kote, then keep Crimson on full time. If you do need the AGI bonus of kote, keep kote on full time. If you can't get either of these 2 hand pieces, the Pahluwan hand gear (Lv 72) from assault works well, and if you can't get that, you can try to shoot for Scout's Bracers (Lv 71, rare/ex) from Dynamis-Windurst; though the AGI+ won't necessarily replace Deadeye gloves (Lv 60). If you have a group that can reliably win The Ashu Talif fight "Targeting the Captain", Barbarossa's Moufles (Lv 73) are another solid pair of gloves.

In headgear, there is War beret (Lv 70) and Optical hat (Lv 70, rare/ex). Optical hat requires about 16-25 Lv 70+ to help you, and War beret is buyable from AH. These both provide a nice amount of RACC+. Though War Beret+1 gives slightly less than Optical hat, it does give some HP+ and defense along with INT-. Pahluwan headgear (Lv 72, rare/ex) does the same as War beret, but War beret is much easier to get. You will see lots of RNG wearing Wyvern Helm (Lv 75). This helmet gives HP+ and STR+. Trying to stack on straight STR+ with this will not help your weapon skill or normal shot dmg without a fair amount of RATK+ to support it. Wyvern Helm will increase weapon skill damage a fair amount, but this will only be an option for those who can consistently land Slug Shot at 100% TP. It won't give you any RACC, and a very minimal by-product of RATK. Wyvern helm also won't boost Rapid shot activation rate the way Hunter’s Beret (Lv 54) does. Another overall option, if you have the RACC+ from the rest of your setup to allow it, is Hunter's Beret+1 (Lv 74), if you have access to Limbus. The Rapid Shot enhancement along with AGI+ and RATK+ is a nice combination, and unlike Optical hat, gives some defense and HP+. Use your own tests in the field with each of these pieces and use whichever benefits your damage the most.

For body pieces, an excellent piece is Kyudogi(+1) (Lv 70). The RACC+ and RATK+, combined with the slight magic dmg mitigation and resist blind trait make it an excellent overall piece. The majority of the ingredients for this synth are not that hard to get, but Cerberus leather is expensive and Yoichi's Sash is not a common item.

There is also Pahluwan Khazagand (Lv 72, rare/ex). Attained through assault missions, this is another piece that can replace Hunter's Jerkin. The RACC+, HP+, and slight bonus to critical hit rate make this marginally better than AF1. The largest reason to get this may be to allow you to put the rest of your AF1 in storage. Of course, AF1+1 (Lv 74, rare/ex) body also replaces AF1, and will also perform better than Pahluwan body if you can get it.

Then there is Kirin’s Osode (Lv 75, rare). STR+, AGI+, MND+, even INT+ can all help the traits of RNG. The higher defense and VIT+ don't hurt either for those times when you will be taking a hit. Osode isn't necessarily the end-all of equipment setups; RNG with AF1 can easily outperform Osode wearers, depending on overall setup. In fact, it's recommended that you not wear Osode until you know you have enough RACC+ to cover the loss of AF1 body. Your normal shot and weapon skill dmg won't go up by a huge amount with it on, but you will notice a difference. Sushi eaters are going to have to test Osode vs. Shikaree Aketon to determine which one hits harder. Most RNG who get this piece will be wearing it 24/7 (like many BRD do), unlike the majority of jobs that want to get one just to swap for weapon skill dmg or single JAs (SAM, MNK, WAR, NIN).

For Sushi eaters, there is Archer's Jupon (Lv 71 rare/ex). You'll need a few friends to help kill the Ambusher Antlion NM, but the RATK+ and STR+ combo will likely make this body piece outdamage Osode or Kyudogi. As long as your sushi covers the RACC loss, this will help you hit as hard as possible. Meat eaters won't be able to sacrifice the difference of 20 RACC by wearing this body piece over AF1 or Pahluwan.

Legwear doesn't see many options outside of Pahluwan Serawheels (Lv 72, rare/ex). I think this is because Square-Enix doesn't want to make anything better than Scout's Braccae (Lv 72, rare/ex). All AF2/Relic will be covered after buyable/questable items. However, there are Dusk Trousers (Lv 72) for those who have the gil to spend. The RACC+ won't be matched by anything else, but the decreased movement speed will annoy many players.

For feet, War boots +1 (Lv 70) are the best you can get outside Scout's Socks (Lv 74, rare/ex). The RATK+ in footwear isn't available in many other places. Even NQ War boots will outdamage RSE2 hume feet and Rutter Sabatons. Another pair of shoes worth looking at, for crossbow & holy bolt users, is Suzaku's Sune-ate (Lv 75, rare/ex). The MND+ will give a bit more added effect dmg from Holy bolts when compared to the RATK of War boots, but remember to switch to RATK+ for your weapon skills when you change ammo.

A less difficult piece of gear that will also help a fair amount of the time is Fenrir's Earring (Lv 70 rare/ex). The RATK+ at night will really do well for your DoT and weapon skills. Swap it for something else during the day if you can remember to do so.

For those who have gone through the majority of Chains of Promathia missions, there are the torques in sea. Faith torque and Hope Torque (Lv 72) are the best neckwear you can put on for DoT. Faith for gun / crossbow users, Hope for longbow. These will not only increase your RACC and RATK, they will more importantly increase the damage cap slightly. The single biggest thing to boost your output (outside of weapon damage) is to increase the skill with your equipped weapon. The AGI+ of Hope torque is also a great bonus, as well as the MND+ on Faith Torque for crossbow users and holy bolts. If you can afford the RACC-1 drop from Jagd gorget, Qiqirn Collar (Lv 74) is another nice boost for the RATK+.

There is also the AF1+1 set. The majority of RNG AF1+1 (Lv 74, rare/ex) is basically AF1 with some AGI+ as an added bonus. However, one piece that has a noticable boost is Hunter's Bracers+1. These have an AGI+6 on them, but also enhance Barrage. The enhancement is a possible additional shot, which makes them useful for the Barrage macro. Just about everything else is skippable, but Hunter's Beret+1 will serve some very well.

There is also AF2, which was mentioned a bit already. Of the relic armor, the most beneficial pieces are legs (Lv 72, rare/ex) and feet (Lv 74, rare/ex). The legs can be worn full time for the RACC+ and Enmity-, and depending on your weapon choice, the feet can also be worn full time. I personally swap feet in for weapon skills only when using holy bolts for normal shots, but anytime longbow or gun is your main weapon, you'll want these on. The AF2 hands get replaced by Crimson or Seiryu's kote, and the head isn't really useful for much outside of Holy bolt + Machine crossbow for additional effect dmg spam. AF2 body has an enhancement to Rapid shot, but for most setups it would be difficult to determine if the racc+10 you'd get from AF1 or the STR+ and AGI+ from Osode would be more beneficial without a parser. Regardless, you won't want to wear AF2 body for weapon skills.

Venturer's belt (Lv 71) is a good option if you are going for the RATK+/STR+ route and eating sushi. Scout's belt (Lv 70, rare/ex) is the best belt you'll find anyplace, with the RACC+, RATK+, and AGI+ combination. If you have a group that can clear areas in Einherjar, the next best thing to Scout's Belt is Buccaneer's Belt (Lv 75). The STR+4, RACC+ and Enmity- are a very beneficial combination for RNG.

WEAPON SKILLS 70-75

Empyreal Arrow (archery) and Detonator (marksmanship) can be obtained if the quests are completed (Lv 72). The trial weapon says it is Lv 71 RNG, but your base skill with the weapon type has to be at least 250 to get these quests. Empyreal Arrow has a pretty animation, and so does Detonator, but these weapon skills are really more for fun than for practical use. They both fall under the same spot on the skillchain chart as Heavy Shot / Arching Arrow, so you won't gain the ability to open or close darkness, or even chain with 1 other ranger to create light.

These weapon skills will probably out damage Heavy Shot or Arching Arrow, but it is really personal preference if you want to spend the time to get them. They are not necessarily required endgame weapon skills like Asuran Fists, Tachi: Kasha, or Steel Cyclone. You're still going to spend the vast majority of your time firing Slug-Side.

