Ranger

Ranger is a trainable class unlocked by turning in 3 Ancient Treasure to Zhoom in Sandsea. It costs an additional 14 Ancient Treasures to fully train this class.
Ranger uses a mechanic known as Focus, which is built using left side skills, and is lost when using defensive skills. Focus increases critical damage, and gives Ranger double turns when maxed. In addition, Ranger deals extra damage if its STR and DEX stats are close to each other.
== Skills ==
* Sky Assault
** 40 MP, 9 CD
** Generates 1 Focus.
** Attacks all enemies for 2 hits of 90% Pierce damage (180% total).
* MultiShot
** 35 MP, 1 CD
** Generates 1 Focus.
** Attacks all enemies for 1 hit of 100% Pierce damage.
* Flashbang
** 30 MP, 15 CD
** Generates 1 Focus.
** Attacks for 1 hit of 25% Pierce damage.
** Inflicts 'Stunned' for 3 turns, a stun.
* Tracker's Shot
** 20 MP, 9 CD
** Generates 1 Focus.
** Applies 'Tracking' for 5 turns inclusive.
*** +80 Bonus.
** Attacks for 1 hit of 75% Pierce damage with +100 Bonus.
* Spotter's Shot
** 20 MP, 3 CD
** Generates 1 Focus.
** Applies 'Spotted' for 2 turns inclusive.
*** +200 Crit.
** Attacks for 1 hit of 75% Pierce damage with -200 Crit.
* Power Shot
** 15 MP, 1 CD
** Generates 1 Focus.
** Attacks for 1 hit of 120% Pierce damage.
* Viper's Arrow
** 20 MP, 0 CD
** Generates 1 Focus.
** Attacks for 1 hit of 50% Pierce damage.
** Inflicts 'Venom' for 10 turns, a 34X% Poison DoT.
*** X is the number of times this effect has been inflicted on the enemy, capped at 5 (max 170%).
*** 'Venom' duration does not refresh with each stack.
*** DoT damage range will update with each stack, even at 5 stacks. 
* Attack
** 0 MP, 0 CD
** Heals the player for 15 MP.
** Attacks for 1 hit of 100% damage.
* Quick Reflexes (DA-locked)
** 40 MP, 9 CD
** Consumes up to 4 Focus.
** Applies 'Reflexes' for 4 turns inclusive.
*** +175 Melee/Pierce/Magic.
* Cripple (DA-locked)
** 30 MP, 9 CD
** Consumes up to 2 Focus.
** Attacks for 1 hit of 100% Melee damage.
** Inflicts 'Crippled' for 1 turn.
*** -120 Bonus.
* Kick (DA-locked)
** 40 MP, 15 CD
** Consumes up to 2 Focus.
** Attacks for 1 hit of 50% Melee damage.
** Inflicts 'Weakened' for 3 turns.
*** -50 Boost.
* Recover (DA-locked)
** 0 MP, 29 CD (carries between battles)
** Consumes up to 4 Focus.
** Heals the player for 50% of their maximum HP.
** Heals the player for 25% of their maximum MP.
** Attacks for 2 hits of 40% Melee damage (80% total).
* Dual Wield (DA-locked)
** 15 MP, 1 CD
** Attacks for 2 hits of 60% Melee damage (120% total).
* Armorslash (DA-locked)
** 25 MP, 9 CD
** Attacks for 1 hit of 100% Melee damage.
** Inflicts 'Broken Armor' for 5 turns inclusive.
*** -20 All.
*** +20 Health.
* Purge (DA-locked)
** 40 MP, 9 CD
** Deals Pierce damage if your DEX >= your STR, otherwise Melee.
** Attacks for 2 hits of 70% damage (140% total) with +200 Crit.
*** Crit damage multiplier from Focus is doubled (+50% per Focus instead of +25%, max +250%).
== Mechanics ==
=== Focus ===
* Ranger has a Focus counter that starts at 0 and caps at 5.
* The widget above the Attack button can be clicked to check the player's current Focus. Additionally, an arrow is nocked in the bow for each stack of Focus.
