Gearing Up

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Ranger Gearing

Is critical chance useful?

Credit goes to an anonymous reader for elaborating some points about critical chance.

Yes and no. Weapons have a damage variance where you deal damage within a set range (95-97% is the minimum).

In PSO2, criticals deal 100% of your possible damage in that instance. They are not 150/200% more damage in other games that use critical chance (and by extension critical damage). Your average damage would increase if you stacked critical chance through various sources:

  • +15%/+15/+12% from S-Class Abilities (Wise Skill)
  • +50% from S4: Skilled Crippler
  • +30% from Bouncer’s Critical Field
  • +25% from Hunter’s Fury Stance Critical
  • +20% from Techer’s Shifta Critical
  • +20% from R/Critical Strike Shoot
  • +5% base

So while Ranger has a way to reach +100%, some of them are conditional and/or requires you to give up some skills and/or certain S-class abilities.

With the introduction of S4: Skilled Crippler however, Ranger can reach +100% critical chance without losing anything, provided you are willing to sacrifice S4: Steadfast Courage for it.

However, other subclasses like Phantom or Etoile allow Ranger to utilize crit without the need of external critical rate boosters (Techer, Bouncer, etc) or SSAs like Wise Skill. This allows Ranger to use SSAs like S3: Skilled Strike 2 (+5% critical damage) and have damage scale up further when Shifta Critical and/or Critical Field are applied.

Mag

A standard Ranger mag has +200 R-ATK (+200 RNG for NA users), as shown below:

Feed your mag with any ranged weapon (has a blue background) to raise its R-ATK/RNG level, then feed it Dimates or any 5★ to reduce DEX level.

As for Photon Blast choices, the only viable choices are Ketos Proi for its fast PP regeneration, or Julius Nykta to help clear mobs via super suction effect.

Trigger Actions and Auto Actions are personal preference.

Affixes

Across both NA and JP editions, aim for around 1000+ HP, 160+ PP, and as much R-ATK as you can afford (minimum 100 R-ATK per unit and weapon) on your affixes.
With the reveal of NA’s content roadmap, it’s best to wait until around EP4 (August) to really invest heavily in affixes, avoid going above personal cost limits while maintaining the recommended minimums.
For Ultra Hard (JP) content, a suggested baseline would be around 1400+ HP, 190+ PP and a minimum of 175 R-ATK per unit and as much as possible for weapons, given SSA slots.

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Skill Rings

Skill rings that don’t have a NA name means they’re not in-game yet!

Essential

128px-UIItemLNonWeakBonus L/L Non Weak Bonus | Launcher Non-Weak Bonus (L)

When using Launchers, Weak Hit Advance | Advanced Precision Hit applies on non-weak areas equal to the ring’s level.

At +20, this ring makes it so Weak Hit Advance | Advanced Precision Hit applies 100% on non-weak areas, which means a constant +32.25% damage boost. Get it.

128px-UIItemPWeakBullet (1) L/P Weak Bullet | Precision Blight Rounds (L)

Fired Weak Bullets | Blight Rounds becomes a hit-scan instead of a projectile.

A great quality of life ring; makes it so Weak Bullet | Blight Rounds can’t miss (and goes through walls) when you’re locked onto an enemy.

Recommended

128px-UIItemPKeeperShoot.png R/P Keeper Shoot | Perfectionist: Ranged (R)

Grants a damage boost if your HP is above a certain threshold based on the ring’s level.

Nice 3% damage boost for Ranger. Needs to be +20 for best effect (>75% HP threshold)

128px-UIItemAtomizerLovers.png L/Atomizer Lovers | Atomizer Fanatic (L)

Speeds up animation speed of Atomizer-based items while increasing their healing effectiveness.

A great quality of life ring; spend less time throwing out a Moon/Star/Sol Atomizer while being completely invincible during the animation.

L/Mate Lovers| Mate Maniacs (L)

Speeds up the consumption animation of Mates and increases their recovery rate.

Mostly used on Etoile subclasses, as you can’t heal from external sources otherwise.

128px-UIItemJumpingDodge.png L/Jumping Dodge | Leaping Dodge (L)

Grants a usable ability that makes you jump straight up. Has 0.5s of i-frames while jumping.

