Editing How to Ranger Basically

From PSP2i Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 104: Line 104:
Its '''{{Square}}''' attack deals 3 to 5 hits in a spread fan shape, and deals respectable total damage. It also has a relatively higher status afliction rate, since it hits multiple times, and can be helpful if the weapon has Poison or Burn. However, it only stacks 1 chain, and roots the player in place for a second before they can move again. Since the player has to be fairly close to the enemy for all the hits to connect, this can be risky to use.
Its '''{{Square}}''' attack deals 3 to 5 hits in a spread fan shape, and deals respectable total damage. It also has a relatively higher status afliction rate, since it hits multiple times, and can be helpful if the weapon has Poison or Burn. However, it only stacks 1 chain, and roots the player in place for a second before they can move again. Since the player has to be fairly close to the enemy for all the hits to connect, this can be risky to use.


Its {{Triangle}} Charge Shot, on the other hand, is where the money is at. CS2 shoots 3 sets of 3 to 5 shots focused to the front, for 9 to 15 total 1 lock shots. These hits are devastating when used on a single enemy. When totaled up, CS2 shotgun is some of the best chain breakers in the game, and is an amazing asset to Rangers. CS1 only deals 1 set of 3 to 5 1 lock shots, but charges quite fast and consumes half as much PP as CS2, making it a consideration if the player is having issues with PP management.  
Its <nowiki>{{Triangle}}</nowiki> Charge Shot, on the other hand, is where the money is at. CS2 shoots 3 sets of 3 to 5 shots focused to the front, for 9 to 15 total 1 lock shots. These hits are devastating when used on a single enemy. When totaled up, CS2 shotgun is some of the best chain breakers in the game, and is an amazing asset to Rangers. CS1 only deals 1 set of 3 to 5 1 lock shots, but charges quite fast and consumes half as much PP as CS2, making it a consideration if the player is having issues with PP management.  


Note that even though the Charge Shots focuses the shots into a smaller fan shape than the {{Square}} attack, the shots still fan out enough that the player should try to be closer to land all the shots.  
Note that even though the Charge Shots focuses the shots into a smaller fan shape than the <nowiki>{{Square}}</nowiki> attack, the shots still fan out enough that the player should try to be closer to land all the shots.  


=== Grenade Launchers===
=== Grenade Launchers===
''Read more: [[Grenade Launchers]]''
''Read more: [[Grenade Launchers]]''


Grenade Launchers are one of the few weapons in the game with inherent 5-lock. With 5-lock on both its {{Square}} and its Charge Shot, '''a grenade can do quite a lot of work against bosses and large groups of mobs.'''
Grenade Launchers are one of the few weapons in the game with inherent 5-lock. With 5-lock on both its <nowiki>{{Square}}</nowiki> and its Charge Shot, '''a grenade can do quite a lot of work against bosses and large groups of mobs.'''


However, Grenade shots, unlike almost all other Ranged weapons, does not travel instantaneously. Instead, it has to actually fly for a bit, similar to a [[Foie]] cast. The shot only detonates on impact and when it reaches the end of its range. This then causes multiple issues:
However, Grenade shots, unlike almost all other Ranged weapons, does not travel instanteously. Instead, it has to actually fly for a bit, similar to a [[Foie]] cast. The shot only detonates on impact and when it reaches the end of its range. This then causes multiple issues:


*It's possible for enemies to move out of the way before the shot hits them.
*It's possible for enemies to move out of the way before the shot hits them.
Line 122: Line 122:
**It may be beneficial to use Save Shot or Power Shot to reduce the range of the shot, dependent on play-style.
**It may be beneficial to use Save Shot or Power Shot to reduce the range of the shot, dependent on play-style.


Note that Grenades has access to the PA [[Photon Arts|Bomma Banga]], which allows its {{Square}} to launch the enemies it hits, in exchange for a massive increase in pp consumption and reduction in range. This allows the player to quickly shake off any enemies that got too close, or interrupt the actions of specific enemies.
Note that Grenades has access to the PA [[Photon Arts|Bomma Banga]], which allows its <nowiki>{{Square}}</nowiki> to launch the enemies it hits, in exchange for a massive increase in pp consumption and reduction in range. This allows the player to quickly shake off any enemies that got too close, or interrupt the actions of specific enemies.


