Hola, I'm Planta, a RO enthusiast, I've been playing this game for a very long time and I decided to finally contribute to the community.
Gunslinger has always been one of my favorite class in the game, (3rd job era Genetic will always have a special place in my heart), both in pre-renewal and renewal. I've always found fun the variety of playstyles that even at that time the class offers to you, and this increased as they added Rebellion and lastly Night Watch.
A disclaimer, I'm not an expert in how formulas work mathematically in this game.(e.g. doing a calculator on Excel) I can say that I have a vast knowledge on how the game works. Other thing to consider, not much people plays this class, so there's still some stuff to theorycraft, this guide is based on my experience and the gears I've used during my stay on MuhRO, if you're playing on another KRO like server and it has the ATK% stat working as intended, this guide would be useful for you too.
Remember that this guide has a PVE purpose.
Introduction
This guide aims to help any Gunslinger enjoyer on how to class works, how to play it, what to build and most important, loving the class!
Why play Night Watch?
Night Watch, commonly abbreviated as NW is a solid choice to players who are just starting out, or for people who enjoy doing things in a flashy style, they have a strong potential DPS and have some niche abilities that can benefit themselves or the party as well.
Is Night Wactch newbie friendly?
As I said, it's a solid option to begin an adventure, their skills are somewhat simple once understood, and even some of them can bypass DEF. Moreover, Expanded jobs have an easier way to achieve 100% DEF penetration.
Does Night Watch have end-game potential?
Yes!, thanks to Time Dimensions Rune Crown (Night Watch) [1] (400542) and the respective weapons, Night Watch is capable of doing any content in the game, especially if you're on the crit build.
Night Watch is the final evolution of the Gunslinger Tree, they were designed as Ranged DPS job, either single target or in area. Night Watches have a variety of weapons choices, they have on their arsenal Pistols, Rifles, Gatling Guns, Shotguns and Grenade Launchers, each one with its own unique mechanics.
Advantages and Disadvantages
Pros
Cons
Every Expanded Job advantage. (faster leveling, no rebirth)
Being an Expanded Job means less HP% and lower stats in general.
Access to the mayority of elements thanks to bullets.
No ghost bullet. (REEE)
Good farmer thanks to inherent DEF bypass on some skills.
Need more than one weapon, if you want to use more skills. [1]
Great for MVPing.
Always be on Wind Hawks' shadows.
Not having to worry about VCT%.
Low base health.
Guns have no sizes penalty.
Guns are two-handed weapons so that means no shield.
Access to bootleg Snap. Fallen Angel
Skills scales with CON. (kek)
Weapon Choices
One thing that I like about Night Watch is that every skill will have a different function depending on which weapons you'll use. So, depending on what you do, the gun you use will matter.
Pistol
Also known as Revolvers.
By far the most iconic arsenal of Gunslingers.
Things to consider.
Highest ASPD Base among every option.
Able to use Fallen Angel.
Access CRIT skills.
Good for Burst things thanks to the good synergy between Magazine for One + Intensive Aim.
Thanks to Wild Shot, pistols now have an AoE skill.
Lowest base ATK of every gun.
Rifle
My personal favorite.
Rifles are very similar to pistols in terms that both enables Skills that can CRIT. They're are stronger than pistols but slower.
Things to consider.
Medium ASPD base.
Able to use Anti-Material Blast, a debuff that reduces target resistances by 50%.
Access CRIT skills.
Capable of doing the highest DPS of all builds, thanks to Time Dimensions Combo.
Gatling Gun
"It costs four hundred thousand dollars to fire this weapon...for twelve seconds." - Heavy Weapons Guy
Things to consider.
No ASPD penalties.
Good and big AoE skills.
Mayority of them have DEF bypass by default.
Decent single target damage thanks to Magazine for One and Auto Firing Launcher.
Forgotten by Gravity. ⚰️
Shotgun
Shotguns are powerful weapons and it's viability will depends on the server you're playing. Here on KRO meta servers, shotguns are not very good sadly.