SUBJOBS 70-75

If you haven't done so already, level warrior and ninja to 37. Endgame is where warrior subjob allows you to set yourself apart from most RNG. The warrior subjob is situational in endgame; most of the time using it will only serve to burn charges off your Reraise Gorget (Lv 55). Anytime you have a notorious monster or boss that needs to be killed quickly (requires RDM or someone to keep it stunned and either you kill it or it kills you all), you will want /WAR as an available option. Bosses in dynamis are the best example of /WAR importance. From all the RNG I've seen vs. Dynamis Lord or any other area boss, the most damage has been consistently put out by /WAR with Culverin(+1), using ranged attack food like bison steak.

For merit parties, you'll probably notice that almost every other melee DD is /NIN. RNG is even more pressured to go this route due to the job's ability to get 1 or 2 shotted fairly easily. Going /NIN also helps your party with MP conservation. If your mages never run out of MP, you can keep exp chains going until your party gets bored or has to quit for the day.


Some might consider /SAM a good idea, for the bonus that activates when using a 2-handed weapon like a Fire staff. As previously mentioned, 0 staff skill will hurt your TP gain compared to an axe or dagger (despite the 2 passive store TP traits from /SAM), and the RATK from Fransisca or RACC from Hawker's knife will do more to help your weapon skill accuracy and damage. Your weapon skills will hit only slightly harder with RATK+10 and STR+5 from fire staff than they will from Fransisca & Hawker's or Fransisca and Kriegsbeil. The SAM subjob ability gives STR+, accuracy+ (not ranged accuracy), and some haste %+. As mentioned at the beginning of this guide, haste does not effect ranged attacks. The STR+ while the ability is active won't help your overall damage output nearly as much as the added TP gain from melee with dagger or axe combined with the RACC or RATK bonus of those weapons.

The idea behind /SAM relies heavily on fire staff and using ranged attacks for TP gain exclusively. This combo will be hard pressed to provide more TP gain and damage output than /NIN and certainly won’t be capable of more than /WAR. The combination of store TP traits and meditate every 3 minutes for an additional 60 TP will likely bring the TP gain rate to be slightly better than, if not equal to /NIN. The damage output of /SAM vs /NIN seems about even, leaving the only other way to compare the 2 subjobs to be utsusemi vs. Third Eye. The damage mitigation of the /SAM job ability "third eye" is, at best, inconsistent. You won't be able to counter attack due to 0 staff skill, so that hurts the resiliency of third eye. Third eye is unavailable while under amnesia, but utsusemi is unusable while silenced. Of course, feel free to try it out both for yourself. For survivability and damage dealt/damage taken ratio: /NIN > /SAM > /WAR. For total damage output, it’s /WAR > /SAM > /NIN (on kited targets only).

See subjobs 40-50.

FOOD 70-75

Meat eaters will be able to take advantage of coeurl sub+1, yellow curry, or sis kebabi to exp if /NIN. If you can get subs+1, and have no BRD, use those. After that, its yellow curry, then sis kebabi as a 3rd option. If /WAR or with a BRD: bison steak, red curry, dragon steak, porcupine/hedgehog pie, or cerberus steak will give about the best boost possible. The higher-end ranged attack foods really should only be used in situations where you are expected to put as much damage as possible on targets (aka when you're able to sub warrior, or when party/alliance gives you a BRD because they want you to be a primary DD). [/purple]

*** Important Gear 61-75 ***

Amemet Mantle (+1)
Minuet Earing
Deadeye Earring
RSE Version 2 Hands and Feet
Fransisca
Kriegsbeil
Othinus’ Bow
Hellfire (+1)
Triumph Earring
War Boots
Dusk Armor
Scout’s Attire Armor
Archer’s Jupon
Kirin’s Osode
Seiryu’s Kote
Skadi Leather Armor

9. ~The ranged weapons~

Ranger’s have access to all three types of ranged weapons in the game; Bow’s, Crossbow’s and Guns. Each has their strengths and weakness. Its important to keep both Archery and Marksmanship leveled as you progress as you will never know which you will need.

| Bows |

Posted Image

“A bow is an ancient weapon that projects arrows powered by the elasticity of the bow. Energy is stored in the limbs of the bow and transformed into rapid motion when the string is released, with the string transferring this force to the arrow. The bow is used for hunting and sport (target shooting), and in historical times it was a weapon of war.”

Taken from Wikipedia.

The Bow can be considered the middle option when it comes to the three weapons although that certainly doesn’t make it a “medium” damage weapon. The bow is the most common weapon used among Rangers due to its flexible nature. It can be extremely damaging with arrows such as Demon Arrows and Kabura arrows but it can also be used to inflict status effects on enemies such as Sleep. When using a Bow the usual spot to stand for maximum damage output usual is far away from the target but not extremely far. To date the strongest Bow a Ranger can use is the Eurytos Bow / Vali’s Bow. These bows are extremely powerful and very capable of dealing massive damage. Second to those two is the Selene’s Bow which is a little easier to obtain and only falls slightly behind the E / V Bow in terms of damage.

| Crossbow |

Posted Image

“A crossbow is a weapon consisting of a bow mounted on a stock that shoots projectiles, often called bolts. A mechanism in the stock holds the bow in its fully-drawn position until it is shot by releasing a trigger. Crossbows played a significant role in the warfare of North Africa, Europe and Asia. Crossbows are used today primarily for target shooting and hunting.”

Taken from Wikipedia.

The Crossbow is the most common weapon among jobs in Final Fantasy XI. Not only do Rangers utilize it but so do Thieves and Dark Knight’s. The crossbow’s strength is usually in its very fast rate of fire compared to the Bow and the Gun. Although the damage is comparably lower than the Bow or the Gun its sheer speed more than makes up for it and once you attain level 30 Holy Bolts become available and increase the damage potential for bolts. it’s a very popular weapon when combined with Mind armor and White Mage sub job for maximum damage potential on Holy Bolts. By far the best weapon for Rangers using the Crossbow is Othinus’ Bow. Its very powerful and the Ranged Attack bonus is amazing as well. Another notable weapon is the Machine / Reapiting Crossbow which has the fastest rate of fire for any crossbow (used for Holy Bolt spam.) Through the use of the Samurai subjob and various pieces of equipment, it is possible to perform a 6 /5 Hit setup with Othinus' Bow!
| Guns |

Posted Image

“A gun is a common name given to an object that propels another object or projectile. The projectile is generally fired through a hollow tube known as the gun's barrel. The projectile's caliber is usually designated in fractions of an inch or in millimeters. Differing from the musket, most modern guns are rifled, with a series of grooves spiraling along the barrel; exceptions include smoothbores on tanks, AFVs and some artillery.”

Taken from Wikipedia.

Easley the most powerful weapon when considering sheer power. The Gun deals exuberant amounts of damage with every shot. Its major downfall though is its very slow rate of firing which makes it the slowest of the three weapons in terms of fire rate. The gun is an excellent weapon when a lot of spike damage is needed in a quick amount of time because Rangers can utilize abilities and items such as Icarus Wings, Barrage, Meditate to fire off enormous amounts of damage with the sheer power of the gun. There are two types of guns, the normal kind and the cannons. Cannon use special Cannon Shells which only stack to 12 instead of 99 and have a slightly slower rate of fire than normal guns but pack the most damage per shot on any type of ranged weapon a ranger uses. The best Gun a ranger can use is the Hellfire which becomes accessible in the later levels. As for cannons the only two cannons that can be used are Cluvrien and the +1 version.

| Selecting a Ranged weapon type |

Standard melee weapons will not be covered in this guide unless they affect ranged attacks, as the vast majority of your damage will be from ranged attacks and weapon skills.


Rangers can use longbows, short bows, crossbows, guns, and throwing weapons. All of these weapons are considered piercing damage (with the only possible exception being boomerangs; these might be slashing or blunt), and inherit the bonuses or penalties of piercing vs. your target. Many undead are strong to piercing (but holy bolts avoid this problem slightly via additional effect: light dmg), and many exp targets are weak to it (birds, greater birds, bats, flies).


No rangers I know use short bows as a main weapon (example: Sniping Bow - RNG artifact weapon). Short bows have roughly half the delay of longbows, and about half the base dmg of longbows for the level they can be equipped at. Short bows often give a slight amount of ranged accuracy or AGI, but little or no ranged attack. The lower base dmg may be offset by the lower delay when compared to other weapons, which means the ability to gain TP at a good rate. The price of maintaining TP gain with the lower delay is much higher in Ammunition, though. Fire more shots to keep TP gain rate roughly the same as longbows, meaning you pay more money to do it. The lower base dmg of short bows also means weaker weapon skills, barrages, and weaker Eagle Eye Shot if you decide to use the job abilities when you have 1 equipped.


