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How to Ranger Basically
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==General Tips== * Each Ranged weapon has two different {{Triangle}} charge shot types, Charge Shot I (CS1) and Charge Shot II (CS2). The charge shot type can be changed for a fee at the Weapons Shop. **This is separate from the 2nd stage charge shot provided by Full Charge Shot. Both CS1 and CS2 can use Full Charge Shot. *The chain number affects the length the chain break period lasts, and therefore the amount of Charge Shots you can get in. Prior to about 20 chains, a chainbreak lasts just long enough to get in 1 Full Charge Shot and 1 1st stage Charge Shot on a normal charge speed and animation (most CS1s). CS2s needs more testing as each CS2 have different animation lengths. *For some Charge Shot IIs, such as [[Rifles]], there's a bit of time between the charge shot releasing and the hitbox appearing, and this additional startup time may cause the chain to expire before the hits connect, and losing the multipliers it would have had. This also applies for Charge Shot IIs that has a wonky initial hitbox, such as [[Twin Handguns]] and [[Crossbows]]. It's recommended to bring abilities, such as [[Foverse]], or allies that can maintain the chain until the hits connect. *A held Charge Shot can be cancelled by Evading, Pressing R (to either '''guard''' or switch weapons), or opening and closing the palette. *Both normal attacks and Charge Shots costs PP, therefore Ranger is quite prone to running out of PP over the course of a mission. To ease the PP recovery period, consider bringing some melee weapons (as they don't cost PP), or type abilities that can help with PP recovery. **Note that Charge Shot PP costs are unaffected by either [[Abilities#PP Bullet Save |PP Bullet Save]] or the weapon's PP rates. What you see is what you get. This makes PP reovery options the only way to compensate for Charge Shots' PP costs. * Since Ranger generally hangs around a fair distance away from enemies, it allows much more time to react to attacks and trigger '''Perfect Guard''' or '''Evasion.''' **Perfect Guard is especially easier since many Ranged weapons are Two-handed, and has a shorter hitlag than melee weapons or TECHNIC weapons. **It's also quite important as Evasion costs PP, which can be a major deficit while spamming Charge Shots. *'''FPS Mode''' significantly increases damage produced by the applicable ranged weapons, and also allows sniping for weak spots or from platforms. **Being in FPS mode disables the player from moving, guarding, evading, or using items, so try to use it from a relatively safe distance or don't linger too long in it. **Auto-heal does not work in FPS mode either, and being Stunned or put to Sleep disables the player from cancelling it, so take extra caution. *The Effective Attack of a Ranged weapon '''weighs ACC at 4 times higher than ATK''', thus a Tenora weapon (which often has higher ATK and less ACC) would have less effective ATK than others. *Power Shot, Save Shot, Hit Shot, Buster Shot, and their equivalents all '''reduces the range of the weapon'''. Keep that in consideration when equipping PAs, especially on weapons of shorter range. **In addition, not equipping a PA on a ranged weapon changes nothing about its normal shot, and is not affected by PA rates or PP rates of the weapon, making doing so a viable choice, with a few exceptions. *The special effects on a Ranged weapon '''only applies to its {{Square}} attack''', and not its {{Triangle}} Charge Shots. **This also applies to passive effects like [[Status Effects|HP Affects Power]], which makes that trait far less useful than it appears to be. ** A weapon like shotgun or crossbow, which deals multiple hits per '''{{Square}}''', would have a higher rate of afflicting status aliments than others. *Weapons gain a large damage boost from matching up Elements, but for Ranged Weapons, which generally fits into different niches, and it may not worth ditching niches just for that damage boost. For example, it's not worth using, say, [[Grenade Launchers]] to chain Ice enemies instead of [[Twin Handguns]] just because the Grenade happens to be Fire. **Consequentially, the player may need to obtain multiple elements of the same weapon or weapons of the same category for use. **It may be worth to, before a mission starts, swap all your weapons to match the elements of the enemies in the mission, for maximum effectiveness.
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