Things to consider.
Strongest Skill Base Damage% of every gun.
2nd highest base ATK of every gun.
Access to Banishing Buster, to dispell your enemies.
2nd lowest ASPD Base.
Ground target skills have some cluncky animations even with high aspd.
Forgotten by Gravity. ⚰️
Grenade Launcher
Without a doubt, grenade launchers are the specialists in large area damage. They are one of the best weapon options for farming.
Things to consider.
They have the highest base ATK of every weapon in the game.
Very effective against large groups of enemies thanks to their 11x11 AoE.
Have the highest DPS for Pure Ranged Builds thanks to the Time Dimensions Combo.
Lowest ASPD base of every weapon in the game.
Ground target skills have some cluncky animations even with high aspd.
Knowing Night Watch's Skills
Credits to Penghaw for the table format, I really liked it!
Skill
Properties
Summary
Only One Bullet
Single Target
1s FCT
0.35s Cooldown
0.5s ACD
Requires 30% ACD reduction and 183 ASPD to spam efficiently.
Pistol
Since it doesn't crit, deals significantly less damage compared to Magazine for One.
Can bypass DEF.
By having low CD it turns great to kill weak monsters one by one.
Rifle
Can CRIT, resulting in a good single target DPS skill.
DOESN'T Bypass DEF
Once you have Time Dimensions Combo, this skill will autocast Spiral Shooting.
Magazine for One
Single target
1s FCT
0.5s Cooldown
1s ACD
Needs 50% ACD reduction and 175 ASPD to spam efficiently.
Pistol
Can CRIT, as a result, this skill is capable of dealing tons of damage.
Stacks well with Intensive Aim, therefore, able to burst MvPs.
Gatling Gun
Deals massive single-target damage even though it cannot crit.
Highest DPS skill for Gatling Gun. (maybe chaining Vigilante+Midnight is better?)
Spiral Shooting
Entity Targeted AoE
1.5s FCT
0.5s Cooldown
1s ACD
Needs 50% ACD reduction and 175 ASPD to spam efficiently.
Rifle
The only crit skill that deals damage in area.
With Time Dimensions Combo you can bypass the skill CD by spamming Only One Bullet.
Kinda small AoE 7x7, compensated by Only One Bullet spammability.
Grenade Launcher
Deals deals damage in a massive 11x11 AoE around the target.
Once you have Time Dimensions Combo, this skill will autocast Wild Fire.
Using it with GL is weird, it probably needs higher ASPD.
Wild Fire
Ground target
1s FCT
0.5s Cooldown
1s ACD
Needs 50% ACD reduction and 175 ASPD to spam efficiently.
Has a cluncky animation, even with high aspd, it can be smoothen with cell dancing.
Grenade Launcher
Deals massive damage in a 11x11 AOE.
Shotgun
Deals more damage at the cost of smaller AoE 7x7 compared to Grenade Launchers.
The Vigilante at Night
Self target
1.5s FCT
0.5s Cooldown
1s ACD
Needs 50% ACD reduction and 175 ASPD to spam efficiently.
Requires 1.5s of Fixed Cast Time reduction, meaning, is hard to use this skill with Drop Rate gears.
Gatling Gun
A 11x11 AoE skill around the caster is HUGE.
Has innate 100% DEF Bypass.
Shotgun
Deals more damage at the cost of smaller AoE 7x7 compared to Gatling Guns.
Just to remember, unlike Gatling Gun, when using a Shotgun, this skill DOESN'T BYPASS DEF.
Wild Shot
Entity targeted AoE
1.5s FCT
0.75s Cooldown
1s ACD
Needs 25% ACD reduction and 163 ASPD to spam efficiently.
If you're using Time Gap Night Revolver it will need 45% ACD and 173 ASPD to spam efficiently.
It deals more damage if Hidden Card is active.
Pistol
Finally an AoE (7x7) option for pistols.
