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  1. #21
    Sassy Tyrant
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    I decided on this a long time ago before I read this thread that I was doing ranger later on. I assume the gear will be more expensive than other equipment types because of how popular Assassin is going to be. Regardless of how expensive it is or whatever, its still going to remain a job I won't touch until later.

  2. #22
    Little Mother
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    Quote Originally Posted by Leb View Post
    No, stones have a chance to work the higher they are, basically. But if you use a Lv19 stone on an 18 weapon, it'll probably not work. But if you use a stone that is 10 or more higher then the level of the weapon, it will always upgrade 100% of the time.

    I used a level 23 Stone on my bow that you get for becoming a Ranger (Level 10 I assume) and it failed and dropped me down to +4 from +5. So I'm not sure if its 100%.

  3. #23
    Spiders are Awesome
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    Is there any point to upgrading on a mage class? Seems better to just auction your stones, right? From what I see, they only raise weapon attack and armor defense.

  4. #24
    Chram
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    Quote Originally Posted by Kerberoz View Post
    Is there any point to upgrading on a mage class? Seems better to just auction your stones, right? From what I see, they only raise weapon attack and armor defense.
    Epeen is about it. I think I remember that it helps damage and mp only (however on SPR I use my orb fairly regularly in PvE).

  5. #25
    Relic Horn
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    There is a thread somewhere on AS about the "best" level stones to use. I think for green equipment the best was 10 stone levels above the equipment, blue was 15, and orange was 20. I've been pretty successful on that, but I got tired of spending 35k a stone when there was something with better stats in 3 levels for say 100k. Might change at 30+ or something.

  6. #26
    Little Mother
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    I think it'll change once you're 25-30+ and you're not getting a couple levels a day and you're using weapons for a longer time.

    Spending the money to up your level 10 weapon and use it till you hit 20+ is a good investment though, at least it was for my ranger. I agree with Syntex for once, with a +10 weapon and some crit stones, Ranger is a lot more tolerable to level.

    Also upgrading your Orb / Book increases the magic boost it gives, I had a Jewel of the Wind Breeze +7 and I'm sure it upgraded the Magic Boost on it.

  7. #27
    Formerly Raitoken
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    Quote Originally Posted by SilverBreeze View Post
    I think it'll change once you're 25-30+ and you're not getting a couple levels a day and you're using weapons for a longer time.

    Spending the money to up your level 10 weapon and use it till you hit 20+ is a good investment though, at least it was for my ranger. I agree with Syntex for once, with a +10 weapon and some crit stones, Ranger is a lot more tolerable to level.

    Also upgrading your Orb / Book increases the magic boost it gives, I had a Jewel of the Wind Breeze +7 and I'm sure it upgraded the Magic Boost on it.
    It is worth it even more so for ranger who is behind in abilities until 25 or so.

    My weapon wont be replaced until 30 and even then my weapon will still be 20 damage better then that until its enchanted to +6 or so and on top of 5 long levels with a good weapon go a long way to making it easier to level ect.

    There is a thread somewhere on AS about the "best" level stones to use. I think for green equipment the best was 10 stone levels above the equipment, blue was 15, and orange was 20. I've been pretty successful on that, but I got tired of spending 35k a stone when there was something with better stats in 3 levels for say 100k. Might change at 30+ or something.
    If you are finding weapons for 100k for level 25 weapons you are lucky. Bows that are decent are 500k+ at this level with blues being 1.3m+, and if you make your own stones by finding cheap greens/whites on the AH and break them down yourself you could save some money but that depends what the level 30 stones go for and how much your paying per item ect.

    other then getting a few stones blowing up my old gear I never bothered getting a weapon to a high + value until 25, as my 18 bow had +5 but that was just blowing up whites while leveling and getting lucky with 20-25 stones.

    Also if you need money and your sitting with less then 700k you need to farm, I suggest gathering and getting Adamantium with pure ore less then 5% chance but selling for 80k a pop and the ore itself selling well with high purity chances on top of that but you need 200+ gathering but well worth the time investment.

