Thursday 5 May 2016

The Smoking Barrel: A Gunslinger Guide

Contents
Change Log
Introduction
Job Change Quest
Skills
Build Guides
Leveling Guide
Future Expansions
Glossary of Terms
References

Change Log
v0.1: Started the guide, with edited versions of my previous build guides.
v0.2: Added more skill descriptions and added an addendum to the Emp-Breaker build.
v0.3: Added second Addendum to Emp-Breaker build; Cleaned up formatting; Revamped Job Quest guide; Refined Levelling guide; Added more calculations for THS v. FB section.
v0.4: Edited the Leveling Guide. Removed number crunch for revision.
Feb 15, 2008: Redone formatting. Revamped Build Guides section. Added Glossary.

Introduction
Quote:
Originally Posted by iROWiki
Einbroch, Schwarzwald's industrial city, is home to the Gunslinger headquarters.

Gunslingers are flashy and confident New Age warriors that rely on a wide array of guns and powerful skills to deal as much damage as possible in a short amount of time to their enemies. Gunslingers are always looking for a chance to show of their talent.

Bored with only target practice in the smoggy Einbroch, gunslingers have decided to take up adventuring, like so many from the Rune-Midgarts Kingdom, in order to live a life of excitement and fame.

Unlike traditional classes, Gunslingers do not have a second class to change to, but instead are allowed 70 job levels. This can make for a range of very unique (hybrid and specialized) skill sets in the Gunslinger tree.
Job Change Quest
For location and item requirement details, refer to iRO Wiki's Gunslinger Job Quest Guide
  1. Apply for training at the Novice Training Grounds.
  2. Talk to all the instructors as well as the Kafra Employee (Ask about Kafra's Storage and Teleport Services).
  3. Progress through the training grounds until you arrive at the Personality Tester (with Job level 10).
  4. Take the personality test and answer randomly; when your recommended job is prescribed to you, reject it.
    1. Choose to become a Acolyte. This will send you to Prontera. Exit the Sanctuary and head into town. Ask around politely for help gathering the necessary quest items. Skip to the appropriate section if you are able to accomplish this.
    2. Alternatively, you can choose to become a Mage, thus ending up in Geffen.
  5. You can collect Shells and Fluffs from the mobs immediately West of Geffen, and Green Plants are easily found to the North of town. Furthermore, you can also buy the Zargons from the tool shop South East of the outer circle.
  6. The tough part is getting the Rainbow Shells if you're doing this on your own. It is however, not impossible. If you had gone through Novice Training Grounds as advised, you should have in excess of 300 Novice Potions. Take all of them and head one map North and one East of Geffen. Then attempt to kill them while spamming those Novice Potions to stay alive. This is made easier if you have pumped DEX so far.
  7. Warp to Prontera and save there. If you have the zeny, buy a Trunk from one of the vendors in town. Otherwise, go kill some easy mobs until you can afford it. In the extremely highly improbable situation where no Trunks are being sold, you'll have to warp to Payon, head East of there and kill Willows until you find one.
  8. Walk to Izlude (one South and one East of Prontera), buy 1 Milk from the Milk Vendor (if you don't already have one), and save.
  9. Take the Airship to Yuno, and then from Yuno (WITHOUT exiting the terminal) to Einbroch. Save in Einbroch.
  10. Head to the Gunslingers guild to start your quest.
  11. Return to Izlude and make your way to Payon (Walk to Prontera first or take the boat to Alberta; the former is the cheaper option).
  12. In Payon, talk to the old man along the outside of the town wall. He'll ask you to gather some items, of which you should already have.
  13. Talk to him twice more to gain his approval.
  14. Now make your way back to Einbroch to finish this horrendous quest and get your job change.
Skills
Basic Skills
  • Single Action:
    Skill Type: Passive
    Requirements: N/A
    Required for: Chain Action (LVL 1); Tracking (LVL 5); Crowd Control Shot (LVL 5)
    Essential Gunslinger skill that enables Gunslingers to fire their weapons more quickly and accurately. Raising this skill`s level will increase accuracy and Attack Speed with all Firearm class weapons.
    LVL 1: +2 HIT, +1% ASPD
    LVL2: +4 HIT, +1% ASPD
    LVL3: +6 HIT, +2% ASPD
    LVL4: +8 HIT, +2% ASPD
    LVL5: +10 HIT, +3% ASPD
    LVL6: +12 HIT, +3% ASPD
    LVL7: +14 HIT, +4% ASPD
    LVL8: +16 HIT, +4% ASPD
    LVL9: +18 HIT, +5% ASPD
    LVL10: +20 HIT, +5% ASPD
    Basic skill to have, though note the last two levels: LVL9 and LVL10 only differ by +2 HIT. In other words, there isn't a real need to sacrifice one skill point to max this skill.