At the moment, is not a strong skill compared to Spiral Shooting and Magazine for One.
Rifle
A 9x9 AoE.
Filler skill to be honest, maybe it can be chain with Only One Bullet spam but probably not worth the hassle.
Is not strong as Spiral Shooting.
Midnight Fallen
Ground target
1s FCT
0.7s Cooldown
0.8s ACD
Needs 30% ACD reduction and 165 ASPD to spam efficiently.
It deals more damage if Hidden Card is active.
Regardless the weapon, it has a 100% DEF bypass.
Gatling Gun
A 9x9 AoE.
Good to extend your self centered AoE
In terms of damage, is the lowest of the three weapons.
Shotgun
A 7x7 AoE.
Good to extend your self centered AoE
In terms of damage, is the highest of the three weapons.
Grenade Launcher
A 11x11 AoE.
It can be used alternately with Wild Fire.
In terms of damage, is in the middle of the three weapons.
Build Stereotypes
As you could see, Night Watches have a variety of Weapons type and Skills to specialize.
In summary, there are two big groups of builds; Pure Ranged Builds and Ranged Critical Builds.
Let's ignore magic build and pretends it doesn't exists
Ranged Critical Builds
On Renewal Ragnarok, critical skills started to dominate the metagame years ago, critical attacks deals 40% bonus damage (140%), have the advantage to ignore FLEE and have max damage variance. To be able to make a skill crit (as long as it can crit), you'll need to increase your Critical Rate stat.
Basically; if your Critical Rate is 10, you'll have 10% chance to crit.
However, monsters have a Critical Hit Shield, this stat reduces the chance of landing a critical hit and its calculated by: [Enemy's LUK÷5].
E.g.
Verdant Flora (21553) has a Critical Shield value of 36. That means you'll need to have a Critical Rate of 136 to ensure the crit.
So, for being able to crit every mob in the game, a critical rate between 182~216 is mandatory.
Reminder that every critical damage card, gear and buffs applies after the 140% critical damage bonus.
Back to Night Watching, physical critical builds aren't very diverse like Pure Ranged ones. Basically you're stuck with a Pistol, a Rifle or if possible both.
Do you want to farm end-game content? → Use Rifles
Do you want to kill things fast and move fast? → Use Pistols
By mastering gear switching (you should) you can do both.
If you are interested on gears, please check section 7.
Full Critical
The critical build has the most potential of every Night Watch build, you'll be able to do any content with it, from farming Varmundt's Biospheres with ease to bully some MvPs, including Betel and Rigel.
At first stance, we have this skills on our arsenal
Only One Bullet
Magazine for One
Spiral Shooting
Wild Shot
On a end-game phase you just use Only One Bullet, because it autocasts Spiral Shooting thanks to Time Dim Rifle and Crown.
Thanks to Time Gap Night Revolver [2] (800042) we can specialize in a Wild Shot build. Gear wise it will change because we need to achieve more ACD because we want to use Fallen Angel right after Wild Shot or Rich's CoinRich's Coin, basically a bootleg version and gameplay of Inquisitor's Explosion Blaster. >70% ACD would be great
Pure Ranged Builds
Pure ranged builds don’t have all the benefits that critical attacks do. So, if we compare them, they tend to be worse. Still, some of them are more comfortable to use while still providing good results.
Since Night Watches have a ton of pure ranged skills, there are a variety of paths.
Grenade Launcher Build
This is the most viable ranged build at the moment. Grenade Launchers are one of the most powerful weapons at the cost of a big ASPD penalty, both GL skills have good skill base damage and huge AoE.
We have access to these skills.
Wild Fire
Spiral Shooting
Midnight Fallen
On a end-game phase Spiral Shooting autocasts Wild Fire thanks to Time Dim GL and Crown, leading to big numbers.