Having to hit your ranged attack macro more often is another drawback of short bows, as the delay between shots gets worse anytime you are slow with the buttons. Fewer shots allow your performance to depend more on your character setup than on your ability to mash a single button for hours at a time.


For these reasons, many RNG stay away from short bows as a general rule. Short bows do have a slight edge when you may want to use arrows that give an additional effect, though. More shots means the effect will have more chances to kick in, or more elemental damage will be put on the target (see Lv 40-50 and Lv 50-60 sections for more on elemental arrows).


The only low delay bow that is worth mentioning is Loxley bow (Lv 57), because it allows sleep arrows to be fired rapidly when the situation requires it, or you need to claim targets competitively and shadowbind isn't available.


Short bows can do dependable damage and competitively gain TP, but a lack of ranged attack+, and low base dmg means JA and weapon skills won't put up much for you.


Longbows are a solid weapon type for the majority of situations you face as RNG. They have high base dmg, and most longbows give a fair amount of ranged attack+ and/or ranged accuracy+. They have higher delay than short bows or most crossbows, but they gain TP at a rate high enough to prevent it from being a real disadvantage. High base dmg also translates to higher damage weapon skills and JA (Job abilities), to make them a good choice for exp parties.


Like short bows, longbows also have the ability to use additional effect arrows for the chance of hitting targets with bad statuses. Silence, attack down, sleep, and elemental damage are all possible with the appropriate arrows. The slight versatility here is worth mentioning, but elemental damage from arrows is not generally very high, nor are the status effects very likely to activate (with the exception of sleep arrows; if a target can be slept, arrows will put it to sleep for a short time at a good success rate, and don't seem to get resisted over time like the sleep spell does). The reason for this may be that additional effect elemental damage is likely based on your INT. It generally gets very difficult to load up on multiple stats with gear and food, and there isn't any overall gain to loading up on INT instead of RACC, RATK, STR, or AGI.


Crossbows are another good weapon choice for RNG. In the early levels you'll notice a big disparity in base dmg when compared to longbows. Like short bows, they also have shorter delay. What crossbows do have, however, is a wide range of ammunition. Toward the upper levels you'll see bolts with moderate base dmg, and these will compliment a wide array of additional effect bolts.


Additional effect bolts/arrows are not like most melee weapons with added effects. Effects on bolts/arrows will kick in as much as 80-90% of the time depending on the target and the type of status bolt/arrow. Some ammunition has effects that activate 100% of the time like holy bolts (Lv 30). Sleep Bolts (Lv 30), bloody bolts (Lv 25), and acid bolts (Lv 15) are also pretty reliable, with a high chance of activating. One more note about holy bolts: additional effect damage is not added to your enmity total.


Some targets won't process defense down very often, and some are near impossible to get it to stick on. For targets where the effect does land reliably, everyone else around you will be happy you did it. This is mentioned in the Lv 10-20 section, but it's important to note here: the additional effect of acid bolts will not process often on targets with high wind resistance, if at all. This means puks, greater birds, golems, ice or wind elementals, colibri, etc.


Acid bolts for defense down, holy bolts for additional effect damage, and mythril/darksteel for JA/weapon skills turn crossbow into as good of an overall weapon as you'll find anywhere in the game for RNG. Most bolts are also fairly cheap ammunition because they are not created from high level crafts. This allows for versatility, competitive TP gain, moderate weapon skills/JA dmg, and consistent ammunition costs.


Guns have 2 things; highest base dmg of any weapon in the game (ranged or not), and highest delay of any weapon in the game (if you don't count un-upgraded relic weapons). Ranged weapons overall have a TP gain penalty as it is, considering their delay (the delay/TP return for standard melee weapons is about 25% more than ranged). Guns seem to suffer the most from this penalty, however. RNG Guns have the worst TP gain rate of any weapon type in the game. Guns also don't typically give large amounts of ranged attack+ or ranged accuracy+ until very late levels. There are also only 2 forms of ammunition available to guns; high base dmg or stun bullets.


The high base dmg will not make up for the horrible delay/TP gain through weapon skills and JA. Guns are also expensive to maintain. In the early levels, guns aren't worth even looking at, due to the high delay, lack of RACC+ (Lv 34 is the first gun that RNG can equip with RACC+ as of this writing), and lack of RATK+. There aren't many reasons why guns are not a great weapon choice, but the few listed are very important reasons to avoid using them in exp parties.


The advantage of guns, however, is the high base dmg. The highest base dmg weapon in FFXI is a Culverin+1 and Heavy shells (51+99 = 150). This allows for the highest amount of damage possible with JA and weapon skills. The high dmg makes guns a decent option where targets have very high defense, but in extended fights they will still be outperformed by comparable longbows, when total damage over time is added up. The high base dmg of guns gives them their place; anytime you need to put up as much damage as possible in very little time, where all you do is stack JAs and weapon skills. This means mission fights, BCNMs, dynamis bosses, etc.


Throwing weapons should never be used in an exp situation for any reason, because there are no throwing weapon skills. When you reach Lv 70+, you will probably want to go back and build up throwing for fighting gods in sky. The only time rangers actually use throwing skill is to toss special ammunition (winds) at gods. More about winds will be mentioned in the Lv 70-75 section.


Personally, I recommend crossbow > longbow > gun > short bow as far as exp weapon types go. Feel free to try them all out and use what not only works best for you, but also is the most fun.


10. ~Stats and Skills of a Ranger~

Stats

Since Ranger's focus heavly on dealing damage there base stats for damage dealing are surprisnly average compared to most other Damage dealer's base stats.

Strength

Strength benefits the Ranger by increasing the power of both Melee and Ranged Attacks. Ranger's have around an average amount of Strength compared to most other classes so it is wise to invest in some Strength gear.

Agility

Agility increases the accuracy of ranged attacks as well as increasing Evasion (although with Rangers extremly low Evasion skill it wont really help much.) Ranger's naturally have a high Agility stat almost on par with Ninja's. It might be a good idea to invest in some Agility gear in the earlier levels but you progress your Ranged Accuracy becomes more and more prominent.

Vitality

As with Evasion, Rangers also have a naturally low defensive rating. Vitality is low on Ranger which hinders our defense and leave us extremly vulnerable to strong enemy attacks. Utsusemi and Seigan are used to provide small remedies to these problems.

Dexterity

Dexterity indirectly improves the melee accuracy of the Ranger when using melee weapons. 2 points of Dexertiy will equal 1 point of Accuracy. Ranger's typically have a average Dexterity rating so our melee accuracy isnt great but not dissapointing either.

Mind

Mind is usually a stat associated with mage jobs but it has a use for Ranger. When high amounts of Mind are achived the damage from Holy Bolts increases. Rangers have a low to average Mind rating so when using Holy Bolts it might be wise to have some Mind gear (for example AF legs add +5 Mind.)

Intelligence

Intellegence is like Mind and that its associated with mage jobs mostly. Intellegence doesnt really benefit a Ranger in anyway except for providing some sort of small defense against some types of enfeebles. Coupled with our low Intellegence rating and our magic defense isnt so great either.

Charisma

Charisma is usually associated with the Bard and Beastmaster classes so it really doesnt have much of a use for Ranger's unless subbing either on of those two jobs. Charisma is mediocre on Ranger.

Skills

Ranger's have varying degree's of combat skills with diffrent weapons. Ranger's defensive skills arent all that great compared to most other jobs we are very squishy.

Combat Skills

Axe
Skill Ranking: B-
Caps at level 37: 109
Caps at level 75: 240

Dagger
Skill Ranking: B-
Caps at level 37: 109
Caps at level 75: 240

Sword
Skill Ranking: D
Caps at level 37: 101
Caps at level 75: 210

Club
Skill Ranking: E
Caps at level 37: 94
Caps at level 75: 200

Archery
Skill Ranking: A-
Caps at level 37: 114
Caps at level 75: 269

Marksmenship
Skill Ranking: A-
Caps at level 37: 114
Caps at level 75: 269

Throwing
Skill Ranking: C-
Caps at level 37: 105
Caps at level 75: 220

Defensive Skills<

Evasion
Skill Ranking: E
Caps at level 37: 94
Caps at level 75: 200

Ranger's do not posses any native Parrying traits.