    NB: I may mention maxing this skill later on in this guide, which in all intents and purposes means to have it at Level 9.
  • Snake Eyes
    Skill Type: Passive
    Requirements: N/A
    Required for: Increase Accuracy (LVL 10)
    Increase attack range and accuracy when equipped with any Firearm class Weapon. The following are affected by its bonus: Trigger Happy Shot, Wounding Shot, Full Blast, Spread Shot, Gunslinger Mine. This skill does not affect the range of Tracking.
    LVL1: +1 HIT, +1 Range
    LVL2: +2 HIT, +2 Range
    LVL3: +3 HIT, +3 Range
    LVL4: +4 HIT, +4 Range
    LVL5: +5 HIT, +5 Range
    LVL6: +6 HIT, +6 Range
    LVL7: +7 HIT, +7 Range
    LVL8: +8 HIT, +8 Range
    LVL9: +9 HIT, +9 Range
    LVL10: +10 HIT, +10 Range
    All guns have a weapon range of 9 and in 1024x768 resolution, the maximum number of cells you can target is about 15 cells. Hence, if you're not taking Increase Accuracy, this skill can be kept at level 5 or 6.
Coin Skills
  • Flip Coin
    Skill type: Active, Support
    Requirements: N/A
    Required for: Coin Fling (LVL1), Magic Bullet (LVL1), Cracker (LVL1), Triple Action (LVL1), Bull's Eye (LVL1), Last Stand (LVL1), Gunslinger's Panic (LVL1), Increase Accuracy (LVL1)
    Range: Self
    SP cost: 2
    Catalyst: 1 zeny
    Cast time: Instant
    Skill delay: ASPD
    Duration: 10 minutes
    Consume 1 zeny and 2 sp to flip a coin. If it lands showing heads, the caster will gain 1 coin, but if it shows tails, the caster will lose 1 coin.
    The caster can have a maximum of 10 coins, increasing this skill`s level raises the success rate of flipping a coin that will show heads.
    Gunslinger coins are displayed as glowing orbs around the caster, each coin increases damage for all firearms, or can be used to fuel the coin based attacks of the Gunslinger.

    Each coin provides 3 bonus damage that ignores FLEE and DEF. Although the maximum number of coins is unaffected by skill level, the chance of getting all out with Level 1 is pretty slim. Get level 5 of this skill or don’t get it at all.

    NB: For low AGI characters, unequip your gun and spam this skill while unarmed. High AGI characters don't need to do this, but it's still generally MUCH faster doing this unarmed.
  • Coin Fling
    Skill type: Offensive, Ranged
    Requirements: Coin Flip (LVL1)
    Required for: N/A
    Range: Weapon Range
    SP cost: 10
    Ammunition/Coins Used: 1-5 Coins
    Cast Time: Instant
    Skill delay: ASPD
    Duration: 30 seconds
    Spend all the Gunslinger`s coins and 10 SP to reduce the enemy`s defense and cause damage. The maximum coins that can be thrown with one use of Coin Fling is 5, so if more than 5 coins are gathered 2 shots of this skill is possible without gathering more coins.

    Each Coin reduces target's DEF by 3, but apparently two casts on a single target does not stack, i.e. max DEF reduction is 15. Not a very fantastic skill overall, due to the short duration and range. I tend to skip this or place extra points here late game.
  • Increase Accuracy
    Skill type: Active, Support
    Requirements: Snake Eyes (LVL10), Coin Flip (LVL2)
    Required for: N/A
    Range: Self
    SP cost: 30
    Ammunition/Coins Used: 4 Coins
    Cast Time: Instant
    Skill delay: ASPD
    Duration: 60 seconds
    Consume 4 coins and 30 SP. to add +20 Accuracy, +4 DEX, and +4 AGI for 1 minute.

    Base your breakpoints on this skill only for specialised occasions, i.e. MVP, PVP or WoE. The extremely short duration of this skill makes it not viable for use during regular levelling.
  • Last Stand
    Skill type: Active, Support
    Requirements: Gattling Fever (LVL10), Coin Flip (LVL4)
    Required for: N/A
    Range: Self
    SP cost: 10
    Ammunition/Coins Used: 4 Coins
    Cast Time: 3 seconds
    Skill delay: ASPD
    Duration: 15 seconds
    +100 ATK and +20% ASPD with any Firearm Class Weapon.
    Last Stand has a 15 second duration, and cannot be used with Gunslinger`s Panic, but will stack ASPD with Gatling Fever.

    The bonuses from this skill is great and applies to all guns, despite its requirements. The 3 second cast time can be reduced to 0.6 seconds at 120 DEX, so that's not really an issue. The 15 second duration works as a double-edged sword: on one hand you're only immobilised for a relatively short period of time, on the other the bonuses only last so long.

    Two things to keep in mind:
    1) Timing is everything.
    2) Don't make it your Last Stand.
  • Gunslinger's Panic
    Skill type: Active, Support
    Requirements: Disarm (LVL5), Coin Flip (LVL4)
    Required for: N/A
    Range: Self
    SP cost: 15
    Ammunition/Coins Used: 2 Coins
    Cast Time: 1 seconds
    Skill delay: ASPD
    Duration: 20 seconds
    Consume 2 coins and 15 SP to activate the Gunslinger`s Panic status in which caster has +30 Flee Rate and receives 20% less damage from long range physical attacks, but has -30 Accuracy.
    This skill has a 20 second duration, and cannot be used together with the Last Stand skill.

    This is mainly used to either to run from a fight or into one. The ranged damage reduction can be stacked with Thara, Horn, and/or Noxious cards, but only reduces for ranged physical attacks. Not overly useful in WoE, but will be rather useful in PVP and PVM situations.
  • Bull's Eye
    Skill type: Offensive, Ranged
    Requirements: Tracking (LVL10), Coin Flip (LVL5)
    Required for: N/A
    Range: Weapon Range
    SP cost: 10
    Ammunition/Coins Used: 1 Bullet; 1 Coin
    Cast Time: 0.5 seconds
    Skill delay: ASPD
    Duration: N/A
    Consume 1 coin and 30 SP to inflict 500% damage to Demi-human and Brute class monsters. Bull`s Eye has a 0.1% chance to inflict the Coma effect on all enemies except Boss monsters.
    Usable by all Firearm class weapons.

