Rebellion Guide

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The Rebel, or Rebellion!

Introduction to the Rebel

The Rebel, or as the game calls them, Rebellion, is a class that specializes in long-range attacks using a variety of Firearms at their disposal.

As part of the extended classes, the Rebel does not boast high amounts of HP and SP (although HP and SP and a variety of other aspects of the Rebel was increased with the Rebel's Awakening update) like the 3rd classes. This, however, does not mean that Rebels aren't able to hold their weight in fights.

The skills modifiers on all of Rebel's skills are arguably some of the highest in the game (with some reaching almost 10,000% with the right weapons and ammunition), making Rebel one of the more effective damage dealers in the game. For players who had played Gunslingers before, they would be very delighted to know that each weapon will receive new skills under the Rebel's skill tree, with each of them allowing Rebels to be more effective in dealing with all sorts of enemies!

For this particular guide, I'll mainly talk about the PvM aspect for Rebels as I'm not too familiar in the PvP aspect for the game. Also, this guide assumes that the player has a basic understanding of the other classes in Ragnarok Online!

Without further ado, let's begin!

Rebel's Armory of Weapons

Firearms are the Rebel's (or Gunslingers, if you will!) choice of weapons and each of them are very different from each other. These weapons are: Pistols, Gatlings, Rifles, Shotgun and Grenade Launcher. I'll be explaining the advantages and disadvantages for each weapon so that you players can make an informed decision about which weapons you would like to use!

Don't worry, skills of Gunslingers and Rebels will be covered in another section!

Below is a comparison list for the weapon-types that a Rebel would use:

Pistols

Ares.png
Advantages Disadvantages
- Highest Base ASPD of all Firearms.

- Able to Double-Attack!

- Lowest ATK out of all Firearms.

- Other than Rapid Shower, Pistol Skills are generally close ranged!

Pistols are the signature weapon of Rebels and there's definitely good reasons why they are!

Boasting the highest base ASPD of all the Firearms, it's really one of the easily weapons for a Rebel to reach 193 (max) ASPD, coupled with the ability to Double-Attack (through Chain Action). The downside of this particular Firearm is that the Pistol generally has the lowest ATK out of all of the Firearms, although the attack speed you'll get out of this weapon will be more than enough to make up for it!

Gatling Guns

Tempest.png
Advantages Disadvantages
- 2nd Highest Base ASPD of all Firearms.

- Has a higher ATK than Pistols, but loses out to Rifle.

- Has access to one of the biggest AoE damage dealing skill in the game!

- Gatling Gun skills usually have a "debuff" of sorts on the user.

- Not as easy to reach 193 ASPD as a Pistol.

Gatling Guns are the big brother version of the Pistol. As the primary choice of weapon for any Rebels who wants to focus on Attack Speed, the Gatling Gun is able to allow any Rebel to gain massive amounts of attack by using the skill "Gatling Fever".

With a high base ATK on Gatling Guns, a Rebel equipped with a Gatling Gun will generally do more damage per shot to an enemy as compared to a Pistol Rebel. Despite that, a Gatling Rebel would lose out on the Double-Attack, unless the skill "Eternal Chain" is learned and used. However, the Gatling Gun is the number one choice of weapon for any Rebel that is seeking to defeat their enemies using Attack Speed. This will be further elaborated in the sections below!

Rifles

Rag.png
Advantages Disadvantages
- Higher Base ATK than Gatling Guns.

- Has access to one of the most damaging skill to a single-target/small AoE.

- Has access to a skill that can increase 50% neutral damage to an enemy!

- Not easy to reach 193 ASPD with a Rifle.

- Gunslinger skills for Rifles are very lackluster.

Rifles are considered one of the specialty firearms that a Rebel can use. Boasting higher base ATK than Gatling Guns, a Rifle can potentially do ridiculous amount of damage thanks to "Hammer of God" that gives up to 9600% damage at max level. Despite this, Rifles are rarely seen in the PvM environment due to the niche role it fulfills. Majority of skills that revolves around Rifles involves very calculated usage (much like itself!) of it's skills as each most skills have a cast-time or huge after-delay of sorts.

Despite the lower base ASPD of the Rifle, it's entirely possible for a Rebel player to each 193 ASPD with the Rifle with the aid of several ASPD items. As most Rifle would give CRITs by itself, it's generally advisable for Rebels who choose Rifles to be specialized in CRITs for PvM!

The Rifle is also one of better weapons for PvP. Like previously mentioned, the Rifle has one of the highest damage modifiers for a skill in the game, hence it's entirely possible for Rebel players to decimate other players through sheer damage. However, since I'm not too much of a PvP person, I can't comment too much on this!

Shotguns

Deathfire.png
Advantages Disadvantages
- High Base ATK

- Has access to a ranged dispel!

- Able to do ridiculous amounts of damage through "Slug Shot".

- VERY low base ASPD.

- Shotguns generally suffer from HIT penalties.

If you're looking for big numbers for your damage, this is the firearm to pick up! By using the skill "Slug Shot", a Rebel can easily destroy lower-tier MvPs in a single skill, thanks to the skill's ridiculous damage modifier. It's entirely possible for a Rebel to hit more than 10,000% ATK using that skill!

Despite having big numbers, the Shotgun's weakness is the low base ASPD it has (you will have gear for ASPD almost exclusively to reach 193 ASPD) as well as the HIT penalties it suffers at longer ranges (specifically for Slug Shot). Not only that, Slug Shot has a long fixed cast-time which makes it nearly impossible (other than in certain situations) to pull off.

Still, Shotgun is still one of the preferred weapon in PvP, although like previously mentioned, I can't comment too much on the aspects of PvP!

Grenade Launchers

Grenade.png
Advantages Disadvantages
- Highest Base ATK

- High Damage Modifiers in Skills

- Lowest base ASPD of all Firearms

The last firearm to be introduced is the Grenade Launcher. While the Grenade Launcher has the highest ATK of all firearms, it also has the lowest base ASPD of all firearms. In fact, it's so low that it's nearly impossible to maintain 193 ASPD on this weapon all the time.

Still, the Grenade Launcher has it's uses. The skill "Dragon Tail" that is exclusive to the Grenade Launcher has 9000% ATK modifier and does not need to be "aimed" once a target has been marked by a "Crimson Marker". Definitely a weapon for the PvP aspect, but Grenade Launcher can find some uses in PvM, assuming the player likes to switching weapons often!

Which Firearm should I choose then?