11. ~Ranged Attack damage modifiers~

ALL RANGED ATTACKS AND RANGED WEAPON SKILL DAMAGE ARE BASED ON YOUR RATK VS TARGET DEF FIRST

When trying to increase ranged Weapon Skill damage, many people tend to think that loading up on AGI+ will benefit you more for marksmanship, and STR+ will help Archery best. The single biggest factor in how much damage ranged weapon skills do is your weapon & ammo base dmg, and after that, it is Ranged Attack (RATK). It is true that Archery weapon skills also have a STR based modifier, and marksmanship has no such secondary STR modifier. However, when you have a choice between RATK+ vs. STR+ or AGI+ and want to increase any ranged Weapon Skill dmg, get RATK first, then STR or AGI (assuming you have enough Ranged Accuracy to land ranged weapon skills). Do NOT, however, stack up on AGI for normal Ranged Attack dmg with marksmanship OR archery. RATK and STR still increase normal shot dmg, and AGI does not increase it. You can test this out yourself anytime; go and pick targets with similar levels and swap out pieces of gear. Ranged Attack+ often has a larger impact than STR+ or AGI+.


If you have enough Ranged Accuracy (RACC) to land weapon skills and barrage consistently, the priorities on stats for increasing Weapon Skill damage are:

* RATK > STR / AGI

For normal shots, it is:

* RATK > STR > AGI


12. ~ Ranger’s Abilities~

| Abilities |

Eagle Eye Shot
Recast: 2 hours
Instant
Level 1

This is the Ranger’s 2 hour ability. It will instantly fire off an incurably powerful burst shot from your ranged weapon. This causes heavy damage to the target and also a lot of hate. Best used in emergency situations when you need to eliminate the threat quick or during a speed kill attempt. Take note that thiss attack CAN MISS although its very rare.

Sharpshot
Recast: 5 minutes
Lasts 1 minute.
Level 1

Sharpshot is a sharp increase in your ranged accuracy for 1 minutes time total. Its great for helping you land your shots consistently to kill the enemy quicker or to just inflict a status with a status bolt / arrow with more accuracy. Use it with good judgment.

Camouflage
Recast: 5 minutes
Random amount of time
Level 10

Camouflage provides a "free" form of the Invisible effect for Rangers. As of the November 2009 update, Camouflage has received a buff. While under the effect of Camouflage, the enmity incurred by a Ranger's attack will be less than normal. The effect usually wears off pretty quickly. Hunter's Jerkin will enhance this effect.

Barrage
Recast: 5 minutes
Last 1 minute
Level 30

Barrage is basically a multi attack. As you progress in levels the amount of projectiles that are shot increases from 4 to 6 with Hunter’s Bracers +1 making it total 7. This ability can be very damaging but it can miss very often. Best used in combination with Sharpshot.

Shadowbind
Recast: 5 minutes
Last 20 seconds.
Level 40

Shadowbind is form of Bind that rangers can use against foes. This attack will NEVER get resisted unless the enemy is totally immune to the Bind status. This is extremely helpful for holding off and link and in sky for a quick claim also.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Any melee or ranged attack to a mob in bound status will remove the bind. Also, mobs that have very high resistance to ice based attacks (ex: fire elementals) cannot be bound in this way."

-Courtesy of Lambtor<!--QuoteEnd--></div><!--QuoteEEnd-->

Velocity Shot
Recast: 5 minutes
Last 2 hours
Level 45

The newly added Velocity Shot improved Rangers damage output by a great deal. This ability increases Ranged Attack and Ranged Speed by +15% while it lower Melee attack speed and power by 15% also. Its basically the Ranger version of Hasso for Samurai’s and it’s a great ability to use. Make sure to have it up at all times unless for some reason you shouldn’t. Velocity Shot can be dispelled in the same manner as Unlimited Shot.

Unlimited Shot
Recast: 3 minutes
Lasts 1 minutes
Level 51

Unlimited Shot will allow the Ranger’s next ranged attack to fire off without consuming the ammo for the attack. Barrage will cancel out this ability and vice-versa. Best used in conjunction with hard to get ammo such as Patriarch Protector’s Arrow. This ability is also used in combonation with Winds droped from sky gods so that you can toss it and dispell there special effects without having to waste the wind. Also Unlimited shot can be dispelled by certain attacks. As of the November 2009 update, this ability has been enhanced. Unlimited Shot will now remain active until you land a hit with it on.

Flashy Shot (Merit)
Recast time: 20 minutes
Instant

Flashy shot will generate more hate on the next ranged attack but will ignore level difference penalties that might plague a ranger.

Stealth Shot (Merit)
Recast time: 20 minutes
Instant

The next ranged attack will generate less hate. Best used to get a mob’s attention away from you.

| Traits |

Wide Scan II
Level 1

This allows you to see monsters and NPC’s in your general area.

Alertness
Level 5

This will lessen the chance a monster will detect you although its still wise to be on your guard.

Accuracy Bonus 1
Level 10

Increases your ranged accuracy

Rapid Shot
Level 15

Rapid shot will make a random ranged attack fire off at a faster rate of fire than usually. Kicks in every once in a while but its quite random.

Resist Poison 1
Level 20

Gives you a slight resistance to poison.

Widescan III
Level 20
An upgraded version of Widescan II allowing you to see more monsters and NPC’s

Accuracy Bonus 2
Level 30

Increases your ranged accuracy even further.

Resist Posion 2
Level 40

Gives more resistance to poison

Widescan IV
Level 40

An upgraded version of Widescan III. Allows you to see more monsters and NPC’s.

Accuracy Bonus 3
Level 50

Further increases ranged accuracy.

Resist Poison 3
Level 60

Gives even more resistance to poison.

Widescan V
Level 60

An upgraded version of Widescan IV. Can see even more monsters and NPC’s.

Accuracy Bonus IV
Level 70

Final bonus. Increases ranged accuracy by a significant amount(when combined with others.)

Recycle (Merit)

Recycle will basically act as a mini Unlimited Shot in that it will randomly fire off a ranged attack without consuming ammo. The more you merit it the more it will activate.

Snapshot (Merit)

Snapshot is 2% Ranged Attack delay per merit added. Fully merited, it will reduce your Ranged Attack delay by 10%. Snapshot works in the same fashion as Haste in that there is no TP penalty for the reduced delay!

13. ~Notable gear for Ranger~

Posted Image



Kirin’s Osode

Often considered the best body for Ranger. +10 to all stats is amazing and will help immensely with your damage. Obtained from Kirin or bought from a Bazaar.

Kyudogi

The Kyudogi is arguably the most stylish body armor a Ranger can use. It looks great plus the stats arent all the bad either. If for some reason you don’t have a Kirin’s Osode and you can get this then by all means use it or Archer’s Jupon. Obtained by gathering materials from Cerberus to The Ashu Talif series of quests. Clothcraft skill and sub crafts are required.

Archer’s Jupon

A very powerful piece of armor. This gives +5 to Strength and +10 to Rangedt Attack making it very useful in certain situations. Some may argue that the -10 Ranged Accuracy puts them off a little it’s a great body armor nonetheless. Obtain from the Ambusher Antlion NM.

Mirke Wadecors

The Mirke Wadecors is a brand new body armor that was introduced with the Mini-Expansion "A Crystalline Prophecy." It can be augmented with the following stats:

Accuracy+10
Attack+10
Ranged Accuracy+10
Ranged Attack+10
Evasion+10
Magic Accuracy+4
"Magic Attack Bonus"+4
"Double Attack" +2%
Critical Hit Rate +3% "
Store TP"+4 "Subtle Blow"+4
Enmity+5
Enmity-5
"Fast Cast" effect +5%
"Call Beast" ability delay -15
"Snapshot"+5%
"Dual Wield" effect +3%
"Blood Pact" ability delay -4
Avatar Perpetuation Cost -2
"Quick Draw" ability delay -5
Pet: Accuracy+15, Ranged Accuracy+15
Pet: Attack+15 Ranged Attack+15
Pet: Magic Accuracy+7 "Magic Atk. Bonus"+7
Pet: "Double Attack" +2
Critical hit rate +2%

Scout’s Attire

The Ranger AF2 armor is relatively fine in its own right although it has some “meh” pieces some pieces are absolutely fantastic. The head is nice for Recycle which kicks in about 30% of the time. The body is the meh piece in the set although it looks cool and gives Rapid Shot +5. The hands arent that bad but arent to great either. The legs are extremely good offering +7 Ranged Accuracy and -2 Enmity. The feet also are notable for having Ranged Attack +10 and Enmity -3.

