Honorable Mentions

 

spincycle_commission_by_patatatan_firearms

Firearms / Rosen (Zenora’s Character) – by Patata-Tan (Blackheart612)

“Welcome to GRM’s decommissioned weapons storage. Please try not to stare..”
The weapons listed here means that they’re very difficult (or unavailable) to obtain, or not worth the time involved to obtain. Some of these weapons are still suitable for endgame content, but they are generally outclassed by the Recommended weapons in terms of accessibility and overall power. Weapons have reviews based on player experience and common sense, please enjoy!

Entry-level/Middle tier

14Star Blood Series

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Purchasable through the player shops.

The biggest benefit for these blood series is the fact that they’re all-class usable, making them perfect for leveling your subclass (Hu/Ra, Fi/Ra, etc). Outside of that, their conditional potential is detrimental for endgame Rangers, and there are stronger weapons with less conditionals available for everyone.

Potential
Circular Progression Lv. 1 Resist knockback and gradually increase Power (?% ~ ?%) when performing consecutive Just Attacks.
Lv. 2  Resist knockback and gradually increase Power (?% ~ ?%) when performing consecutive Just Attacks.
Lv. 3  Resist knockback and gradually increase Power (12% ~ 16%) when performing consecutive Just Attacks.

Spread Needle

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Extremely rare drop from certain quests, or obtained as a trade-in for 500 Conqueror’s Crests.

Spread Needle is a unique Rifle that gives an additional ranged attack during Normal Attacks, Dive Roll Shoots, and Special Bullets. Each hit of the additional attack restores 6 PP, so if you can get your hands on this weapon you’ll have a extremely PP efficient Rifle that can sustain multiple PA uses over time.

In addition to this, Spread Needle can be a gimmicky mobbing weapon due to its unique potential, as it changes your normal attacks into a 3-way spread shot; however recent 14Star and 15Star weapons have entirely replaced Spread Needle besides it’s gimmicky spread shot, which falls off hard against bulky enemies.

As of 06/26/2019, Spread Needle’s damage can be upgraded with Ultimate Boosters (droppable from Abberation & UQ bosses), which makes it more in-line with current 14Star weapons.

Additional information on Spread Needle’s pot interactions:

Spread Needle has an unique attack in addition to normals, Step & Dive Roll normals, and Special Bullets such was Weak Bullet. The power of Antique Shot is magnified by 400%, or 3 times that of rifle’s normal attack, but has a lesser multiplier on Phantom main class. The power of Antique Shot increases to 500% within 1 dive roll.

The range of Antique Shot is a conical shape with a vertex of 3 forward dive rolls, width of 2.5 dive rolls and height of around 1.5 character heights. The range of where the 10% damage bonus is applied is roughly 2.5 dive rolls, making it possible to be in Sharpshooter range as an overlap.

Potential
Antique Shot Lv. 1 Add an extra attack (100% Power) to Normal Attacks that has a chance to inflict Stun. Increase Power by 8% when you are a certain distance from the target.
Lv. 2 Add an extra attack (250% Power) to Normal Attacks that has a chance to inflict Stun. Increase Power by 9% when you are a certain distance from the target.
Lv. 3 Add an extra attack (400% Power) to Normal Attacks that has a chance to inflict Stun. Increase Power by 10% when you are a certain distance from the target.
Potential
Antique Shot Plus Lv. 1 Add an extra attack (100% Power) to Normal Attacks that has a chance to inflict Stun. Increase Power by 16% when you are a certain distance from the target.
Lv. 2 Add an extra attack (250% Power) to Normal Attacks that has a chance to inflict Stun. Increase Power by 18% when you are a certain distance from the target.
Lv. 3 Add an extra attack (400% Power) to Normal Attacks that has a chance to inflict Stun. Increase Power by 20% when you are a certain distance from the target.

 Exium Bunker

UIItemExiumBunker.png

Drops from Seasonal Quests such as Merry Christmas on Ice
Obtainable from the Special Collection File from Pudding

Another line-up of gimmicky weapons, Exium Bunker strengthens Zero Distance to absurd levels, beating all Launchers if we were only comparing them to Zero Distance usage. However, the potential is tied to successfully dodging often to be able to refresh the buff, so it’s usefulness depends on whether the user is proficient or not.

The July 10th adjustments gives Zero Distance super armor, which indirectly buffs Exium Bunker but also Liberate Launcher, which is why this weapon is still considered an honorable mention.

