2011-05-04, 12:04 AM
Code:
LV60Total SP: 4116, Quest SP: 635, Manual SP: 0, Used SP: 1920, Left SP: 2196
http://oldmanclub.co.cc/asps/act5/f_ranger.html?8wlljFlFlllFECllllllllliIiilIlIillIliliillllIIliIFDi1llii1illll
Throw Mastery [ ] Cancel - Item Throw [ ]
Physical Critical Hit [ ] Physical Rear Attack [ ]
Magic Critical Hit [ ] Magic Rear Attack [ ]
Ancient Memory [ ] Indomitable Spirit [ ]
Leap [ ] Quick Rebound [M ]
Rising Shot [ 5] Cancel - Rising Shot [M ]
Aerial Fire [ ] Steep Slide [ ]
Spriggan [ 5] Cancel - Spriggan [ ]
Marilyn Rose [ 1]
Needle Sobat [ 5] Cancel - Needle Sobat [ ]
Topspin Kick [ 5] Rising Topspin Kick [M ]
Cancel - Topspin Kick [ ] G-14 Buster [ 1]
BBQ [ ] Cancel - Barbeque [ ]
Silver Bullet [ ] Land Runner [ 1]
M-137 Gatling Gun [ 1] Cancel - M-137 Gatling Gun [ ]
M-3 Flamethrower [ ]
Fastest Gu [ 5] Death by Revolver [M ]
Headshot [ 5] Cancel - Headshot [ ]
Western Fire [M ] Multi Headshot [ 5]
Triple Clutch [M ] Moving Shot [ 8]
Gun Dance [ 3] Death Hawk [ 1]
Pan Revolver [M ] Sonic Spike [ 1]
Revenger [ ] Gun Guard [ ]
Steyr AMR [ ] Freeze Bullet [ ]
Backup Land Runner [ ]
Veiled Cut [ 1] Twin Gun Blade [ ]To me, this is the very bare minimum for a Female Ranger. This was the basis I founded my FRanger upon before I tired of her and went back to my MRanger. Let's go over this step by step, shall we?
General Skills
None of the skills are a necessity other than Quick Rebound. I'm a personal believer that Quick Rebound is a necessity. In a certain instance, I was once ground combo-ed by a mob that killed me back at the level 40 cap when I didn't have Quick Rebound. From that point on, I was convinced that Quick Rebound was a great skill. It has improved over the years, as now when a character gets up he or she is under the effects of Super Armor. As well as that, there is the ever useful invincibility frames. For Rangers, Physical Critical Hit is a very nice option. It provides an extra 10% Physical Crit at max level, which is very nice for Rangers due to the Death by Revolver buff. Physical Rear Attack is generally shied away from. Although it provides more critical hit than Physical Critical Hit does, it relies on Back Attacks, so is generally not as consistent.
Pre-Advancement Skills
Rising Shot is at 5. You'll want it at 5 to gain Triple Clutch, which I'll describe later. The Cancel is nice as well, since it's only 10 SP and is a nice default combo ending. Some Rangers choose to get Marilyn Rose to 5 for BBQ, but to be honest that's not necessary. Even level 1 is nice; there's no use to raise it beyond 1 unless you want BBQ. That's my personal conviction speaking there. Spriggan: I have no idea why I left it at 5 other than potential Twin Gun Blades. It's a great grab, extremely superior to Male Ranger's grab. You'll definitely want to grab this with at least 1 level in it. Don't get it beyond 5 though, the damage is fairly pitiful but the utility is extremely useful. Topspin Kick & Needle Sobat should be at least 5 for Triple Clutch. Rising Topspin is sometimes debated over. Generally you won't be sliding directly at enemies to attack then with Topspin Kick since it trips the enemy and thus when the enemy is grounded, it seems to me to be harder to push/throw that enemy with Sonic Spike. The better utility for it is the get-up, hitting surrounding enemies with it if you're grounded. However, given Quick Rebound's not-too-shabby cooldown, I'm preferring on my Male Ranger more and more to Quick Rebound and use a Super Armored Windmill instead of a Rising Windmill. I felt the same on my Female Ranger as well before I dropped her. Silver Bullet could be raised to 1 for more damage. At earlier levels it's an MP drain to constantly use it, but by higher levels it provides decent damage since your Magic Attack will still be rising while Silver Bullet's level and cost stay the same. Given that it's % damage, it's a nice added boost, although some don't like casting it every room. M-3 is generally only for PvP or if you want another move to proc certain armor/weapon buffs before you enter a room or a difficult match. Many Rangers find BBQ useful. I found it useful on both of my Rangers. It's useful for parties in setting up a difficult monster/boss, but I found it annoying on a few of my characters while partying on other characters to have a monster suddenly disappear from in front of me and pop up in the air where I couldn't punch it or something. Up to you, it's personal preference. If you had the skill pre-18, you should know by now whether you like it or not.
Post-18
I won't go into too much detail here. Generally, everything is at bare minimum (other than Headshot, idk what I was doing when I put that at 5, probably in anticipation of Headshot Cancel). None of the Cancels are mandatory, but are definitely helpful for PvP. Moving Shot I would definitely suggest maxing. It exponentially gets better per level since it allows more move speed, gives more bullets, and does more damage. More bullets * more damage = exponentially better. A main difference between FRangers and MRangers is the usage of Gun Dance / Wildshot. While Gun Dance generally prefers grouping of mobs and has a slight suction effect as well as melee attack, its damage is much, much lower, and given the number of times that Gun Dance / Wildshot hits, Gun Dance sorely falls behind on damage. A slight thing to note: Female Rangers get 7 hits with Multi-Headshot while Male Rangers get 5 hits with Multi-Headshot. Initially the total % damage is actually fairly equal, but as levels go up, Female Rangers get more % damage per hit, ending up much stronger with their Multi-Headshot than Male Rangers will. You'll want to max Pan Revolver. More piercing power for hitting more enemies with each bullet and smaller delay between each shot. Max Death by Revolver. In PvE it's a 30 second duration 30 second cooldown buff that by max gives 50% extra damage to critical hits. Critical hits are 150%, and DbR gives +50%, thus giving you 200% damage for each critical hit. That's a huge bonus and you'll definitely want it. As for Triple Clutch, it lets you chain Topspin Kick -> Mach Kick -> Rising Shot in easy succession and is definitely a smooth technique to use in dungeons. It'll be a primary damaging source for a while until you start to invest quite a bit in cube skills. Like I told John before, don't be discouraged when you initially get cube skills. They'll get much better as time goes on and more points are invested. I don't know very much about the Awakening, so I'll leave it at that.
I hope this is a good basis, I'll leave the rest to someone else.
On a side note, don't be fooled by the video Henry posted of the FRanger's Awakening. I know he was just posting it as a showcase of the FRanger's transformation ability, but it seems to me it's a poor example of Twin Gun Blades since the FRanger is taking advantage of Headless Horseman's blind spot to kill it.
Tl;dr? IF YOU NEED ONE YOU ARE A FAT STUPID