Skadi Cuire Set

Fantastic armor to say the least. As a whole the Skadi armor is pretty darn good for Ranger’s but if you focus individually then you can spot some pieces you’d like more than others. The visor is pretty good offering + 4 AGI and and + 6 Ranged Attack and Attack in addition to +3 Haste. The body is wonderful giving +8 to AGI DEX and CHR as well as +10 Ranged and Melee accuracy and +5 Ranged and melee accuracy. it’s a nice replacement for Hunter’s Jerkin and crosses the line somewhere between Kyudogi and Archer’s Jupon. The hands give +5 Strength and +10 Ranged Attack so they make great Damage dealing hand armor. The legs are nifty Haste +2, Store TP +7, Ranged Attack +5 and Ranged Accuracy + 4. The feet give movement speed +12 similar to Strider’s / Trotter’s boots. It also gives + 3 Strength and Ranged Accuracy +5.

Hunter’s Attire +1

The +1 version of the AF retains similar features from the old AF but adds some new twist to things. The Hunter’s Bracers +1 now enhances the Barrage Effect as well as the Shadowbind effect. The Beret gives some Ranged Attack and some AGI. The jerkin adds some VIT and AGI. The legs add some Enmity minus attributes. And the socks add some improved stats.

Rajas Ring

Great ring for Ranger. Increases Strength and Dexterity and gives Store TP +5 and some Subtle Blow. it’s a great ring to use when doing a STR build or when using Guns + /SAM sub for 20 TP a hit.

Mekki Shakki

This Pole was introduced with the Zeni Notorious Monster system and drops off Experimental Lamia. It does not pack as much of a punch as the Vulcan's Staff, but the Store TP +5 on it makes it useful for certain X-Number of hit set-ups.

Pahluwan Seraweels

The Pln. Seraweels are a great piece of leg armor for Ranger offering +3 STR and 4 Ranged Accuracy. For the rather small amount of leg selections Ranger has (and the difficulty to obtain the better ones) this leg armor is fantasic and should be obtained. You need 20,000 Assault Points from Mamool Ja Training grounds to obtain it.

Galliard Trousers

These pants arent overall as good as the Pln Seraweels due to the negative stats but they do add one more point of Accuracy and Ranged Accuracy. These are nice if you havent gotten the AF2 or Seraweels yet. Drop from the mob Kurrea.

Pahluwan Khazagand

Think of the Khazagand as the Hunter's Coat but with improvd Defense, HP, Critical hit value (2% ) and the extra hHP. It also adds +10 Melee accuracy as well as the Ranged Accuracy so its nice if for some reason your meleeing. Obtained from Illrusi Atoll staging point Assaults for 20,000 Assault Points.

Wyvren Helm

This Helmet adds +5 Strength and gives a small Blaze Spikes effect upon being attacked randomly. it’s a great Head for the Ranger doing the Strength build or just simply attacking.

Anwig Salade

Yet another Augmentable armor piece. This one comes from the "A Moogle Kupo d'Etat" Mini-Expansion. It can be augmented with the following stats:

Haste+3% Enhances "Snapshot" effect (+3%)
STR+4 Weapon Skill Accuracy +15
DEX+4 Increases critical hit damage (+2%)
VIT+4 Shield Skill +5
AGI+4 Increases weapon skill damage (+2%)
INT+4 Magic Accuracy+2
MND+4 "Cure" potency +3%
CHR+4 "Waltz" ability delay -2
Accuracy+10 Attack+5
Ranged Accuracy+10 Ranged Attack+5
Evasion+10 Store TP +4
Magic Accuracy+3 MP Recovered While Healing +3
"Magic Attack Bonus"+2 HP Recovered While Healing +3
Magic damage taken -2% Enmity+4
Magic critical hit rate +10% Enmity-4
Enhances "Fast Cast" effect (+3%)
"Blood Pact" ability delay -3
STR+2 Haste +2%
DEX+2 Haste +2%
VIT+2 Haste +2%
AGI+2 Haste +2%
INT+2 Enhances "Fast Cast" effect (+2%)
MND+2 Enhances "Fast Cast" effect (+2%)
CHR+2 Enhances "Fast Cast" effect (+2%)
Accuracy+3 Pet: Haste +5%
Accuracy+3 Pet: Critical Hit Rate +3%
Attack+3 Pet: Adds "Regen" effect
Attack+3 Pet: Damage taken -10%

Kraken Club

The Kraken Club is an amazing weapon as you have probably heard already. For Ranger it plays a very fun role with a Gun (or Culverien if what not.) A Ranger can load up on Accuracy and Haste gear while using that Kraken Club and once he or she reaches 100% Tp they can swap in there normal Ranged Accuracy and Atack gear and fire off a Slugshot. This can be done quite rapidly and is extremly effective. Obtained from BCNM60 Up in Arms.

Mercurial Kris

Not as good as the Kraken Club but still decent. With the Kris you can attack up to 3 times per round and because of the Daggers low delay its extremly quick. Low damage will mean you might need to put on some Attack gear on to prevent yourself from hitting a monster for 0 points of damage. Its also extremly fun to use in Campaing. Obtained from a Fishing oriented pirate chart quest.

Vali’s Bow

Best Bow in the game unless you somehow have Yoichinoyumi (Ebow is the Rare version.) Obtained from Eastern Shadow NM.

Selene’s Bow

Arguably the second best bow a Ranger can use. Obtained from either Black or White Coney in Ulegrand Range.

Othinus’ Bow

The best overall Crossbow for a Ranger. Obtained from the Wyvrenpoacher Drachlox NM in Gustav Tunnel.

Perdu Crossbow

If you do not have Othinus' Bow, then Perdu Crossbow will probably be the second best Crossbow in terms of overall useful ness with its added bonuses.

Hellfire

The best Gun for ranger with the exception of Annihaltor(and the +1 version.) Crafted.

Culverin

This and the +1 are the only and best cannons for Ranger. Crafted also.

Scout’s Belt

Often considered the best belt for Ranger and with those stats its hard to argue. Its dropped in area’s of Dreamland Dynamis so its rather hard to obtain.

Denalil Jacket Set

This armor is obtained from the Nyzul Isle assualt accesble via ToAU expansion content. Overall the set is quite good and many pieces are great. The head is in a way similar to the Skadi Visor adding AGI +4 and Haste but also adds some evasion and some attack. The body is quite the show as it addes +9 Ranged Attack and also addes +10 AGI and a small amount of HP which is always welcomed. The hands add STR +4 and MND +4 and gives -2% Damage taken which is nice. The legs are kinda weird as they have some Magic stats on it but they do add AGI and DEX +3 and some Ranged Accuracy. The feet also add STR and MND but +3 instead.

Crimson / Blood Finger Gauntlets

These hands are great and rather cheap to obtain (NQ) with the hardest part being just obtaining the Abjuration from from Seiryu. They add Ranged Attack and Ranged Accuracy +10 so they are great for both Accuracy and Damage Dealing as well.

Seiryu's Kote

By far the best Ranged Accuracy piece for Ranger. +15 AGI and +10 Ranged Accuracy total's to 17.5 Ranged Accuracy in one slot so its really good for Accuracy purposes. Its obtained from Seiryu's also so you could get lucky and get both the Wyrm Abj and Kote in one drop ^^.

Temperance Axe

Its technicaly not the best weapon a Ranger has because of the Virtue Stone use but for something like Campaign were you dont neccesarly have to use Ranged weapons to get good EXP and AN its really great. Droped off Jailer of Temperance.

Buccaneer's Belt

This belt is a close second to Scout's Belt adding +4 STR and +7 Ranged Accuracy as well as giving Enmity -4 so its really great and could be situational with Scout's Belt if you have both. Obtained by trading 15,000 Ampules of Therion Ichor.

