Ever since Hover Shot was introduced, the utilization of Rapid Shot has become less important and somewhat useless since the RNG must move after each shot to keep up the Hover Shot stack.
My proposal to the developers for ranger is the following.
Current State:
[Unlimited Shot]
Description: Allows you to perform your next ranged attack without using ammunition
Duration: 00:01:00 or next Ranged Attack
Recast: 00:03:00 (base, shares with Double Shot)
Merits: 5/5 Increased duration 6seconds (total: 30seconds for a total 1.5min)
Job Points: Reduces enmity by 2 x 20 = 40
(AKA worthless)
[Flashy Shot]
Description: Your next attack will generate more enmity, and both have increased accuracy and deal increased damage based on the level difference between you and the target
Duration: 00:01:00 or next Ranged Attack
Recast: 00:10:00
Merits: 5/5 Increases Ranged Attack by 5% per merit level past the first
(AKA worthless)
Proposal:
[Unlimited Shot]
Description: All ranged attacks will remain under current Hover Shot stack while Unlimited Shot is active
Duration: 00:01:30 (Side Note: to pair with Double Shot)
Recast: 00:03:00 (independent from Double Shot, does not overwrite Barrage while Barrage is active)
Merits: 5/5 Increased duration 6seconds (total: 30seconds for a total 2min)
Job Points: Reduces enmity by 2 x 20 = 40
[Flashy Shot]
Description: True Shot is activated regardless of distance from monster
Duration: 00:01:00
Recast: 00:03:00
Merits: 5/5 Increases Ranged Attack by 5% per merit level past the first
This can potentially be a large burst phase for ranger in battle. Imagine climbing to stack 25 getting AM3 up on Armageddon/Gandiva, popping Double Shot > Unlimited Shot > Flashy Shot> Camouflage > destruction without getting detected >break the Camouflage by Weapon Skill when Camouflage is about to wear. This will also give RNG a breather room and sense of reward when stack 25 is achieved while utilizing Rapid Shot.
Perhaps there is still hope for Unlimited Shot & Flashy Shot to be useful.