With so many categories of Firearms to choose from, it's definitely troublesome to settle down on a weapon for usage.

Generally speaking, a Rebel player would specializes in PvM would like to use a combination of Pistols, Gatling Guns and Grenade Launcher. While a PvP player would most likely want to use Gatling Guns, Rifles and Shotguns.

Setting Weapons
PvM Pistols

Gatling Guns

Grenade Launchers

PvP Gatling Guns

Rifles

Shotguns

That said, the above combinations are just suggestions as a Shotgun is still a possible weapon for PvM due to the high damage modifier it brings to the fight. Likewise, a Pistol will still be a possible weapon in PvP as Desperado is still a force to be reckoned with, assuming certain conditions are met! (conditions will be elaborated later!)

Rebel's Skills

All of a Rebel's skills are segregated into their respective firearm branch, so it's important for a Rebel player to know what each skill does in the game. However, before we venture into a Rebel's skills, I would like to introduce Rebel players to the 1st class, Gunslinger's, skills.

Gunslinger Skills

Like the Rebel, a Gunslinger's skill tree is also segregated into different branches, each respective to the firearm that they work with. Below is the list of Gunslinger skills, as well as the skills that are worthy of note.

Despite the comments, most of these Gunslinger skills will more or less be replaced by their Rebel's better equivalent, although some active skills do stay relevant! Relevant skills will be mentioned in the Builds section.

Passive Skills

Passive skills are exactly what it suggests! All these skills are most "supportive" and will activate no matter the circumstances!

  • Singleaction.png Single Action: This is probably one of the first skills a Gunslinger would want to pick up. By leveling this skill, you'll get more HIT as well as ASPD.
  • Chainaction.png Chain Action: While Chain Action only works with Pistols as a Gunslinger, Chain Action is invaluable for Gatling Rebels as it allows access to Double-Attack.
  • Snakeeye.png Snake's Eye: Snake's Eyes is Vulture's Eyes for Gunslingers. This allows Gunslingers to attack from a further distance.

Common Active Skills

While a majority of a Gunslinger's skills are separated into their firearm's branch, there are a couple of skills that is shared between all of the firearms.

One thing to note that these common active skills will usually use some "coins" to activate. These coins is a resource that is somewhat like Monk's spirit orbs.

  • Coinflip.png Coin Flip: Coins are one of the most important resource for a Gunslinger. Each coin increase a Gunslinger's ATK, so it's important to always keep a full stack (10 coins) of coins. Each coin that you currently possess is shown as an orb around you. A small orb means 1 coin, while a bigger and brighter orb means 2 coins. You can only have a maximum of 5 large orbs, which essentially means 10 coins in total!
  • Cracker.png Cracker: Consuming 1 coin to attempt to stun the enemy at range and the success rates increases as you're closer to the enemy.
  • Increaseaccuracy.png Increase Accuracy: This skill works like a mini Attention Concentrate, making this one of the more important skill for a Gunslinger to pick up. +4 AGI/DEX is always welcomed!
  • Laststand.png Madness Canceller (Last Stand): Last Stand gives you 100ATK as well as 20% ASPD at the cost of being unable to move. What's more is that majority of the self-buff skills for Rebels will not work with this skill... so this is probably something you won't use either!
  • Adjustment.png Adjustment: This skill gives a Gunslinger an additional 30 Flee, as well as taking 20% less damage from ranged attacks, at the cost of -30 Accuracy. Very situational, but still a good skill nonetheless!
  • Bullseye.png Bull's Eye: Consuming 1 coin to do 500% damage to an enemy may sound like a good skill, but chances are that you would rather use SP instead of your coins to inflict damage to an enemy. Most of a Gunslinger's skill would easily out perform that 500% ATK modifier too!
  • Magicbullet.png Magical Bullet: This skill converts your MATK into ATK for your auto attacks. While it's duration is pretty short, any increase of damage is still damage!
  • Coinfing.png Coin Fling: Throws coins at an enemy in an attempt to reduce their DEF.
  • Tripleaction.png Triple Action: Use a coin to attack an enemy 3 times. Think of this as an improved Chain Action, although a coin is needed.

Pistol Skills

  • Rapidshower.png Rapid Shower: Shoots 5 times at an enemy, with a 1000% ATK modifier at Lv10. Definitely a skill that a Gunslinger would pick up!
  • Desperado.png Desperado: A melee-distance ranged attack that has a chance to inflict up to 10 hits at 550% ATK each. Desperado is an amazing Pistol skill as it allows ridiculous amounts of damage to be inflicted on an enemy in a short period of time. This skill can potentially climb to a maximum of 5500% (all 10 hits) ATK on enemy, although the chances of that happening is really small. Still, an average of 3-4 hits is definitely possible and the after-cast delay can be reduced by "A Poem of Bragi", allowing Gunslingers and Rebels to continuously spam Desperado to deal high amounts of damage to all nearby enemies.

Gatling Skills

  • Gatlingfever.png Gatling Fever: The one and only skill for Gatling in the Gunslinger class. This skill is a toggle buff that gives up to 120ATK as well as 20% ASPD, although the drawbacks are 50% movement speed and -50 Flee. Best used together in a party with people actively taking the aggro of any monsters you're trying to kill. You can think of this as a buff of sorts, although you would probably not want to use this skill if you're by yourself!

Rifle Skills

  • Tracking.png Tracking: Tracking is the skill that acts like a "Sniper Rifle". Has a small cast-time in order to inflict high amounts of damage to an enemy. Despite being a Rifle skill, this can be used with Pistols.
  • Piercingshot.png Piercing Shot: Pierces the DEF of an enemy and has a chance of inflicting Bleeding status to the said enemy. Despite being a Rifle skill, this can be used with Pistols.
  • Disarm.png Disarm: Tries to disarm (think of Rogue's Strip Weapon) the enemy. Has it's uses, but will be overtaken by Rebel's Shotgun skills.

Shotgun Skills

  • Dust.png Dust: Dust is the AoE skill for Shotguns. It certainly has it's uses, but Rebel's skills will take over this skill's role.
  • Fullblast.png Full Blast: Full Blast has the highest damage modifiers out of all the Gunslinger's (in a single attack) skill, but it comes with a chance of Blinding yourself. While this is certainly a good skill for Gunslingers aiming to PvM, this skill is largely replaced by Rebel's Slug Shot.