The Grenade CS1 is essentially a more powerful normal shot, but with knockback attached. It shares the same properties as the normal shot as well. Its 5 lock is quite useful against bosses with multiple locks and groups of small mobs. However, since it's only 1 hit per enemy, it may feel a bit inadequate against a small group of enemies or single targets.
The Grenade CS1 is essentially a more powerful normal shot, but with knockback attached. It shares the same properties as the normal shot as well. Its 5 lock is quite useful against bosses with multiple locks and groups of small mobs. However, since it's only 1 hit per enemy, it may feel a bit inadequate against a small group of enemies or single targets.
Line 131: Line 131:
''Read more: [[Laser Cannons]]''
''Read more: [[Laser Cannons]]''


Laser Cannons are similar to rifles, in that it's 1 hit per {{Square}} press, goes in a straight line, and hits once per enemy. However, in exchange for a lower range and a slightly slower fire rate, Laser cannon shots pierces enemies, allowing it to deal damage to all enemies within the line of fire. '''This makes Laser Cannons better against clustered groups of enemies than rifles, but worse at sniping from long range.'''
Laser Cannons are similar to rifles, in that it's 1 hit per <nowiki>{{Square}}</nowiki> press, goes in a straight line, and hits once per enemy. However, in exchange for a lower range and a slightly slower fire rate, Laser cannon shots pierces enemies, allowing it to deal damage to all enemies within the line of fire. '''This makes Laser Cannons better against clustered groups of enemies than rifles, but worse at sniping from long range.'''


Laser Cannon CS1 shoots a persistent straight line, and deals 4 hits to each enemy within the line of fire. This is quite good if it lands on multiple enemies, and is decent for single target damage, even though it's inferior to Shotgun's single target damage. Since the range of Laser Cannons is fairly low, consider using [[Long-Range Prism]] to extend the range of CS1 to make it more effective and less risky to use.
Laser Cannon CS1 shoots a persistent straight line, and deals 4 hits to each enemy within the line of fire. This is quite good if it lands on multiple enemies, and is decent for single target damage, even though it's inferior to Shotgun's single target damage. Since the range of Laser Cannons is fairly low, consider using [[Long-Range Prism]] to extend the range of CS1 to make it more effective and less risky to use.
Line 142: Line 142:
''Read more: [[Twin Handguns]]''
''Read more: [[Twin Handguns]]''


Twin Handguns are the bread and butter of Rangers. '''It's the primary chaining method for rangers, as it deals 2 hits per {{Square}} press, making it chains twice as fast as most other ranged weapons.''' Although, since both of its hits only hits 1 enemy, it might be a bit inadequate against groups of enemies.
Twin Handguns are the bread and butter of Rangers. '''It's the primary chaining method for rangers, as it deals 2 hits per <nowiki>{{Square}}</nowiki> press, making it chains twice as fast as most other ranged weapons.''' Although, since both of its hits only hits 1 enemy, it might be a bit inadequate against groups of enemies.


Twin Handguns CS1 deals a total of 4 hits, 2 hits from each gun, and is decent against single targets. Note that, since there's a bit of distance between the hits, with it being two guns and all, it's possible to land the 2 sets of hits on 2 different enemies.
Twin Handguns CS1 deals a total of 4 hits, 2 hits from each gun, and is decent against single targets. Note that, since there's a bit of distance between the hits, with it being two guns and all, it's possible to land the 2 sets of hits on 2 different enemies.
Line 173: Line 173:
''Read more: [[Machine Guns]]''
''Read more: [[Machine Guns]]''


Unlike all other ranged weapons, Machine-Guns doesn't fire on a {{Square}} press. Instead, the {{Square}} button has to be held down for the Machine gun to fire. The Machine-gun fires continuously, and deals damage at a rather fast rate, '''making it fairly useful as a single-target chain tool'''. But in exchange, {{Square}} burns through PP very quickly, and can easily go through the entire PP pool in a dozen seconds or so. It is recommended for the player to test how many shots they can get in on one PP bar, and use Save Shot when necessary to reduce PP usage. '''Note that [[Meseta Fever]] can be used to bypass the PP disadvantage entirely, and is an invaluable chaining tool during the PP recovery period.''' The meseta cost is around 10 to 15 meseta per shot, making the cost effectively negligible.
Unlike all other ranged weapons, Machine-Guns doesn't fire on a <nowiki>{{Square}}</nowiki> press. Instead, the <nowiki>{{Square}}</nowiki> button has to be held down for the Machine gun to fire. The Machine-gun fires continuously, and deals damage at a rather fast rate, '''making it fairly useful as a single-target chain tool'''. But in exchange, <nowiki>{{Square}}</nowiki> burns through PP very quickly, and can easily go through the entire PP pool in a dozen seconds or so. It is recommended for the player to test how many shots they can get in on one PP bar, and use Save Shot when necessary to reduce PP usage. '''Note that [[Meseta Fever]] can be used to bypass the PP disadvantage entirely, and is an invaluable chaining tool during the PP recovery period.''' The meseta cost is around 10 to 15 meseta per shot, making the cost effectively negligible.


