Planta's High Caliber guide to Night Watch
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About Me
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.
My favorite jobs for all time are all the Merchant Tree Jobs (Genetic/Mechanic supremacy) and of course every Expanded Job. Althought I'm not a specialist in how mathematically formulas works in this game (e.g. doing a calculator on Excel) I can say that I have a vast knowledge on how the game works.
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!
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, everyone having their unique mechanics.
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 early farmer thanks to inherent DEF bypass on some skills | Need more than one Weapon, if you want to use more skills |
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. ![]() |
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 
The good old pistols.
By far the most iconic arsenal of Gunslingers.
Things to consider.
- Highest ASPD Base among every option.
- Able to use
Fallen Angel (Nephilim).
- 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 (Obliterator), 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 (Exile), 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 |
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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.
- E.g.
- 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 6.
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.
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
AKA Kanni's build.
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.