journal Filler Archer Edtion
Created by AdonisNight on Feb 9th 2018 (Last Updated: Feb 9th 2018).
This is a public build.
0
So after many times of exploiting the newbie event i've come to realize that in most cases even at 360 for all 4 characters you still don't reach the rank rest voucher for growth and it's because of the builds we go the growth works as team lvl goes up and each rank of a new class choice is made do we gain growth
But we only gain points for each new class we go and as the higher team lvl gets the harder it is to raise it and every new class we go is 50 points but in most builds we barely go 3-5 classes at most so going crackpot build is worth more than making a character designed for each specific rank and class and that just eat up a tremendous amount of charters so by doing this we can shrink it down to 2-3 but most likely 2 characters that will be made to go all the ranks you never want or like and still be useful and can reach 360 in group activities
You have 3 choices Falcon 3 Wugushi 3 Or SR3 these are the major power house that are so damn overpowering regardless what else you take they will make it work i would include sapper but it doesn't do well with Air-borne targets and therefore doesn't make it always useful like the others and if you do like a specific class you can save them and make a proper build with those ranks later
If you go falconer 3 or SR3 it will only be used for early rank covering like ranger hunter Fletcher and things of that nature and wugushi covers later ranks like mergen hackapell musketeer and cannoner
And here is an example of going Wugushi 3
http://www.tosbase.com/tools/skill-simulator/build/6dwf669mrt/
Honestly you may never go Falconer 3 simply from the amount of investments but it's something you can depending on your likes and dislikes and what builds you already have
But we only gain points for each new class we go and as the higher team lvl gets the harder it is to raise it and every new class we go is 50 points but in most builds we barely go 3-5 classes at most so going crackpot build is worth more than making a character designed for each specific rank and class and that just eat up a tremendous amount of charters so by doing this we can shrink it down to 2-3 but most likely 2 characters that will be made to go all the ranks you never want or like and still be useful and can reach 360 in group activities
You have 3 choices Falcon 3 Wugushi 3 Or SR3 these are the major power house that are so damn overpowering regardless what else you take they will make it work i would include sapper but it doesn't do well with Air-borne targets and therefore doesn't make it always useful like the others and if you do like a specific class you can save them and make a proper build with those ranks later
If you go falconer 3 or SR3 it will only be used for early rank covering like ranger hunter Fletcher and things of that nature and wugushi covers later ranks like mergen hackapell musketeer and cannoner
And here is an example of going Wugushi 3
http://www.tosbase.com/tools/skill-simulator/build/6dwf669mrt/
Honestly you may never go Falconer 3 simply from the amount of investments but it's something you can depending on your likes and dislikes and what builds you already have
Rank 1
![]() ![]() Archer |
![]() 0 / 5 Swift Step: Critical Rate Type: Active * Increases critical rate by 20 per attribute level and 5 per [Swift Step] level when [Swift Step] is active * Increases SP consumption by 50% Archer 2nd Circle required Swift Step: Include Party Members Type: Active * Applies the effects of [Swift Step] to party members * Effects only apply to party members when the attribute is ON Archer 1st Circle required Swift Step Temporarily increases movement speed and evasion while moving. Level 1: Moving Shot Movement Speed: +5% Evasion: +10 Duration: 300 seconds SP: 12 Type: Melee / Buff Cooldown: 36s ![]() 0 / 5 2 Multi Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Multi Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Multi Shot: Critical Type: Active * Increases critical chance of [Multi Shot] by 5% per attribute level * Increases SP consumption by 10% Archer 1st Circle required Multi Shot [Missile: Bow] Quickly fires a number of arrows at a targeted area. Level 1: Attack: 54% x 10 SP: 9 Type: Missile / Attack Cooldown: 14s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword ![]() 0 / 5 2 Full Draw: Enhance Type: Passive * Increases the damage dealt on an enemy with [Full Draw] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Full Draw: Increased Knockback Type: Active * Increases knockback power of [Full Draw] by 50 * Increases SP consumption by 10% Archer 1st Circle required Full Draw: Decreased Defense Type: Active * Decreases the enemy's physical defense threaded with [Full Draw] by 2% per attribute level. * Increases SP consumption by 10% Archer 1st Circle required Full Draw [Missile: Bow] Pull your bowstring back to fire a highly piercing shot. Enemies hit are pinned onto the surrounding terrain. Level 1: Attack: 312% [Skew] Duration: 6 seconds SP: 12 Type: Missile / Attack Cooldown: 20s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword ![]() 0 / 5 5 Oblique Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Oblique Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Oblique Shot: Slow Type: Active * Enemies hit by [Oblique Shot] while [Swift Step] is active have a 5% chance per attribute level to be afflicted with [Slow] for 7 sec * Increases SP consumption by 10% Archer 1st Circle required Oblique Shot [Missile: Bow] [{img tooltip_speedofatk}Attack Speed] Fires an arrow that bounces off of the target to hit an adjacent enemy. Level 1: Attack: 173% Bounced Arrow Attack: 122% SP: 10 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword, Musket |
Rank 2
![]() ![]() Ranger |
![]() 0 / 5 3 Barrage: Enhance Type: Passive * Increases the damage dealt on an enemy with [Barrage] by 0.5% per attribute level * +10% added damage at maximum level Ranger 1st Circle required Barrage: Knockback Type: Active * Enemies hit by [Barrage] have a 10% chance per attribute level of being knocked back * Increases SP consumption by 20% Ranger 1st Circle required Barrage [Missile: Bow] [{img tooltip_speedofatk}Attack Speed] Fires 5 arrows forward in an arc in front of you. Level 1: Attack: 111% x 5 SP: 20 Type: Missile / Attack Cooldown: 18s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword ![]() 0 / 5 2 High Anchoring: Enhance Type: Passive * Increases the damage dealt on an enemy with [High Anchoring] by 0.5% per attribute level * +10% added damage at maximum level Ranger 1st Circle required High Anchoring: Reduce Critical Resistance Type: Active * Enemies hit by [High Anchoring] have their critical resistance reduced by 15 per attribute level for 5 sec * Increases SP consumption by 30% Ranger 1st Circle required High Anchoring: Continuous Fire Type: Active * Reduces the cooldown of [Spiral Arrow], [Bounce Shot] and [Time Bomb Arrow] by [targets hit x 1] sec when an enemy is attacked with [High Anchoring] * Increases SP consumption by 20% Ranger 3rd Circle required High Anchoring [Missile: Bow] Aim with the tip of your arrow and penetrate through enemies in front of you. Level 1: Attack: 187% AoE Attack Ratio: 6 SP: 24 Type: Missile / Attack Cooldown: 15s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword ![]() 0 / 5 5 Critical Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Critical Shot] by 0.5% per attribute level * +10% added damage at maximum level Ranger 1st Circle required Critical Shot [Missile: Bow] [{img tooltip_speedofatk} Attack Speed] Fires an arrow with a high chance of critical attack. Increases the caster's critical damage when a critical shot is landed. Level 1: Attack 217% Add. critical chance 100% Max. 5 stacks Critical damage increases 10% per stack SP: 18 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword ![]() 0 / 5 Steady Aim: Enhance Type: Passive * Increases additional damage effect of [Steady Aim] by 2 per attribute level Lv3 Steady Aim required Steady Aim: Two-handed Bow Specialization Type: Active * Increases the Missile damage of Steady Aim by 50% while the [Steady Aim] buff is active * Increases SP consumption by 10% Ranger 2nd Circle required Steady Aim: Pro Ranger Type: Active * Increases the damage of Ranger skills by 50% while the [Steady Aim] buff is active * Increases SP consumption by 10% Ranger 3rd Circle required Steady Aim Aim at an enemy in a stable posture. Increases the damage of Missile property attacks. Level 1: Damage +1% Add. damage 10 Duration 5 min SP: 24 Type: Melee / Buff Cooldown: 25s |