  8. #28
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    Quote Originally Posted by Veyron View Post
    I've got the same basic plan I think, but I'll do Gladiator, then Ranger, then Templar lol.
    I'm going Sorc, Gladiator, and then maybe Ranger

  9. #29
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    Templar, chanter then assassin for me I think.

  10. #30
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    I want to level every friggin class in this game except priest classes. D: I just had to narrow it down to what I liked the most, and sadly, now I'm getting really into sorcerer. But damnit, I have to force myself to stick to gladiator because I'll just keep jumping around

  11. #31
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    Quote Originally Posted by Syntex View Post
    I hope I didn't give the wrong impression that this job NEEDS a +10 weapon to be effective.

    I killed at the same speed as everyone else before I upgraded my gear its just now I am 3-5 shotting things 2-3 levels higher then me and I don't even have to kite like I use to but that was just kiting 20 feet or so.

    Arrows are 1kinah each and 10k for arrows every 3-4 levels is nothing, that and your seeds for your traps are cheap as well since you don't use traps every fight anyways but more once in a great while, I bought 100 for like 15k 12 levels ago and I still have 30 left.

    Either way the job isn't expensive its just if you want to level faster and this applys to any melee job then getting your weapon to +10 will make it easier for you to level and help a lot.

    BTW the 12 crit manastones are 10k each, I spent like 200k tops putting it in every slot as they rarely failed
    Ah low levels; where the sun is brighter, grass is greener, and you don't go through 65+ manastones to socket one piece of gear. +10ing your gear gets insane as you go up as well, like 20-30 stones for a +2 if you're unlucky...and higher level stones are expensive D:

  12. #32
    Chram
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    Quote Originally Posted by Coren View Post
    Epeen is about it. I think I remember that it helps damage and mp only (however on SPR I use my orb fairly regularly in PvE).
    So I'm retarded.

    Looks like 10 boost and 4 atk per stone.

  13. #33
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    Quote Originally Posted by Coren View Post
    So I'm retarded.

    Looks like 10 boost and 4 atk per stone.
    Guide on Enchantments, Manastones, and Godstones - Guides - Aion

    Spoiler: show
    In Aion, there are three basic ways to enchant, or enhance, your gear. The first is using Enchantment stones, the second is using Manastones, and the third is using Godstones. In this guide, I will cover all three with much detail. Aion's system of enhancing your gear is quite different and more complicated than most other systems.


    Enchantments
    The most frustrating parts of learning how to enhance is learning that THEY CAN FAIL! Not only can they fail, but failing can have negative side-effects for your gear! This is why you must read the guide below so that you do not lose your time, your character's money, or your cool!

    Before you can use Enchantment stones, you must create them. In order to create them, visit a nearby General Goods Merchant and purchase Extraction Tools. One set of tools is used per extraction. In order to extract, you must Right-Click on the Extraction Tools and then Left-Click on the item you wish to extract from.

    There are some important guidelines! First, you can only extract from items that can be enhanced. These are your chest slot, legs slot, shoulders slot, hands slot, feet slot, primary slot, and secondary slot. Second, when you extract from an item, that item is destroyed. Do not extract from items you wish to keep or use, obviously.

    Once you have extracted an item, you will receive Enchantment stones. They come in the form: Level # Enchantment. The level corresponds to an item's level, not your level.

    Now that you know how to extract and create Enchantment stones, I will tell you how you apply them to an item. The first important part is figuring out the level of the item you wish to enhance. Quite simply, the item's level is the required level to use that item (but there is more!). This can typically be found just by looking at the item's statistics, as it will say what level is required. For some items, such as quest rewards, there is no given level on the item. In order to figure out the level of these items, you must know what level the quest was that resulted in that item. For instance, if a quest said "Level 10" in front of it and completing it resulted in an item, that item's level would be 10.