Grenade Launcher Skills

  • Spreadattack.png Spread Attack: Spread Attack is Grenade Launcher's AoE skill. This skill definitely has it's uses as a Gunslinger, but will be largely replaced by Rebel's Gatling skill.
  • Grounddrift.png Ground Drift: Ground Drift is Grenade Launcher's "mine laying" skill. This skill will be replaced by Rebel's Grenade Launcher skill.

Rebel Skills

As a Rebel, you'll have access to a wider range of skills of each individual firearm branch, as well as access to some of the more powerful ATK buffs available in the game. Below is a list of all Rebel's skills, as well as skills that are worthy of note.

Common Active Skills

Like it's Gunslinger counterpart, most of these active skills requires the use of coins for activation. Some of these skills will consume as many as 10 coins and will have different level of effects depending on the coins consumed.

  • Richscoin.png Rich's Coin: This skill is an absolute must for any Rebels. By using 100z, the Rebel is able to get all 10 coins at once. Really nice!
  • Platinum altar.png Platinum Alter: One of the ATK buffing skills for a Rebel, and this comes with a really nice 25% MaxHP shield at Max Skill Level. One thing worthy of note is that the amount of ATK granted by this skill is tied to the amount of coins consumed. This skill only works with Holy-element bullets equipped, so if you were to switch your ammunition while fighting an enemy, you might accidentally lose the buff!
  • Heat barrel.png Heat Barrel: Definitely one of Rebel's most iconic skill. This skill has the potential to increase your ATK by 200%, +5 ASPD at the cost of -50HIT. This skill, like Platinum Alter, will consume all of your coins upon usage and grant you bonus ATK based on the amount of coins consumed. If I'm not wrong, each coin will increase your ATK by 20%, bringing it to a total of 200% for 10 coins!
  • Flicker.png Flicker: This skill, by itself, does absolutely nothing. However, if you were to have a Bounding Trap or Howling Mine lying around, Flicker will detonate it upon usage.
  • Boundingtrap.png Bounding Trap: Bounding Trap is a ground targeted skill that lays down a 7x7 AoE trap which slows the enemy down. Not only that, if you were to use Flicker, the trap will detonate, dealing damage proportional to the enemy's current HP.
  • Crimsonmarker.png Crimson Marker: Another Rebel's iconic skill. By consuming 1 coin to mark an enemy, certain skills (Quick Draw Shot, Dragon Tail and Hammer of God) will have increased damage done to them. This also marks the Marked enemy on your mini-map for the duration of the Marker.
  • Qds.png Quick Draw Shot: This skill will only be trigger-able if only Chain Action procs. Think of it as a Monk's/Champion's combo skills. Since there's no cool-down to this skill and Chain Action actually procs pretty often, a Rebel will be able to spam this skill quite frequently for extra damage. This skill is best used together with Eternal Chain while using any other weapons than Pistols.
  • Eternalchain.png Eternal Chain: Eternal Chain allows Chain Action to be used together with ANY weapons, as long as this buff is up. This means ALL firearms will have a chance to proc Chain Action and that in turn will allow any firearms to use Quick Draw Shot!

Pistol Skills

  • Fallenangel.png Fallen Angel: Fallen Angel is like a Champion's Snap/Relocate skill. This skill consumes 1 coin in order to "move" to the targeted location. But that's just one of the effects! The other more important effect is that after a Fallen Angel, the damage of Desperado will be doubled!
  • Firedance.png Fire Dance: Fire Dance is very similar to Desperado, except it does a single hit with a bigger AoE at a higher damage. Despite that, Desperado's damage potential is still higher than Fire Dance. However, because of how fragile Rebels are in combat, it's usually not recommended that Rebels try to Fire Dance/Desperado through the enemies!

Gatling Skills

  • Firerain.png Fire Rain: Fire Rain has an interesting AoE: a 3x10 AoE in front of the Rebel that does up to 5000% ATK with a chance of removing ground based skills. Despite the high damage it offers, Fire Rain is a very unwieldy skill because of it's rectangular shaped AoE.
  • Roundtrip.png Round Trip: Round Trip is definitely one of Rebel's signature Gatling skill. Boasting a massive 13x13 AoE around the caster, Round Trip is able to do up to 2500% ATK, pushing back the enemies as well as potentially damaging the enemy further if they hit a wall. Definitely a skill you would want to keep yourself safe as well as damaging enemies!

Rifle Skills

  • Mass spiral.png Mass Spiral: Mass Spiral uses a special ammunition called Full Metal Jacket and it allows the Rebel to additional damage based on the DEF of the enemy.
  • Amb.png Anti-Material Blast: Anti-Material Blast or AMB is definitely one of the better Rifle skills a Rebel could use. Each cast has a 70% chance of inflicting a -50% Neutral debuff on the enemy, which essentially mean doing 50% more damage on neutral attacks.
  • Hammerofgod.png Hammer of God: The ultimate Rifle skill that a Rebel has in the Rifle branch. Inflicting a massive 9600% ATK on an enemy, this skill has a lengthy skill cool-down upon usage, although most enemies (in a PvP setting) will most like be dead or trying to recover that huge chunk of health removed from them. Because of this lengthy skill cool-down, this skill is rarely used out of PvP as enemies in a PvM setting tend to have tens of millions of HP which this skill can't simply remove in a single cast.

Shotgun Skills

  • Shatteringstorm.png Shattering Storm: Shattering Storm is good at one thing: destroying the enemy's equipments if it hits the enemy. Definitely a PvP skill, if nothing else!
  • Banishingbuster.png Banishing Buster: Now Rebels can remove buffs from enemies! Banishing Buster, if it hits an enemy, will remove all of the enemy's magic buffs. This might be useful in a PvM setting, but it's definitely more relevant to PvP where you would like to remove buffs from your enemies.
  • Slugshot.png Slug Shot: The ultimate Shotgun skill that a Rebel has in the Shotgun branch. This skill can do up to 6000% ATK on monsters in PvM and up to 10000% ATK on players in PvP. Not only that, the damage of the skill is further increased by the weight of "Slug Rounds" that is being used. In NovaRO, there's only 1 kind of Slug Round (and it being the heaviest round available in the game) being sold at the Bullets Vendor, so you can be sure that your Slug Shot is doing the highest damage possible in all scenario. The downside of this skill is that you'll gradually lose Accuracy (HIT) when you're further away from the enemy you're trying to attack.