Pure Vigilante
To be fair, The Vigilante at Night is such a comfy skill to use (I'm a enjoyer too), just lay down and press one button. Unfortunately, Vigilante is one of the weakest skills of the NW repository, it doesnt have a great base skill modifier and it's pretty outdated in gears, if we compare it to Rifles, Pistols and Grenade Launchers.
BUFF VIGILANTE
Grenades
Not to be confused with the Grenade Launcher Build.
Grenade skills were useful when Night Watch was first introduced, for example, it was one of the ways of having an AoE option for pistols, instead of using Fire Dance. Nowadays, they're just filler skills to regenerate some AP.
On the other hand, i've seen good results using Auto Firing Launcher, so maybe it can be considered as an offmeta, niche and for fun build.
Grenade-type Skills
Name
Summary
Basic Grenade
Just like the name, it just throw a grenade. By being a ground target skill, having 0.3s CD, no ACD and recovering us 2 AP, it's a good way to fill our AP bar.
Hasty Fire in the Hole
Counter-Strike vibes.... Surprisingly not a weak skill, dealing 3 hits and having a scaling AoE up to 9x9, it has a longer cooldown than Basic Grenade tho, also, this skill has a hard animation, so it's a bit clunky to use.
Grenades Dropping
I like this skill. In an area of 5x5, drops grenades for 4 seconds that deals damage in intervals of 0.25s. Good skill but it has a RNG factor, sometimes dealing a lot of damage and other times not.
Grenade Fragment
I'll quote directly from skill description. "Adds elemental powder on the surface of a throwing grenade", wow.
It works like Mild Wind. Grenades shares the element of your bullets, with this skill, we can have two elements at once, for example, having holy bullets with shadow element grenades.
At level 7, the endow can be removed.
Auto Firing Launcher
This buff grants us the ability to auto-cast; Basic Grenade, Hasty Fire in the Hole and Grenades Dropping, you'll need to have them learned to be auto-casted. Combined with 193 ASPD, it has a very high chance to proc.
You won't recover any AP from auto-casted skills.
Mission Bombard
One of our two ultimate skills, a heavy multi-hitting ground AoE. Basically a barrage of grenades. They do okayish damage and it cost 35 AP per use. Use it at Christmas Event!
Auto-Attack ASPD Build
Only for MuhRO
With the Christmas event on MuhRO, I've seen a lot of Night Watches hunting plant-protocol monsters (any monster that will always take 1 damage). This excited me a bit, because, it's always good to see more NWs~.
The main focus of this build is landing as many hits as possible in the shortest amount of time, to achieve this, we will focus on gears that provide us the ability to autocast others skills as we auto-attack. For this reason, similar to the Grenade-type build, we will using Auto Firing Launcher.
Being a Night Watch
Stats and Traits
Like every guide, of course it will have a stats and traits section.
Stats
STR
STR will offer us little ATK, but, it increases weight capacity, so go for it.
AGI
More AGI means more ASPD and that means less Delay between Animations.
VIT
We want HP, we are squishy :(, and also provides some status inmunity.
INT
INT will help us on our SP pool and some status inmunity.
DEX
Our main stat for dmg, you want to 120 it.
LUK
Every 3 Luk points it adds +1 Status ATK, cheaper than STR, also great for CRIT and Curse inmunity.
Traits
POW
ATK goes BRRRR, literally a adds a final modifier (P.ATK) for damage calculation.
STA
Adds RESistance for physical damage.
WIS
Adds Magical RESistance for magical damage.
SPL
We don't want SPL, because we ain't mages, unless...
CON
CON will helps us with HIT, FLEE and P.ATK, also our Skills scales with it.
CRT
Every 3 points in CRT it will add 1 of our beloved stat C.RATE. Useful for Crit Builds.
For more detailed explanations on stats and traits, please visit the Stats page.
Stat Distribution
It depends on the build you will be using.