Rank 3
![]() ![]() Hunter |
![]() 0 / 5 2 Coursing: Mental Breakdown Type: Active * Decreases the magic defense of an enemy by affected by [Coursing] by 2% per attribute level * Increases SP consumption by 10% Hunter 1st Circle required Coursing: Enhance Type: Passive * Increases the damage dealt on an enemy with [Coursing] by 0.5% per attribute level * +10% added damage at maximum level Hunter 1st Circle required Coursing [Physical] Your companion holds on to a target. Decreases a target's physical defense and continuously deals damage. Attacks against the target will have an increased critical chance. (When the target is a character, duration is reduced in half.) Level 1: 0.5 second attack 211% Physical Defense: -5.5% Additional Critical Chance: +40% Duration: 5.5 seconds SP: 40 Type: Melee / Attack Cooldown: 9s ![]() 0 / 5 2 Snatching: Airborne Enemy Damage Type: Active Flying-type monsters who are brought to the ground by [Snatching] will receive 20% additional damage from [Slash] and [Strike] attacks per attribute level. * Increases SP consumption by 30% Hunter 1st Circle required Snatching: Enhance Type: Passive * Increases the damage dealt on an enemy with [Snatching] by 0.5% per attribute level * +10% added damage at maximum level Hunter 1st Circle required Snatching [Physical] Order your companion to drop a Flying-type monster to the ground, afflicting [Bleeding]. Level 1: 165% Attack per 0.5 seconds Duration: 5 seconds SP: 41 Type: Melee / Attack Cooldown: 15s ![]() 0 / 5 Praise: Movement Speed Type: Active * Increases movement speed of companion from [Praise] by 1 per attribute level * Increases SP consumption by 10% Hunter 1st Circle required Praise Temporarily increases companion's Attack, Accuracy, Crit Rate and Basic Attack Speed. Level 1: Companion Attack: +25 Companion Accuracy: +25 Companion Critical Rate: +25 Companion Attack Speed + 0.3 seconds Duration: 60 seconds Maximum Level: 5 SP: 48 Type: Melee / Attack Cooldown: 90s ![]() 0 / 5 Pointing: Fear Type: Active * Enemies affected by [Pointing] have a 5% chance per attribute level to be afflicted with [Fear] for 3 seconds * Increases SP consumption by 10% Hunter 1st Circle required Pointing Your companion wanders around the target and fixes its target. Decreases the target's evasion and accuracy. Level 1: Evasion: -16 Accuracy: -16 Pointing AI Duration: 90 seconds SP: 44 Type: Melee / Attack Cooldown: 17s ![]() 0 / 5 Rush Dog: Stun Type: Active * Enemies attacked with [Rush Dog] have a 10% chance per attribute level to be afflicted with [Stun] for 6 sec * Increases SP consumption by 10% Hunter 1st Circle required Rush Dog: Enhance Type: Passive * Increases the damage dealt on an enemy with [Crush] by 0.5% per attribute level * +10% added damage at maximum level Hunter 1st Circle required Rush Dog [Physical] Order your companion to charge and attack an enemy. Level 1: Attack: 126% x 5 SP: 35 Type: Melee / Attack Cooldown: 5s |
Rank 4
![]() ![]() Sapper |
![]() 0 / 5 2 Stake Stockades: Enhance Type: Passive * Increases the damage dealt on an enemy with [Stake Stockades] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Stake Stockades [Physical] - [Pierce] Lay a defensive trap that damages any enemies that walk into it. Level 1: Attack: 167% x 3 SP: 40 Type: Melee / Attack Cooldown: 35s ![]() 0 / 5 Conceal Hides traps to conceal them from the enemy. The duration time may decrease depending on objects. Level 1: Conceal Duration: 1 minutes SP: 32 Type: Melee / Attack Cooldown: 20s ![]() 0 / 5 Claymore: Enhance Type: Passive * Increases the damage dealt on an enemy with [Claymore] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Claymore: Splash Type: Active * Increases no. of targets of [Claymore] by 1 per attribute level * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Flying-type Compatibility Type: Active * Deals 10% additional damage per attribute level on Flying-type monsters with [Claymore] * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Firepower Boost Type: Active * Increases the damage of [Claymore] by 1.5 times * Consumes Trap Kit x10 Sapper 2nd Circle required Claymore [Physical] - [Pierce] Set up a trap in front of you that fires a buckshot. It triggers by re-using the skill. Level 1: Attack 600% Targets 5 Consumes Trap Kit x#{SpendItemCount}# SP: 44 Type: Melee / Attack Cooldown: 32s ![]() 0 / 5 Punji Stake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Punji Stake] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Punji Stake: Knockdown Damage Type: Active * When an enemy launched by [Punji Stake] hits the ground, it and nearby enemies are dealt 50% of physical attack as damage * Increases SP consumption by 30% Sapper 1st Circle required Punji Stake: Improved Efficiency Type: Active * Reduces the number of Trap Kits consumed by [Punji Stake] from 2 to 1 * Increases SP consumption by 10% Sapper 2nd Circle required Punji Stake: Implacable Type: Active * [Punji Stake] is not canceled when being cast even after being attacked by an enemy * Increases SP consumption by 20% Sapper 2nd Circle required Punji Stake [Physical] - [Pierce] Set up a spring trap that activates once enemies step on it. Once the trap is activated, it will launch the enemies back far away. Level 1: Attack 842% Casting 3 sec Duration 35 sec Consumes Trap Kit x#{SpendItemCount}# SP: 46 Type: Melee / Attack Cooldown: 39s ![]() 0 / 5 Detonate Traps: Enhance Type: Passive * Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Detonate Traps: Flying-type Compatibility Type: Active * Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps] * Increases SP consumption by 10% Sapper 1st Circle required Detonate Traps [Physical] - [Strike] Detonates nearby traps and magic circles to deal damage to enemies. Level 1: Attack: 506% Bomb Explosion Count: 4 SP: 49 Type: Melee / Attack Cooldown: 20s |
Rank 5
![]() ![]() Fletcher |
![]() 0 / 5 Broadhead: Enhance Type: Passive * Increases the damage dealt on an enemy with [Broadhead] by 0.5% per attribute level * +10% added damage at maximum level Fletcher 1st Circle required Broadhead [Missile: Bow] Fires a wide broadhead arrow. Inflicts [Bleeding] on the enemy hit. Level 1: Attack: 150% Bleeding Duration: 5.5 seconds Consumes 1 Broadhead Arrow SP: 44 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword ![]() 0 / 5 2 Bodkin Point: Enhance Type: Passive * Increases the damage dealt on an enemy with [Bodkin Point] by 0.5% per attribute level * +10% added damage at maximum level Fletcher 1st Circle required Bodkin Point: Decreased Defense Type: Active * Further decreases an enemy's physical defense by 0.5% per attribute level when attacked by [Bodkin Point] * Increases SP consumption by 10% Fletcher 1st Circle required Bodkin Point [Missile: Bow] Fires a high-penetration bodkin arrow at an enemy. Lowers the defense of struck enemies and nullifies any protective magic. Level 1: Attack 387% Physical defense -1% Consumes Bodkin Point Arrow x1 SP: 50 Type: Missile / Attack Cooldown: 20s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword ![]() 0 / 5 5 Barbed Arrow: Enhance Type: Passive * Increases the damage dealt on an enemy with [Barbed Arrow] by 0.5% per attribute level * +10% added damage at maximum level Fletcher 1st Circle required Barbed Arrow [Missile: Bow] [{img tooltip_speedofatk}Attack Speed] Fires a barbed arrowhead. Deals a number of hits depending on an enemy's defense type. Level 1: Attack 339% Cloth armor targets: 5 hits Leather armor targets: 3 hits Plate armor targets: 1 hit Ghost armor targets: null Consumes Barbed Arrow x1 SP: 50 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword ![]() 0 / 5 5 Crossfire: Enhance Type: Passive * Increases the damage dealt on an enemy with [Crossfire] by 0.5% per attribute level * +10% added damage at maximum level Fletcher 1st Circle required Crossfire: Burn Type: Active * 10% chance per attribute level of inflicting [Fire] for 6 sec on enemies hit by [Crossfire] * Fire damage equals 20% of Crossfire damage * Increases SP consumption by 10% Fletcher 1st Circle required Crossfire [Missile: Bow] [{img tooltip_speedofatk}Attack Speed] Fires an arrow that, upon hitting an enemy, creates a cross-shaped explosion. Level 1: Attack: 349% Explosion Attack: 80% Consumes 1 Hail Mary Arrow SP: 55 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword |
Rank 6
![]() ![]() Schwarzer Reiter |
![]() 0 / 5 Concentrated Fire: Enhance Type: Passive * Increases the damage dealt on an enemy with [Concentrated Fire] by 0.5% per attribute level *+10% added damage at maximum level Schwarzer Reiter 1st Circle required Concentrated Fire [Missile: Gun] Fires multiple bullets in rapid succession at an enemy. Level 1: Attack: 124% x 10 Able to use while riding SP: 80 Type: Missile / Attack Cooldown: 30s Required Stance: BowAndPistol ![]() 0 / 5 Caracole: Enhance Type: Passive * Increases the damage dealt on an enemy with [Caracole] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 1st Circle required Caracole: Nonskid Type: Active * Reduces [Caracole]'s recoil Schwarzer Reiter 3rd Circle Required Caracole: Spread Type: Active * When [Caracole] hits its target, it spreads to attack nearby enemies * Increases SP consumption by 10% Schwarzer Reiter 3rd Circle Required Caracole [Missile: Gun] Shoot forward while pushing yourself back with recoil. Level 1: Attack: 550% Able to use while riding SP: 90 Type: Missile / Attack Cooldown: 35s Required Stance: BowAndPistol ![]() 0 / 5 Limacon: Enhance Type: Passive * Increases the damage dealt on an enemy with [Limacon] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 1st Circle required Limacon: Spread Type: Active * When [Limacon] hits its target, it spreads to attack nearby enemies * Increases SP consumption by 3 Schwarzer Reiter 3rd Circle Required Limacon When mounted, boosts you mobility to shoot the enemies rapidly. While Limacon effects are active, pistol attack becomes available. Level 1: Duration 20 sec Add. Pistol attack 50% Consumes 3 SP per attack Can use while mounted SP: 0 Type: Melee / Buff Cooldown: 35s ![]() 0 / 5 Retreat Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Retreat Shot] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 1st Circle required Retreat Shot: Increased Nullification Type: Active * Increases chance to nullify an enemy's attack while using [Retreat Shot] by 0.5% per attribute level * Increases SP consumption by 20% Schwarzer Reiter 1st Circle required Retreat Shot [Missile: Gun] Shoot repeatedly in the opposite direction you are moving. Level 1: 124% Attack per 0.3 seconds x No. of Hits Duration: 10 seconds Able to use while riding SP: 96 Type: Missile / Attack Cooldown: 30s Required Stance: BowAndPistol |
Rank 7
![]() ![]() Schwarzer Reiter |
![]() 0 / 10 Concentrated Fire: Enhance Type: Passive * Increases the damage dealt on an enemy with [Concentrated Fire] by 0.5% per attribute level *+10% added damage at maximum level Schwarzer Reiter 1st Circle required Concentrated Fire [Missile: Gun] Fires multiple bullets in rapid succession at an enemy. Level 1: Attack: 124% x 10 Able to use while riding SP: 80 Type: Missile / Attack Cooldown: 30s Required Stance: BowAndPistol ![]() 0 / 10 Caracole: Enhance Type: Passive * Increases the damage dealt on an enemy with [Caracole] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 1st Circle required Caracole: Nonskid Type: Active * Reduces [Caracole]'s recoil Schwarzer Reiter 3rd Circle Required Caracole: Spread Type: Active * When [Caracole] hits its target, it spreads to attack nearby enemies * Increases SP consumption by 10% Schwarzer Reiter 3rd Circle Required Caracole [Missile: Gun] Shoot forward while pushing yourself back with recoil. Level 1: Attack: 550% Able to use while riding SP: 90 Type: Missile / Attack Cooldown: 35s Required Stance: BowAndPistol ![]() 0 / 10 