    Not a great move for PVM, but AGI-types will find this a useful skill against players. Hit-and-run, lure careless people into Desperado range or support allies with this skill. The damage modifier may be very weak compared to Rapid Shower, but people will start to pay attention when they start getting hit by random Coma status.
  • Triple Action
    Skill type: Offensive, Ranged
    Requirements: Chain Action (LVL10), Coin Flip (LVL1)
    Required for: N/A
    Range: Weapon Range
    SP cost: 10
    Ammunition/Coins Used: 1 Bullet; 1 Coin
    Cast Time: Instant
    Skill Delay: ASPD
    Duration: N/A
    Spend 1 coin, 20 SP and 1 bullet to shoot an enemy 3 times in one attack.
    Usable with all Firearms.

    By virtue of the requirements alone, this skill seems geared towards AGI-type ‘Slingers, though that is not always the case. This is really a cheap way of dealing 300% damage with any gun and any ammunition type - including Elemental Grenade Spheres. With a Grenade Launcher and the appropriate element Sphere, this skill makes for a more SP-efficient levelling too than Rapid Shower or Full Buster.
  • Magical Bullet
    Skill type: Offensive, Ranged
    Requirements: Coin Flip (LVL1)
    Required for: N/A
    Range: Weapon Range
    SP cost: 7
    Ammunition/Coins Used: 1 Coin
    Cast Time: Instant
    Skill Delay: ASPD
    Duration: N/A
    Consume 1 coin and 7 SP to fire a Ghost Bullet that does not use any bullets, inflicting an amount of Ghost property damage equal to the Gunslinger`s ATK + MATK.

    A rather under-powered skill despite its potential uses against Ghost-element targets. However, using Rapid Shower, Full Buster or Desperado with Silver Bullets, Aspersio or Endows will still get you much better damage output. And unlike Triple Action, the lack of easy Ghost-element creatures makes this skill extremely situational - though even then, it’s out-performed.
  • Cracker
    Skill Type: Offensive, Ranged
    Requirements: Coin Flip (LVL1)
    Required for: N/A
    Range: Weapon Range
    SP cost: 10
    Ammunition/Coins Used: 1 Bullet, 1 Coin
    Cast Time: Instant
    Skill Delay: ASPD
    Duration: (3~4 seconds)
    Consume 1 coin and 10 SP to fire a bullet that can possibly cause the stun status due to the surprisingly loud *BANG*.
    The nearer the target is to the Gunslinger, the greater the chance of inflicting the Stun status.

    Better suited for AGI-based builds since you’ll be able to spam this quickly enough to get the Stun in, but there’s been no conclusive evidence of the Stun rate as of yet. On the other hand, by the time you’re close enough for the maximum Stun chance, you’re better off using Desperado instead.
Handgun Skills
  • Chain Action
    Skill Type: Passive
    Requirements: Single Action (LVL1)
    Required for: Rapid Shower (LVL3), Triple Action (LVL10)
    Range: Self
    SP cost: N/A
    Ammunition/Coins Used: N/A
    Cast Time: N/A
    Skill Delay: N/A
    Duration: N/A
    Enables the chance of firing two shots in a single attack while fighting enemies when equipped with a Handgun Class Weapon.
    Raising this skill`s level increases the chance of firing these double shots by 5% per level of the skill.
    LVL1: 5%
    LVL2: 10%
    LVL3: 15%
    LVL4: 20%
    LVL5: 25%
    LVL6: 30%
    LVL7: 35%
    LVL8: 40%
    LVL9: 45%
    LVL10: 50%
    Only really useful if you decide to frequently use Handguns for normal attacks. Otherwise, this is just part of the prerequisites of other skills.
  • Rapid Shower
    Skill Type: Offensive, Ranged
    Requirements: Chain Action (LVL3)
    Required for: Desperado (LVL5), Gattling Fever (LVL7)
    Range: Weapon Range + Snake Eyes bonus
    SP cost: 20 + Skill LVL*2
    Ammunition/Coins Used: 5 Bullets
    Cast Time: Instant
    Skill Delay: 0.5 seconds
    Duration: N/A
    Consume 5 bullets to perform a rapid 5-shot attack against a single target.
    Requires a Handgun Class Weapon.
    LVL1: 550% ATK, 22 SP
    LVL2: 600% ATK, 24 SP
    LVL3: 650% ATK, 26 SP
    LVL4: 700% ATK, 28 SP
    LVL5: 750% ATK, 30 SP
    LVL6: 800% ATK, 32 SP
    LVL7: 850% ATK, 34 SP
    LVL8: 900% ATK, 36 SP
    LVL9: 950% ATK, 38 SP
    LVL10: 1000% ATK, 40 SP
    Short skill delay for a good damage modifier makes this one of the “core” skills of the Gunslinger. If you’re not going down the Shotgun tree, this skill is worth every point.
  • Desperado
    Skill Type: Offensive, Melee
    Requirements: Rapid Shower (LVL5)
    Required for: Gattling Fever (LVL5)
    Range: Self, 7x7 Area
    SP cost: 30 + Skill LVL*2
    Ammunition/Coins Used: 10 Bullets
    Cast Time: Instant
    Skill Delay: 1 second
    Duration: N/A
    Consume 10 bullets to perform a haphazard attack that may damage enemies within a 7 cell radius around the Gunslinger.
    Each cast has a maximum of 10 strikes, an individual target in that radius may be struck by multiple bullets depending upon random chance.
    Requires a Handgun Class Weapon.
    LVL1: 100% ATK per hit, 32 SP
    LVL2: 150% ATK per hit, 34 SP
    LVL3: 200% ATK per hit, 36 SP
    LVL4: 250% ATK per hit, 38 SP
    LVL5: 300% ATK per hit, 40 SP
    LVL6: 350% ATK per hit, 42 SP
    LVL7: 400% ATK per hit, 44 SP
    LVL8: 450% ATK per hit, 46 SP
    LVL9: 500% ATK per hit, 48 SP
    LVL10: 550% ATK per hit, 50 SP
    Hands down the most damaging skill in the Gunslinger’s arsenal. The fact that its also a melee skill - thus bypassing Pneuma, Crusader’s Defender, Alligator card, etc - makes this a must-have for any ‘Slinger out there.
Gattling Gun Skill
  • Gattling Fever
    Skill Type: Support
    Requirements: Rapid Shower (LVL7), Desperado (LVL5)
    Required for: Last Stand (LVL10)
    Range: Self
    SP cost: 28 + Skill LVL*2
    Ammunition/Coins Used: N/A
    Cast Time: Instant
    Skill Delay: N/A
    Duration: 15 + Skill LVL*15 seconds
    Temporarily increase Attack Speed and damage at the cost of reducing Flee Rate and Movement Speed.
    Gatling Fever status is canceled when this skill is casted again.
    Requires Gatling Gun Class Weapon.
    LVL1: ATK +30, ASPD +2%, FLEE -5, Duration 30s, 30 SP
    LVL2: ATK +40, ASPD +4%, FLEE -10, Duration 45s, 32 SP
    LVL3: ATK +50, ASPD +6%, FLEE -15, Duration 60s, 34 SP
    LVL4: ATK +60, ASPD +8%, FLEE -20, Duration 75s, 36 SP
    LVL5: ATK +70, ASPD +10%, FLEE -25, Duration 90s, 38 SP
    LVL6: ATK +80, ASPD +12%, FLEE -30, Duration 105s, 40 SP
    LVL7: ATK +90, ASPD +14%, FLEE -35, Duration 120, 42 SP
    LVL8: ATK +100, ASPD +16%, FLEE -40, Duration 135s, 44 SP
    LVL9: ATK +110, ASPD +18%, FLEE -45, Duration 150s, 46 SP
    LVL10: ATK +120, ASPD +20%, FLEE -50, Duration 165s, 48 SP
    More often than not this isn’t one of the best solo leveling skills around: the massive lost of FLEE and walk speed makes you a sitting duck. Partying with this skill will certainly require you to switch in and out of the skill as a Bard or Dancer would with their songs/dances. Once you and your party get over the learning curve, things will work out fine.