🐤
Critical
Ranged
STR
0-90
0-90
AGI
90
90
VIT
90-120
90-120
DEX
120
120
LUK
89
0-100
POW
110
110
STA
0
0-72
WIS
0
0-72
CON
72
110
CRT
110
0
It's totally viable to sacrifice some points on CON and add them to STA or WIS if you're having trouble to survive some attacks
Important Skills
In this section, only the most important skills will be mentioned.
Gunslinger
Skills
Name
Level
Summary
Coin Flip
5
Coins works exactly like Monk's Summon Spirit Sphere, they are catalyst for some skills and give us some Mastery ATK.
Increasing Accuracy
1
Adds +20 HIT aswell as +4 points in DEX and AGI, free stat buff, get it.
Adjustment
1
A situational buff, +30 FLEE and 20% less damage on ranged attacks, has a 30s duration, could be useful in some scenarios.
Single Action
10
A passive skill, free +20 HIT and 5% ASPD, max it.
Snake Eye
10
Another passive skill, at level 10 boost our HIT by +10 points and give us +10 Range on basic attacks.
Chain Action
10
It's Double Attack for pistols, max it too.
Rapid Shower
7-10
A pistol exclusive skill. A glorified Double Strafe, good for leveling meanwhile we are a rookie Gunslinger.
Desperado
10
A pistol exclusive skill. Desperado was always a strong skill, an 7x7 AoE around us, hits are random up to a max of 10 each cast. A must to have.
Rebellion
Skills
Name
Level
Summary
Rich's Coin
1
Champion's Dangerous Soul Collect (Zen) but with a CD, pepehands. Calls up to 10 coins at the cost of 100 zeny.
Platinum Alter
5
Oh boi, one of our best buffs, a whopping 150 ATK and shield of 25% of our health, the ATK buff scales with the number of coins we have summoned, so use it after Rich's Coin, it doesn't have cooldown.
Can't be used alongside Heat Barrel, Adjustment and Madness Canceler.
Another good buff, not as good as Platinum Alter tho, with 10 coins will give us 160% ATK, 20% FCT reduction and +5 flat ASPD. Keep in mind that this ATK boost for skills is just additive, thus, acting similar like Maximum Power Thrust.
If we compare it with Platinum Alter, is a small boost on skills. On the other hand, for basic attacks it's basically double damage for 1 minute.
Can't be used alongside Platinum Alter, Adjustment and Madness Canceler.
Fallen Angel
1
A pistol exclusive skill. The baby form of Snap. Teleports you to the targeted cell, consumes a coin and it has a range of 9 cells.
At higher attack speed, it will feel smoother, try going to 193 ASPD.
Binding Trap
5
A trap skill. It lays down a 7x7 trap on your position, affecting enemies' movement speed, there can be only one trap active at a time tho. Needs 1 Special Alloy Trap (7940) and a coin.
This skill works on bosses.
Eternal Chain
10
Enables Chain Action for any gun. Chain Action level will depend of the skill level of Eternal Chain.
Round Trip
10
A Gatling Gun exclusive skill. Personally I find Round Trip to be one of the best skills in the game, it has great damage, a massive 13x13 AoE, and deals extra damage if targets are knocked back into a wall (this extra hit is guaranteed on bosses because they are immune to KB). Additionally, there are tons of gears to improve it. A must-have skill.
Fire Dance
0 or 10
A Pistol exclusive skill. Back in the day, Fire Dance was one of the highest DPS skills for Rebellion. Even in the early days of 4th jobs, this skill used to achieve good results. Currently, it remains a viable option for leveling, alongside Round Trip. It requires around 66–72% ACD reduction, though I can't recall the exact value. For this reason, you want to choose Round Trip for leveling.
Anti-Material Blast
5
A Rifle exclusive skill. A debuff we have at our disposal, it cuts to half enemies resistances, working like a pseudo Comet, it has a 70% chance to hit. Cooldown can be reduced with Finisher [2] (28223). Very good skill, a must.
Banishing Buster
10
A Shotgun exclusive skill. A powerful shot capable of removing buffs of your enemies, working like Dispell, chance increases depending the level, it has 100% at level 10, you can reduce the cooldown through gears. A good situational skill, a must have too.
