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The {{Icons|Ranger}} '''Ranger''' (レンジャー, Ra) Class is a range-oriented class in ''Phantasy Star Nova''. The Ranger's stat growth is skewed towards R-ATK, DEX, and R-DEF.
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==Weapons==
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The Ranger can naturally wield three weapons: the {{icons|Assault Rifle}} [[Portal:Nova/Assault_Rifles|Assault Rifle]], the {{icons|Twin Machineguns}} [[Portal:Nova/Twin_Machineguns|Twin Machineguns]], and the {{icons|Halo}} [[Portal:Nova/Halos|Halo]].
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===Assault Rifle===
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===Twin Machineguns===
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===Halo===
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A handheld device that creates rings of pure Gran that can be used by all Classes. An anti-Gigantes weapon developed by the Delta Valiant, the Halo is the only weapon capable of generating Ring Fields, areas of hard light that can be used to reach areas on Gigantes that are otherwise inaccessible. Aside from this, the Halo also possesses access to strong Technique-based Gran Arts and support abilities that make it far and away unique from any other weapon.
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==Skills==
 
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{{Portal:Nova/ClassSkills}}
  
{{Portal:Nova/ClassSkills}}
 
 
{{Portal:Nova/ClassTable | R-ATK Up I | 16 | Increases R-ATK by 25.}}
 
{{Portal:Nova/ClassTable | R-ATK Up I | 16 | Increases R-ATK by 25.}}
 
{{Portal:Nova/ClassTable | R-ATK Up II | 40 | Increases R-ATK by 50.}}
 
{{Portal:Nova/ClassTable | R-ATK Up II | 40 | Increases R-ATK by 50.}}
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[[Category: Nova/Classes]]
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Latest revision as of 00:10, 16 November 2020


The Ranger Ranger (レンジャー, Ra) Class is a range-oriented class in Phantasy Star Nova. The Ranger's stat growth is skewed towards R-ATK, DEX, and R-DEF.

Weapons

The Ranger can naturally wield three weapons: the Assault Rifle Assault Rifle, the Twin Machineguns Twin Machineguns, and the Halo Halo.

Assault Rifle

Twin Machineguns

Halo

A handheld device that creates rings of pure Gran that can be used by all Classes. An anti-Gigantes weapon developed by the Delta Valiant, the Halo is the only weapon capable of generating Ring Fields, areas of hard light that can be used to reach areas on Gigantes that are otherwise inaccessible. Aside from this, the Halo also possesses access to strong Technique-based Gran Arts and support abilities that make it far and away unique from any other weapon.

Skills

Name Level Required Effect
R-ATK Up I 16 Increases R-ATK by 25.
R-ATK Up II 40 Increases R-ATK by 50.
R-ATK Up III 64 Increases R-ATK by 100.
R-ATK Up IV 107 Increases R-ATK by 150.
R-ATK Up V 190 Increases R-ATK by 500.
DEX Up I 24 Increases DEX by 10.
DEX Up II 48 Increases DEX by 20.
DEX Up III 72 Increases DEX by 30.
DEX Up IV 120 Increases DEX by 40.
DEX Up V 180 Increases DEX by 80.
R-DEF Up I 20 Increases R-DEF by 25.
R-DEF Up II 44 Increases R-DEF by 50.
R-DEF Up III 68 Increases R-DEF by 100.
R-DEF Up IV 113 Increases R-DEF by 150.
R-DEF Up V 185 Increases R-DEF by 500.
Element Weak Shoot 101 Increases the weak attribute's damage dealt
with Striking attacks by 30%.
Weak Hit Advance 32 Increases the damage dealt when
shooting at the enemy's weak points by
50%.
Standing Snipe 8 Boosts damage when firing while
standing still by 20%.
GP Save Magazine 60 Active ability.
Reduces GP consumption for Ranged Gran
Arts by 20% for a limited time.
Lasts 30 seconds, 60 second cooldown.
Only 2 actives can be active at one time.
GP Save Magazine II 175 Active ability.
GP consumption for Ranged Gran Arts is 0
for a limited time.
Lasts 15 seconds, 180 second cooldown.
Only 2 actives can be active at one time.
GP Riot Shift 140 Active ability.
GP recovery amount increases when
hitting enemies, but natural GP recovery
rate is set to 0.
Lasts 420 seconds, 450 second cooldown.
Only 2 actives can be active at one time.
GP Sniper Shift 150 Active ability.
Natural GP recovery rate is increased,
but GP recovery amount when hitting
enemies is set to 0.
Lasts 360 seconds, 450 second cooldown.
Only 2 actives can be active at one time.
Pinhead Snipe 28 Increases shooting damage when
continuously attacking the same part of
the enemy by 20%.
R-ATK Convert 127 Active ability.
Converts 75% of your S-ATK and
T-ATK into R-ATK.
Lasts 360 seconds, 420 second cooldown.
Only 2 stances can be active at one time.
Stealth Shift 133 Active ability.
Converts 75% of your S-ATK and
T-ATK into R-ATK.
Lasts 420 seconds, 180 second cooldown.
Only 2 stances can be active at one time.
Power Magazine 56 Active ability.
Temporarily boosts R-ATK by 250.
Lasts 30 seconds, 30 second cooldown.
Only 2 stances can be active at one time.
Power Magazine II 195 Active ability.
Temporarily boosts your R-ATK by 4000.
Lasts 60 seconds, 450 second cooldown.
Only 2 stances can be active at one time.
Dive Roll 88 Allows Dive Rolls to be used. However,
it can not be set at the same time with
Mirage Escape and Step.
Attack GP Restorate 84 Increases the amount of GP restored by
10% when using normal attacks.
Zero Range Advance 12 Boosts damage by 50% when shots hit at
close range.
Aerial Advance 36 Increases damage by 20% when attacks
hit enemies in the air.
Aerial Advance II 170 Increases damage by 100% when attacks
hit enemies in the air. Normal Attacks
GP recovery rate boosted by 100%.
Weapon Equip: Assault Rifle 96 Allows the use of Assault Rifles.
Weapon Equip: Twin Machinegun 100 Allows the use of Twin Machineguns.
Stylish Roll 92 Allows Stylish Rolls to be used with
Twin Machineguns only.
Roll Up 52 Boosts damage against the enemy
following a Stylish or Dive Roll by 10%.
Roll JA Bonus 80 Boosts power by 15% to Just Attacks
following a Stylish or Dive Roll.
Killing Bonus 76 Recovers GP when enemies die within a
certain range.
Assault Rifle Mastery 165 Decreases the damage spread of Assault Rifles,
making their damage more consistent.
Twin Machinegun Mastery 160 Decreases the damage spread of Twin Machineguns,
making their damage more consistent.
Automate Deadline 155 When HP is 35% or below, automatically
use a mate item on yourself.
BURST Mastery 151 Increases the probability of
cross-Bursts. In addition, gain a 60%
damage bonus.
Shooting Burst 200 Increases R-ATK by 40% and GP recovery
rate for a limited time.
Cannot be used simultaneously with
Striking Burst or Tech Burst.