Potential
Zero-Distance Launcher Lv. 1 Increase Power by 6%. Enhance the performance of Zero Distance once with a one minute Recast. Recast resets upon successfully evading an attack with Dive Roll.
Lv. 2 Increase Power by 8%. Enhance the performance of Zero Distance once with a one minute Recast. Recast resets upon successfully evading an attack with Dive Roll.
Lv. 3 Increase Power by 10%. Enhance the performance of Zero Distance once with a one minute Recast. Recast resets upon successfully evading an attack with Dive Roll.

14Star Zara Series

64px-UIItemCeresIvatosZara.png UIItemCeresHadolophusZara

Obtainable as a drop from various bosses in seasonals, or upgrading the Ceres series through Zieg’s shop.

Zara series is incredible for most classes, and Ranger is no exception to it; the weapon potential provides a +17.5% total damage boost, alongside with a passive super armor and damage reduction for simply hitting enemies. The effect disappears if you don’t land hits after a certain period of time. This weapon can also take 3 S-class abilities once upgraded. What are S-Class abilities? Read here to find out.

That being said, this is one of the best rifles for any Ranger main due to the passive super armor. UPDATE: Usually used as a last resort for crafting NT weapons (Ceres only since it’s 13 star) or adding several Ripper or Slayer abilities (eithe/or) due to it’s free super armor and high multipliers. Filler weapon if you don’t have BiS at an expense.

If you own both Zara Rifle and Launcher (or plan to only have rifle out), go with Immortal Beat.

If you swap to weapons of different series (Ares, Atra, etc.) often, go with Immortal Breath.

Potential
Immortal Breath Lv. 1 Bestow the effect of “Eternal History” and additionally increase Damage Resistance based on the number of hits. Requires few hits to max bonus, but Barrier duration is short.
Lv. 2 Bestow the effect of “Eternal History” and additionally increase Damage Resistance based on the number of hits. Requires few hits to max bonus, but Barrier duration is short.
Lv. 3 +10% damage, barrier activated after 15 hits (+7.5% more damage, +10% damage reduction, super armor, lasts 30 seconds).
Effect drops after 8 seconds of inactivity.
Potential
Immortal Beat Lv. 1 Bestow the effect of “Eternal History” and additionally increase Damage Resistance based on the number of hits. Requires many hits to max bonus, but Barrier duration is long.
Lv. 2 Bestow the effect of “Eternal History” and additionally increase Damage Resistance based on the number of hits. Requires many hits to max bonus, but Barrier duration is long.
Lv. 3 +10% damage, barrier activated after 50 hits (+7.5% more damage, +20% damage reduction, super armor, lasts 60 seconds).
Effect drops after 40 seconds of inactivity.

14Star Yasminkov 4000FJ

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Extremely rare drop from Incarnation of Knowledge (Extra Hard), Rebirth of Desire Trigger and Omega Falz Angel. Also available from Zieg for 250 Hero Crests.

Yasminkov 4000FJ is the Spread Needle’s equivalent of a Launcher, where it fires multiple shots; each of those shots recovers PP, which means that one normal shot can sustain numerous Photon Arts usage.

According to ARKS Visiphone:

Normal Attacks are modified to fire a cluster of four miniature shells that target and home in on enemies. Each individual shell does X% of your Launcher’s Normal Attack damage and recovers PP for each hit.

The Skill Ring L/A Launcher Mode is unaffected by this Launcher’s Potential and will perform normally (as in, completely replaces the quad-shot)

A demonstration of the launcher in action can be found here: Twitter

Potential
Quadruple Grenade Lv. 1 Increase power by 5% and change Normal Attack into four homing shells.
Lv. 2 Increase power by 6% and change Normal Attack into four homing shells.
Lv. 3 Increase power by 7% and change Normal Attack into four homing shells.
Potential
Quadruple Grenade Plus Lv. 1 Increase power by 15% and change Normal Attack into four homing shells.
Lv. 2 Increase power by 17% and change Normal Attack into four homing shells.
Lv. 3 Increase power by 19% and change Normal Attack into four homing shells.

Endgame tier

14Star Vante Weihen

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Extremely rare drop from The Underground Nightmare (XH).
Obtainable as a Hero crest exchange through Zieg’s shop.