While holding {{Square}}, the character is able to strafe, which allows them to follow enemies to a certain extent. However, the character is unable to turn until the shot is cancelled. Try to get in a position that faces a lot of enemies as opposed to shooting a stray enemy on the side.  
While holding <nowiki>{{Square}}</nowiki>, the character is able to strafe, which allows them to follow enemies to a certain extent. However, the character is unable to turn until the shot is cancelled. Try to get in a position that faces a lot of enemies as opposed to shooting a stray enemy on the side.  


Machine Gun CS1 deals 4 hits to a single enemy, and launches the enemy on the last hit. It's decent, but usually inferior to other single-target chain breaking methods due to Machine Guns having less effective ATK. It can still provide good damage if Full-Charged on a good Elemental percentage.  
Machine Gun CS1 deals 4 hits to a single enemy, and launches the enemy on the last hit. It's decent, but usually inferior to other single-target chain breaking methods due to Machine Guns having less effective ATK. It can still provide good damage if Full-Charged on a good Elemental percentage.  
Line 358: Line 358:
Tied for the ranged weapon with the longest range in the game, Misaka's hand can also do pretty absurd stuff like shooting enemies that aren't even rendered in the player's field of view. Attach [[Long Ranged Shoot]] for even more stupidity.
Tied for the ranged weapon with the longest range in the game, Misaka's hand can also do pretty absurd stuff like shooting enemies that aren't even rendered in the player's field of view. Attach [[Long Ranged Shoot]] for even more stupidity.


Note that unlike the [[Super Conductive Rifle]], the railgun also has the distinction of having the highest pp consumption in the game, at 200% PP. This means that equipping almost any [[Photon Arts]] on it is questionable, as it massively increases the PP usage per {{Square}}. (PP consumption is unchanged from normal if you don't equip any Photon Arts.
Note that unlike the [[Super Conductive Rifle]], the railgun also has the distinction of having the highest pp consumption in the game, at 200% PP. This means that equipping almost any [[Photon Arts]] on it is questionable, as it massively increases the PP usage per <nowiki>{{Square}}</nowiki>. (PP consumption is unchanged from normal if you don't equip any Photon Arts.


As a handgun, though, the railgun is more versatile than a rifle. It's also possible to equip the Railgun with Charge Shot II for absurdly ranged healing.
As a handgun, though, the railgun is more versatile than a rifle. It's also possible to equip the Railgun with Charge Shot II for absurdly ranged healing.
Line 370: Line 370:
There aren't any particularly worthwhile type abilities on Ranger from Type Level 8 up until Type Level 40. Therefore, it's a good idea to dip into other Types for some more abilities.
There aren't any particularly worthwhile type abilities on Ranger from Type Level 8 up until Type Level 40. Therefore, it's a good idea to dip into other Types for some more abilities.


Special shoutout to [[Abilities#PP Bullet Save|PP Bullet Save]], which only affects Ranged [[Photon Arts]]. Meaning, the stuff you put on {{Square}}. In other words, the most it does is reduce your rifle {{Square}}s from 12 pp to 9pp or something. Not worth it for 2 slots.
Special shoutout to [[Abilities#PP Bullet Save|PP Bullet Save]], which only affects Ranged [[Photon Arts]]. Meaning, the stuff you put on <nowiki>{{Square}}</nowiki>. In other words, the most it does is reduce your rifle <nowiki>{{Square}}</nowiki>s from 12 pp to 9pp or something. Not worth it for 2 slots.


In terms of weapons, with the exception of a handful of weapons, most weapons in the same category functions in similar fashion. Thus, it's a viable choice to [[Weapon_Upgrading#Extend|extend]] lower-rank weapons to fill in the gaps before you obtain an appropriately leveled high rank weapon. Extended low rank weapons are usable from Lv80, and are up to par statwise until Lv120 or Lv130. It's also recommended use generic branded weapon for [[Weapon_Upgrading#Extend|extend]], as they are easily obtainable. It's fairly simple to get a set of them in every element, and also simple to get them to 50% element, by buying like ten and performing [[Weapon_Upgrading#Weapon_Synthesis|Weapon Synthesis]] using them. They are also compatible with brand based damage abilities.
In terms of weapons, with the exception of a handful of weapons, most weapons in the same category functions in similar fashion. Thus, it's a viable choice to [[Weapon_Upgrading#Extend|extend]] lower-rank weapons to fill in the gaps before you obtain an appropriately leveled high rank weapon. Extended low rank weapons are usable from Lv80, and are up to par statwise until Lv120 or Lv130. It's also recommended use generic branded weapon for [[Weapon_Upgrading#Extend|extend]], as they are easily obtainable. It's fairly simple to get a set of them in every element, and also simple to get them to 50% element, by buying like ten and performing [[Weapon_Upgrading#Weapon_Synthesis|Weapon Synthesis]] using them. They are also compatible with brand based damage abilities.
Please note that all contributions to PSP2i Wiki are considered to be released under the CC BY-NC-SA 3.0 (see PSP2i:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)