Grenade Launcher Skills

  • Howlingmine.png Howling Mine: Howling Mine works like Ground Drift, except it "sticks" onto the enemy. Once stuck on an enemy, the Rebel could use Flicker.png Flicker in order to detonate the Mine, dealing additional damage. While the damage is pretty impressive (up to 3200% ATK in total), Howling Mine is definitely a tedious skill to use as compared to some of the other skills available to a Rebel. This skill requires the use of a Howling Mine item.
  • Dragontail.png Dragon Tail: Dragon Tail requires the use of a Dragon Tail Missile item and a Marked Target through the use of Crimsonmarker.png Crimson Marker. When activated, the Marked target will be unmarked and the skill will do a massive 9000% ATK on the enemy. With such a high damage modifier, this skill certainly has it's uses in both PvM and PvP settings!

Rebel Stats and Builds

Now that you've been introduced to the skills that a Gunslinger and Rebel has, it's finally the time to introduce the essential stats and builds that a Rebel will most likely follow!

Note that the stats and skill builds mentioned below are merely suggestions and that you may want to customize these build suggestions to you liking, especially since you're more than likely to know what kind of experience you would like for yourself than me!

Stats Points Allocation

Like all of the other classes in the game, the Rebel has STR, AGI, VIT, INT, DEX and LUK to work with. Depending on the build you're interested in, the allocation of stats can greatly differ from each other. In general, these are the pointers for each stats point:

STR: While majority of the damage does not come from STR as a Rebel, some points in STR will allow you carry more ammunition (especially if you're a shotgun user for PvP, those Slug rounds gets incredibly heavy!) and with the added bonus of getting some ATK out of the STR you've invested. LUK is more efficient in raising your ATK, however.

AGI: AGI is really important for classes that focuses on using auto attacks on enemies. Without AGI, it's hard to imagine how a Rebel would reach max ASPD. Definitely a stat you would want to invest in, as long as your focus is auto attacking!

VIT: While most ranged players would forgo VIT as part of their build, VIT is a highly valued stat to me. With more HP means a Rebel could take more hits before dying and more HP works very well with Platinum altar.png Platinum Alter!

INT: Since the Rebel's SP pool isn't exactly the biggest you'll ever see, some investment of points into INT is probably recommended. There are certainly uses for more INT, since Magicbullet.png Magical Bullet works well with increased MATK, although this is a really niche build.

DEX: The most important stat for any ranged characters. DEX is the number one stat that you would want to invest in, as it not only gives you higher accuracy, more damage, it also gives you some ASPD. While the increase is not as significant as AGI in terms of ASPD, it's still a welcomed bonus as a ranged character would need high amounts of DEX no matter what!

LUK: This stat is for those who focuses on CRIT builds. Not only that, it gives you a small increase of ATK, so it might be a better investment than STR for some people.

Auto Attack Build

This build focuses on attacking your enemies at the highest ASPD possible while using Chain Action and Quick Draw Shot to deal extra damage as you attack them.

While this particular build does not have the flashy damage as the other builds that I'll be mentioning later, this build does have the advantage of having a decent continuous damage throughout the fight without any downtime. If you're that kind of player (like me!) who likes to click on monsters and don't think too much into it, this is definitely the build for you!

A Rebel could choose either a pair of Pistols or a Gatling Gun for this particular build, although a Gatling Gun will definitely be preferred choice as the Rebel improves their equipment.

Important Skills

As this particular build will revolve around Pistols and Gatling Guns, we'll be picking up skills from the Pistols and Gatling Guns branch for both Gunslinger and Rebel. I'll also denote the skill level required for each skill, as well as a short explanation of each skill.

Gunslinger:

  • Singleaction.png Single Action (Lv9 / 10): Between Lv9 and Lv10, Single Action only gives an additional 2 Accuracy. This means by losing 2 HIT, you can gain access to another skill!
  • Chainaction.png Chain Action (Lv10 / 10): Maxing Chain Action is really important for an auto attacking Rebel as it maximizes the chances of you having a Double-Attack! The effect of Eternalchain.png Eternal Chain is dependent on this too.
  • Snakeeye.png Snake's Eye (Lv10 / 10): Maxing Snake's Eye will allow you to attack at the maximum range possible. You wouldn't want to stay too close to an enemy!
  • Coinflip.png Coin Flip (Lv5 / 5): Maxing Coin Flip is a requirement for Richscoin.png Rich's Coin, which will ultimate replace Coin Flip.
  • Increaseaccuracy.png Increase Accuracy (Lv1 / 1): An additional +4AGI/DEX is always nice!
  • Magicbullet.png Magical Bullet (Lv1 / 1): Adding a little bit more damage to your attacks for 1 skill point is really worth it.
  • Rapidshower.png Rapid Shower (Lv7 / 10): While the skill is left at Lv7, this is under the assumption that the player is already a Rebel as Rapid Shower loses it's use after being a Gunslinger. Generally speaking, you would like Rapid Shower to be at Lv10 as it's probably your main attack skill as a Gunslinger and only reduce it to Lv7 at around Lv140 when you have access to a wider variety of skills as a Rebel.
  • Desperado.png Desperado (Lv10 / 10): Desperado is an amazing mobbing skill that is capable of defeating most low-level monsters in a cast or two. Later on, if you're feeling adventurous (and tanky enough), you could get a Minstrel with "A Poem of Bragi" to allow you to spam Desperado for ridiculous amounts of damage!
  • Gatlingfever.png Gatling Fever (Lv10 / 10): As you're using a Gatling Gun for this build, there's really no reason to say no to free damage from Gatling Fever!

Rebel:

