Spoiler: THIS GUIDE IS OUTDATED AND NOT PLANNED TO UPDATE Spoiler: PRE-2ND AWAKENING GUIDE Hey! It seems to be a popular question in the general thread concerning what skills you should be leveling on a Female Launcher, so I'm going to take the time to give you advice on how to do it and why you might want to build that way! Unlike some other classes, there isn't much build diversity between F.Launchers. They have plenty of SP to work with. They're very simple to build, however some may have questions still. Here's a skeleton build This build pretty much includes all of your core skills. See how easy it is? However, you have plenty of SP to work with. The following will be suggestions on what to level with the remaining SP. BBQBBQ is a grab. You should have at least one point in it. Damage isn't stellar, and it has problems grabbing enemies later on. Max it if you really want to.SprigganSpriggan is a grab as well. You should have at least one point in it. Damage isn't stellar, but it's a more reliable grab than BBQ. Leap It might be useful if you need to get away from something. Hand Cannons push you really far away when you're jumping, so it might not be too bad of an idea to grab a point in this skill. Needle Sobat Believe it or not, F.Launchers can use kicks quite well. They have a large amount of base attack & physical attack, so they can make use of the skill. I believe Mach Kick/Needle Sobat is especially useful, considering it has a sweet knock-back effect. At max, it has pretty decent damage for its cooldown. It also has a stun chance. Very nice to get things out of your face and help you reposition. Topspin Kick Some people advocate for this skill's usefulness. It has a good strong point of having a nice y-axis reach around your character to keep you safe from monsters coming from that area. It also has large amounts of hitstun for you to move/attack things afterward. MK2 Lancer This skill isn't amazing. However, it's not terrible. You can use it if you really like it. It's pretty slow, and you need to hit all of the shots to do considerable damage. Even if you do, it's damage isn't amazing. Physical Rear Attack Yes, this skill exists. Yes, you can use it. It's not a big increase, but hey, if you're not interested in taking anything else, there's nothing wrong with a passive. You can easily get behind monsters if you have a party and wail on them, considering your range. Also, laser's hitbox starts from somewhere in the middle, not the front. This means it's pretty easy to hit from the back with! If anyone else has recommendations for other skills, please post below. Preferably with a reason why. ___________________________________________________________________________________________________________________________________________________ Help! I don't have enough SP for all of the skills I want! If you come across this situation, there are some skills you can lower without too much of an issue. Steyr AMRSteyr is a kind of cool skill, however, the damage is lackluster. The TP passive for it sucks. The skill's best aspect is the utility, which is a knock-back. The drawing speed, however, goes up with level. At level 1, it's 0.3s. At level 31, it's 0.1s. That's a pretty considerable difference. Laser Rifle A really, really solid skill, with a solid TP passive. However, its usefulness starts to deteriorate the more geared you are. You focus in skills becomes even more heavily invested in skills like Flame Pillar, Flamethrower, and Gatling Gun. It leaves less time for this skill to be used. You can take some points from this if you feel like you aren't using it much. Quantum Bomb Average cooldown, nice range, nice damage, alright effect. I don't recommend lowering this one compared to the other two, but you can do it if need be. I think the AoE presence and shock damage isn't something you want to give up, but it's an option. ___________________________________________________________________________________________________________________________________________________ TP Skills First and foremost, F.Launcher's TP arrangement is actually quite variable. Most of their choices aren't bad. To start off, I'm going to tell you about the must-haves. Flame Pillar Upgrade You need this. Flame Pillar is your 100% core skill for this class. More damage to it is what you want. Grenade Launcher Upgrade It reduces the amount of missiles fired while also increasing overall damage by a really hefty amount. There's no reason not to get this unless you have a vendetta against this skill. Optional TP skills (I have no idea why there's so much space between here and the table.) Gatling Gun Upgrade For now, this is pretty optional. Gatling Gun before second awakening isn't great on its own. The upgrade increases its piercing rate and attack. Piercing rate is cool. However, this is really good once you get Sudden Annihilation or Hell on Earth 3 set. Those OV sets are your best sets. Flamethrower Upgrade This is also optional. However, getting it makes Flamethrower pretty great. Increases size, lowers hit intervals, increases damage, and less firing time. and it gets even better with Sudden Annihilation 3 set. Needle Sobat UpgradeIf you maxed Needle Sobat, there's no reason not to get this. Increases damage and knock-back distance. Both are good. Spriggan UpgradeIncreases the amount of shots at the cost of some damage. Not sure if it's worth it for overall damage, but even if you maxed Spriggan, I don't think it's worth it. BBQ Upgrade If you maxed BBQ, I guess you could get this. It merely increases the amount of shots fired when you grab someone with it. I don't advise this even if you maxed BBQ. There are better places to put your TP. Steyr AMR Upgrade It gives more damage to Steyr and gives it a bleeding proc for whatever reason. I tried it out. Not very fancy. Laser Rifle Upgrade Good. Increases size and damage. Very solid skill, very solid upgrade, get it if you want. If you use Laser, definitely grab it. MK2 Lancer SW Upgrade WARNING! This does not affect Lancer SW. It only affects regular Lancer. This is a typo on Neople's part. It simply increases the skill's damage. The skill already doesn't do much damage, so a tiny bit more isn't going to pull it into viability. Quantum Bomb UpgradeCool. Good skill, alright TP. It increases the Shock level and damage of the skill. Not bad. If you love Quantum Bomb, get it. X-1 Extruder Upgrade Increases the suction range and damage. Not bad at all, grabbing more enemies with Extruder is always cool. Also makes the already beefy damage better.___________________________________________________________________________________________________________________________________________________ This concludes the F.Launcher Skill Build guide. This is updated for pre-2nd awakening Fgunners, and will updated when they get it. If you have any build questions, please ask them here. Comments and suggestions, too. KEEP IN MIND SOME THINGS IN THE PRE-2nd AWAKENING GUIDE ARE NO LONGER RELEVANT AFTER 2nd AWAKENING With the addition of 2nd awakenings, F.Launchers finally fall into a streamlined build path. Compared to before, we're tighter on SP by miles. The skeleton build* should look the same more or less. But sacrifices must now be made, due to SP restrictions. You'll notice in the prior link that some skills are left at one... SKILLS TO CONSIDER REDUCING Storm Bringers really fall into their niche of fire damage after their 2nd awakening. This should make it pretty obvious as to what the contenders are when it comes to dropping skills. Steyr AMR: After your 2nd awakening, this skill is a nice filler to put in between core-skill rotations to make your cooldowns flow near-flawlessly. It does decent damage, low cooldown, and also has a fast animation. Laser Rifle: This skill still isn't terrible. However, you might not find the SP to max it. If you really enjoy this skill or are built around it, put as much SP as you possibly can without sacrificing any core skills. I, personally, have it at 1. Quantum Bomb: If you were on edge about this skill, it's definitely an alright idea to drop this down to 1. SKILLS TO CONSIDER USING BBQ: After the 2nd awakening changes, BBQ (with the TP upgrade) has become a solid choice. The TP upgrade makes BBQ into a real grab. That means: no more janky kick mechanics. If you are totally uninterested in any of the controversial skills discussed above, you can use this. If you're not interested in maxing BBQ (I didn't), definitely at least leave it at 10 with the TP passive. Having a reliable grab is important. *: The skill planner is not yet updated to Storm Bringer's 2nd awakening. In this case, all of the 2nd awakening skills are maxed out. This class has had some major changes to a lot of skills and I don't even play the game anymore let alone the class. Refer to the general thread if you need help.