Limacon: Enhance Type: Passive * Increases the damage dealt on an enemy with [Limacon] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 1st Circle required Limacon: Spread Type: Active * When [Limacon] hits its target, it spreads to attack nearby enemies * Increases SP consumption by 3 Schwarzer Reiter 3rd Circle Required Limacon When mounted, boosts you mobility to shoot the enemies rapidly. While Limacon effects are active, pistol attack becomes available. Level 1: Duration 20 sec Add. Pistol attack 50% Consumes 3 SP per attack Can use while mounted SP: 0 Type: Melee / Buff Cooldown: 35s ![]() 0 / 10 Retreat Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Retreat Shot] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 1st Circle required Retreat Shot: Increased Nullification Type: Active * Increases chance to nullify an enemy's attack while using [Retreat Shot] by 0.5% per attribute level * Increases SP consumption by 20% Schwarzer Reiter 1st Circle required Retreat Shot [Missile: Gun] Shoot repeatedly in the opposite direction you are moving. Level 1: 124% Attack per 0.3 seconds x No. of Hits Duration: 10 seconds Able to use while riding SP: 96 Type: Missile / Attack Cooldown: 30s Required Stance: BowAndPistol ![]() 0 / 5 Wild Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Wild Shot] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 2nd Circle required Wild Shot [Missile: Gun] Attack an enemy simultaneously with a crossbow and pistol held in both hands. Level 1: Attack: 238% x 9 SP: 110 Type: Missile / Attack Cooldown: 25s Required Stance: BowAndPistol |
Rank 8
![]() ![]() Schwarzer Reiter |
![]() 0 / 15 Concentrated Fire: Enhance Type: Passive * Increases the damage dealt on an enemy with [Concentrated Fire] by 0.5% per attribute level *+10% added damage at maximum level Schwarzer Reiter 1st Circle required Concentrated Fire [Missile: Gun] Fires multiple bullets in rapid succession at an enemy. Level 1: Attack: 124% x 10 Able to use while riding SP: 80 Type: Missile / Attack Cooldown: 30s Required Stance: BowAndPistol ![]() 0 / 15 Caracole: Enhance Type: Passive * Increases the damage dealt on an enemy with [Caracole] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 1st Circle required Caracole: Nonskid Type: Active * Reduces [Caracole]'s recoil Schwarzer Reiter 3rd Circle Required Caracole: Spread Type: Active * When [Caracole] hits its target, it spreads to attack nearby enemies * Increases SP consumption by 10% Schwarzer Reiter 3rd Circle Required Caracole [Missile: Gun] Shoot forward while pushing yourself back with recoil. Level 1: Attack: 550% Able to use while riding SP: 90 Type: Missile / Attack Cooldown: 35s Required Stance: BowAndPistol ![]() 15 / 15 Limacon: Enhance Type: Passive * Increases the damage dealt on an enemy with [Limacon] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 1st Circle required Limacon: Spread Type: Active * When [Limacon] hits its target, it spreads to attack nearby enemies * Increases SP consumption by 3 Schwarzer Reiter 3rd Circle Required Limacon When mounted, boosts you mobility to shoot the enemies rapidly. While Limacon effects are active, pistol attack becomes available. Level 15: Duration 300 sec Add. Pistol attack 190% Consumes 17 SP per attack Can use while mounted SP: 0 Type: Melee / Buff Cooldown: 35s ![]() 0 / 15 Retreat Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Retreat Shot] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 1st Circle required Retreat Shot: Increased Nullification Type: Active * Increases chance to nullify an enemy's attack while using [Retreat Shot] by 0.5% per attribute level * Increases SP consumption by 20% Schwarzer Reiter 1st Circle required Retreat Shot [Missile: Gun] Shoot repeatedly in the opposite direction you are moving. Level 1: 124% Attack per 0.3 seconds x No. of Hits Duration: 10 seconds Able to use while riding SP: 96 Type: Missile / Attack Cooldown: 30s Required Stance: BowAndPistol ![]() 0 / 10 Wild Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Wild Shot] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 