    TIP: An alternative method to getting out of this skill is to equip a weapon that’s not a Gattling Gun.
Rifle Skills
  • Tracking
    Skill Type: Offensive, Ranged
    Requirements: Single Action (LVL5)
    Required for: Wounding Shot (LVL5), Disarm (LVL7), Bull's Eye (LVL10)
    Range: Weapon Range
    SP cost: 10 + Skill LVL*5
    Ammunition/Coins Used: 1 Bullet
    Cast Time: 1 + Skill LVL*0.2 seconds
    Skill Delay: N/A
    Duration: N/A
    Carefully aim at a target to inflict devastating damage. Raising this skill`s level increases the fixed Cast Time and damage.
    Cast Time is not affected by DEX or other skills.
    Handgun or Rifle Class weapon required to use Tracking.
    LVL1: 300% ATK, Cast Time 1.2s, 15 SP
    LVL2: 400% ATK, Cast Time 1.4s, 20 SP
    LVL3: 500% ATK, Cast Time 1.6s, 25 SP
    LVL4: 600% ATK, Cast Time 1.8s, 30 SP
    LVL5: 700% ATK, Cast Time 2.0s,, 35 SP
    LVL6: 800% ATK, Cast Time 2.2s, 40 SP
    LVL7: 900% ATK, Cast Time 2.4s, 45 SP
    LVL8: 1000% ATK, Cast Time 2.6s, 50 SP
    LVL9: 1100% ATK, Cast Time 2.8s, 55 SP
    LVL10: 1200% ATK, Cast Time 3.0s, 60 SP
    In terms of damage-per-shot, this skill is actually comparable to Full Blast. However, the crux is that the cast time of Tracking can’t even be modified by Magic Strings, in which case it would sorely lose out in terms of damage-per-second.
    Further experimentation of this skill is needed, though you’ll need it as a prerequisite for other skills.
  • Disarm
    Skill Type: Offensive, Ranged
    Requirements: Tracking (LVL7)
    Required for: Gunslinger Panic (LVL5)
    Range: Weapon Range
    SP cost: 10 + Skill LVL*5
    Ammunition/Coins Used: 1 Bullet
    Cast Time: Instant
    Skill Delay: N/A
    Duration: 30 seconds
    Shoot an enemy`s appendages to render it incapable of attacking. This skill`s success rate increases as its level is raised.
    When used on monsters, this skill will reduce ATK by 25%, but has no effect on Boss monsters.
    Disarm has a range of 7 cells, and requires a Handgun or Rifle Class Weapon.
    LVL1: 3% Success Rate, 15 SP
    LVL2: 6% Success Rate, 20 SP
    LVL3: 9% Success Rate, 25 SP
    LVL4: 12% Success Rate, 30 SP
    LVL5: 15% Success Rate, 35 SP
    While Rogue’s Divest Weapon’s success rate relies on the caster’s DEX, there’s been lots of speculation as to what governs the success rate of Disarm.
  • Wounding Shot
    Skill Type: Offensive, Ranged
    Requirements: Tracking (LVL5)
    Required for: N/A
    Range: Weapon Range + Snake Eyes bonus
    SP cost: 10 + Skill LVL
    Ammunition/Coins Used: 1 Bullet
    Cast Time: 1.5 seconds
    Skill Delay: N/A
    Duration: 120 seconds
    Inflict Defense-piercing damage that has the chance of causing the Bleeding effect on its target.
    Requires a Handgun or Rifle Class Weapon.
    LVL 1: 120% ATK, 3% Bleed Chance, 11 SP
    LVL2: 140% ATK, 6% Bleed Chance, 12 SP
    LVL3: 160% ATK, 9% Bleed Chance, 13 SP
    LVL4: 180% ATK, 12% Bleed Chance, 14 SP
    LVL5: 200% ATK, 15% Bleed Chance, 15 SP
    Two things I like about this skill: it bypasses DEF and it causes Bleeding. High VIT only reduces the occurrence and absolutely nothing short of Battle Chant can remove this potentially fatal status - yes, not even death removes it.
    This is not an all-out killing skill and should not be viewed as such. Rather, this can be used in WoE to tag people with statuses, e.g. Wounding Shot with a Double Cursing Garrison loaded with Blood Shells.
Shotgun Skills
  • Crowd Control Shot
    Skill Type: Offensive, Melee
    Requirements: Single Action (LVL5)
    Required for: Full Blast (LVL3)
    Range: 3
    SP cost: Skill LVL*3
    Ammunition/Coins Used: 1 Bullet
    Cast Time: 1 second
    Skill Delay: 1 second
    Duration: N/A
    Fire a close range shot that will push an enemy 5 cells backward.
    Requires a Shotgun Class Weapon.
    LVL1: 150% ATK, 3 SP
    LVL2: 200% ATK, 6 SP
    LVL3: 250% ATK, 9 SP
    LVL4: 300% ATK, 12 SP
    LVL5: 350% ATK, 15 SP