Crimson Marker
1
Marks your enemy with a Crimson Death Mark, once it's marked you can see your enemies through the mini-map. Useful if a MvP teleports away. Lasts 50 seconds and consume a coin.
Fire Rain
5
A Gatling Gun exclusive skill. A strange one to be fair, shots a barrage of bullets in 3x10 area, capable of removing ground effects (e.g. Pneuma, Land Protector), it has a long cooldown and a 40% chance to work. Very situational and mediocre, it's hard to use this skill correctly because sometimes it goes to the wrong direction. If you're using Rebellion Stone (Mid) (1001048) max it, otherwise, skip it.
Night Watch
Skills
Name
Level
Summary
P.F.I
10
Night Watch's most basic skill, a free stat booster, max it unless you wanna do something crazy with your skill tree lmao.
Grenade Mastery
10
Same as above, free +10 CON, it also boost the damage of Grenade-type skills.
Intensive Aim
1
This skill is interesting. Once activated you'll enter an Intensive Aim state. While is active, you'll gain 150 ATK, 250 HIT and 30 Critical Rate, however, you won't be able to move. Every 0.5 seconds you gain a stack of Aiming Count, up to 10.
These Aiming Count stacks multiply the damage of your skills. For example, when using a pistol, Magazine for One has a Aiming Count multiplier of 500, meaning at 10 Aiming Counts you'll have a extra 5000% of skill damage.
Once a skill is used, your Aiming Count will reset to 0 and it will have to recharge it again up to 10.
Using Fallen Angel is the only way to move around while Intensive Aim is active.
Hidden Card
10
One of our two ultimate skills, at the cost of 150 AP, we gain 100% Ranged Physical damage and +30 P.ATK. A no brainer, max it ASAP. why it can't be like unlimit :(
Acute is the most important enchant on this hat, yes, Temporal Jewel is strong, but, Temporal Gemstone (25865) skyrocketed in price. Another way to obtain this enchant is to reroll it with Temporal Fragment (25867). Obtainable in Old Glast Heim: Challenge Mode.
I can't really recommend to get Gray Wolf Suit or Snowflower Armor, the first one is expensive to make, and the second one depends on market availability. On the other hand, every Glacier set is cheap to craft, even, people tends to throw them away, don't be shy and ask one in #global!. See the episode quest 20 The Immortal for related info.
Any Glacier weapon is a huge boost in our damage output, they are cheap and easy to make, same as above, peoples have thousands of the material needed for the enchants, just ask if they can give you a enchanted one, even I would to that for you. See Issgard Equipment for detailed info.
With the Glacier Rifle in hand, you could slowly farm this badboy, the best in slot weapon for Magazine for One. Get one, you won't regret. See Issgard Equipment for detailed info.
Now I eat my words for the Gray Wolf Armors, but, the enchants on this accessory are so damn good. +30 Critical rate and some critical damage? can't say no to that. See the episode quest 18 Direction of Prayer for detailed info.
These base Varmundt's rings are super cheap and strong, keep in mind that Focus, will only benefit crit builds, unlike Tenacity, that can be shared to any character or build. Take a look in Varmundt's Biosphere to see how this dungeon and their gears works.
This headgear should be one of the first things you'll craft, grading it should be a priority because it will enable to auto-cast Spiral Shooting when using Only One Bullet. See Varmundt's Biosphere Depth 2 for detailed info.
Nebula suit is another great option for armors, and it will start to beat Depth armor once we got the enchants on our HoL[2] garment, if you want to future proof go for this, or if you don't want to spend on two armors kek. See Constellation Tower for detailed info.
This rifle was a game-changer for us. As I said above, it enables to autocast two powerful skills, the best part is that this rifle is easy and cheap to craft. See Varmundt's Biosphere Depth 2 for detailed info.