Cobra Bow

The Cobra Bow was introduced in the Wings of the Godess expansion pack. This bow packs quite a punch and can even outdamage Selene's Bow in certain situations. Can be obtained from AH or through Allied Points in Windurst.

Cobra Harness Set

The Windurstian based set acquired from Campaign focuses on enhancing a users Accuracy and TP gain while lowering overall Enmity. It is beneficial to Rangers in some ways. The cap adds 2 Store TP and 4 Accuracy and -2 Enmity. The Hands add 3 Store TP and 4 Accuracy and -3 Enmity. The subligar adds 5 Accuracy and 3 Store TP and -4 Enmity. The legs add 4 Store TP and 4 Accuracy and also adds -3 Enmity. The newly introduced body gives Axccuracy +11 and Store TP +6 which might be beneficial for certain X-Number of hits setups!

Stygian Ash

This ash is used for claiming Dark Ixon in the past. It is droped off various types of Pixies and Fairies.

Enkidu's Harness Set

The newly introduced Enkidu's harness is amazing for alot of jobs. It seems to focus on alot of overall stats but looks to increase TP gain for the user while lowering the TP gain for the enemy when struck. It isnt as spectacular for Ranger but it still holds some fantastic pieces. The cap adds ACC and RACC +8 as well as 3 AGI which in total is 9 1/2 Ranged Accuracy. It even adds a little bit of Subtle Blow. The body is more melee oriented adding 10 ACC and ATK as well as STR and AGI +5. The Enkidu's mittens are something too look at. They add 4 STR and DEX but also has 5 RACC and ACC. So for those without Kote's or CFG its a nice substitute. The legs have Store TP +5 and STR but thats about it. And the leggings add some Ranged and melee Attack as well as 2% Haste. The pieces come from various Zeni Notorious Monsters.

Haichiryu Haramaki Set

Its a very odd armor collection and offers very little to Ranger in general. However the massive amounts of Zanshin and other stats make this more or less a Melee oriented Ranger's gear. The set does not have a headpiece as it only contains four pieces. The body adds ACC and ATK +20 and Critical hit +5%. Very good for melees and can be nice for Rangers in certain situations also. The hands have DEX +1- and some Acc. The legs are very noteworthy of having +10 STR. Using them in a STR build wouldent be all that bad. The feet has AGI +10 which adds a little Ranged Accuracy. Overall its definatly a melee oriented armor set but it still has some merits for Ranger.

Paddock Trousers

These trousers arent spectacular per se but they add a little Ranged Attack but also add in a Recycle effect. Recycle is always a welcome addition to a soloing or money tight ranger and its nice for Campaign also.

Zha'Go's Barbut

This newly introduced head piece comes from the SCNM The Buried God. Quite possibly the best TP head piece a Ranger can wear as Ranged Attack + Accuracy + Enmity reduction and snapshot seals the full deal.

Rose Strap

The July update of 2009 added this strap from Campaign. It is attainable from San d'Oria for 35,000 (45,000) Allied Notes. This strap is very useful / essential in certain X-Number of hits setups.

Fey Gendawa

The Fey Gendawa was also added in the July 2009 update. It can be obtained from either Campaign Unions or the Auction House. By completing the quest "Succor to the Sidhe" you can augment it with various effects.

Gastraphetes

Gastraphetes is the Ranger Mythic weapon (Crossbow to compliment the Bow and Gun relics.) It has enhancements to Snapshot and Barrage (Snapshot is rumored to be +10% but this is unconfirmed; No information on the Barrage effect is available yet.) In addition, using the Mythic Weapon Skill "Trueflight" with it (Depending on the percentage of TP you have) will cause you to gain certain Aftermath effects!

Justice Torque

This torque is notable for being the most amount of STR ( 5 ) in a neckpiece (Outside of Campaign.)

Desultor tassets

The final add-on reward from A Shantotto Ascension. Can be augmented with the following stats:

HP+25 Enmity+4
MP+25 Enmity-4
Attack+7
Accuracy+7
Ranged Accuracy+7
Ranged Attack+7
Evasion+7
Magic Accuracy+4
"Magic Attack Bonus"+4
Haste+3%
Double Attack+2%
Critical Hit damage +3%
Skillchain damage +5%
"Conserve TP"+5
Physical Damage Taken -4%
Magic Critical Hit damage +10%
Magic Burst damage +10%
"Kick Attacks"+5
Cure Potency+5%
"Sic" & "Ready" ability delay -5
Song Recast Delay-3
"Barrage"+1
"Elemental Siphon"+20
"Phantom Roll" ability delay -5
"Repair" potency +10%
"Waltz" TP cost -5
Pet: Accuracy+7 Ranged Accuracy+7
Pet: Attack+7 Ranged Attack+7
Pet: "Store TP"+8 "Subtle Blow"+8
Pet: Magical Accuracy+7
Movement Speed+8%

14. ~Endgame Ranger~

Ranger's Responsibility in Sky

RNG are asked to do two things when they enter sky, outside of their standard DD responsibility. One is to have throwing skill leveled up to cap (at Lv 75, RNG throwing caps at 210). This is so special ammunition can be thrown at gods (winds). Items like Arctic wind (Lv 72, rare) are thrown at gods to dispel them and to do a fair amount of damage at the same time. RNG are often asked to do this even though they have only moderate throwing skill because of Unlimited Shot. Winds are only obtained by defeating a god, so you want to avoid losing the ammo if possible. When getting ready to fight any god, make sure you are setup to throw your wind and land it first; your tanks and other DD will appreciate the buffs being gone. Sharpshot, unlimited shot, throw the wind, then activate barrage and switch to your highest damage ranged weapon. If unlimited shot becomes available during god fights and you don't have much TP, switch back to the wind you threw and toss it again. The additional effect damage is worth the time taken to switch weapons. You'll want to ask your sky linkshell which winds to throw at which gods, and you'll also want to determine what you'll do if you miss before you start fighting. Since RNG throwing max is 210, you can cap it off of exp targets for about Lv 63.

RNG are also expected to have shadowbind ready when some gods use

their 2-hour. Seiryu and Suzaku can essentially have their 2 hour abilities nullified with 2 well timed shadowbinds back to back. Avoiding hundred fists or clearing the area to avoid chainspell will help your alliance's/linkshell's chances of success.

Gear set-up for endgame

Two things should determine your gear choices in each slot. One should be the type of weapon you will be using, and the other will be the type of food you plan to eat.

Once those are determined, the rest of your setup can be focused on what enhances your strengths as much as possible. Meat food and RACC+ gear, or sushi and RATK+ / STR+ gear. While doing that, however, you need to take into consideration what type of situation you expect to be entering. Does the fight require spike damage? Is the target kited? Are you fighting multiple targets? Will attacks be directed at you? Are you expecting not to get hit at all? Is TP gain rate important? Will you have to solo anything, or at least hold off a target alone for a while? Are sleep arrows/bolts going to be a benefit? Can acid bolts provide defense down to help the group? Can demon or kabura arrows give attack down or silence? How high is the target's evasion? Will anything need to be bound?

Most of the time, many of these types of questions can be ignored. The level of preparation you have for the situations you expect to see is what makes not just a good RNG, but a good player.

What to merit

Combat skill first, everything else second. Whichever weapon type you choose (Marksmanship or Archery), spend all your merits in that combat skill first, and don't stop spending merit points on that skill until it hits Lv 8. Combat skill has the biggest influence on your overall damage, and will make the biggest difference in both endgame and level capped situations. Having marksmanship or archery skill +6 is nice for promyvions, but having marksmanship skill +12 is a major benefit for areas capped at Lv 60. You WILL notice a difference if you switch weapon types from fully merited to unmerited. Each combat skill point increases your RACC and RATK with that weapon by 1. More importantly, however, is that the cap on your dmg gets lifted a bit. Merited combat skill enhances not just your normal shots, but also your JA and weapon skill dmg for those situations where spike damage is required.


