Range ninja guide
| Strategies/Guides Section Discuss, Range ninja guide at Rakion General forum; Table of Contents:
1. Introduction
2. Range Ninja Stat Allocation
3.a. versus Mage
3.b. versus Archer
3.c. versus Ninja
3.d. ... |
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08-10-2008, 08:26 PM
|  | Double Wood Axe | | | Last Online: 11-22-2008 06:52 AM Join Date: Feb 2007
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Table of Contents:
1. Introduction
2. Range Ninja Stat Allocation
3.a. versus Mage
3.b. versus Archer
3.c. versus Ninja
3.d. versus Swordsman
3.e. versus Blacksmith
4. General tips
0. Introduction
My second best character, so please excuse me if I missed out some points. Range ninja is probably the fastest walker, in the same league as archers. Range ninja relies mainly on speed to kill opponents and with a deadly special attack and range attacks as fast as lightning; your enemies do not stand a chance. Playing as a range ninja involves two basic movements, I will call it type A and type B, for type A simply place yourself within one jump distance from the enemy, look straight and jump, immediately press your left mouse button and even if you miss the attack, your opponent will find it hard to hit you, (due to a bug, if your enemy does not have lightening attack speed you will only be hit once before falling down). For type B, you can either start off with a stun then go around the opponents back without looking at him(Hard to explain in words) then move right and your left mouse button immediately and if you execute this properly, your opponent will get hit.
2. Range Ninja Stat Allocation
For your first 100 stat points (SP) put 1 SP for every 1 SP in move speed and range attack, it is important that you start off with move speed for your first 3 SP because it helps you recover much faster from your range attacks in level 1-10. After having 50 SP in range attack and 50 SP in move speed, put your SP in this order, put 2 SP in both amour and energy (2 SP in amour and 2 SP in energy) put 1 SP in special. This balances your now already high range damage that is not effective if your opponent is a turtle ( waits for you to attack then he/she attacks) unless you can master your fake special technique and your moderate move speed, it is enough to dodge most attacks with some protection to stay alive in 11-99 rooms( most people encourage pumping of special, but I say that it only takes around 3-4 combos to kill a ninja without any amour or energy SP) the special is very effective, I will explain it later. After this a hybrid build (SP in attack speed, grip) is strongly encourage because the SP in your range ninja build is already enough. (Note: this guide only teaches you how to play as a range ninja, not a hybrid ninja.) For more experienced players: the SP in your special now comes into play when you fake special and you sense the person will not release his shield, carry on with your special and it is equivalent to 1 and a half Blacksmith basic combo damage-wise. Also when you are clock gripping( hybrid build) and your enemy knows how to avoid getting stunned( your stun keeps hitting him in guard form) just do a special, most people are not used to this sudden change in tactics and fail to jump back quickly enough.
3. a. versus Mage
Surprisingly, this is your most irritating opponent because of the fact that your range attacks can’t seem to hit him. I have tried many methods to solve this problem using my range attack but it seems to be a bug, thus is use my special more when fighting mages. Mages have two types, mainly basic mages which have good attack and move speed as well as a painful basic, and range mages which pump most of there stats into range, amour and energy. When fighting basic mages, I either time it so that I end up jumping behind them after they complete their first basic, in time for a special attack, or I wait for them to finish their basic combo(Note: good basic mages will only whack once)and then I go in for a special. For range mages, if they decide to try and whack you with their jump attacks, fortunately their bug seems to cease and you can carry on with your type A range attack. (Type B is not encourage when you are fighting a jumping opponent as the movement is very hard to predict) If they decide to spam their ice attacks, be warned because their ice attack can take away 3quarters to your entire amour. Simply walk towards them, wait for the mages to ice and then do a special attack.