2nd Circle required Wild Shot [Missile: Gun] Attack an enemy simultaneously with a crossbow and pistol held in both hands. Level 1: Attack: 238% x 9 SP: 110 Type: Missile / Attack Cooldown: 25s Required Stance: BowAndPistol ![]() 0 / 5 Evasive Action Temporarily increases evasion when riding a Companion. Level 1: Evasion: +2% Duration: 300 seconds SP: 172 Type: Melee / Buff Cooldown: 45s ![]() 0 / 5 Marching Fire: Enhance Type: Passive * Increases the damage dealt on an enemy with [Assault Fire] by 0.5% per attribute level * +10% added damage at maximum level Schwarzer Reiter 3rd Circle Required Marching Fire [Missile: Gun] March forward while shooting. The enemies in front get attacked. Level 1: 128% Attack per 0.2 seconds x No. of Hits Duration: 5 seconds Able to use while riding SP: 240 Type: Missile / Attack Cooldown: 30s Required Stance: BowAndPistol |
Rank 9
![]() ![]() Bullet Marker |
![]() 0 / 5 Double Gun Stance Take the weapon in your right hand and place it in your left, assuming a stance. Your basic attack changes and you are able to use Bullet Marker skills. Level 1: Basic Attack Damage: 110% Basic Attack Changed Maximum Level: 5 SP: 83 Type: Missile / Buff Cooldown: 0s Required Stance: BowAndPistol ![]() 0 / 5 Silver Bullet All attacks using a pistol are augmented, changing them to the Holy attribute. Level 1: Duration: 18 seconds Able to use while riding SP: 102 Type: Missile / Buff Cooldown: 30s Element: ![]() Required Stance: BowAndPistol ![]() 0 / 5 Tase: Extra Magazine Type: Active * Increases continuous count of [Tase] by 1 per attribute level Increases SP consumption by 20% Bulletmarker 1st Circle Required Tase [Missile: Gun] - [Lightning] Fire an electric bullet into the enemy's body, causing the target to take additional Lightning property damage when damaged. Level 1: Attack: 346% Duration: 18 seconds Applies 10 times Able to use while riding SP: 98 Type: Missile / Attack Cooldown: 30s Element: ![]() Required Stance: BowAndPistol ![]() 0 / 5 2 Napalm Bullet: Enhance Type: Passive * Increases the damage dealt on an enemy with [Napalm Bullet] by 0.5% per attribute level * +10% added damage at maximum level Bulletmarker 1st Circle Required Napalm Bullet [Missile:Gun] - [Fire] Explodes and inflicts fire damage to enemies in front. Level 1: Attack: 787% AoE Attack Ratio: 10 Able to use while riding SP: 127 Type: Missile / Attack Cooldown: 20s Element: ![]() Required Stance: BowAndPistol ![]() 0 / 5 4 Full Metal Jacket: Enhance Type: Passive * Increases the damage dealt on an enemy with [Full Metal Jacket] by 0.5% per attribute level * +10% added damage at maximum level Bulletmarker 1st Circle Required Full Metal Jacket [Missile: Gun] Fire a powerful bullet that ignores half of an enemy's defenses. Level 1: Attack: 1398% Able to use while riding SP: 98 Type: Missile / Attack Cooldown: 20s Required Stance: BowAndPistol ![]() 0 / 5 2 R.I.P.: Enhance Type: Passive * Increases the damage dealt on an enemy with [R.I.P.] by 0.5% per attribute level * +10% added damage at maximum level Bulletmarker 1st Circle Required R.I.P. [Missile: Gun] Attack enemies in front of you using a series of attacks with a pistol in both hands. Level 1: Attack: 247% x 7 AoE Attack Ratio: 5 Can be used after activating Double Gun Stance SP: 72 Type: Missile / Attack Cooldown: 20s Required Stance: BowAndPistol ![]() 0 / 5 2 Bloody Overdrive: Enhance Type: Passive * Increases the damage dealt on an enemy with [Bloody Overdrive] by 0.5% per attribute level * +10% added damage at maximum level Bulletmarker 1st Circle Required Bloody Overdrive: Ricochet Type: Active * Enemies hit by [Bloody Overdrive] have a 5% chance per attribute level of being affected by ricochet * Increases SP consumption by 50% Bulletmarker 2nd Circle Required Bloody Overdrive [Missile: Gun] Attack enemies around you with by firing pistols in both hands. Level 1: Attack: 309% x 20 AoE Attack Ratio: 20 Can be used after activating Double Gun Stance SP: 210 Type: Missile / Attack Cooldown: 30s Required Stance: BowAndPistol |
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