After maxing out either archery or marksmanship, many people will go after critical hit rate. What better serves RNG, however, is increased Rapid Shot activation rate. You will start going through more ammo, but your TP gain speed and overall DoT will increase more with full merits in Rapid shot. For that reason, Rapid shot and Snapshot are both categories you'll want to max out the best you can. RNG don't get the benefits of haste, so Rapid shot+ and Snapshot+ are the best you can do. These categories, when fully merited, will also provide a noticable difference in your DoT and overall dmg. Snapshot, while decreasing ranged attack delay, also seems to slightly increase your TP gain. Personally I’ve noticed that with snapshot merited, there is a 1-2% TP gain extra when trying to get to 100%. It's a very small amount, but if you use a gun with 600 delay, that turns into 1 less shot required to land between weapon skills, which means a lot. Ninja would jump at the chance to merit Dual Wield, and Warriors merit Double Attack almost as soon as they hit 75. Snapshot and Rapid shot are the closest things RNG get to those job traits.


Beyond Rapid shot and Snapshot, there is Flashy Shot. This ability allows your next RATK to ignore any level difference penalties. This ability is a must if you intend to do any uncapped missions/boss fights/hnm/gods etc. This is best used with Slug-Side or barrage. Be careful if you use this ability early in boss fights, etc. as you will be more likely to pull hate due to the increased damage and the ranged attack having an enmity+ bonus.

Stealth Shot is a touchy ability, as the only times you're likely to want it are in situations were your pulling hate should be absolutely avoided at all costs. By definition, these are also the times you don't want to be "testing" the hate threshold by hoping the reduced enmity allows you to get off a Barrage or weaponskill. Hate control can be managed in other ways, which is the reason meriting this ability shouldn't be a priority.


Recycle is an odd option to have available for merit abilities as well. It'd take a lot of firing to get back the cost of the ammo you'd spend trying to get the 30,000 exp to get this ability. Assuming you use 2.5 stacks of ammo per 10,000 exp, you'd spend 7.44 stacks to get 3 merits. To break even on that ammo investment, you'd have to then fire another ~150 stacks of ammo. Of course this assumes recycle triggers 5% of the time at Lv 1 merit, and your ammo/exp ratio may vary. Bottom line: meriting this will give you nothing for a long time, and you'll likely never notice a return in gil savings.

* {2.5 [stacks of ammo] * 99 [ammo in 1 stack]} / 10,000 = ammo per merit

* 3 merits = ~743 shots spent for ability

* shots fired * 5% = 743 -> 14850 ammo fired after ability just to break even.


After that, it's your call. STR or AGI or HP+, or even Enmity- if you don't plan to level a tanking job at any point. If that's the case, go for Enmity-.


New gear and abilities become available all the time. Try to keep your equipment setup consistent, and use food to enhance what your setup lacks.

15. ~Links~

Lambtor's own version of the guide

http://wiki.ffxiclopedia.org/wiki/Ranger:Guide_by_Lambtor" target="_blank">http://wiki.ffxiclopedia.org/wiki/Ranger:Guide_by_Lambtor

Tyson's guide

http://wiki.ffxiclopedia.org/wiki/Ranger:_Hunter%27s_Handbook_by_Tyson" target="_blank">http://wiki.ffxiclopedia.org/wiki/Ranger:_...ndbook_by_Tyson

Level Correlation function

http://wiki.ffxiclopedia.org/wiki/Level_Correction_Function_and_pDIF" target="_blank">http://wiki.ffxiclopedia.org/wiki/Level_Co...nction_and_pDIF

Calculating Weapon Skill damage

http://wiki.ffxiclopedia.org/wiki/Calculating_Weapon_Skill_Damage" target="_blank">http://wiki.ffxiclopedia.org/wiki/Calculat...on_Skill_Damage

Order of the BlueGartr

http://www.bluegartrls.com/forum/




Thanks everyone![/html]
0

#3
User is offline   Antithesis 

  • Here's a lock pick
  • PipPipPipPipPip
Yeah sorry to make another guide post guys but apparently KI has a limit to how much one can post hehe happy.gif. The guide is a monster and I am heavly thankful to Lambtor for all the info he gave me. I will update the Notable gears section soon with alot more gear and touch up on some other things. Until then toodles and enjoy!
0

#4
User is offline   ill Poet 

  • Lost in Valkrum
  • Pip
......This is the best RNG guide i have ever seen on a ffxi forums. Thank You! d(._.)b
0

#5
User is offline   Sketo 

  • Popped purple
  • PipPipPip
The Kyudogi is arguably the most stylish body armor a Ranger can use. It looks great plus the stats arent all the bad either. If for some reason you don’t have a Kirin’s Osode and you can get this then by all means use it or Archer’s Jupon. Obtained by gathering materials from Cerberus to The Ashu Talif series of quests. Clothcraft skill and sub crafts are required.


Nuuu!!!!!! Get Pahluwan Khazagand instead! Oh well, I guess you can mention it at least.
0

#6
User is offline   Lambtor 

  • CFH all night long
  • PipPipPip
Be prepared for alot of arguments about stuff. Particularly about /SAM vs /NIN vs /WAR, and the TP gain rate thing of guns, and standard melee TP return for delay when compared to ranged. I tried to be objective with it but it's damn near impossible to recommend certain things without saying other things are bad. This took alot of work to clean up, and some of the extra white space and unwanted smiley faces might need to be edited; anyplace that has a 8 then a ) = 8). This is obscenely massive though. Kudos putting it together.
0

#7
User is offline   Lucavi 

  • NQ Cursed
  • PipPipPipPipPip
Wow, very impressive!
0

#8
User is offline   Balbus 

  • Cactuar Needle
  • PipPip
very well done, the best rng guide i have ever seen
0

#9
User is offline   Antithesis 

  • Here's a lock pick
  • PipPipPipPipPip
Updated the guide by fixing the 8) that were suppose to be 8 ) faces. Also added the Phaluwhan armor to Notable gears and fix some spelling mistakes.
0

#10
User is offline   Kkin 

  • Slightly Bad Breath
  • PipPipPip
Overall a great guide
0

#11
User is offline   Spider-Dan 

  • Greedalox
  • PipPipPipPipPip
Antithesis2 :
Guns have 2 things; highest base dmg of any weapon in the game (ranged or not), and highest delay of any weapon in the game (if you don't count un-upgraded relic weapons). Guns seem to have a TP gain penalty, however. For example, the slowest crossbow in the game has a delay of 624 (when combined with bolt delay of 192). The average gun has a delay of 600, but bullets' delay of 240 brings the total to 840. The 624 delay crossbow will have a TP return of 15% / shot, but the gun will only return 16.5%. 1.5% more TP from an additional 216 delay is not good.

This paragraph is wrong in numerous ways.

1) the highest delay crossbow is 432 delay
2) 432 delay crossbow + 192 delay bolt = 15.2 TP/shot
3) 600 delay gun + 240 delay bullet = 16.8 TP/shot
4) (most importantly) ammo delay affects only TP return, so the high delay on bullets is a benefit, not a drawback

RNG Guns have the worst TP gain rate of any weapon type in the game.

This is misleading, given that a) guns return more TP per WS (even though WS animation takes the same time for all ranged weapons) and cool.gif guns benefit more from Rapid Shot than other ranged weapons.

The individual TP gain rate is highly dependent on your particular setup. RNG/SAM with MG+2/Skadi pants/Rajas is mathematically the fastest TP setup for a ranged-reliant RNG.

The high base dmg will not make up for the horrible delay/TP gain through weapon skills and JA.

Again, this is misleading, since some guns have noticeably superior DPS compared to their archery/xbow counterparts; the Musketeer Gun line is a great example. From 50-69, the MG line absolutely trashes every archery option in DPS, and is extremely competitive through LV75.
0

#12
User is offline   Lambtor 

  • CFH all night long
  • PipPipPip
Guns do not benefit more from rapid shot than any other ranged weapon type. a straight 5% RS activation rate will kick in a fewer # of times on a higher delay weapon than it will on a lower delay one during the overall course of a exp session.

assuming a gun with a delay of 582 takes 1000 shots over an exp session:
total delay: 582,000.
e-bow with 490 delay over the same 582,000 delay will fire 1187 shots in that time.

straight 5% RS activation rate means E-bow will have likely 59 shots fired with it processing. the MG gun will have had 50 shots fired with RS processing. E-bow will have benefited more from RS because the higher # of shots with the proc will mean a larger total delay reduction.

edit: the delay reduction from RS will not benefit either weapon type, as the # of shots processing multiplied by the delay of the shot turns out to be equal between all weapon types. the benefits of RS will not benefit either weapon type for the delay reduction, nor the TP gain when the delay reduction is added up.