Boasting a flamboyant design which is arguably better than it’s potential, the second weapon in the Weihen series takes on the pattern of a potential related to its class’s skill. However, it rather conflicts with Ranger more than assisting; consuming Weak Bullet when loaded for every End Attract you do, though changing its effects:

Increase End Attract’s damage by 12%.
Reduce PP consumption to 1.
Grant Just Attack status regardless of timing. (Effects of the Skill “Fury Combo Up” are not applicable if the attack is not JA’d).
Grant Super Armor status during the charge step.
Standing Snipe 1 & 2 passives are applied.
Charge speed of the PA increased by 25%.

This weapon hands down will go unmatched in terms of raw burst damage. Now with a 12% boost in power (6% -> 18%), it’s baseline damage is that of high end 14 stars like Ares-NT, Spread Needle Plus and Phobos. However, once you start using End Attract it blows by everything in terms of DPS and in raw output matches high end 15 star weapons such as Lightstream, Atlas Ex and Orb.

It still has the negative of consuming WB but with good management and fight knowledge, it’s not a deal breaker. To add to that argument with the influx of Etoile(s) in MPA content, you’re getting 9s shaved off your WB cooldown anyway.
Overall the weapon can be placed in your palette for when you really need to get something killed and FAST.

Potential
Hexing Destruction Plus Lv. 1 Increase power by 14%. Boost the power of End Attract when consuming Weak Bullet.
Lv. 2 Increase power by 16%. Boost the power of End Attract when consuming Weak Bullet. 
Lv. 3 Increase power by 18%. Boost the power of End Attract when consuming Weak Bullet. 

15Star Nova Series

64px-UIItemSkvarlNova.png 64px-UIItemVitolNova.png

While polar opposite in Orbit’s original colors, this final successor of the Orbit line gets 15* treatment, taking from both it’s predecessors with one added twist. Nova has both Urgent Maneuver 1 & 2 from the Orbit series, the former being the one that is most useful no doubt. It also retains the S3 slot from Mirage, while adding the S4 slot for use.

Now Ranger has an abundance of ways to recover PP; Genon, traps & tools and other (better) PP batteries like Austere all crush render Nova irrelevant in that field in which its older sibling once reigned king.

That brings us to its strength. Nova has base stats just above Lightstream and a nice multiplier to boot. Though it’ll slack behind Lightstream without it’s trump card being Raising Pursuit for a theoretical max of 8.5% damage increase, YMMV depending on the scenario of course. Along with the base PP benefits, it could be used as a weaker alternative to Lightstream. Using Lustrous Trap S4, granting a total (40% of max PP) regen from all traps along with the 200% natural regen while sheathed (traps sheathe your weapon) has some synergy. Not to mention 60% APPR which can boost launcher normal regen considerably.

Overall while it’s strength is still to be sought after, its efficiency while providing decent base damage all at once is something that an Austere user with PB effects would envy.

– Spin Cycle

An old video of Nova’s PP regen potential is shown below:

With the Bullet Keep change on 10/02/2019, Nova Gunslash is worth using.

Potential
Urgent Maneuver 1 Lv. 1 Increase Natural PP Recovery by 100% while sheathed. While unsheathed, stop Natural PP Recovery, increase Active PP Recovery by 20% and increase Power by 5%.
Lv. 2 Increase Natural PP Recovery by 150% while sheathed. While unsheathed, stop Natural PP Recovery, increase Active PP Recovery by 40% and increase Power by 9%.
Lv. 3 Increase Natural PP Recovery by 200% while sheathed. While unsheathed, stop Natural PP Recovery, increase Active PP Recovery by 60% and increase Power by 13%.
Potential
Urgent Maneuver 2 Lv. 1 Decrease Natural PP Recovery by 60% while sheathed. While unsheathed, increase Natural PP Recovery by 5%, increase Active PP Recovery by 10% and increase Power by 3%.
Lv. 2 Decrease Natural PP Recovery by 60% while sheathed. While unsheathed, increase Natural PP Recovery by 12%, increase Active PP Recovery by 15% and increase Power by 5%.
Lv. 3 Decrease Natural PP Recovery by 60% while sheathed. While unsheathed, increase Natural PP Recovery by 20%, increase Active PP Recovery by 20% and increase Power by 8%.