Great ring to have for avoiding damage, as most of your attacks can suspend you in the air. Needs to be +20 for best effect (5 second cooldown at +20).

L/Stealth Attack | Stealth Strike (L)

Reduces aggro generated from attacks, at 33% of the normal rate.

As Ranger has issues dealing with enemy aggro (and you don’t want to pull bosses sometimes), this ring is great for improving DPS in certain cases.
Note that this ring is worthless when soloing.

128px-UIItemWeakHitPPGain.png R/Weak Hit PP Gain | Precision Hit PP Gain (R)

Grants a bonus to PP gain when hitting weak spots based on the ring’s level.

A decent quality of life ring, helps with PP regen while spamming Dive Roll Shoot.
Needs +20 grind for best effect (+20% additional PP gained from weak hits).

Does not apply on spots marked by Weak Bullet.

Situational/Niche

128px-UIItemCStrikeShoot.png R/C Strike Shoot | Critical Strike: Ranged (R)

Increases critical chance and critical damage for ranged damage.

Best paired with S4: Skilled Crippler, or as Etoile/Phantom subclass if you’re looking for a +100% critical chance set-up.
This ring has less value if you cannot reach +100% critical chance with this equipped.

128px-UIItemCriticalField.png R/Critical Field | Critical Field (R)

Generates a field around you that increases critical rate for everyone within.

Only use if other options aren’t appealing for you.

42px-UIItemEffortSymbolRa.png R/Effort Symbol Ra

Increases damage and Critical Hit Rate by a little while reducing damage taken.
Displays a visual effect in Quests. (Arks Visiphone)

Only use if you don’t want to use the suggested rings above.

128px-UIItemHPRestorate.png R/HP Restorate | HP Restorate (R)

Heals over time (7.50% of HP at +20) when your HP falls below a certain percentage (100% at +20)

Mainly used if you’re not using Hunter subclass. Useless on Etoile subclass.

128px-UIItemBoostSlayer.png R/ Boost Slayer | Boosted Enemy Slayer (R)

Boosts damage against infected enemies while decreasing damage taken from them.

Shines best in quests that frequently spawns infected enemies.

128px-UIItemTechArtsJAPPS.png R/Tech Arts JAPPS | Combo Var. PATK PP Save (R)

When alternating PAs with JAs, grants a PP cost reduction.

Great ring for conserving PP, but you do have traps to restore PP so not needed.

128px-UIItemPPConvert.png R/PP Convert | PP Conversion (R)

Grants the Techer’s active skill, PP Convert, which temporary decreases your max HP for increased PP regen.

Great ring for regenerating PP, but you do have traps to restore PP so not needed.
Also used to heal 30% of your HP if you immediately swap off after activating.

128px-UIItemMassiveHunter.png R/Massive Hunter | Hunter Physique (R)

Grants the Hunter’s skill, Massive Hunter, which makes you immune to knockback and reduces damage taken.

Only use if your subclass is not Hunter.

128px-UIItemSlowDiveRoll.png L/Slow Dive Ring | Slow Dive Roll (L)

Slows down your dive roll in exchange for increased i-frames based on the ring’s level.

Only use this if you have issues surviving; hurts your mobility otherwise.

128px-UIItemStandingSign.png L/Standing Sign | Stationary Mark (L)

Shows a sign if Standing Snipe is activated.

Only use this if you’re not familiar with Standing Snipe.
More detailed information on Standing Snipe and how to best utilize it can be found in Tips & Tricks

128px-UIItemALauncherMode (1).png L/A Launcher Mode

Changes Launcher’s normal attacks to a trajectory parabola projectile.

The fixed ranged and projectile changes makes it difficult to use in most cases.

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Weapons

Weapons are now on a separate section due to the amount of space it’s taking up!

Units

What kind of units should I use at various levels?