600 delay gun giving 16.8%/shot vs.
432 xbow giving 15.2%/shot
you want to compare delay/TP gain? ok. you want low delay and high TP gain as a general rule, so the lower number below wins.
600/16.8 = 35.7
432/15.2 = 28.42

this means the 432 delay weapon sees more TP return for the delay than the gun does.

the example you gave of MG+2 TP build is NOT AVAILABLE at 50-60. Yes you might have rajas but you don't have skadi pants at that lvl. I ignored skadi pants & set for my part of the guide because quite frankly they aren't easy to get. for the same reason i've ignored kraken and ridill. This guide is meant to point newer RNG into a certain direction; not to tell endgame RNG who have been playing for years what is mathematically best in a limited number of situations.
0

#13
User is offline   Lurker01 

  • Greedalox
  • PipPipPipPipPip
You never did extensive research on rapid shot, did you? That's fine. Now, I simplify the model with "If RS activated, then your aiming delay is cut by 50%"
HF(+1) have approx. 6 seconds of aiming delay, if RS activated, it throws away 3 seconds of your 1 shooting cycle. Ebow has aiming delay 4.5 seconds (approx.). If RS activated, it only throw away 2.25 seconds. This is what Terraxia meant by "guns benefit more from Rapid Shot than other ranged weapons."

assuming a gun with a delay of 582 takes 1000 shots over an exp session:
total delay: 582,000.
e-bow with 490 delay over the same 582,000 delay will fire 1187 shots in that time.

You know why this hypothetical scenario is bad? It is because this scenario is far from what you'd do in practical case.
EDIT:
more over, the number 1187:1000 is not right. If you know the ranged delay mechanic, you would know what's wrong.

Now, mention the place where you'd bring your rangers standing in the same place without moving, concentrating your ranged attack as many as 7 shots.
In most cases, you won't have chance doing more than 5 shots from the same spot without moving at all

600 delay gun giving 16.8%/shot vs.
432 xbow giving 15.2%/shot
you want to compare delay/TP gain? ok. you want low delay and high TP gain as a general rule, so the lower number below wins.
600/16.8 = 35.7
432/15.2 = 28.42

this means the 432 delay weapon sees more TP return for the delay than the gun does.

Until you realize that gun can save 1 less shot to ding at 100% TP mark. (6 hit for 600 delay gun, 7 hits for obow)
Even if you only have Rajas, gun can do 6 shot build at that level while Obow still need 7 shots (unless, you're meleeing too with axe/knife)
0

#14
User is offline   Lambtor 

  • CFH all night long
  • PipPipPip
with snapshot merits my coffinmaker requires 6 shots to 100% TP; no rajas or store TP traits of anykind. if you want to suggest to a new RNG that exping at 55 with a rajas and no merits is a good idea, so be it.

the particular setups you've provided require alot of things to make a competitive run at other weapons. like was discussed at length over a few years in other threads, everything has to be put together to see an efficient setup.

when you get into the guns vs xbow in TP gain, then it turns into a holy bolt vs bullets thing, then you extend the argument to overall TP gain by comparing subjobs, then it turns into a SJ thing. then it turns into an overall dmg output thing, then it turns into an overall dmg thing in meripo vs overall dmg on kited mobs, then it turns into an HNM scenario argument. this is why i've evaluated weapons only in the exp scenario, and many times limited them only to other weapons available in the same level range.

if you have suggestions on how to rewrite the ranged weapon type explanation, be my guest. you'll likely turn it out to be "anything can be good with the right setup" or "everything is situational", and a new RNG won't benefit at all from having read your "guide".
0

#15
User is offline   Kaparu 

  • Flux Kapacitor
  • PipPipPipPipPipPip
I thought Rapid Shot simply turned your round into an instant-shot? That would obviously favor higher delay weapons.
0

#16
User is offline   Antithesis 

  • Here's a lock pick
  • PipPipPipPipPip
But... Rapid shot doesnt even kick in half the time for me >_>;; SE hates me D:
0

#17
User is offline   Lurker01 

  • Greedalox
  • PipPipPipPipPip
Lambtor :
if you have suggestions on how to rewrite the ranged weapon type explanation, be my guest. you'll likely turn it out to be "anything can be good with the right setup" or "everything is situational", and a new RNG won't benefit at all from having read your "guide".

Well... I guess my (and Terraxia's) point is not blatant enough:
Guns seem to have a TP gain penalty,

There's no term "TP gain penalty". Some specific range of delay gives more TP/delay than other. Unfortunately, most ranged weapons RNG will use fall under the 2nd slowest region. (Slowest region is 0-180 delay, fastest region is 450-480 delay)

For example, the slowest crossbow in the game has a delay of 624 (when combined with bolt delay of 192). The average gun has a delay of 600, but bullets' delay of 240 brings the total to 840. The 624 delay crossbow will have a TP return of 15% / shot, but the gun will only return 16.5%. 1.5% more TP from an additional 216 delay is not good.

I will quote Terraxia's again:
1) the highest delay crossbow is 432 delay
2) 432 delay crossbow + 192 delay bolt = 15.2 TP/shot
3) 600 delay gun + 240 delay bullet = 16.8 TP/shot
4) (most importantly) ammo delay affects only TP return, so the high delay on bullets is a benefit, not a drawback

as well as the 2 other phrases he commented.

tbh, compared to the other weapon type, gun received more negative comments. (which is not right, as it's been mentioned)
I guess this comes from ebow/obow getting too much attention from community.

Here's another small (print?) mistake
for example AF legs add +4 Mind.)

They add 5 MND
0

#18
User is offline   Spider-Dan 

  • Greedalox
  • PipPipPipPipPip
Lambtor :
the example you gave of MG+2 TP build is NOT AVAILABLE at 50-60. Yes you might have rajas but you don't have skadi pants at that lvl.

Given that I did mention Skadi (and also /SAM, which no sane person would use pre-60), I would think that it would be clear that I wasn't referring to LV50-60.

This guide is meant to point newer RNG into a certain direction; not to tell endgame RNG who have been playing for years what is mathematically best in a limited number of situations.

I'm not talking about trivial quibbling; I'm talking about a wholesale dismissal of guns, based on factually inaccurate premises, that is completely unwarranted.

(Lambtor)
with snapshot merits my coffinmaker requires 6 shots to 100% TP; no rajas or store TP traits of anykind.

That's correct. However, the detail of note is that archery/xbow options will require 7 shots to 100 TP. Essentially, guns will always be 1 shot less than bow/xbow to 100 TP.

this is why i've evaluated weapons only in the exp scenario, and many times limited them only to other weapons available in the same level range.

if you have suggestions on how to rewrite the ranged weapon type explanation, be my guest. you'll likely turn it out to be "anything can be good with the right setup" or "everything is situational", and a new RNG won't benefit at all from having read your "guide".

Fine.

While generally accurate in other areas, this guide does a huge disservice to guns, completely ignoring a substantial chunk of exp (50-69) where guns simply dominate archery. They are superior in DPS, superior in TP/s, superior in WS damage, and superior in Barrage, by a not-insignificant margin in all areas.

This is not a technical nitpick, nor a minor oversight. The Musketeer Guns scrape the hell out of any archery option in that level range, period. The guide should be rewritten to reflect that fact.
0

#19
User is offline   Antithesis 

  • Here's a lock pick
  • PipPipPipPipPip
I do agree with you there Spider. Ill try to see if I can have Lambtor rework it a little bit to include more info on Guns and more usage for guns. I assume the reason for him ignoring the Gun options is because he weote his part of the guide a while ago when Guns werent as soughtafter as Bows and Xbows (maybe not iono.) Ill try to see what I can do. Thanks for the reccomandation.
0

#20
User is offline   Rajah-Phoenix 

  • Slightly Bad Breath
  • PipPipPip
Musketeer+2 is probably a nice weapon at that level, but suggesting someone pickup a weapon that will take them 3 months to get rid of for half the price they bought it for isn't exactly a decent recommendation. And considering their endgame bow they'll use for life can be found in that same level range, it's an even tougher recommendation. Musk+1 to 55/60? Sure, I did it.
0

Share this topic:


  • 8 Pages +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users