3. b. versus Archer
Due to their move speed, if an archer decides to switch to dagger it has basically the same properties as a range ninja, except that its jump attack is harder to aim and recovery time is much longer. For this if the archer switches to dagger, use type A range attack and look for an opportunity where the archer decides to do basic attack or range attack, quickly do your type A range attack and because of your faster attack speed (your attack speed is already faster even without any SP pumped into attack speed) you should be able to hit the archer before he/she can hit you. If the archer remains in range form, type B should be used because once an archer starts to aim with her/his bow he is rendered immobile thus becoming an easy target for your range attacks. For more experienced players: I like to do a fake range attack which involves jumping over an opponent but not actually doing a range attack, then quickly executing a special, this is hard any may not work every time but when it does, it pays off 1 quarter to 1 third (amour + energy) gone (Note: you can follow through with a fake range attack, fake special then a real range attack, this really kills those turtles.)
3. c. versus Ninja
Range ninja’s seem to be build to counter grip ninjas so you’re in luck if you encounter one. When fighting a grip ninja it is easy to avoid his/her stuns with your extreme move speed and if he manages to get you into his clock grip, you can either predict where his/her next stun will land and then once he stuns you in guard form do a fake special then type A or B range attack. However due to range ninja’s move speed, spamming your jump key and trying to get out of the clock grip works some of the time, and since the method of predicting stuns in guard form is the more commonly used method, this way unexpected thus giving you the element of surprise. Fighting a range ninja can be slightly complicated and you have to wait for him/her to attack for some of the time. Type A range attack is used more in this case as the other range ninja will be jumping too much to do a successful type B. However, the recovery time for a range attack and charge time for special happen to coincide, thus I predict where their next range attack will make them land go there and charge my special, this can be risky because if the other range ninja knows what your doing, he/she will move in the direction in which he sees you moving, and at the last moment quickly press left click thus damaging you.
3. d. versus Swordsman
Personally, I hate fighting swordsman with my range ninja because of the length of sword combined with his attack speed; he manages to cancel out the one hit knockdown bug and can do a full 3 basic combo. Also, due to his/her length of sword, when I do intentionally miss my range attack so as to make him start a basic combo, the basic combo does hit unlike the other classes. (All the other classes’ weapons are too short to hit me.) Thus I have to rely mostly on type B attacks because of my faster move speed, however this may not always work if the swordsman predicts what you are doing, he can do a quick turn, and disable your range attack by doing a basic combo. Due to swordsman’s very average amour, the special attack can also help in lowering much of his/her energy, amour.
3. e. versus Blacksmith
Possibly one of the easiest classes to encounter, your speed seems to be the perfect match for his/her slow lumbering movements. The technique is simple, simply do a type B attack, with an optional stun at the start or wait for him to finish his basic combo and do a special, because of Blacksmith’s very powerful amour, it may take longer to kill him compared to other classes, but do not be discouraged and continue on with your attacks and in no time you should be able to kill him.
4. General tips
1) For range ninja’s there seems to be where the person’s amour does not seem to fall off, this may be misleading however, I have done a brief calculation and a range attack with 50 SP in range should be able to do the same damage as (half a Blacksmith basic combo, or the first and last swing of a swordsman combo.)However to estimate how much health your opponent has left, you can do a quick basic combo with your ninja and his amour should fall right off.
2) I like this combo but credits go to some ninja in RSS. After you knock the person down with a range attack or special attack, stand right behind him/her and do a fake special, when you see the person rising up, if he/she does a rising up attack your in luck and quickly do a jump attack.(Note: If he/she does not do a rising up attack, be warned because he/she may be going into his guard form and waiting for you to do your range attack and then he/she will grip you.) If the former does occur and you mange to knock him/her down with your range attack, go behind him/her and fake a special once again, this time your opponent usually does not do a rising up attack, but goes into guard form thus do a special attack. (This combo takes away nearly half amour and 1 third life, very impressive.)