Units support S-class abilities.
Rear:
Arm:
Leg:

These are recommendations for Ranger units and does not cover every possible unit.
NA Units Arks-Visiphone Wiki

NA Gearing

RarityIconNameStatsNotes
64px-UIItemCrasMent64px-UIItemCrasDyne64px-UIItemCrasNoomKLAUZ SeriesRear: HP+70 PP+15
+120
Arm: HP+220 PP+15
+60
Leg: HP+40 PP+30
+80
Can also be exchanged for in Zig’s shop.
Shiva Glare (Rear SAF)
Mitra Glare (Arm SAF)
Varuna Glare (Leg SAF)
Atlas SeriesHP+100 PP+11
+90
(per piece)
Fabula Soul (Rear SAF)
Historia Soul (Arm SAF)
Omega Reverie (Leg SAF)
64px-UIItemLightstreamMixion.png64px-UIItemLightstreamLuxion.png64px-UIItemLightstreamDixion.pngTRAILBLAZER SeriesHP+100 PP+16
+65
(per piece)
Persona Reverie (SAF)
64px-UIItemNovelFull.png64px-UIItemNovelOne.png64px-UIItemNovelMass.png
Novel / RIVALATE SeriesHP+180 PP+3
+40
(Novel per piece)
HP+60 PP+15
+75
(RIVALATE per piece)
Novel = more HP, Might/Precision/Cast V SAF
RIVALATE = more offense stats, Might/Precision/Cast VI SAF
Might V/VI (Rear SAF)
Precision V/VI (Arm SAF)
Casting V/VI (Leg SAF)
100px-UIItemOfzende100px-UIItemOfzeterious100px-UIItemOfzetrogieOOFstere (Ophistia) SeriesHP+120 PP+13
DEX+
40
+
60
(per piece)

Soul of Darkness (SAF)
Schvelle SeriesHP+100 PP+12
+
50
(per piece)
WHERE’S THE UPGRADE, SEGA?
Sentence Power (Rear SAF)
Sentence Precision (Arm SAF)
Sentence Casting (Leg SAF)
12Star64px-UIItemStellarWall.pngStella WallHP+50 PP+5
+15
(per piece)
Obtained by reaching level 75 as any class (title reward).
Anything not mentionedUse anything at level 50 and below.

JP Gearing

Units support S-class abilities.
Rear:
Arm:
Leg:

List of JP unit S-class abilities

RarityIconNameStatsNotes
13Star64px-UIItemCrasMent64px-UIItemCrasDyne64px-UIItemCrasNoomCras seriesRear: HP+70 PP+15
+120
Arm: HP+220 PP+15
+60
Leg: HP+40 PP+30
+80
Can also be exchanged for in Zieg’s shop.
Shiva Glare (Rear SAF)
Mitra Glare (Arm SAF)
Varuna Glare (Leg SAF)
13StarAtlas seriesHP+100 PP+11
+90
(per piece)
Fabula Soul (Rear SAF)
Historia Soul (Arm SAF)
Omega Reverie (Leg SAF)
13Star64px-UIItemLightstreamMixion.png64px-UIItemLightstreamLuxion.png64px-UIItemLightstreamDixion.pngLightstream Xion SeriesHP+100 PP+16
+65
(per piece)
Persona Reverie (SAF)
13Star64px-UIItemAvionDusk.pngAvion DuskHP+20 PP+23
+60
Doom Break II (SAF)
13Star64px-UIItemNovelFull.png64px-UIItemNovelOne.png64px-UIItemNovelMass.png
UIItemLiberateFullUIItemLiberateMassUIItemLiberateOne
Novel / Liberate SeriesHP+180 PP+3
+40
(Novel per piece)
HP+60 PP+15
+75
(Liberate per piece)
Novel = more HP, Power/Shoot/Tech V SAF
Liberate = more offense stats, Power/Shoot/Tech VI SAF
Power V/VI (Rear SAF)
Shoot V/VI (Arm SAF)
Technique V/VI (Leg SAF)
13Star100px-UIItemOfzende100px-UIItemOfzeterious100px-UIItemOfzetrogieAustere SeriesHP+120 PP+13
DEX+40
+60
(per piece)

Darkness Soul (SAF)
13StarSchvelle SeriesHP+100 PP+12
+50
(per piece)
Sentence Power (Rear SAF)
Sentence Shoot (Arm SAF)
Sentence Tech (Leg SAF)
12Star64px-UIItemStellarWall.pngStellar WallHP+50 PP+5
+15
(per piece)
Obtained by reaching level 75 as any class (title reward).
Anything not mentionedUse anything at level 50 and below.