  • Richscoin.png Rich's Coin (Lv1 / 1): This skill will save you lots of time!
  • Platinum altar.png Platinum Alter (Lv5 / 5): As one of the primary source of damage (on top of giving you a really good shield), you will definitely want to max this no matter which build you choose.
  • Heat barrel.png Heat Barrel (Lv5 / 5): Heat Barrel gives a huge boost of damage when used, on top of giving you +5 flat ASPD. There's really no reason to not take this! Heat Barrel, however, has a cool-down that is longer than it's duration, so only use it when required!
  • Flicker.png Flicker (Lv1 / 1): This is a requirement for Bounding Trap!
  • Boundingtrap.png Bounding Trap (Lv5 / 5): Higher level means bigger AoE and a longer duration. The trap also slows the enemy down so that you could re-position yourself as needed.
  • Crimsonmarker.png Crimson Marker (Lv1 / 1): Crimson Marker increases the damage you do with Quick Draw Shot, so it's a really good addition!
  • Qds.png Quick Draw Shot (Lv1 / 1): Quick Draw Shot is your main source of damage (other than Chain Action) as an Auto-attacking Rebel.
  • Eternalchain.png Eternal Chain (Lv10 / 10): Eternal Chain allows Chain Action to be used with any other weapons, and in this case, your Gatling Gun will be able to receive Chain Action and in turn, use Quick Draw Shot!
  • Fallenangel.png Fallen Angel (Lv1 / 1): To be used together with Desperado, or simply just to move around like a Champion can with Relocate/Snap.
  • Firedance.png Fire Dance (Lv5 / 5): While Desperado is arguably a better damaging skill, Fire Dance has it's uses at times (lower after-cast delay as well as a more reliable damage source).
  • Firerain.png Fire Rain (Lv5 / 5): Despite not using this skill most of the time, you might as well max this skill for that 5000% ATK!
  • Roundtrip.png Round Trip (Lv5 / 5): This is one of the best AoE skill in the game, so go ahead and max it for that 13x13 AoE!

Equipments

Weapons

  • Pistols: Altea & Ares
    • Altea & Ares is arguably the best Pistol that you can get in the game as of now. With an additional 30% Ranged Attack bonus on it, there's really no other pistols that can match the damage this pistols provides.
  • Gatling Gun: Tempest
    • Some may defer to the use of Mini Mei as their choice of Gatling, but the Tempest as a Level 4 Weapon will definitely out damage the Mini Mei at high refinement, even if the Mini Mei is carded well.
  • Cards
    • White Knightage Card: This card is great for weapons, although none of the recommended firearms that Rebels use has a card slot to it. Still, it doesn't hurt to keep a few of them around until Crimson Revolver comes out!

Headgear

  • Ship Captain Hat [1]
    • An additional 7% Ranged Attack bonus is probably one of the best headgears a Rebel can equip.
  • Rideword Hat [1]
    • Hooray for HP and SP leeching!
  • Cards
    • Essence of Evil STR3: This "card" is special as it can be slotted to anywhere as long as it has a slot. Providing a nice +12 ATK as well as +4 STR (-4 INT though!), it's one of the better cards to be increase your damage output no matter where you slot them to.
    • Dark Pinguicula Card: This card gives 10 ATK as well as a small chance of dropping poisonous herbs. These herbs are used by Guillotine Cross, so it's really of no matter to a Rebel!

Middle Headgear

  • Robo Eyes
    • A good mid headgear that gives DEX as well as %ATK.
  • Sigrun's Wings
    • 2% Ranged Attack bonus is better than 2% ATK increase from Robo Eyes because of how formulas are calculated, but you lose out on the DEX. I would recommend Sigrun's Wings over Robo Eyes though!
  • Slotted Middle Headgear
    • Some people would like to use a slotted middle headgear together with another card of their preferences.

Lower Headgear

Armor

  • Glittering Jacket [1]
    • The reason as to why this particular armor is chosen is because it has the possibility of being enchanted with stats. Getting a +3 DEX or +3 AGI is probably the best enchantment you want for this armor.
  • Army Padding
    • This requires Mora Coins to do enchantments and comes with no slots!
  • Cards
    • Porcellio Card: Adding 25 ATK at the cost of -5 DEF is a great trade off! Use this card!
    • You might want to choose alternative cards such as Element Property cards (Evil Druid), Anti-Statuses (Marc) and others.

Garment

  • Heroic Backpack [1]
    • Heroic Backpack is arguably one of the best garments any class could use. There's a huge amount of effects you can get from a +7 (and even better effects at +9!) Backpack, so if you have the chance of getting one, get it!
  • Giant Snake Skin [1]
    • Only obtainable through the Faceworm Instance. This particular garment comes with an assortment of enchantments, making it one of the more valuable garments to use. As a Rebel, you would generally want to aim for +7 DEX / +7 AGI Giant Snake Skins as part of their enchantments. Not only that, you actually get more HP/SP by using this with a pair of Temporal Boots!
  • Cards
    • Menblatt Card: If you're looking for just damage, this is the card that you'll want! By giving more % Ranged Attack per 10 DEX you have, there's probably no better damage-related cards for garments.
    • Raydric Card: Despite this card being really old, this card is still super relevant for reducing the amount of damage you get.

Boots

  • DEX Temporal Boots [1]
    • There's really no replacements for boots as Temporal Boots are arguably one of the best boots you can find in the game. One thing of note is that the Temporal Boots requires 120 base stats to be allocated in their respective stats in order for a more powerful effect to take place. (How to get Temporal Boots!)
  • LUK Temporal Boots [1]
    • If you're interested in going to the CRIT route, you might be interested in this particular pair of boots instead. One thing of note is that the Temporal Boots requires 120 base stats to be allocated in their respective stats in order for a more powerful effect to take place. (How to get Temporal Boots!)
  • Cards
    • Verit Card: Verit Card gives you more HP and SP, which means you can take more hits as well as do more damage.
    • Antique Firelock Card: A better Verit Card, except it has the condition of a +9 refined boots. It's hard to get a +9 armor piece, but if you do, you might want to consider this card.
    • Matyr Card: Adds more HP and AGI. 2 stats that a Rebel really wants!
    • Essence of Evil STR3: This "card" is special as it can be slotted to anywhere as long as it has a slot. Providing a nice +12 ATK as well as +4 STR (-4 INT though!), it's one of the better cards to be increase your damage output no matter where you slot them to.

Accessories

  • Sheriff's Badge
    • Obtainable through Battlegrounds, this is a very good accessory for any beginning Rebel.
  • Pendant of Maelstrom [1]
    • Only obtainable through the Jitterbug Instance, this particular accessory is probably the best accessory anyone can get.
  • Bakonawa Agimat Tattoo
    • This Tattoo gives 7% ATK and 10% ASPD, both which are very important stats to Rebel. However, this particular accessory does not come with a slot and it's incredibly tedious to obtain. Despite that, the benefits are well worth the trouble.
  • Sarah's Earrings (Left or Right)
    • Another alternative to Sheriff's Badge and Pendant of Maelstrom is Sarah's Earrings from the Sarah & Fenris instance. These earrings can be enchanted with Expert Archer, essentially rivaling Pendant of Maelstrom and Sheriff's Badge, although it lacks a slot.
  • Cards
    • Gold Scarab Card: This card is the absolute best for increasing your ATK. Giving 20 ATK on an accessory is no small amount, especially when compounded together with a Pendant of Maelstrom. This, however, is an extremely expensive card to get.
    • Skill-related Cards: There are times where you would like to have Teleport (Creamy), Heal (Vitata), Sight (Horong) or just about anything else at your disposal.

