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Builds/Night Watch

From WeeklyRO Wiki

Night Watch is the 4th job of the Rebellion (Gunslinger → Rebellion → Night Watch). It uses all five gun types and throws grenades. Each gun unlocks different skills, so your build is really a choice of gun: a Shotgun for clearing groups, a Rifle for bosses.

These builds are advice, based on how skills are calculated on WeeklyRO. They are a good starting point, not the only way to play. Skill formulas can change with server updates. Stat and skill resets are cheap at the Reset Girl, so feel free to experiment.

At a glance

Role Ranged physical damage: area leveling (Shotgun) or single-target bursts (Rifle)
Weapons Revolver, Rifle, Gatling Gun, Shotgun, Grenade Launcher + bullets. Grenade skills work with any gun and use Nw Grenades.
Main stats (3rd job) DEX, AGI, VIT
Main traits (4th job) POW, CON (CRT for the Rifle build)
Difficulty Medium

Key 4th-job skills

Skill Type What it's for Scales with
Wild Fire Ranged, bullet element, Shotgun or Grenade Launcher Ground area attack (up to 7×7): 18,750% at level 5, +100% per level with a Shotgun CON (+5% per CON), Intensive Aim stacks (+500% × skill level each), base level
The Vigilante at Night Ranged, bullet element, Gatling or Shotgun Area around you. Shotgun: 4,850% at level 5, up to 7×7. Gatling: 350% per level but 11×11 and 3 extra hits. CON (+5% per CON), Intensive Aim stacks, base level
Midnight Fallen Ranged, bullet element, Shotgun, Gatling or Grenade Launcher Ground area (up to 7×7), 3 hits, ignores DEF. Extra damage while Hidden Card is on. CON (marked "to be checked"), base level
Only One Bullet Ranged, bullet element, Revolver or Rifle Single target: 16,200% at level 5 (+400% per level with a Revolver). Can crit only with a Rifle. CON (+5% per CON), Intensive Aim stacks (+350% × skill level each), base level
Spiral Shooting Ranged, bullet element, Rifle or Grenade Launcher Hits a target and the area around it; +200% + 1,100% per level with a Rifle. Can crit only with a Rifle. CON (+5% per CON), Intensive Aim stacks, base level
Intensive Aim Toggle While on you cannot move, but get +150 ATK, +30 CRIT, +250 HIT and one stack every 0.5 s (max 10). Wild Fire, The Vigilante at Night, Only One Bullet, Spiral Shooting and Magazine for One use up all stacks for extra damage. –
Hidden Card Self buff, 125 AP 5 minutes of +3 P.ATK and +10% ranged damage per level; boosts Wild Shot and Midnight Fallen –
Basic Grenade, Hasty Fire in the Hole, Grenades Dropping, Mission Bombard Ranged, any gun, uses Nw Grenades Ground area attacks. Grenade Fragment sets their element. CON (+5% per CON), Grenade Mastery, base level

P.F.I (+1 P.ATK per level, +2, with any gun) and Grenade Mastery (+1 CON per level) are free stats, so most players max both. Every gun skill needs P.F.I 3 and Intensive Aim; Midnight Fallen also needs The Vigilante at Night 3, Magazine for One 3 and Wild Fire 3.

Build: Shotgun (leveling)

For clearing maps. Stand still, let Intensive Aim stack, then blow up the group.

Stats
DEX 130, AGI 120, VIT 100, INT 60, rest LUK (about 100).
Traits
First ~40 points: POW 30, CON 10. Up to ~80: POW 60, CON 20. Later: POW towards 110, then CON and STA.
Every Night Watch attack adds 5% per CON, but next to bases like 18,750% that is small. POW gives +1% damage per 3 points and +5 ATK per point, which is worth more. You already get +10 CON from Grenade Mastery and +11 CON / +11 POW from job levels, and CON's +2 HIT per point is still useful.
Skills to max first
P.F.I 3 → Intensive Aim 1 → Wild Fire 5 and The Vigilante at Night 5, Magazine for One 3 → Midnight Fallen 5, P.F.I 10, Hidden Card 10, Grenade Mastery 10.
Playing it
Turn on Intensive Aim where monsters come to you. Use Wild Fire on groups; a full 10 stacks adds 25,000% to a level 5 Wild Fire, and even 2–3 stacks between casts help. Use The Vigilante at Night when you are surrounded, and Midnight Fallen with Hidden Card on for tough packs. Turn Intensive Aim off to move.

Build: Rifle (bosses and single targets)

For MVPs and strong monsters. A Rifle lets Only One Bullet and Spiral Shooting crit.

Stats
DEX 130, AGI 110, LUK 100 (critical chance), VIT 90, rest INT.
Traits
POW first, as above. Once you have 60–70 POW, add CRT: every 3 CRT is +1% critical damage.
Skills to max first
P.F.I 10, Intensive Aim 1, Only One Bullet 5, Spiral Shooting 5, Hidden Card 10, Grenade Mastery 10, then Magazine for One 3 → Wild Shot 5.
Playing it
With Intensive Aim on and 10 stacks, Only One Bullet gets +17,500% at level 5. Fire, wait about five seconds for the stacks to refill, fire again. Keep Hidden Card up for the whole fight.

Before 4th job (base 99–200)

As a Rebellion, Round Trip (Gatling) is the leveling skill: 350% per level (3,500% at level 10), multiplied by base level / 100, around you in an area up to 13×13, with a 1-second cooldown at level 10. Fire Dance (Revolver) is the other option: 200% + 100% per level, +20% per level of Desperado, also scaled by base level, in a 7×7 area. Put DEX first, then AGI and VIT.

Tips

  • Bullets set your element. The Ammunition Merchant (Prontera indoors at prt_in 162, 137, and in Izlude, Morroc, Geffen and Alberta) sells Flare (Fire), Ice (Water), Lightning (Wind), Magic Stone (Earth), Silver (Holy), Blind (Shadow) and Poison bullets, plus Nw Grenades (30z each).
  • Grenade Fragment levels 1–6 give your grenades Water, Wind, Earth, Fire, Shadow or Holy; level 7 removes it. Grenades Dropping and Mission Bombard use 15 grenades per cast, so they cost zeny.
  • Ghost monsters in the Power Plants take less from Neutral bullets; bring elemental ones. See the Leveling Guide.
  • Switching guns is a big part of the class. Since resets cost only 5,000z at the Reset Girl, try both builds.

See also