Archer
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Contents |
Job Origin Backgound
Micras is clearly a planet of high technology, so where are the riflemen? When magic became popular in the recent past a group of mages concerned with urban violence created a simple spell that rendered clothing resistant to projectiles like bullets. It became comercial and was quickly bought up by the military. Now nearly every shirt and pair of pants on the planet is enchanted with this spell and suddenly bullets became almost entirely ineffective. Yet the spell works on mass and the slender but long arrows used by the bow is relatively unaffected. Many believe that it is only a matter of time before a stronger warding magic is developed, but in the meantime Archers became the undisputed masters of ranged combat.
Stats
- Good stats: Speed, Accuracy
- Bad stats: Max HP, Max MP
Equip-able Weapons
- Bows
- Crossbows
Skill Tree
- Ranged Abilities (can only be used with a bow or crossbow equipped)
- Longshot (ability, 0 MP, personal) An attack on your next turn can be made with +2 max range
- Manyshot (ability, 0 MP, weapon range) Attacks the target twice. Each attack is made with a -10 accuracy penalty.
- Bullseye (ability, 0 MP, weapon range) Deals 45% of a normal physical attack, but always hits, even against enemies that are normally immune to the weapon type (be from reaction abilities, equipment, or monster types).
- Greater Manyshot (ability, 0 MP, weapon range) Attacks the target three times. Each attack is made with a -20 penalty.
- Debuffing Abilities
- Needle Pin (ability, 0 MP, weapon range) Binds the enemy to the ground, giving them Immobalized status.
- Fury Arrow (ability, 0 MP, weapon range) Deals 75% of a normal physical attack and causes Berserk.
- Tendon (ability, 0 MP, weapon range) Hits a vital nerve in the arm, causing Ability Lock status.
- Ranged Disarm (ability, 0 MP, weapon range) A successful hit sends an opponents weapon back into their inventory, unequipping them. Without a command to reequip the weapon they will have to do without a weapon for the rest of the battle.
- Sniper Abilities
- Perch (ability, 0 MP, personal) Voluntarily gives self Immobalized status, but all attacks until it wears off are made at a +15 accuracy bonus.
- Head Shot (ability, 0 MP, weapon range) Low accuracy (-30 and caps at 55%), but if it hits it cuts the oppponents life by 1/2.
Abilities
Support
- Equip Bow/Crossbow - Able to equip Bows or Crossbows regardless of job.
Reaction
none
Masters
Affects all normal attacks with the weapon or abilities that directly use the equipped weapon
- Bow Mastery
- Level 1: Damage +3%
- Level 2: Accuracy +6
- Level 3: fight/ability speed +15%
- Crossbow Mastery
- Level 1: Accuracy +2
- Level 2: Damage +5%
- Level 3: maximum range +1
Notes
The faster but less powerful ranged physical. Head Shot is powerful but unreliable at best and can't effectively finish off a weakened foe. More conventionally an Archer makes use of its debuffing abilities and Manyshots to pepper lower than average but consistant and ranged damage from a nice safe spot.
Archer as a Main Job
Archers as main jobs have a couple of options. They can sub Hunter or Rogue and be a true expert at fast agile ranged damage. They can put some time into jobs with high strength like Soldier and deal higher damage from afar. Whatever they do, they need to be careful, becuse their HP and MP will always be deeply subpar.
Archer as a Sub Job
With very poor HP and MP growth Archer doesn't make a good sub for anyone in the thick of things or mages that rely on MP. Also, many of their most useful abilities are weapon range, so unless their main job has a ranged weapon equipped a lot of their moves are rather worthless. Hunters can sub Archer for additional ranged options and debuffs, and Rogue / Archer can be a nasty oportunist from afar, combining the natural accuracy of both jobs, manyshot, and sneak attack.