    Once you know your item's level, the next step is figuring out what level Enchantment stone to use. In order to do this, you must know whether the item is of White rarity, Green rarity, Blue rarity, or Orange rarity. You can simply do this by looking at the item and seeing what color the item's name is written in. Once you know the item's level and its color use the following to figure out what Enchantment stone to use:

    White Item = Item's Level +1-10 Levels
    Green Item = Item's Level +5-20 Levels
    Blue Item = Item's Level +15-40 Levels
    Orange Item = Item's Level +30-50 Levels

    When using an Enchantment stone from the above guide, take note that using the lower extremity will cause you to have a lower chance of success. If you have a Level 10 White item, you will have a higher percent of success if you use a Level 13 Enchantment stone than if you used a Level 11 Enchantment stone. Also, if you use too high of an Enchantment stone, your chance of success will be diminished as well.

    Now that you know how to create Enchantment stones and use them to enhance your gear, you must be wondering what the point of it all is! Each item can be enhanced up to 10 times. Although this seems fairly easy to obtain, you can take either two paths to reaching it. One involves spending lots of your character's money on purchasing the best-to-use Enchantment stones; the other involves spending lots of risk on using lower level Enchantment stones that will sometimes fail. What happens when you fail? Your item loses one level of enhancement! This is why it is important to use the correct level Enchantment stones. The good news is that items cannot reach negative enhancement levels; it will stop at 0. The bad news, obviously, is that it can take quite a bit of time and money to reach 10.

    The following shows what bonuses come with each enhancement level. Remember, each item can reach a maximum of 10, so multiple each bonus by 10 to figure out the maximum.

    Plate
    Chest = +6 Physical Defense per level
    Legs = +5 Physical Defense per level
    Pauldron = +4 Physical Defense per level
    Gloves = +4 Physical Defense per level
    Boots = +4 Physical Defense per level

    Chain
    Chest = +5 Physical Defense per level
    Legs = +4 Physical Defense per level
    Pauldron = +3 Physical Defense per level
    Gloves = +3 Physical Defense per level
    Boots = +3 Physical Defense per level

    Leather
    Chest = +4 Physical Defense per level
    Legs = +3 Physical Defense per level
    Pauldron = +2 Physical Defense per level
    Gloves = +2 Physical Defense per level
    Boots = +2 Physical Defense per level

    Cloth
    Chest = +3 Physical Defense per level
    Legs = +2 Physical Defense per level
    Pauldron = +1 Physical Defense per level
    Gloves = +1 Physical Defense per level
    Boots = +1 Physical Defense per level

    Primary
    Polearm = +4 Minimum and Maximum Weapon Damage per level
    Greatsword = +4 Minimum and Maximum Weapon Damage per level
    Bows = +4 Minimum and Maximum Weapon Damage per level
    Staff = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
    Sword = +2 Minimum and Maximum Weapon Damage per level
    Dagger = +2 Minimum and Maximum Weapon Damage per level
    Mace = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
    Orb = +4 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
    Spellbook = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level

    Secondary
    Shield = +2% Damage Reduction per level

    After reading this, you should now be a pro when it comes to enhancing your items, extraction, and Enchantment stones. The next part of the guide will discuss the use of Manastones.


    Manastones
    Manastones contain a certain statistic and a certain value. For example, Manastone: Accuracy +12. In this case, this Manastone would add 12 to your Accuracy value if you placed it into a socket of one of your equipped items. Similar to the enhancing, only the following slots contain sockets: chest slot, legs slot, shoulders slot, hands slot, feet slot, primary slot, and secondary slot. Also, the higher the rarity of the item, the more sockets it contains:

    White Item = 1-2 Socket
    Green Item = 2-3 Sockets
    Blue Item = 3-4 Sockets
    Orange Item = 4-5 Sockets

    Similar to enhancing, placing Manastones into sockets can fail. The penalty for this is that all Manastones already in sockets and the Manastone you just used for that item are destroyed, returning the item to all empty sockets. The positive is that this is quite rare, and usually only occurs when placing a high level Manastone into a low level item. However, at this time, there is no way to tell the exact level of a Manastone; just know that the higher the value, the higher the level. Also, green Manastones are harder to socket than white Manastones.

    When the game is released, there will be level requirements on Manastones which will make it easier to tell the level of the Manastone.

