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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. | 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. |
Latest revision as of 00:10, 16 November 2020
Phantasy Star Nova: Main Page | Equipment | Base & Facilities | Skill Board | Skill Combos
Class Skills: | Hunter | Ranger | Force | Buster | Class Skill Combos |
The 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, the Twin Machineguns, and the 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. |