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Builds/Windhawk

From WeeklyRO Wiki

Windhawk is the 4th job of the Ranger (Hunter or Sniper → Ranger → Windhawk). It fights from range with a bow, a falcon and elemental traps, and is one of the easiest 4th jobs to level: one area skill (Gale Storm) carries most of the work.

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 damage: area leveling (Gale Storm or traps), single targets with Crescive Bolt
Weapons Bow and arrows (Gale Storm, Crescive Bolt, Hawk Rush and Hawk Boomerang need a bow). Traps need no weapon.
Main stats (3rd job) DEX, AGI, VIT, INT
Main traits (4th job) POW, CON
Difficulty Easy

Key 4th-job skills

Skill Type What it's for Scales with
Gale Storm Ranged, arrow element Main area attack (up to 9×9 at level 9–10). Uses 5 arrows. Gives 10 AP when it hits 3 or more enemies. CON (+10% per CON), base level
Calamity Gale Self buff, 120 AP For 3 minutes: Gale Storm can crit, Crescive Bolt +20%, Gale Storm and Crescive Bolt +50% against Brute and Fish monsters. Also turns on Unlimited level 5 (+250% ranged damage). –
Crescive Bolt Ranged, arrow element Single target. Each cast within 10 seconds adds a stack (max 3) for +20% damage per stack. Gives AP (more at 3 stacks). CON (+5% per CON), base level
Flame / Solid / Swift / Deep Blind Trap Fire / Earth / Wind / Shadow, counts as short range Trap on the ground (up to 7×7) that hits every enemy standing in it every 0.5 seconds. Costs 2 Special Alloy Traps. CON (+5% per CON), base level, Advanced Trap (+20% per level)
Hawk Rush Ranged, Neutral Falcon attack. Also fires by itself on normal bow attacks. CON (+5% per CON, and the trigger chance), Nature Friendly (+10% per level), base level
Hawk Boomerang Ranged, Neutral, 12 AP Strong falcon hit, +50% against Brute and Fish CON (+10% per CON), Nature Friendly, base level
Wild Walk Ranged, Neutral, 5 AP Hit plus a buff with big FLEE and movement speed CON, Nature Friendly, Steel Crow, base level

Calamity Gale is the heart of the class: get there with Crescive Bolt 3 → Gale Storm 5 and Nature Friendly 5 → Wind Sign 5. Wind Sign marks an enemy so that ranged hits on it have a 14–40% chance to give 1 AP; together with Gale Storm's AP this fills the 120 AP quickly. Hawk skills need Hawk Mastery (which needs the Hunter skill Steel Crow), and Advanced Trap needs Research Trap 3 from Ranger. Wild Walk's damage is marked "to be checked" in the server code, so its numbers may change in future updates.

Build: Gale Storm (leveling)

For most players. Stand at range, hit groups with Gale Storm, keep Calamity Gale up.

Stats
DEX 130, AGI 110, VIT 100, INT 80, rest LUK (about 100). DEX is your ranged attack and cast speed; LUK helps Gale Storm crit while Calamity Gale is on.
Traits
First ~40 points: CON 20, POW 20. Up to ~80: CON 40, POW 40. Later: keep raising both towards 110, then a little STA if you take too much damage.
Why both? Each CON adds 10% to Gale Storm (on a base of 13,500% at level 10), +1 P.ATK per 5 and +2 HIT/FLEE. Each 3 POW is +1 P.ATK (+1% damage) and every POW also adds 5 ATK. Per point they are close, so a split works well. Your job levels also give +11 CON and +10 POW by job 60.
Skills to max first
Crescive Bolt 3 → Gale Storm 10, Nature Friendly 5, Wind Sign 5, Calamity Gale 1, then Crescive Bolt 10 for bosses. Spare points: Advanced Trap and one trap.
Playing it
Pull a group, cast Gale Storm until you have 120 AP, then Calamity Gale. Keep casting Wind Sign on tough targets for extra AP. Against a single strong monster, use Crescive Bolt three times in a row to build the stacks. Carry plenty of arrows in the element the map is weak to.

Build: Trapper (element choice)

For players who like picking the right element for each map. Trap damage counts as short range, so Unlimited and "ranged damage" gear do not boost it, but traps can be any of four elements.

Stats
Same as above. Traps hit every 0.5 seconds whatever your ASPD, so you can move points from AGI into VIT if you like.
Traits
Same CON/POW split. Each CON adds 5% to every trap (on a base of 4,250% at level 5, before Advanced Trap doubles it).
Skills to max first
Advanced Trap 5 (+20% damage per level, +3 seconds per level, and +1 AP per trap from level 3), then the two traps you need most (Solid Trap → Flame Trap, Deep Blind Trap → Swift Trap). Then Crescive Bolt 3 → Gale Storm 10.
Playing it
Place a level 5 trap where monsters gather (with Advanced Trap 5 it lasts 20 seconds) and fight from inside or next to it. Buy Special Alloy Traps (100z) from a Trap Specialist, for example inside Prontera (prt_in 109, 68).

Before 4th job (base 99–200)

As a Ranger, Arrow Storm is the leveling skill: 200% + 180% per level (2,000% at level 10), multiplied by base level / 100, in an area up to 9×9. With Fear Breeze on, it rises to 200% + 250% per level. Aimed Bolt (500% + 20% per level, more with Fear Breeze) is your single-target skill, and you need it at level 5 for Crescive Bolt later. Use Unlimited (+50% ranged damage per level) for tough fights. Raise DEX first, then AGI and VIT.

Tips

  • Arrows set your element for Gale Storm and Crescive Bolt (Fire, Crystal, Wind, Stone, Silver, Shadow, Rusty and Immaterial Arrows are sold by the Arrow Merchant). Hawk Rush, Hawk Boomerang and Wild Walk are always Neutral, which does little to Ghost monsters such as those in the Power Plants.
  • Nightmare Clock Tower 2F has Wind (Neo Punk) and Earth (Big Ben) monsters: Solid Trap and Flame Trap cover both.
  • Rudus Dungeon has Brute monsters (Mutant Dolor), so Calamity Gale's +50% helps there. See the Leveling Guide.
  • Falcon skills need a falcon: rent one from the Falcon Breeder in the Hunter Guild (hu_in01). Learning Hawk Mastery lets you keep the falcon and a warg at the same time; rent the falcon first, then call the warg.
  • Resets are cheap at the Reset Girl (5,000z stats, 5,000z skills), so try both builds.

See also