15Star Yasminkov 5000S

64px-UIItemYasminkov5000S.png

Drops from Ultra Hard: Wopal Exploration

Yasminkov 5000S (5kS from now on) is tailored towards Phantom due to how the potential works; upon hitting weak points 60 times, maximum PP gets boosted to +60 and critical chance to +100% (!!!). If 5kS is your only rifle, then it’s definitely a strong contender among other rifles, but the potential will deactivate when swapping to other Rifles/Launchers/etc. making the potential unusable in mobbing content or when you swap between numerous rifles often.

Note: It heals you by a minuscule amount as a visual indicator for hitting weak points.

A twitter video of it in action can be seen here: https://twitter.com/charoritz/status/1164853692471771136?s=20

Potential
Deadeye’s Reward Lv. 1 Increase Power by 7%. When hitting weak points 60 times, increases maximum PP by 60 and critical chance by 100%.
Lv. 2 Increase Power by 8%. When hitting weak points 60 times, increases maximum PP by 60 and critical chance by 100%.
Lv. 3 Increase Power by 9%. When hitting weak points 60 times, increases maximum PP by 60 and critical chance by 100%.

15Star Combat Cannon

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Drops in Ultra Exploration: Harkotan

tl;dr High base attack but no redeemable benefits makes this weapon a stat stick for Prominence Assail.

Used as a component for Puras series

Boasts one of the highest attacks among all launchers, even beating out Lightstream Launcher, but has arguably one of the worst potentials as well; you deal 10% more damage but take 50% more damage(!!!), and you lose the effects for the rest of the mission when you die once.

Potential
Impulsive Assault Lv. 1 Increase Power by 6% and increases damage taken by 70%. If you are incapacitated, this potential’s effect is disabled for the rest of the quest.
Lv. 2 Increase Power by 8% and increases damage taken by 60%. If you are incapacitated, this potential’s effect is disabled for the rest of the quest.
Lv. 3 Increase Power by 10% and increases damage taken by 50%. If you are incapacitated, this potential’s effect is disabled for the rest of the quest.

15Star Corrupted Launcher Tishia

UIItemCorruptedLauncherTishia

Drops from Dio Hunar or obtainable via the SP Collection File.

This launcher is quite the rare trophy from Dio Hunar, being an actual weapon the boss uses and showing how you conquered the RNG demons to get it. It speeds up both normal attacks and Sphere Eraser’s activation by about 15% giving considerable DPS boosts to both of those. However due to the limited use cases of Sphere Eraser and normals not being as damaging as launcher’s Photon Arts, there’s more to be left wanted.

Tishia tops out just under Lightstream’s base power which helps keep it relevant for alternative characters or players who don’t want to invest heavily in a weapon in the case Ranger is not their main class. It’s potential isn’t bad but it’s the lack of opportunities to maximize the speed buff where Tishia will fall off.

Potential
Soulbound Warfare Lv. 1 Increase Power by 6%. Increase Normal Attack and Sphere Eraser activation speed.
Lv. 2 Increase Power by 8%. Increase Normal Attack and Sphere Eraser activation speed.
Lv. 3 Increase Power by 10%. Increase Normal Attack and Sphere Eraser activation speed.

2 thoughts on “Honorable Mentions

  1. I’d honestly put Exium Bunker in the Recommended list if you have Yasminkov 4000FJ there. Similarly to Yask4kFJ whose purpose is mainly the absurd PP regen, Exium is a free mega burst every minute.

    P.S. Yask4kFJ does 33% of the original notation of the normal attacks per hit. A total of 133.33% when all four hits land.

    Like

    • There are a few issues regarding Exium Bunker which gave it a Honorable Mention initially:

      1. Being close to land Zero Distance. On stationary targets this isn’t an issue, but against fast-moving targets you run the risk of hitting air, hitting an ineffective spot, or simply being too late to set-up Zero Distance (against bosses with stun phases).
      2. The 1 minute timer. In some cases you won’t be able to utilize the free nuke often, which makes 1 minute seem closer to 2+ minutes, etc.
      3. Damage cap. Most relevant bosses have a 999k damage cap, thus anything beyond 999k is wasted damage.
      4. Rifle exists for single target damage. If a boss has large hitboxes or numerous ones, there’s little benefit to using a potential 999k Zero Distance for 1 hit, when End Attract can deal up to 5 400-500k+ ticks, especially if the boss is far away.

      We’ll consider moving Exium Bunker to Recommended, but it’s not a weapon that’s near-essential to Ranger, unlike 4KFJ’s absurd PP regen.

      Like

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