    LVL6: 400% ATK, 18 SP
    LVL7: 450% ATK, 21 SP
    LVL8: 500% ATK, 24 SP
    LVL9: 550% ATK, 27 SP
    LVL10: 600% ATK, 30 SP
    In situations where you’re unable to use Desperado instead or need to punt something, this is the skill to use. However, there really isn’t a point in distributing anymore points here outside of the prerequisite levels.
  • Full Blast
    Skill Type: Offensive, Ranged
    Requirements: Crowd Control Shot (LVL3)
    Required for: Spread Shot (LVL5), Gunslinger Mine (LVL5)
    Range: Weapon Range + Snake Eyes bonus
    SP cost: 15 + Skill LVL*5
    Ammunition/Coins Used: See below
    Cast Time: 0.5 seconds
    Skill Delay: 1 + Skill LVL*0.2 seconds
    Duration: 10 second (Blind)
    Inflict devastating damage to an enemy by firing multiple bullets at once into a single target. This skill has a small chance of causing the Blind status to the caster, higher chance depending upon skill level used.
    Requires a Shotgun Class Weapon.
    LVL1: 400% ATK, 2 Bullets, 2% Blind Chance, 1.2s Delay, 20 SP
    LVL2: 500% ATK, 2 Bullets, 4% Blind Chance, 1.4s Delay, 25 SP
    LVL3: 600% ATK, 4 Bullets, 6% Blind Chance, 1.6s Delay, 30 SP
    LVL4: 700% ATK, 4 Bullets, 8% Blind Chance, 1.8s Delay, 35 SP
    LVL5: 800% ATK, 6 Bullets, 10% Blind Chance, 2.0s Delay, 40 SP
    LVL6: 900% ATK, 6 Bullets, 12% Blind Chance, 2.2s Delay, 45 SP
    LVL7: 1000% ATK, 8 Bullets, 14% Blind Chance, 2.4s Delay, 50 SP
    LVL8: 1100% ATK, 8 Bullets, 16% Blind Chance, 2.6s Delay, 55 SP
    LVL9: 1200% ATK, 10 Bullets, 18% Blind Chance, 2.8s Delay, 60 SP
    LVL10: 1300% ATK, 10 Bullets, 20% Blind Chance, 3.0s Delay, 65 SP
    Probably the second highest DPS skill in the Gunslinger Skill Tree when under the effect of a Bard’s Magical Strings. When using this skill as a means of leveling, it’s essential to use the appropriate skill level to conserve SP.
    Tip: If more than one shot is needed to fell an enemy, use the lower-level shot first for the shorter skill delay.
  • Spread Shot
    Skill Type: Offensive, Ranged, Area of Effect
    Requirements: Full Blast (LVL5)
    Required for: Gunslinger Mine (LVL7)
    Range: Weapon Range + Snake Eyes bonus
    SP cost: 10 + Skill LVL*5
    Ammunition/Coins Used: 5 Bullets
    Cast Time: N/A
    Skill Delay: N/A
    Duration: N/A
    Consume 5 bullets to spread damage over a large area.
    Requires a Shotgun Class Weapon.
    LVL1: 100% ATK, 3x3 Area of Effect, 15 SP
    LVL2: 120% ATK, 3x3 Area of Effect, 20 SP
    LVL3: 140% ATK, 3x3 Area of Effect, 25 SP
    LVL4: 160% ATK, 5x5 Area of Effect, 30 SP
    LVL5: 180% ATK, 5x5 Area of Effect, 35 SP
    LVL6: 200% ATK, 5x5 Area of Effect, 40 SP
    LVL7: 220% ATK, 7x7 Area of Effect, 45 SP
    LVL8: 240% ATK, 7x7 Area of Effect, 50 SP
    LVL9: 260% ATK, 7x7 Area of Effect, 55 SP
    LVL10: 280% ATK, 9x9 Area of Effect, 60SP
    If you’re starting out on an DEX/INT build, this makes for a safer, cheaper alternative to Desperado.
Grenade Launcher Skill
  • Gunslinger Mine
    Skill Type: Offensive, Ranged, Area of Effect
    Requirements: Full Blast (LVL5), Spread Shot (LVL7)
    Required for: N/A
    Range: Weapon Range + Snake Eyes bonus
    SP cost: Skill LVL*4
    Ammunition/Coins Used: 1 Sphere
    Cast Time: 2 seconds
    Skill Delay: N/A
    Duration: Skill LVL*3 sec or until triggered
    Plant Bullet Spheres into the ground that will explode upon enemy approach. The explosion`s effect varies according to the type of bullet planted.
    Spheres can be stacked on top of other spheres or under targets, unlike standard traps.
    Requires a Grenade Launcher Class Weapon.
    LVL1: +50 ATK, 3s Duration, 4 SP
    LVL2: +100 ATK, 6s Duration, 8 SP
    LVL3: +150 ATK, 9s Duration, 12 SP
    LVL4: +200 ATK, 12s Duration, 16 SP
    LVL5: +250 ATK, 15s Duration, 20 SP
    LVL6: +300 ATK, 18s Duration, 24 SP
    LVL7: +350 ATK, 21s Duration, 28 SP
    LVL8: +400 ATK, 24s Duration, 32 SP
    LVL9: +450 ATK, 27s Duration, 36 SP
    LVL10: +500 ATK, 30s Duration, 40 SP