    A good strategy for placing Manastones into sockets (when an item has more than 1 socket) is to socket your least valued Manastone first and your most valued Manastone last. This way, the chance for failing and wasting your most valued Manastone is reduced to a minimum.

    You can also remove Manastones from items by visiting a NPC. These are usually found around major cities and towns. You pay a small fee and the NPC will remove your desired Manastone from your item. However, the Manastone will be destroyed in the process.

    The following list shows all Manastones and their possible values:

    Manastone: Attack (Adds to your Attack value)
    Value Range: +1-5
    White Manastones: (+1, +2, +4)
    Green Manastones: (+3, +5)

    Manastone: Accuracy (Adds to your Accuracy value)
    Value Range: +12-25
    White Manastones: Even #s (+12, +14, etc.)
    Green Manastones: Odd #s (+21, +23, etc.)

    Manastone: Parry (Adds to your Parry value)
    Value Range: +12-25
    White Manastones: Even #s (+12, +14, etc.)
    Green Manastones: Odd #s (+21, +23, etc.)

    Manastone: Magic Boosting Power (Adds to your Magic Boosting Power value)
    Value Range: +12-25
    White Manastones: Even #s (+12, +14, etc.)
    Green Manastones: Odd #s (+21, +23, etc.)

    Manastone: Shield Defense (Adds to your Block value)
    Value Range: +12-25
    White Manastones: Even #s (+12, +14, etc.)
    Green Manastones: Odd #s (+21, +23, etc.)

    Manastone: Evasion (Adds to your Evasion value)
    Value Range: +4-15
    White Manastones: Even #s (+4, +6, etc.)
    Green Manastones: Odd #s (+11, +13, etc.)

    Manastone: Physical Critical Hit (Adds to your Crit Rate value)
    Value Range: +4-15
    White Manastones: Even #s (+4, +6, etc.)
    Green Manastones: Odd #s (+11, +13, etc.)

    Manastone: HP (Adds to your HP value)
    Value Range: +20-85
    White Manastones: By Tens (+20, +30, etc.)
    Green Manastones: In-between Tens (+65, +75, etc.)

    Manastone: MP (Adds to your MP value)
    Value Range: +20-85
    White Manastones: By Tens (20, 30, etc.)
    Green Manastones: In-between Tens (65, 75, etc.)

    Manastone: Magical Accuracy (Adds to your Magic Accuracy value)
    Value Range: +10, +12
    Green Manastones: (+10, +12)

    Manastone: Maximum Flight Time (Adds to your Flight Time value)
    Value Range: +4
    Green Manastones: (+4)

    Manastone: Magical Resistance (Adds to your Magical Resistance value)
    Value Range: +12
    Green Manastones: +12


    Godstones
    The last part of this guide will discuss Godstones. These are used on all weapon items. The basic premise of a Godstone is to apply some sort of ability, which triggers at a certain percent, to inflict your target with.

    Godstones can be found throughout the higher level content of the game. They can be found in similar ways that Manastones can be found, only with a significant less frequency. They can also be obtained as quest rewards. Once you obtain a Godstone, you can visit a Godstone Enchanter NPC, which are usually found in large cities only, and have them enable the Godstone to your weapon for a fee. You may also remove Godstones in a similar fashion as Manastones.

    When a weapon becomes enabled by a Godstone, it will receive a partical effect. This means that your weapon will now have a specific type of glow depending on which Godstone you used. Each type of Godstone (Bleed, Blind, etc) has its own color and effect.

    The following is a list of some of Aion’s Godstones and their benefit:
    (A) = Asmodian Quest Reward
    (E) = Elyos Quest Reward

    Blue
    Bleed
    Bleeding Abnormal Condition Smash
    65 damage every 2 seconds for 10 seconds at 5% trigger rate.
    Bleeding Abnormal Condition Smash
    40 damage every 2 seconds for 20 seconds at 5% trigger rate.
    Mahisha’s Wrath
    71 damage every 2 seconds for 10 seconds at 8% trigger rate.