The new BiS garment for critical enjoyers, it's stupid how good this piece of gear is. Thanks to Patch Note #173 it's way more accessible to craft and enchant it. It has combos with Nebula Suit and Signet of Circulation. Take a look on Divine Beast's Cloak: Winter to understand how this garment works.
I really like these new pair of boots, a good generalist piece of armor, a way better Glade and Ice Boot. Good damage and give us a lot of HP%. Remember to fully enchant and upgrade it before reform them to Yorscalp Boots . Obtainable in the episode 21 Age of Heroes.
Why Star of Sharp instead of Star of Master Archer Lv5 (310701)? Some upcoming cards will reduce our critical rate, so it's important to have the highest critical rate possible to mitigate this loss. See Constellation Tower for detailed info.
A awesome accesory, not too much to say, just give it a look. For more detailed info. Check Circulation of Life Accessories to see more detailed info about this accesories.
Mostly a Wild Shot pistol, but has some Magazine for One modifiers. At grade A and +11 it reduces Wild Shot CD to 0.55s. Enchants will depend on the monster you'll lack damage. Check Time Gap Weapons for detailed info.
Refine it with Grace Refine Ticket (100130). Pretty good armor, can be enchanted too, we are going for the entire set. Observation Card (4392) is a good card to use. See Grace Set for detailed info.
At full enchants, this hat ends to be a great option for mid game, if you don't wanna spend tons of zeny on Crown of Beelzebub, go for this. Farmable at Illusion of Teddy Bear.
This hat is one of the strongest available, and it's usable until end-game, however, it needs to be graded, meaning you'll have it to refine it several times and it will cost you a bunch of zeny. At this point of the game +9 grade C is enough. Check the recipe at Equipment Crafting.
I can't really recommend to get Gray Wolf Suit or Snowflower Armor, the first one is expensive to make, and the second one depends on market disponibility. On the other hand, every Glacier set is cheap to craft, even, people tends to throw them away, don't be shy and ask one in #global!. See the episode quest 20 The Immortal for related info.
Any Glacier weapon is a huge boost in our damage output, they are cheap and easy to make, same as above, peoples have thousands of the material needed for the enchants, just ask if they can give you a enchanted one, even I would to that for you. See Issgard Equipment for detailed info.
Any Glacier weapon is a huge boost in our damage output, they are cheap and easy to make, same as above, peoples have thousands of the material needed for the enchants, just ask if they can give you a enchanted one, even I would to that for you. See Issgard Equipment for detailed info.
This crown will grant us to autocast Wild Fire when using Spiral Shooting, boosting our DPS drastically. The AGI Jewel is for the ACD and ASPD needed for using Grenade Launchers. See Varmundt's Biosphere Depth 2 for detailed info.
With the addition of Hall of Life, this armor is a monstrocity, if I have to highlight something about this armor is that will give us a bunch of ASPD%, meaning it will be easier to reach 193 ASPD. See Constellation Tower for detailed info.
Without question, the best weapon for Wild Fire and Spiral Shooting, no reason to go with Dim Glacier anymore. Easy and cheap to craft. See Varmundt's Biosphere Depth 2 for detailed info.
The new BiS garment for ranged users, it's stupid how good this piece of gear is. Thanks to Patch Note #173 it's way more accessible to craft and enchant it. It combos with Nebula Suit and Signet of Circulation. Take a look on Divine Beast's Cloak: Summer to understand how this garment works.
I really like these new pair of boots, a good generalist piece of armor, a way better Glade and Ice Boot. Good damage and give us a lot of HP%. Remember to fully enchant and upgrade it before reform them to Yorscalp Boots . Obtainable in the episode 21 Age of Heroes.
One of, if not, the BiS right accesory. A bunch of ATK%, ranged modifier, P.ATK, race modifier and normal/boss modifier. Just get one :4head:. See Constellation Tower for detailed info.
A awesome accesory, not too much to say, just give it a look. For more detailed info. Check Circulation of Life Accessories to see more detailed info about this accesories.