    Blind Sphere: Blind Status
    Poison Sphere: Poison Status
    Fire Sphere: Knockback 5 cells
    Freezing Sphere: Freeze Status
    Wind Sphere: Stun Status
Build Guides
One of the greatest features of Ragnarok Online is the ability to customise a character build to suit a variety of play styles. The design of all available job classes allow for at least two types of builds and is left to the players to explore their imagination and devise a character that suits their preference.

This section will give some example character builds, including a brief description, followed by stat and skill builds and equipment. Do take note that I don’t claim any of these examples are the perfect builds; I can only be bothered to spend a handful of minutes on Doddler’s translated stat calculator.

Basics: Stats
STR - A set of high-end equipment will take up around 500~600 wt, and this excludes food items, bullets, spare gear and most importantly, potions. Without a good amount of carrying capacity, you’ll find yourself rather disadvantaged in many situations. Further, STR increases ATK, along with DEX.
DEX - No matter your build, DEX will be the most important stat. Not only does it increase your damage, but AGI builds also benefit from the ASPD boost it provides.
AGI - The key stat for FLEE and ASPD. Most Gunslinger skills are not reliant on ASPD and FLEE is reduced by 10 points for each creature attacking you at the same time in a mob. Simply, raise this stat or leave it out entirely.
INT - The Gunslinger’s MaxSP modifier isn’t too great for a class that enjoys a good deal of powerful skills. While AGI builds tend to neglect this, skill-based ‘Slingers can’t help crying for more. It may seem to be a good idea to raise this stat for the bigger SP-pool, but you’re really better off relying on Professors and SP-recovery items to fuel your skills. That is, if you don’t plan on making a build that heavily utilises Magical Bullet.
VIT - The rule of thumb for VIT: 10~20 for pure PVM builds, 40~50 for builds that intend to take on MVPs and a minimum of 50 for PVP/WoE builds.
LUK - All Rifles have CRIT bonuses to varying degrees, so a CRIT build will find this stat rather useful to raise. But otherwise, there isn’t a real point in gaining this stat.
MvP Build
MVP builds are all about damage. The most basic method of achieving this on a Gunslinger would be to get as much DEX as possible and hand out damage in the truckload.

The 90 Vit in this build is meant to get the maximum DEX bonus from the Dame of Sentinel card. An alternative is to replace the Ulle’s Cap with a Ramen Hat, in which case the build can have more INT to cover for the loss of the 20% SP-cost reduction from Ulle’s Cap.

Full Buster and Desperado are pretty much what you’ll be using all the time, though MVP-ing with Full Buster would require Magical Strings to have any chance of winning the MVP.

Stats:
STR: 7 (base)
DEX: 99 (base) / 150 (total)
VIT: 90 (base)
AGI: 9 (base)
INT: 30 (base) / 42 (total)
LUK: 1 (base)
Skills:
Skill tree using Himeyasha’s Skill Planner

Equipment:
Upper head: Wise Ulle’s Cap
Mid head: Dark Blinker
Lower head: Gangster’s Mask
Body: Odin’s Blessing of Dexterity Switching
Garment: Vali’s Manteau
Shoes: Vidar’s Boots
Accessories: Nimble Glove | Nimble Glove
Weapons: Double Bloody Garrison | Bloody Black Rose
Shield: none
WoE/PVP Build
Unlike MVP builds, WoE builds generally require some degree of defence to back up your offence. Your SP pool can be neglected since you’ll be relying on items, inns or friendly Professors to restore you SP.

With Gym Passes, your maximum carry weight would reach 6300. After including equipment and bullets, you will have around 4600 wt. for potions and food.

Stats:[indent]STR: 50 (base)
DEX: 99 (base) / 130 (total w/o food)
VIT: 80 (base)
AGI: 9 (base)
INT: 3 (base)
LUK: 1 (base)[/list]Skills:
Skill tree using Himeyasha’s Skill Planner

Equipment:
Upper head: Feather Beret
Mid head: Dark Blinker
Lower head: Gangster Mask
Body: Deadly Odin’s Blessing
Garment: Vali’s Manteau
Shoes: Vidar’s Boots
Accessories: Nimble Glove | Nimble Glove
Weapons: Double Bloody Garrison | Bloody Black Rose
Shield: Cranial Valkyria Shield
Gattling Gun Build
Being one only non-transcendent job that can reach 190 ASPD without the aid of God Items, Impressive Riff or Gospel, the AGI-types devote their skills and build to hit faster than an AGI/DEX Sniper.