    Blind
    (A)Aegir’s Eye Beam
    Blinds for 8 seconds at 5% trigger rate.
    Rasberg’s Love
    Blinds for 10 seconds at 10% trigger rate.
    Rasberg’s Tragedy
    Blinds for 8 seconds at 5% trigger rate.
    (E)Telemachus’s Luster
    Blinds for 8 seconds at 5% trigger rate.

    Paralyze
    (E)Spatalos’s Chastisement
    Paralyzes for 5 seconds at 2% trigger rate.
    (A)Sueron’s Threat
    Paralyzes for 5 seconds at 2% trigger rate.
    Vidar’s Dignity
    Paralyzes for 5 seconds at 2% trigger rate.

    Poison
    Orissa’s Blood
    38 damage every 2 seconds for 20 seconds at 10% trigger rate.

    Root
    (E)Hectate’s Root
    Binds for 10 seconds at 2% trigger rate.
    Helkes’s Revenge
    Binds for 10 seconds at 2% trigger rate.
    (A)Sif’s Root
    Binds for 10 seconds at 2% trigger rate.

    Silence
    (E)Jumentis’s Pacification
    Silences for 8 seconds at 5% trigger rate.
    (A)Sigyn’s Calmness
    Silences for 8 seconds at 5% trigger rate.
    Srudgelmir’s Silence
    Silences for 10 seconds at 10% trigger rate.
    Srudgelmir’s Tacitness
    Silences for 8 seconds at 5% trigger rate.

    Slow
    Eio’s Tears
    Reduces attack speed by 50% for 10 seconds at 10% trigger rate.
    (A)Freyr’s Rest
    Reduces attack speed by 50% for 10 seconds at 5% trigger rate.
    Ieo’s Sadness
    Reduces attack speed by 50% for 10 seconds at 5% trigger rate.
    (E)Thrasymedes’s Peace
    Reduces attack speed by 50% for 10 seconds at 5% trigger rate.

    Snare
    Deltras’s Loyalty
    Reduces movement speed by 50% for 10 seconds at 5% trigger rate.
    (A)Nerthus’s Suppression
    Reduces movement speed by 50% for 10 seconds at 5% trigger rate.
    (E)Perento’s Standpoint
    Reduces movement speed by 50% for 10 seconds at 5% trigger rate.

    Stun
    (E)Boreas’s Fury
    Stuns for 1 second at 6% trigger rate.
    Fasimedes’s Majesty
    Stuns for 1 second at 6% trigger rate.
    (A)Traufnir’s Roar
    Stuns for 1 second at 6% trigger rate.

    Damage
    Earth
    Freyr’s Wisdom
    1880 earth damage at 1% trigger rate.
    Thrasymedes’s Wit
    188 earth damage at 10% trigger rate.
    Fire
    Boreas’s Encouragement
    188 fire damage at 10% trigger rate.
    Traufnir’s Bravery
    1880 fire damage at 1% trigger rate.
    Water
    Hectate’s Cleverness
    94 water damage at 20% trigger rate.
    Sif’s Knowledge
    940 water damage at 2% trigger rate.
    Wind
    Jumentis’s Agility
    94 wind damage at 20% trigger rate.
    Sigyn’s Intelligence
    940 wind damage at 2% trigger rate.
    Magical Fire
    Magical Earth Smash
    247 magical fire damage at 3% trigger rate.
    Magical Earth Strike
    124 magical fire damage at 6% trigger rate.
    Magical Fire Smash
    370 magical fire damage at 2% trigger rate.
    Magical Fire Strike
    185 magical fire damage at 4% trigger rate.

    Orange
    Damage
    Earth
    (A)Marchutan’s Balance
    376 earth damage at 10% trigger rate.
    (E)Yustiel’s Heart
    376 earth damage at 10% trigger rate.
    Fire
    (E)Nezakan’s Valiance
    3760 fire damage at 1% trigger rate.
    (A)Zikel’s Pride
    3760 fire damage at 1% trigger rate.
    Water
    (E)Kaisinel’s Terror
    1880 water damage at 2% trigger rate.
    (A)Lumiel’s Magical Power
    1880 water damage at 2% trigger rate.
    Wind
    (E)Baizel’s Will
    188 wind damage at 20% trigger rate.
    (A)Triniel’s Coolness
    188 wind damage at 20% trigger rate.