3) For more experienced players: once your opponent gets knocked down to the ground, I stand to the left or right of him/her and wait for him to get up. Once he gets up and either does or does not a rising up attack, I go by his back and does a type B range attack. (Note: rising up attack may still be used for nearly 2-3 seconds after your opponent has visibly risen up, thus be careful when doing this move, or you can do a stun then type B range attack which will prevent him from doing a delayed rising up attack but will toughen the possibility of you completing this combo)
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08-10-2008, 09:03 PM
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Lols ? Did you think this up or just leeched it .. o-o Anyway , could u make a guide on Mage . ;P need it
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08-11-2008, 12:11 AM
|  | Shut up and Listen | | | Last Online: Yesterday 08:13 PM Join Date: Oct 2007 Location: Wherever God takes me.
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Lol.
Thanks for yer effort but we don't need a guide ? o . O There's some stickied.
I can summarize a guide for a range ninja real simple:
1. Glide alot so you won't get hit as much, try and glide right when the opponent swings their weapon to get behind them and do a nice jump attack.
2. Never stop moving and just spam the spacebar + left mouse click button repeadedly.
3. If the opponent is too fast and you cannot hit them, just let them come to you, or just run away and when they are chasing behind you just do a jump attack backwards toward them.
There's really no "technique" in a jump attack ninja except for spam...
@ Pwnag3
Lol ? There's one stickied you can check out....?
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08-11-2008, 12:30 AM
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Okay . Thanks mate .
*Yeah the guide was useful ;D
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08-11-2008, 12:44 AM
|  | Double Wood Axe | | | Last Online: 11-22-2008 06:52 AM Join Date: Feb 2007
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Pwnag3: do you want a basic mage guide or a range mage guide. Yes, these guides are handwritten by myself.
Tony: Gliding is considered a noob thing to do in RSS, maybe not in RIS but it is nearly considered as bad as being a turtle. My guide is mainly focusing on what you should do as a RANGE ninja, while to stickied guide does not differentiate between range, grip , or basic, it just teaches how to attack efficiently. But the stickied guide is good to master basics.
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Last edited by d3troy; 08-11-2008 at 12:49 AM..
Reason: editing
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08-11-2008, 01:08 AM
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I want a basic mage guide PLOX!! D; Thanks for ur haard work .
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08-11-2008, 01:28 AM
|  | Double Wood Axe | | | Last Online: 11-22-2008 06:52 AM Join Date: Feb 2007
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Ok, may take a week because it's back to school, i'll do it ASAP
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08-11-2008, 12:04 PM
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08-11-2008, 04:02 PM
| | Double Stone Axe | | | Last Online: 11-21-2008 07:25 AM Join Date: Jul 2008
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Yay! This guide actually really helped me out with my range ninja
I recently got interested in range ninjas so I decided to make one using an all to nak :
I got it to lvl 25 today, and right now, I have about 40 move speed and 50 range.
About how much damage am I doing at 50 range/Per jump attack?
And I don't quite understand what you said about the "stun jump attack"
I don't get how to move to the back of them quick enough after I stunned them.
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08-11-2008, 05:22 PM
|  | Shut up and Listen | | | Last Online: Yesterday 08:13 PM Join Date: Oct 2007 Location: Wherever God takes me.
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Rep Power: 4 Points: 1,966.12 Bank: 0.00 Total Points: 1,966.12 | | Quote:
Originally Posted by d3troy Tony: Gliding is considered a noob thing to do in RSS, maybe not in RIS but it is nearly considered as bad as being a turtle. My guide is mainly focusing on what you should do as a RANGE ninja, while to stickied guide does not differentiate between range, grip , or basic, it just teaches how to attack efficiently. But the stickied guide is good to master basics. |
LOL! Gliding is noob in RSS ? Damn, lol they must suck if they think thats noob because it is NOT an unstoppable tactic and if they were better then they would know its not noob. I guess you have a somewhat good reason to be writing this guide for specification I guess ?
@ Pwnag3
If you really need one for a Mage I can make one, and go over all Mage types. For Example, 1v1, Golem, Team, etc. After all Mage IS my middle name eeh ? (sarcasm for the retarded)
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Last edited by Tony; 08-11-2008 at 05:25 PM..
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