Jump to content

Search the Community

Showing results for tags 'gs'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Customs
    • Cards
    • Items
    • Mobs
    • Maps
  • Events
    • Events
    • PvP Ladder
    • War of Emperium
  • Guides
  • Quests
    • Headgear Quests
    • Misc. Quests
    • Storyline Quests
  • Storyline


  • Quest rewards
    • Seasonal Quests
    • Storyline Quests
    • Legendary Quests
    • Test
  • Event rewards
    • Battle Royale
    • Guild vs. Guild
  • Vote rewards
  • Token Shop
    • Valkyrie Expansion Headgears
    • Specialty Headgears
    • Middle Headgears
    • Lower Headgears
    • Valkyrie Weapons
  • War of Emperium Drops
  • PVP Ladder
  • Mob Dropped
  • Activity rewards


  • Server News
    • Announcements
    • Updates
  • Register & Login
    • Register
    • Login
  • Useful Links
    • ForsakenRO Wiki
    • Review us on RMS
    • Control Panel
    • ForsakenRO Discord
  • Forsaken Ragnarok Online
    • Suggestions
    • General Discussion
    • Help Desk
    • Market
    • Strategy Guides
    • Archive

Product Groups

There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Real Name

Ingame Character Names


Found 9 results

  1. Okay since the death of the GS Guardian ring, I think it now has room for improvements as a supporting killer class. Right now the Ring only has 420%(Blaze it) to Tracking and its cast time has been increased by 25%, adding the new rifle to it, it reduces max HP by 15% and the GS receives 10% more damage from Demi-humans, the only buff the weapon gives is that it reduces cast time by 15%. So if my math is correct, cast time increased would only be 10%. Thats still a set back for the GS Guardian. (not that I'm complaining) Damage wise, I can deal 100k - 200k or less(depending on weapon build or opponents armor) per 3 seconds on phen card/2 seconds on 2 berzebub cards. Piercing shot feels kind of useless even if it was increased by 300% as it only deals around 20k - 25k fixed damage So im gonna list a few possible suggestions that would make the class viable again Increase the damage for Tracking on the Nari's Harbinger by just a bit more so that players will purchase the rifle instead of using valis Add "Skill casting can not be interrupted" to weapon Increase the % damage of piercing shot so it has a secondary skill other than Tracking. Add Enlarge Weight Limit to the Nari's Harbinger since we need seeds to survive The point of this suggestion is NOT so I can make GS guardian a 1 shot kill again, but to make it USEFUL in team fights and so that it can be playable in 1 on 1 fights Thank you very much for reading, and please offer your much appreciated opinion on the matter.
  2. So I've been busy coming up with new viable weapons for Gunslinger and thought: "Why not use all the available GS weapons?" and this is what I've come up with for the past few months of agonizing and thinking, I have come to share with you all "possible" ideas for Gunslingers in the future. Let me know what you guys think. Personally I don't see them as OP cause I did think of the possible things you guys might say later on and say that its OP or what xDD It has its downs/disadvantages to it which makes them "balanced" already. But because these weapons are very unique to the Gunslinger class, I'd say it has potential to be viable in team fights and it should be capable of standing on its own as a Gunslinger specialist. So without further ado, I introduce you to: Einmyria's Ashes(Grenade Launcher) Vit+30 Dex+25 Max HP+30% SP+100(to be tested) Reduces all skill's after cast delay by 10% Ground Drift does xxxx% damage Grenades do specific effect when stepped on depending on element (Max of 4-6 for each grenade for tactical placements and trapping/delay) Spheres(Ammo) (Ammo for grenade launcher is different and uses spheres and not bullets. Please take note) L.Fire/Blast Sphere (Damage) Attack: 100 1 Massive Explosion max of 3 can be laid at a time L.Water/Freeze Sphere (Support) Attack: 100 Waterlogged Slow effect similar to Hidden Water L.Poison/Sticky Poison Sphere (Support) Attack: 100 Causes Poison and Slow when stepped on(Similar to slow grace) L.Blind/Sleep Sphere (Support) Attack: 100 Causes Blind(10%) Blind status lasts 7 seconds(similar to blind effect on star gladiator skill shadow) or Causes Sleep status(10%) for 2 seconds L.Earth/Stone Sphere (Support) Attack: 100 Causes Stone Curse(10%) when stepped on (Cannot bypass Fsold card) L.Lightning/Paralysis Sphere (Support) Attack: 100 Causes Paralyze(5%) for 4 seconds when stepped on Side Note: -Quest for L.Spheres similar to L. Bullets -Can go along with Guardian Ring or curse ring -Please test if it is still possible to bypass status ailments on high vit. If not then I'll add a second option. -Only has one main damaging grenade/sphere -Support grenades may or may not deal damage. depending on the GM xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Baldr's Rage(Gattling Gun) HP+30% Vit+20 Dex+25 Luk+25 Agi+30 Critical rate+30(Crit Type)(Cannot crit on player) or HP+30% Vit+20 Dex+30 Agi+30(Thana Type)(Best Option) Allows use of level 10 Enlarge Weight Limit Increase damage on demihumans by xxx% Aspd-10 Unbreakable Enchant Deadly Poison buff is active when equipped, and removed when unequipped Walk speed -15% when equipped(Decrease Agi/Slow Grace speed) Side note: -The reason why EDP buff should be active on this is because normal damage has no damage multiplier. -This weapon can go 2 ways, either crit type or thana based attacks.