Ironically, besides their blazing fast attacks, these ‘Slingers have little to no mobility whatsoever as their two key skills - Gattling Fever and Last Stand - reduce or disable walking speed, respectively, and the former even reduces FLEE by a considerable amount. As such, FLEE is rather moot.

The skill tree below really is to just prove a point: even as an AGI-orientated build, you can still use two of the most damaging skills in the Gunslinger’s repertoire! You won’t have as great an SP-pool, but there’s always the option to fall back on your ASPD.

Stats:
STR: 28 (base)
DEX: 99 (base) / 132 (total)
VIT: 30 (base)
AGI: 85 (base) / 111 (total)
INT: 1
LUK: 1
Skills:
Skill tree using Himeyasha’s Skill Planner

Equipment:
Upper head: Insomniac Ulle’s Cap
Mid head: none
Lower head: none
Body: Pantie
Garment: Undershirt
Shoes: Fricco’s Shoes
Accessories: Nimble Glove / Nimble Glove
Weapon: Butcher
Shield: none
Sniper (Crit) Build
Critical attack-based builds are arguably one of the coolest builds around, possibly because they are usually the hardest builds to get right. Like Assassins, you have the choice between natural-Crit (relying on your LUK for Crits) or equipment-Crit (relying on your weapon and appropriate cards to boos your Critical hit chance).

Considering that an equipment-Crit build is just an AGI build wielding the correct weapon, I’ll try and devise a natural-Crit build here. This setup grants 54 CRIT at around 180 ASPD with Last Stand, and as a bonus auto-casts a level 5 Tracking (700% ATK).

Besides Last Stand and Single Action 9, this build really can go any which way, even take up Desperado and Full Buster if you so please.

Stats:
STR: 21 (base)
DEX: 90 (base)
VIT: 20 (base)
AGI: 80 (base) / 106 (total)
INT: 1
LUK: 53 (base) / 80 (total)
Skills:
Skill tree using Himeyasha’s Skill Planner

Equipment:
Upper head: Insomniac Ulle’s Cap
Mid head: none
Lower head: none
Body: Pantie
Garment: Undershirt
Shoes: Fricco’s Shoes
Accessories: Morrigane’s Belt / Morrigane’s Belt
Weapon: Long Barrel
Shield: none
Levelling
Level 1+: No matter how experienced you are, the Novice Training Ground is always one of the best spots to get your first few levels on any character.

Level 10+: Metalings north of Lighthalzen. And yes, Metalings will kill you in one or two hits. So hit AND run. This place is good till level 50 or so and is a good chance to gather up Rusty Screws.

From here it’ll be about character builds and play-style. I’ll separate these into four categories: AGI builds, DEX builds, DEX/VIT builds, and item hunting.

AGI builds:
AGI builds encompass builds that focus on AGI for ASPD.

Level 50+: Geographers are always an easy source of exp, but do note that they require 144 HIT for 100% hit rate.
Level 50+: Alternatively, you could go to Louyang for Mi Gaos/Increase Soils. Their slow walk speed and long hit recovery allows you to effectively hit-lock them with about 160 ASPD. The Mantises are a nuisance, but they’re rather weak and do drop a very good card.
Level 70+: From here you can move on to Clock Tower level 2 or 3, aiming for Clocks and Alarms.

Parties: Your ideal party-mate would be a VIT or AGI tank, although having another ranged AGI-type character also works. Priests are generally welcome, especially if you’re looking for Gloria, among other buffs.
(WIP)

DEX builds:
DEX builds include builds that focuses solely on their DEX early on, relying on skills to take down enemies from afar. Sp is always scarce, so gear up with sp-recovery boosting gears and make an alternate character to farm Strawberries off Wolves or Yoyos.

Level 50+: Hill Winds near Lighthalzen give great exp and good common loot. Watch out for their walk speed and range.
Level 65+: Once you hit 91+ DEX, you can head to the towers around Glast Heim Castle. You’ll need Silver Bullets, but the Dark Frames here can be kill with one level 10 Full Buster with merely 91 total DEX. Avoid Ridewords and adjust your Full Buster level for the much weaker Marionettes if you intend on killing them.
Level 65+: Stings also give decent exp and are best dealt with Triple Action while equipped with a Shotgun or Grenade Launcher and Flare Spheres.

Parties: Having a Priest with Lex Aeterna allows you to kill more things faster, much more so with the sp-hungry Full Buster. But just as well a party-mate is a Professor with Soul Exhale and Indulge: gone will be the days of waiting for sp regen! When joining large parties, it will be wise to bring a stock of sp recovery items as you’ll likely run dry quickly, while forcing the party to stop every 10 seconds can be taxing on everybody’s patience.
(WIP)

DEX/VIT builds:
Namely the Desperados who balance out DEX and VIT early on. These mainly look mob creatures and follow up with the Gunslinger’s most defining skill. A general rule for these builds is to bring hp recovery items, regardless of the presence of a Priest/High Priest.