Stats Allocation

Below is a table of stats points allocation for reference. Remember, the numbers below are just a suggestion and you might want to make changes to them as to your liking. The table will also assume that the Rebel player would choose Heroic Backpack as part of their equipment, so if you don't use one, feel free to not follow the numbers on both STR and VIT!

Stats Base Points Notes
STR 90 90 STR is only required if you have a Heroic Backpack.
AGI 120 120 AGI will enable you to get 193 ASPD easily with Pistols.
VIT 90 90 VIT is only required if you have a Heroic Backpack.
INT Leftovers Any amounts of leftover stats points could be allocated here! Although more INT points means getting more damage out of Magical Bullet!
DEX 120 120 DEX is required for gaining that 5% Ranged Attack off the DEX Temporal Boots.
LUK Leftovers Any amounts of leftover stats points could be allocated here!

Critical Build

This build shares many similarities with the Auto-attacking build, except it places focus on CRITs.

By utilizing CRITs, a CRIT Rebel will be able to put out some very impressive damage, since CRITs deals maximum amount of damage possible in a single attack. However, due to CRITs being overwritten by Double-Attack, you would want to avoid Chain Action at all costs, so not using a Pistol is recommended.

NOTE: While it's certainly possible to reach 193 ASPD with a Rifle, you'll most likely need to equip quite a bit of ASPD gears, as well as using several AGI food. Heat Barrel is an extremely useful skill for Rifles to reach 193 ASPD.

With that in mind, a CRIT Rebel would probably use Gatling Guns and Rifles.

Disclaimers: This critical build is entirely experimental as I had not spent too much time on critical builds. Any further recommendations or corrections regarding this portion of the guide is really appreciated!

Important Skills

As this particular build will revolve around Gatling Guns and Rifles, we'll be picking up skills from the Gatling Guns and Rifles branch for both Gunslinger and Rebel. I'll also denote the skill level required for each skill, as well as a short explanation of each skill.

Gunslinger:

  • Singleaction.png Single Action (Lv9 / 10): Between Lv9 and Lv10, Single Action only gives an additional 2 Accuracy. This means by losing 2 HIT, you can gain access to another skill!
  • Chainaction.png Chain Action (Lv3 / 10): Chain Action is still needed as a requirement for Gatling Fever.
  • Snakeeye.png Snake's Eye (Lv10 / 10): Maxing Snake's Eye will allow you to attack at the maximum range possible. You wouldn't want to stay too close to an enemy!
  • Coinflip.png Coin Flip (Lv5 / 5): Maxing Coin Flip is a requirement for Richscoin.png Rich's Coin, which will ultimate replace Coin Flip.
  • Increaseaccuracy.png Increase Accuracy (Lv1 / 1): An additional +4AGI/DEX is always nice!
  • Magicbullet.png Magical Bullet (Lv1 / 1): Adding a little bit more damage to your attacks for 1 skill point is really worth it.
  • Rapidshower.png Rapid Shower (Lv7 / 10): While a CRIT Rebel does not use Rapid Shower, this is still a very useful leveling skill as a Gunslinger. Rapid Shower is also a requirement for Gatling Fever.
  • Desperado.png Desperado (Lv5 / 10): Desperado is a requirement for Gatling Fever.
  • Gatlingfever.png Gatling Fever (Lv10 / 10): As you're using a Gatling Gun for this build, there's really no reason to say no to free damage from Gatling Fever!
  • Tracking.png Tracking (Lv5 / 10): While Tracking is not a very impressive skill by itself, Tracking is required for unlocking the Rebel's Rifle skill branch.
  • Piercingshot.png Piercing Shot (Lv1 / 10): Piercing Shot is also required for unlocking the Rebel's Rifle skill branch.

Leftover skill points could either be used to further increase the already allocated skills levels, or you could try another firearm's branch.

Rebel:

  • Richscoin.png Rich's Coin (Lv1 / 1): This skill will save you lots of time!
  • Platinum altar.png Platinum Alter (Lv5 / 5): As one of the primary source of damage (on top of giving you a really good shield), you will definitely want to max this no matter which build you choose.
  • Heat barrel.png Heat Barrel (Lv5 / 5): Heat Barrel gives a huge boost of damage when used, on top of giving you +5 flat ASPD. There's really no reason to not take this! Heat Barrel, however, has a cool-down that is longer than it's duration, so only use it when required! Any Rebels using Rifles will definitely require this skill in order to reach 193 ASPD.
  • Flicker.png Flicker (Lv1 / 1): This is a requirement for Bounding Trap!
  • Boundingtrap.png Bounding Trap (Lv5 / 5): Higher level means bigger AoE and a longer duration. The trap also slows the enemy down so that you could re-position yourself as needed.
  • Crimsonmarker.png Crimson Marker (Lv1 / 1): Crimson Marker increases the damage you do with Quick Draw Shot, so it's a really good addition
  • Mass spiral.png Mass Spiral (Lv5 / 5): Since we're already using the Rifle, we might as well invest more points into each and every of the Rifle's skills!
  • Amb.png Anti-Material Blast (Lv5 / 5): This skill inflicts a debuff that increases the damage done on neutral property attacks to the enemy (if successful), so there's really no reason not to pick it up!
  • Hammerofgod.png Hammer of God (Lv5 / 5): As this is the best Rifle skill in the Rebel's Rifle branch, there is no reason not to take this. Note that this particular skill has a really lengthy skill cool-down.
  • Firerain.png Fire Rain (Lv5 / 5): Despite not using this skill most of the time, you might as well max this skill for that 5000% ATK!
  • Roundtrip.png Round Trip (Lv5 / 5): This is one of the best AoE skill in the game, so go ahead and max it for that 13x13 AoE!