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55 thoughts on “Gearing Up

    • Effort Symbol ring provides little benefits to be of use for Ranger:

      10% critical chance is wasted as Rangers can’t reach 100%
      1% damage increase is inferior to the easier alternative 3% when above 75% HP R/P Keeper Ranged, and
      3% damage reduction doesn’t prevent most one-shot thresholds

      I’ll write it down as a honorable mention however.

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  1. Hmmm how good is the critical ring that provides 20% critical at lvl 20 and gives 3% crit dmg + if you put points in Fury stance critical?

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    • Not that great; Rangers have no way to reach +100% crit chance, so you’ll be spending 5 SP for +45% chance in a minor damage increase (+65% with Shifta Critical from Techers).
      R/P Keeper Shoot provides the same +3% damage bonus with less conditions, while allowing you to spend 5 SP elsewhere.

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      • In NA? At this time of writing (October 7th 2020), aim for:
        S1: Aggressive Will
        S2: Goliathslayer’s Resolve (+35 Mars weapon) or S2: Photon Reduction
        S3: Lucent Strike

        There’s very little S3 options so you “could” go with whatever.

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  2. Hmm i’m trying to affix my weapons and I see other rangers with expensive affix on them and most have this affix (phrase weak) I’m curious to know if this is worth getting and is it better have it or just use other affixes also that 2% power increase uh how much does 1% dmg increase translate to raw R attack stat? thank you very much in advance.

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    • Phrase Weak is worth getting on your main weapon; the 2% damage increase is more valuable than raw stats, and scales better the more R-ATK you have.
      It’s assumed that 1% damage is equal to +20 R-ATK.
      EDIT: Phrase Weak only activates when weapon element matches enemy’s element weakness, just a fyi.

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  3. With the addition of Liberate Weapons, is it worth dropping Steadfast courage for S4 Add: Raising Pursuit if I were to run Ra/Hu using a Liberate Rifle? I’ve also been considering using Liberate Launcher with Raising Pursuit.

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    • Yes it can be worth it, there isn’t much S4 choices on Liberate Rifle and Raising Pursuit’s one of my top picks for maximizing damage.
      Liberate Launcher with Raising Pursuit, however, doesn’t work as well on Rifle; it only procs on one enemy at a time, so it wouldn’t be as great as you’d imagine.

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  4. Yo Zenora, NA doesn’t seem to have the varda set or i can’t find it and it hasn’t dropped for me with boost at lvl 50 kill 70 big varda. What other mid tier sets would you recommend, I only have 700 hp and I’m getting one blasted if I’m not constantly rolling+attacking.

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    • You can always purchase Varder set from Player Shops. Alternatively you can go for Brissa/Saiki instead until you have enough badges to purchase Ray series.

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      • I know this sounds dumb but I have been searching the player shops but can’t find anything. I don’t know if they’re going like hotcakes or I’m using the wrong search string.

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    • Well you can’t do it on NA server at this time of writing, but you can on JP server. Basically means you can take Left rings and put them on units and retain their effects.

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      • Yea, I guess there was a mistake in one of the patches. I swear I saw the tutorial pop up… But you’re right 🙂

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  5. NA: Where is the 70HP coming from with the Gwan set? I added the 2 and I didn’t get that. Also, what’s the reason on why Vardar was removed and replaced by the other sets?

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    • The 70 HP comes from Gwan pieces individually, +35 HP per piece.

      Varder was removed because Hiei set is slightly under it in terms of defense stats, while offering better stat bonuses overall.

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      • Why is that stat not showing on the item itself, in the details panels? If it wasn’t for me equipping it and seeing the stat changes, I would have never known (other than you’re writing and other sites). Oh well, 8 year old game :P. Thanks for the clarification.

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    • I’ll probably tackle reorganizing the table tomorrow morning to make it easier to digest. Please be sure to check back then, we’ve been meaning to make that section better for a while but haven’t gotten to it due to scheduling conflicts.

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      • thank you so much, rn im trying to affix my Brissa set but souls cant affix, i can do precision but im stuck.