** +0.25X Crit multiplier. X Focus stacked.
** If a left-side skill is used, Ranger gains 1 stack of Focus at the start of their next turn.
** Defensive skills consume 2 - 4 stacks of Focus (or all, if less than the required amount) when used.
* Ranger permanently applies 'Focus'.
** +25X% Crit Damage Multiplier.
** X is equal to current stacks of Focus.
** At 5 stacks of Focus, all Ranger skills have a crit damage multiplier of 300% before INT.
*** Purge instead gains +50% crit damage multiplier per stack, having a maximum crit damage multiplier of 425% before INT at 5 Focus.
=== Extra Actions ===
* Ranger passively gains an extra action each turn as long as it ends its first action with 5 Focus. A turn where you take an extra action is also known as a double turn.
** This is represented by the yellow glow on the arrows in the widget.
* Using a defensive skill as the first action will disable the second action for that turn, as you lose either 2 or 4 Focus.
* Using a potion, trinket, or an On-Demand special as the first action will disable the second action for that turn.
* Defeating a monster as the first action will disable the second action for that turn.
** If using MultiShot or Sky Assault, you will retain your second action if the last enemy damaged is not killed.
=== Mainstat ===
* All class skills gain 5% base damage per hit if STR or DEX is your highest stat.
** All class skills instead gain 25% base damage per hit if your STR and DEX are both higher than INT and within ceil(level / 10) apart (9 at Level 90).
* Stats gained from equipment are included when comparing stats before increasing base damage.
== Stat Distribution / Rotation ==
Ranger is very unique among the other classes in that it utilizes a hybrid stat distribution. As a result, there are two distinct stat builds for Ranger: 
=== STR/DEX Ranger ===
100+ STR / 100+ DEX / 200 END 
* This stat distribution is the "intended" setup for Ranger, due to the damage passive, and all skills being Pierce or Melee.
** This is just a baseline; points can be taken out of STR and DEX to feed into WIS or CHA for comfort/utility, while retaining similar damage.
This setup piles on massive amounts of damage using Ranger's various offensive skills at max Focus, with a DEX swap and a balanced nuke swap.
# Quick Reflexes
# Viper's Arrow
# Viper's Arrow
# Viper's Arrow
# Viper's Arrow
# Viper's Arrow + Armorslash
# Spotter's Shot + Dual Wield/Multi
# Sky Assault + Dual Wield/Multi
# Purge + Reflexes
In case the monster has a shorter rotation than 8 turns, the following can be used instead:
# Quick Reflexes
# Viper's Arrow
# Viper's Arrow
# Viper's Arrow
# Viper's Arrow
# Viper's Arrow + Armorslash
# Purge + (Spotter's Shot
# Sky Assault) + Reflexes
== Strategy ==
Ranger is an offensively potent class, helped further along by being the only non-Epoch class with permanent double turns. After setting up, Ranger constantly loops powerful buffs and debuffs while piling on damage. Thanks to permanent double turns, Ranger can swap to offensive gear on its first turn, and use its second turn to swap back to defensive gear. 
As a result, if optimizing, all strong attacks should be used on the first turn to take advantage of an offensive gearswap. In addition, because Venom's damage updates each time it is applied, it is possible to do a large DEX gearswap, and use Uragiri/Verraad to fuel an extremely powerful Venom DoT. To take advantage of both parts of its kit, the following is recommended:
* 100+ STR / 100+ DEX split Ranger gets the most benefit out of the +25% base damage increase
* 200 DEX Ranger for when raw DoT damage is more important than on-hit damage
* 50 STR / 50 DEX / 100+ CHA split ranger in cases where hitting the off-target is not meaningful (because they heal or negate damage)
All three versions can use the Reflex loop, which provides ample defense that can chain into Hawk for recovery or attempt to restart the Venom stack on a second target.
However, because of the lengthy setup time required though, Ranger is not recommended as a questing class, as its base damage without double turns or Focus is quite low.
Category:Class