Equipments

Weapons

  • Rifle: Color Scope [2]
    • Boasting 2 slots as well as +30 CRIT, this is probably the best Rifle you can get as a Rebel. With 120 LUK, you should be able to reach nearly 90 CRIT.
  • Gatling Gun: Tempest
    • Some may defer to the use of Mini Mei as their choice of Gatling, but the Tempest as a Level 4 Weapon will definitely out damage the Mini Mei at high refinement, even if the Mini Mei is carded well.
  • Cards
    • White Knightage Card: This card is great for weapons, although none of the recommended firearms that Rebels use has a card slot to it. Still, it doesn't hurt to keep a few of them around until Crimson Revolver comes out!
    • Drosera Card: This card is great for increasing your CRIT rate and with Color Scope's 2 weapon slots, you can easily reach 100 CRIT.
    • Sedora Card: This card increases your CRIT damage by 15%, essentially giving you 15% more damage since you're expected to CRIT most of the time.

Headgear

  • Ship Captain Hat [1]
    • An additional 7% Ranged Attack bonus is probably one of the best headgears a Rebel can equip.
  • Rideword Hat [1]
    • Hooray for HP and SP leeching!
  • Fox Ear Ribbons [1]
    • This headgear provides 10% ASPD as well as a transformation that gives 100% CRIT and varying %Ranged Attack. This is one of the best headgears for a CRIT build as it has everything a CRIT Rebel wants.
  • Cards
    • Essence of Evil STR3: This "card" is special as it can be slotted to anywhere as long as it has a slot. Providing a nice +12 ATK as well as +4 STR (-4 INT though!), it's one of the better cards to be increase your damage output no matter where you slot them to.
    • Dark Pinguicula Card: This card gives 10 ATK as well as a small chance of dropping poisonous herbs. These herbs are used by Guillotine Cross, so it's really of no matter to a Rebel!
    • Vanberk Card: If you're not using Fox Ear Ribbons [1], you might want to consider this as an alternative.

Middle Headgear

  • Robo Eyes
    • A good mid headgear that gives DEX as well as %ATK.
  • Sigrun's Wings
    • 2% Ranged Attack bonus is better than 2% ATK increase from Robo Eyes because of how formulas are calculated, but you lose out on the DEX. I would recommend Sigrun's Wings over Robo Eyes though!
  • Slotted Middle Headgear
    • Some people would like to use a slotted middle headgear together with another card of their preferences.

Lower Headgear

Armor

  • Glittering Jacket [1]
    • The reason as to why this particular armor is chosen is because it has the possibility of being enchanted with stats. Getting a +3 DEX or +3 AGI is probably the best enchantment you want for this armor.
  • Army Padding
    • This requires Mora Coins to do enchantments and comes with no slots!
  • Cards
    • Porcellio Card: Adding 25 ATK at the cost of -5 DEF is a great trade off! Use this card!
    • You might want to choose alternative cards such as Element Property cards (Evil Druid), Anti-Statuses (Marc) and others.

Garment

  • Heroic Backpack [1]
    • Heroic Backpack is arguably one of the best garments any class could use. There's a huge amount of effects you can get from a +7 (and even better effects at +9!) Backpack, so if you have the chance of getting one, get it!
  • Giant Snake Skin [1]
    • Only obtainable through the Faceworm Instance. This particular garment comes with an assortment of enchantments, making it one of the more valuable garments to use. As a Rebel, you would generally want to aim for +7 DEX / +7 AGI Giant Snake Skins as part of their enchantments. Not only that, you actually get more HP/SP by using this with a pair of Temporal Boots!
  • Cards
    • Menblatt Card: If you're looking for just damage, this is the card that you'll want! By giving more % Ranged Attack per 10 DEX you have, there's probably no better damage-related cards for garments.
    • Petal Card: This is the opposite of Menblatt Card. If you're looking to increase your critical damage instead of ranged attack, the Petal Card will be the one for you. It works similarly like Menblatt Card and I'm inclined to believe that Petal Card is a better card for critical builds.
    • Raydric Card: Despite this card being really old, this card is still super relevant for reducing the amount of damage you get.

Boots

  • DEX Temporal Boots [1]
    • There's really no replacements for boots as Temporal Boots are arguably one of the best boots you can find in the game. One thing of note is that the Temporal Boots requires 120 base stats to be allocated in their respective stats in order for a more powerful effect to take place. (How to get Temporal Boots!)
  • LUK Temporal Boots [1]
    • If you're interested in going to the CRIT route, you might be interested in this particular pair of boots instead. One thing of note is that the Temporal Boots requires 120 base stats to be allocated in their respective stats in order for a more powerful effect to take place. (How to get Temporal Boots!)
  • Cards
    • Verit Card: Verit Card gives you more HP and SP, which means you can take more hits as well as do more damage.
    • Antique Firelock Card: A better Verit Card, except it has the condition of a +9 refined boots. It's hard to get a +9 armor piece, but if you do, you might want to consider this card.
    • Matyr Card: Adds more HP and AGI. 2 stats that a Rebel really wants!
    • Essence of Evil STR3: This "card" is special as it can be slotted to anywhere as long as it has a slot. Providing a nice +12 ATK as well as +4 STR (-4 INT though!), it's one of the better cards to be increase your damage output no matter where you slot them to.

Accessories

  • Sheriff's Badge
    • Obtainable through Battlegrounds, this is a very good accessory for any beginning Rebel.
  • Pendant of Maelstrom [1]
    • Only obtainable through the Jitterbug Instance, this particular accessory is probably the best accessory anyone can get.
  • Bakonawa Agimat Tattoo
    • This Tattoo gives 7% ATK and 10% ASPD, both which are very important stats to Rebel. However, this particular accessory does not come with a slot and it's incredibly tedious to obtain. Despite that, the benefits are well worth the trouble.
  • Sarah's Earrings (Left or Right)
    • Another alternative to Sheriff's Badge and Pendant of Maelstrom is Sarah's Earrings from the Sarah & Fenris instance. These earrings can be enchanted with Expert Archer, essentially rivaling Pendant of Maelstrom and Sheriff's Badge, although it lacks a slot.
  • Cards
    • Gold Scarab Card: This card is the absolute best for increasing your ATK. Giving 20 ATK on an accessory is no small amount, especially when compounded together with a Pendant of Maelstrom. This, however, is an extremely expensive card to get.
    • Skill-related Cards: There are times where you would like to have Teleport (Creamy), Heal (Vitata), Sight (Horong) or just about anything else at your disposal.

Stats Allocation

Below is a table of stats points allocation for reference. Remember, the numbers below are just a suggestion and you might want to make changes to them as to your liking. The table will also assume that the Rebel player would choose Heroic Backpack as part of their equipment, so if you don't use one, feel free to change the numbers between the stats!

