Wednesday, March 22, 2023

4th Class Update Ranger is coming!




▶ Archer 4th Job – Ranger


The 'Ranger', the 4th job of the archer job, will visit adventurers through an update on March 29th.

Ranger is a job that changes from a sniper job, and trap-type skills are strengthened, making the appearance of a chaser or hunter more powerful.


In addition, you can ride a Warg, and there is a dedicated skill that can be used when summoning a Warg.


[Ranger Appearance Preview]



female ranger look

male ranger look

[Ranger former location background]


[Preview of former ranger]

- Male Ranger job change scene


- Female Ranger job change scene


Ranger Skill Preview ~


Fear Breeze

* Passive effect: Every regular attack or skill cast,

Acquire Breeze Stack and ASPD 1% increase with a certain probability. Lasts 10 seconds, and can stack up to 4 layers.

* Active Effect: When using Fear Breeze, it consumes all Breeze layers,

2% increase in skill damage for the next use per floor.


Ranger Attention

* Get 2 Breezy Stacks with a certain probability during a regular attack.

• If you acquire Breeze Stacks that exceed the maximum upper limit, deal additional attack to the target.

1% Additional Damage (Additional Damage)


Aimed Bolt

•Fire an additional 2 times by consuming 3 arrows each time in a regular attack within 1 second

(Each shot is counted as a single attack), subsequent 2 shots are given 2% attack damage.


Sniper Elite

* Passive: Ranger's Skill CD is reduced by 1 second when Breeze is acquired.

* Active: Sharp shooting is converted to Strong Snipe.

Add 2% non-element damage to the target and ignore the target's defense.

Get 1 Breeze stack when you inflict damage using Strong Snipe.


Arrow Storm

* Consume a number of arrows to form an arrow shower within the 5m specified range.

The arrow shower is divided into 5 rounds and falls.

* 1% damage for each round and Arrow Shower damage

Get 1 Breeze stack.


Flurry Shooting

* Passive: Cast one instant flurry shot with a 1% chance of a general attack,

This Flurry shooting deals 2%of the existing damage.

* Active: Cast a powerful flurry shooting (Can CRIT) one shot to the target,

Damage 3 layers and reset all breeze layers.

4% increase in damage from Flurry Shooting for each breeze layer.

* Passive: Cast a skill by consuming the breeze layer every time,


Camouflage Tactics

Add one Flurry energy charge to the Ranger, accumulating up to stack.

* Active: Cast one powerful flurry shot to the target, giving 2% damage,

This damage can Crit. Inherits 3% of the character's CRI Stat,

Charging flurry energy in every stack reduces casting time by 4 seconds when casting Flurry shooting.

Then you will be in hiding status.

Enter the stealth state for 1 second. 2% reduction in movement speed during stealth (available in combat)


Advanced Trap Research

* Trap damage increased by 1%, Cast range increased by 2,

Advanced alloy trap available.


Maize Trap

* When the enemy enters within the 3m range, it is cast to turn into an earth tower, and within the 6m range, grant enemy targets Earth Element damage 1 per second and pull around to trap enemies.

•If you are bound to the Earth Spirit trap, the Armor of all targets nearby is converted to Earth Element.


Magenta Trap

* When an enemy enters within a range of 3m, it explodes intensely, repelling all targets,

Give target Fire Property Damage 1.

* Targets that are ignited receive 2% fire property damage per second,

•If you are bound to the Fire Spirit trap, the Armor of all targets nearby is converted to Fire Element.


Verdure Trap 

* Create one cyclone bondage lasting 1 second when the enemy enters within 3m range,

Enemy targets in bondage are prohibited from using positional movement skills,

•If you are bound to the Wind Spirit trap, the Armor of all targets nearby is converted to Wind Element.


Cobalt Trap

* When the enemy enters within 3m range, a water ball explosion is triggered,

Waterball explosion gives 1% water property damage.

* Removes the entire buff effect of enemy targets, with a range of 6 meters when the water ball explodes

Freeze is activated, reducing the speed of movement of targets on the surface by 2%.

•If you are bound to the Water Spirit trap, the Armor of all targets nearby is converted to Water Element.


Spider Intelligence / Cluster Bombs

* Advanced traps are turned into spider landmine bombs,

It automatically explodes when a nearby enemy is detected, but loses its permanent stealth ability.


Summon Warg

* Summon 1 Wolf, which has 1% Atk and 2% HP.

* When Wolf attacks the target, Archer also casts one additional attack on the target,

When Archer receives damage, Wolf shares some damage with Archer.

* When Wolf is on the field when you used the skill, the wolf is dismissed.


Warg Mastery

* When the Ranger rides the Wolf, he loses ranged attacks and skills.

Defense 1% and HP 2% increase and acquire new skills.

* Disable Wolf boarding status in case of retry or Wolf death.


Warg Mastery

* Board the wild Wolf and sprint a certain distance ahead.

* Wolf Boarding status: Ranger and Wolf Breeze to the front, and to the target of the path

Grants 1% neutral physical damage and adds a bleeding effect to the target.

* 2% neutral physical damage per second to targets when bleeding, Ranger and Wolf


Warg Strike

The bleeding state grants the target 3% additional damage.

• Command Wolf to cast one quick sudden attack on the target, neutral physical damage

1% grant.

* Increases damage to targets with less than 20% HP by 2% when the target is killed in this attack,

Initialize the corresponding skill CD.

* Wolf Boarding Status: Ranger and Wolf cast one quick sudden attack on the target,

Non-property physical damage 1%.


Wild Dance

* Increase damage to targets with less than 40% HP by 2%,

Initialize all Warg Skills CDs when the target is killed in this attack.


Corrosion Instinct

* Wolf rotates one wheel in place, telling the target within a range of 3 meters around

neutral physical damage 1%.

* Wolf Boarding Status: Ranger wields a spear and turns 1 wheel with Wolf,

1% neutral physical damage to targets within the surrounding 4m range and

Acquisition of wild signs (up to 2 times). Feral display Reduced feral dance cool time by 2 seconds per floor.

* Recover 1% HP of Wild Wolf every time you kill one target,

2% permanent increase in damage, which can accumulate up to 20 stacks.


Cooperative Arrangement

* Wolf can be equipped with one trap,

Place one trap in the location where the Wolf is, every 2 seconds after entering the battle,

The cast cooldown for each trap is 3 seconds. Not available in Wolf boarding state.