Level 20+: The first and easiest mob-able creature are wolves. With a decent VIT and armour DEF, you can comfortably level here for a long time.
Level 50+: Orc Dungeon 2 would have been the first place to come to mind. However this place only ever works in servers that doesn’t have this place crawling with AFKhemists. Otherwise, mobbing here is easy: drop random loot near Zenorcs to draw them in and flash a Desperado.
Level 50+: For the 9.9 out of 10 servers out there that has Orc Dungeon 2 jammed, you can find greener pastures right outside. Orc Ladies give pretty decent drops and happen to be Demi-humans.
Level 70+: Minorouses and Pasanas in the lower levels of Sphinx mob fairly well. The Mimics are a pain, but just as well there aren’t too many of them.
Level 70+: On the other hand, the lowest level of Geffen Tower is also a place with nice mobs. Watch out for Jupiter Thunders, Curse Attacks and RO’s infamous perma-swordsman, Doppelganger.
Level 75+: The top floor of the Pyramid has a good deal of creatures weak against Silver Bullets. Drops in the area are also fairly decent, including Cracked Diamonds, Circlet [1], Gloves, and Martyr Card. Watch out for Osiris: he’s dead but he’s very fast.
Level 80+: Niffleheim 1 works nicely around this level. I wouldn’t suggest mobbing too many Dullahans, though.

Parties: Priest’s Kyrie Eleison and High Priest’s Assumptio help a great deal, while their Heals are a nice bonus. Equally welcome are Devotion Crusaders/Paladins. Otherwise, getting a tank better than yourself makes mobbing much easier.

Item Hunting:
There are a great deal of items, common or otherwise, to gather in the world of Ragnarok Online. To some, item-gathering expeditions are a great way of escaping the monotonous grind for levels. This sub-section will list some nice places to hunt for items for Gunslinger Weapon Quests.

Rusty Screw: The easiest source around are Metalings. But if you can manage it, Venatus in Juperos Dungeon are a better source.
Used Iron Plate: Removers in Biolabs 1 are by far the best source. You’ll need to go through the Biolabs quest or somehow obtain a Lab Permit.
Coal: Where else? The Coal Mines, of course. Skeleton Workers drop them fairly regularly, and their card is worth a great deal.
Steel: Get these from the Pitmen in Einbech Mine or Goblin Steamriders near the Orc Dungeon.
Elunium: Zombie Prisoners in Glast Heim Prison, Raydrics in Glast Heim Chivalry or Clocks in Clock Tower Floor 2.
Oridecon: My favourite place to gather these is still from Nightmares under Geffen Tower. You never know when you can strike it big with a random Infiltrator drop.
Burning Heart: Magma Dungeon used to be the only place to gather these, but now we have Magmarings outside of Thor’s Dungeon for a much easier source. The drop chance isn’t as good and there aren’t many of them (10 in the map), but if you’re looking to make Flare Spheres and the Inferno early on, they’ll be a more reliable creature to farm for the item.

Garrison [1]: I wouldn’t bother gathering the materials to make one since it’s usually better to farm Goblin Steamriders for it, while using the Steel and Coal you collect to add the second slot.

Notable Future Expansions
Episode 11.3 (iRO: Q1 2008)
Western Outlaw [2]
Class: Revolver
ATK: 68
Weapon Level 3
Required Level: 70
Your AGI stat increases both your HIT and Attack Speed.

Presumably (using information on roratorio/Doddler’s stat calc) you gain 1 HIT and 1% bonus ASPD for every 5 base AGI. In which case this handgun will give just about the same bonus as Gattling Fever 10 with 85 base AGI (17% bonus vs 20% bonus of Gattling Fever) without the loss of FLEE and walk speed.

Non-AGI builds will also find this gun interesting as it has a better damage output than a Garrison when upgraded.
Lever Action Rifle [2]
Class: Rifle
ATK: 138
Weapon Level 3
Required Level: 70
Hit + 20, Critical + 50, Attack Speed - 5%

+50 Crit!

But really, your ASPD is going to suffer from the ASPD reduction. I suppose having an Impressive Riff bard around can really churn things up. Probably the best Rifle for Rifle skills, otherwise I’d get it for its Crits and not much more.

Episode 12.1 (iRO Q2 2008)
Drosera Card (Weapon) (Crane/- prefix)
CRIT + 15 with long ranged attacks.

My first instinct when I saw this was a Double Crane Lever Action Rifle. That alone beats an Assassin with a Triple Critical Jur and double Rosaries of Counter. Seriously, practicality comes later.

Vanberk Card (Headgear) (Shrewd/- prefix)
STR + 2
When attacking there is a small chance that for 5 seconds you'll gain CRIT + 100.

More Crit loving. The STR bonus isn’t really the issue (though strangely Gunslingers still get +4 STR from Job levels…)

Kasa Card (Garment) (Stygia/- prefix)
When dealing physical damage there's a chance to autocast Fire Bolt Lv 5 and Fire Ball Lv 5.

Cards like this will probably spawn the AGI/INT Slinger, bet on it

Glossary of Terms
Wise/- = Willow Card prefix; +80 MaxSP
Deadly/- = Evil Druid Card prefix; +1 INT, changes armour to Undead Property
Bloody/- = Hydra Card prefix; +20% damage against Demi-humans
Cranial/- = Thara Frog Card prefix; Reduce damage from Demi-humans by 30%
Insomniac/- = Nightmare Card prefix; +1 AGI, Gives user immunity to Sleep
-/of Dexterity Switching = Dame of Sentinel Card suffix; +1 DEX for every 18 base VIT
Impressive Riff = Bard Song skill that increases ASPD
Gospel = Paladin skill that gives random buffs to characters in the area, including one that gives +20 to all stats for one minute

References
iRO Wiki
Doddler's RO site

No comments:

Post a Comment