Stats Base Points Notes
STR Leftovers Any leftover points could go into STR.
AGI 120 AGI is required for Rebels to reach 193 ASPD.
VIT Leftovers Any leftover points could go into VIT.
INT Leftovers Any leftover points could go into INT.
DEX 100 DEX is still one of the important stats for Rebels and putting DEX at 100 is still pretty reasonable.
LUK 120 120 LUK is most definitely required to get the most out of the LUK Temporal Boots.

Slug Shot Build

The Slug Shot build is an extremely simple build that follows a very simple philosophy: dealing the maximum possible damage in a single skill-cast.

Due to the massive ATK modifier that is possible with Slug Shot, it's entirely possible to defeat lower tier MVPs (Moonlight Flower, Golden Thief Bug) in a single Slug Shot cast. In fact, with the XH Slug Ammunition, the damage modifier could easily reach 10,000% or even more. However, because of the huge fixed casting time on this skill, it makes the skill extremely unwieldy in most situations.

The weapon of choice for a Slug Shot build would be a Death Fire [1]. With a huge 400 base ATK, the Death Fire has the highest damage among all of the Shotguns in the game, making it an ideal candidate to use Slug Shot with. However, the Death Fire suffers from -50HIT penalty. Adding on top of the Slug Shot's HIT penalty, a Rebel might just find themselves missing a lot on certain monsters that has high enough flee.

Important Skills

  • Richscoin.png Rich's Coin
  • Platinum altar.png Platinum Alter
  • Heat barrel.png Heat Barrel
  • Flicker.png Flicker
  • Boundingtrap.png Bounding Trap
  • Shatteringstorm.png Shattering Storm
  • Banishingbuster.png Banishing Buster
  • Slugshot.png Slug Shot

These are the main skills of a Slug Shot build, although chances are that you'll only need Slug Shot. Heat Barrel or Platinum Alter can help you further increase your damage for Slug Shot, so remember to use them before using Slug Shot!

Equipments

The equipments of a Slug Shot Rebel focuses on damage and nothing else, so any of the armor pieces that I've suggested in the 2 previous builds that contributes to damage are equally viable for this particular build. Some equipments that are note worthy are:

Stats Allocation

The stats allocation table for Slug Shot is really arbitrary as I personally only played with Slug Shot a couple of times. The idea of a Slug Shot Rebel is to defeat their enemies in a single skill-cast, hence damage takes priority over durability. You should also aim to reduce your variable cast time as much as possible.

Stats Base Point Notes
STR 90 STR allows you to carry more of those heavy XH Slug rounds (120 weight each!), as well as further increasing your ATK. 90 STR is good for Heroic Backpack too!
AGI Leftovers AGI is not required for this build as you'll probably never want to dodge tank a monster!
VIT 90 VIT for HP will allow you to take a few hits before you successfully pull of Slug Shot.
INT 90 INT will contribute towards reduction of the variable casting time that this skill has.
DEX 120 DEX is your primary source of damage, as well as contributing towards the reduction of the variable casting time.
LUK 90 LUK adds some ATK, Flee and perfect dodge.

The Rebel's Store!

The NPCs that you'll most frequently visit in Prontera!

Rebels have one advantage that other classes do not possess: the ability to purchase as much weapons as they require without hunting for them.

Sounds great right? Except all of these weapons aren't exactly cheap. But still, convenience comes with a price!

The image on the right shows the NPCs that are of interest to all Rebel players. The Firearm Merchant sells all of Rebel's weapons, while the ammunition merchant sells all sorts of ammunition that a Rebel would use.

The Magazine Dealer exchanges Bullets into Cartridges, so that you can carry more bullets on yourself.

All of these NPCs are located near Prontera Item Shop.

Leveling

Leveling a Rebel is not as hard as you may think, with a wide variety of high ATK modifiers skills at your disposal, a Gunslinger/Rebel is more than capable of defeating most enemies before Lv100 with incredible ease.

The Eden Group is an invaluable place to gain EXP from the quests they provide. As soon as you're a Gunslinger, remember to sign up as an Eden group member (type @go eden) so you'll have access to the wide variety of quest that they provide on their quest boards.

Novice

Between Base Lv1 to Lv10, Porings, Fabres, Lunatics and Pupas are generally the best targets to defeat for EXP. However, in NovaRO, all you need to do is to follow the tutorial till you reach the Academy and you'll be Base Lv8 and Job Lv10 really quickly! This will allow you to change your job within minutes at the Main Office in Prontera.

And of course, you'll want to choose Gunslinger as your First job!

Gunslinger

Once you're a Gunslinger, things will start picking up for you. You'll most likely want to use Pistols as a Gunslinger as Rapid Shower and Desperado are your main source of damage. If you require a Firearm to start you off, you can easily buy one from the Item shop in Izlude. From here on, you have the choice of either following the Eden Group's quest boards for EXP or simply going around dungeons to kill monsters. I highly recommend going towards the Eden Group for EXP and you might even find some Eden equipments for yourself!

If you ever feel that you're lost on what monsters to kill, just follow the Eden Group's quest boards. Most of them are repeatable and easily gives a few Base Levels and Job Levels per completion.

Once you've reached Base Lv99 (and hopefully Job Lv70!), you're ready to become a Rebellion!

Rebellion

Despite being a Rebel, you'll realize that you probably won't use any of your Rebel skills at least until you've reached Lv140. The reason is because most of the good Rebel weapons have the level requirement of Lv140 (such as Altea & Ares, Tempest). Before you reach Lv140, don't waste your money in buying the other Rebel weapons!

At Lv100 onwards, some of the best places to gain EXP is definitely Gramps, although you can still take up Eden Group quest boards. I personally like to continue with Eden Group's quest boards because they seem less monotonous as compared to Gramps.

Once you've purchased your Lv140 weapons, you may want to switch to an auto-attack build as it's probably the easiest way to level. Your objective is to reach 193 ASPD as soon as possible so that you can defeat most monsters in a few seconds.

If you're looking to earn money, then Juperous and Geffenia are places that you should visit with Gatling Guns. Round Trip with a 13x13 AoE will allow you to cover a wide area and with a high ATK modifiers, chances are that most monsters will die in a Round Trip or two!

Afterwords

At Lv175, you'll most likely start to branch off to other builds of the Rebel. With so many different weapons touse, I'm sure I have barely scratched the surface of the amount of possible builds for Rebel. If you readers have any suggestions regarding this guide or any builds that you would like to share, please feel free to let me know!

I hope this guide has been useful! Apple Project, signing off!