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      • Each line is the recommended affix, right? Because now I can affix souls but i can’t add fang soul plus varder soul according to simulator.

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      • The way it’s organized is each column is a “type” of affix. Like how all the souls are in one column, stat boosts are in another and special affixes like fevers or items (Affix Augments) in the last one.

        So in your case it’s not suggesting you add three souls on one item (that’s impossible) but those three souls come from expeditions so I put them together.

        I’ve gotten feedback from users on Discord that a little more direction on how to read the tables and how they’re organized would be helpful so I’ll add that it within the day for sure.

        Point of this is take out which ones you like and make sure they’re compatible in the simulator, make a plan then get started. It’s a list of affixes and not exactly a recipe chart.

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      • So then I’m assuming, for NA, it’s best to just stick with the Budget section until we hit UH content? Or are augments easily transferable when new content is added to the game? I think JP has the ability to transfer if I’m not mistaken.

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      • JP got affix transferring I think 2-3 months ago. Budget section has accessible affixes in NA for the most part. I need to still organize it for weapons / units and maybe do separate table for NA but the weapon/unit category for sure.

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  6. Two questions
    , which line is for units and which one for weapons?

    How many slots do you recommend to affix on units/weapons?

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    • I could be wrong, but I don’t think it matters unless you hit: 1000+ HP, 160+ PP, and as much R-ATK as you can afford (minimum 100 R-ATK per unit and weapon) on your affixes.

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  7. Brissa has set bonus 70+ RNG PWR as Ray Series give 25+ RNG PWR with future rings install . Am I missing something important here? (Still new on pso2)

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    • Each ray piece also gives +50 HP and +9 PP for a total of +150 HP and +27 PP, vs Brissa’s +40 HP & +5 PP per piece. Brissa is only slightly stronger due to the set bonus, but Ray series will allow for mix & matching with other 12* units in the future.

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  8. Hey, this was so informative and yet no digression at all. A pleasant read much thanks. I do have a question for you though. Do you think as an NA player as of right now I should go ahead and slap 150 attk on invelm on invend, and a ray leg piece for now, or judging by the extreme power creep we’ve been experiencing do you think I should hold onto my meseta for a little longer? Took me longer than most to farm all those pieces I mentioned and I’ve been rocking a 130 attk saiki still to this day lol. But as an fo/br it’s not so horrible.

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    • Weapon wise? Nemesis/Slave still the strongest at this time of writing, but Spread Needle can potentially drop from Barren Blossom as they secretly buffed it this update.
      Gear wise? Ray series still the strongest to aim for, but Austere units are dropping in, again, Barren Blossom, which are stronger than Ray.

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  9. Would you recommend the Ray set over Kaiser set? What skill rings would be good to attach to the ray set, just the recommended rings for the build i’m assuming?

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    • Ray series btfo Kaiser set by a fair margin.
      As for rings, following the recommendations is fine enough. I personally run Leaping Dodge, Atomize Frenzy, Precision Blight Rounds, Non-Weak Hit Launcher, and Perfectionist: Ranged.

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  10. Which rings (L) are recommended to always be used installed in the units?
    I play on the NA server and I still don’t know how to choose the 5 rings I should equip…
    For now I have used a Leaping dodge and a critical strike ranged.

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  11. I could have spit out my coffee reading OOFstere. After all that hubbub where people were like BUILD AUSTERE/OPHISTA since episode 3, only to find out it’s weaker (?) than Lightstream/Trailblazer, this can only be described as a big oof.

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  12. Do blight rounds count as a status ailment? I was considering putting Phrase Chase (5% more damage on an enemy with a status ailment) if it did count as an ailment.

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  13. Since I don’t seem to be able to comment on the SGA page,
    I’m assuming Pursuing Radiance/Goliathslayer Lucent is bad enough to not be mentioned, assuming one has another way of being massive (hunter or etoile sub)?

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    • I forgot to allow comments on the page itself; fixed.

      Pursuing Radiance is pretty meh and Goliathslayer Lucent needs you to stay within 4-5 dive rolls for the duration, otherwise the countdown resets. Photonic Trap from Atlas Launcher or Photon V Adaption from Atlas Partizan are unconditionally better.

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