(Please test if crit is viable on long ranged) -Can go along with Bless Ring -Gattling gun has no active skills in Gunslinger skill tree which makes normal attacks its only weapon Thanks for taking the time reading my suggestion. I've put in a lot of hardwork into thinking of the balances for these two weapons. Stats, Buffs and Effects weren't easy to think of. For more questions/understanding about this, just reply here. @Ares @Genesis
  3. Uhm I just want to suggest to add maybe +3-5% damage with desperado on GS infernal Cape. this is to make the cape be more generalized, seeing that it seems to give priority to long range attacks which are seldom used. Thank you
  4. 1.GS blessed ring = 1000 token 2.frigg Shield = 1000 token 3.3kiels = 260 token Leave your IGN!
  5. This Set contain ( Cursed Ring + +10Valis Destroyer ) pm me in game this set worth 1.8k tok
  6. Sry i got wrong post last time coz im new on this forum, thanks for considering. Gunslingers kiel effect reduce to 80% cap, :( i cant wear fsold since i should wear uber drops. And only 1-2 gunslinger in field somethimes none :/ the ring+weapon price also got cheaper and cheaper. :( please help thankyou
  7. When the gunslinger ring change, gunslinger get weaker, and the ring cost down to 1k. Can the ring be back to normal or can be changed? Coz 1-2 gunslinger is on the field now :(
  8. Good day, With all the balancing hanging in the balance lets try and be civil here so rage less and reason more. Please provide inputs after tests,if you haven't played and tested then it would just be really not justify the real deal. Currently before Gs spam reduction GS were competitive and balanced with RS harass and filler at range and Desperado at melee Even though they were non trans which was amazing one of the main ways was we were able to stagger ppl with the spam rate thus giving us opportunity to dish good damage to ppl at close range and have opturnity to kill Now days that stagger effect is not there thus making it very easy to get out of the desperado , worse still It gives a good window where we take tons of more damage . Where we could fight on equal terms is now not possible cause our surviablity was always low at melee range but was counter balanced by our spam damage rate with staggers is now gone. We have to escape once comited to melee range ( other than cloak which usually means a switch to xcross card making our damage redux even lower) we just don't seem to last long enough on equal gear and skill fights. the 5%damage and 80% spam have been a good change but we are still not at our pre nerf competitive level. Spam cannot be increased as that's a real issue in woe so that's out.. Which brings us to having to either further inc damage . Or increase surviablity especially during desperado casts. i know I mainly speak of 2main skill Rs and Desp as they are the primary means if damage, This does not mean we don't have various other buttons for gear changes, bullets, shirt timedbuffs,weapons switches etc its all there just like others. I was rooting more for a slight def buff for the desprado spam times..something thats evens out melee trades as most other melee classes have a way higher HP pool and sustain or escape cause the truth be said our best hope of killing others lies in melee range. I was thinking say about a 20% damage redux for melee damage like how bout a 20% chance to auto guard. That will still keep us vulnerable to magic and rightly so but give us melee surviablity.only active during desperado spam or put it like last 2 sec when u land less than 5hits of desp or more if that's a possibility.
  9. Midgard Exterminator(Valk Rifle) Dex + 25 Vit + 30 Max HP + 30% ASPD + 5 Reduces the cast time for [Tracking] by 100%. Midgard Desolator(Valk Shotgun)Dex + 30 Hit Rate - 50 Vit + 20 Max HP + 15% Increase Damage of Full Buster by 10% Dust + 20% Spread Shot + 20% Reduce Cast Delay by 10% Midgard Annihilator(Valk Gatling Gun)Dex + 25 Vit + 20 Max HP + 30% ASPD + 10 5% Chance of gaining 1 Coin While Attacking 1% Chance of casting Increase Accuracy While Attacking 1% Chance of casting Disarm Midgard Obliterator(Valk Grenade Launcher)Dex + 20 Vit+ 20 HP/SP +30% ASPD + 5 Ground Drift + 40% Of course stats and bonuses are not final also I'm willing to participate in tetsting the weapons. From Gunslinger's Paradise
  • Create New...