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How to Ranger Basically
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==Type Abilities== ===[[Abilities#Full Charge Shot |Full Charge Shot]]=== Full Charge Shot allows the ability to charge any ranged weapons to a 2nd stage, adding significantly more damage in exchange for a higher PP. '''Always have it on and never take it off.''' Charge Shots, or Chain breaks in general, is where the majority of the damage in the game comes from. An improvement to a chain breaker is always welcome, especially one as significant as Full Charge Shot, which usually can add 30% to 50% extra damage. '''Always have it on and never take it off.''' ===[[Abilities#Elemental Hit |Elemental Hit]]=== Elemental Hit adds to the proc rate of [[Status Effects]]. Of course, it would be best to have it apply to weapons with the best proc rates and most effective status aliment. [[Twin Handguns]], [[Shotguns]], [[Crossbows]] deal multiple hits, and benefits the most from Elemental Hit. Each Status Effects also has their own advantages and disadvantages. Burn and Poison adds additional, percentage-based damage, and can deal a good amount of damage if it applies early. Do note that the level of the special effect only prolongs the damage period, and does not make it deal more damage or tick any faster. Sleep and Stun immoblizes the enemy for free hits. However, the time period isn't very long at lower levels. Shock makes the enemy unable to attack, for effectively free hits. The time period lasts longer than either Sleep, Stun, or Freeze. Freeze also immoblizes the enemy for free hits. However, freeze only lasts for 3 hits, but it cancels the enemy's current action, which gives it a different niche than sleep and stun. ===[[Abilities#HP Absorb |HP]] / [[Abilities#PP Absorb | PP Absorb]]=== Since '''Perfect Guard''' is relatively easier on Ranger, using the absorb abilities to make '''Perfect Guard''' even more effective is not a bad idea. The amount of HP gained (15%) isn't amazing (for reference, Monomates restore 33% HP), but can still be a big help during longer boss fights or restoring chip damage. On the other hand, the amount of PP gained from PP absorb is pretty significant (15% translates to 30 with 200 max pp), can trigger multiple times in a couple seconds, and allows the player to recover large amounts of PP without breaking the game-flow. Do note that, since using PP absorb relies on being attacked by enemies, it can't necessarily replace other PP recovery options. It's also not usable with single-hand weapons (except [[Shields]]). ===[[Abilities#GRM Freak|GRM Freak]]=== GRM Freak adds 10% damage to any GRM-brand weapons, which is a very considerable boost for a one-slot ability, not to mention one that's easily accessible. Therefore, it's worth sticking as many GRM weapons onto the palette as possible just to reap the benefits of this ability. GRM produces a large variety of Ranged weapons, including [[Handguns]], [[Twin Handguns]], [[Laser Cannons]], [[Rifles]], [[Machine Guns]] and [[Grenade Launchers]] (up to A-rank), all of which are either Ranger main-stays or important considerations. GRM also produces [[Sabers]], [[Twin Sabers]], [[Double Sabers]], [[Swords]], and [[Daggers]] (up to A-rank), for a fairly wide range of Melee weapons to pick from as well. It's even worth considering extending lower rank GRM weapons just to reap the benefit of this ability. However, GRM Freak eventually phases out as the player obtains more powerful Kubara weapons that can't quite be replacable by GRM weapons. Note that [[Shotguns]], regretably, are not produced by GRM in any way.
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