  14. #34
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    Ranger has it's ups and downs just like every other class.

    The ups being:
    @ max lvl with DP, you steamroll over mage classes, and are damn near impossible to catch unless you've a SM.
    Having a 12?~ second silence on an 18second cooldown.
    level 45 stigma stone is rape.
    The downs being it's the class with the lowest HP (socket HP?nope)

    In the end, every class is about the gear and how your playstyle matches to the job you are playing. That being said, if you aren't rich in game or have a source of income, ranger probably isn't the best class for you to roll first.

  15. #35
    Formerly Raitoken
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    Quote Originally Posted by Lostprophet View Post
    Ranger has it's ups and downs just like every other class.

    The ups being:
    @ max lvl with DP, you steamroll over mage classes, and are damn near impossible to catch unless you've a SM.
    Having a 12?~ second silence on an 18second cooldown.
    level 45 stigma stone is rape.
    The downs being it's the class with the lowest HP (socket HP?nope)

    In the end, every class is about the gear and how your playstyle matches to the job you are playing. That being said, if you aren't rich in game or have a source of income, ranger probably isn't the best class for you to roll first.
    Is this based off of needing arrows/trap seeds? Or is it because of something else?

    I don't find the job more demanding then any other job money wise so I don't see where your coming from.

  16. #36
    Nidhogg
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    Quote Originally Posted by Lostprophet View Post
    Ranger has it's ups and downs just like every other class.

    The ups being:
    @ max lvl with DP, you steamroll over mage classes, and are damn near impossible to catch unless you've a SM.
    Having a 12?~ second silence on an 18second cooldown.
    level 45 stigma stone is rape.
    The downs being it's the class with the lowest HP (socket HP?nope)

    In the end, every class is about the gear and how your playstyle matches to the job you are playing. That being said, if you aren't rich in game or have a source of income, ranger probably isn't the best class for you to roll first.
    Arrows are a grand total of 1 kinah each, 1000 for 1000, can buy like 20k of them and be set for like 8 levels at low levels.

  17. #37
    Formerly Raitoken
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    Quote Originally Posted by Leb View Post
    Arrows are a grand total of 1 kinah each, 1000 for 1000, can buy like 20k of them and be set for like 8 levels at low levels.
    Exactly.

    This is what I don't understand because this is not the FFXI ranger or the WoW hunter with special ammo that costs a lot this is plain old arrows and 10,000 arrows takes like 3 days to go through if your playing 12+ hours a day.

    AKA it cost just about NOTHING...

  18. #38
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    Bit confused on how Rng costs more too.. no more than anyone else's gear, amirite?

  19. #39
    Formerly Raitoken
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    Quote Originally Posted by Veyron View Post
    Bit confused on how Rng costs more too.. no more than anyone else's gear, amirite?
    Well if you believe that everyone and their mother will roll assassin when the game is released then leather might be a bit more indemand vs the other types but I don't think it will be a pressing issue, that and I will be crafting everyones armor so no problem :D

  20. #40
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    Quote Originally Posted by Syntex View Post
    Is this based off of needing arrows/trap seeds? Or is it because of something else?

    I don't find the job more demanding then any other job money wise so I don't see where your coming from.
    The job needs constant upgrading(gear) in order to perform above and beyond. Having such a low base HP some rangers i've seen not only +10 their weapons but +10 their armor equips also.

    When I say "expensive" I don't mean lol1kinah arrows, I mean upgrading your equipment around your class, purchasing the better of the gold equips, and knowing how to socket your equipment. Attack +4 and Phys crit manastones are going to be the stones most on demand in this game and because of the "lulsy" socketing system, it becomes a bitch. I spent over 10mil on Manastones(got about 40) to put into the equip on my 33, and I ended up with less than half of my gear socketed in the end. Picked up SM after that and half spent no where near as much on my ranger getting to 40+(minus pots i synth)

    When you start needing level 50+ enchant stones it becomes a hassle because of the price/fail system in enchanting, but the difference is beyond noticeable.

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