With the addition of Hall of Life, this armor is a monstrocity, the ASPD% doesn't matter to much since Gatling Guns don't have problems with ASPD. See Constellation Tower for detailed info.
The new BiS garment for ranged users, it's stupid how good this piece of gear is. BUT it will take you months to enchant it and maximize each of its enchantments. It has combos with Nebula Suit and Signet of Circulation. Take a look on Divine Beast's Cloak: Summer to understand how this garment works.
One of, if not, the BiS right accesory. A bunch of ATK%, ranged modifier, P.ATK, race modifier and normal/boss modifier. Just get one :4head:. See Constellation Tower for detailed info.
A awesome accesory, not too much to say, just give it a look. For more detailed info. Check Circulation of Life Accessories to see more detailed info about this accesories.
Shadow Chaser bonus will give us 15% damage to enemies of any element, Guillotine Cross will give us 15% to all races, just choose whenever you get first, or, the lowest mod you have at that moment.
The KING of our build, this rifle will auto-cast Soul Strike, Napalm Vulcan and Soul Expansion. Put a Immortal Wind Ghost Card (31025), it works on triggered spells. Check Hero's Weapons-LT to learn how to craft it.
If you love memeing, get this, it will auto-cast Spread Attack dealing an extra hit. Also, shotguns deals splash damage in a 3x3 AoE (to be confirmed). Good weapon choice if monsters are gather up close each other. Farmable and craftable at Illusion of Teddy Bear.
This accessory will give us some auto-casted spells, the most important is Psychic Wave. Using it with a Wind Ghost Card (4264) could be a good idea. Obtainable on Horror Toy Factory.
And it's -LT variant, The Black-LT [2] (830012). I forgot how good this weapon was, it's going to boost our Round Trip, to help us on our leveling phase or even to farm, if you happen to get one, congratulations. Obtainable in Bioresearch Laboratory. Also, here's info on how to reform it Ancient Hero / Patent / Hero-LT Weapons.
Cheap and strong accessories, granting us some nice bonuses, the most important, some race modifier and -0.3s of FCT, good option if you're to hunt Dragon and Angel enemies. See Sinful Accessories and Sinful Enchantment for detailed info.
Similar to Sinful accessories, but Brilliant Light series will give us -0.2s of FCT, instead of Sinful's 0.3s, a great option if we are going to hunt Angel and Demon enemies, you could use this rings for farming at Niflheim. See Brilliant Light Accessories and Brilliant Light Enchantment for detailed info.
The dethroned kings of accessories, Varmundt's accessories are still useful, however I haven't seen the Varmundt's Waters decreasing in price, so it's better to snipe them at some player's Vendings. Up to 45% race modifier, and, some nice bonuses to P.ATK, C.RATE and traits makes this great for specific farming. See the options this rings can have at Soul Temple Venom Ring Enchant.
If you manage to upgrade both of Armor and Boot to +11, they will become excellent mid-game gears, %ACD, ranged modifier, %boss, and even 0.7s FCT, and more. The enchants will be the cherry on top. Farmable at Illusion of Twins, see also Illusion Enchantment.
Not a very popular choice, but they do the work, 2-slotted weapons and can be enchanted, one of them being a skill mod. Farmable at Clock Tower Unknown Basement.
Ice Rune Boots are better than Gaebolg/Yorscalp only if the 2nd enchant is level 4 or 5 and you're hitting the right element monster. Probably the same for Glade Rune Boots . For a normal day Episode 21 Boots are stronger and makes you bulkier. Craftable in Varmundt's Biosphere.
Things are little different when we are not crit users, this Depth armor tends to do better results than Nebula suit, both normal and boss protocol monsters, until HoL gears, this should be better. Nowadays a skippable gear. See Varmundt's Biosphere Depth for detailed info.
If we compare both armors separately, the Depth armor sure is a winner, however, if we consider every piece of gear we have, Nebula suit have a more potential to be a better armor.