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Potential Archer Changes
#1
Well, there's a corresponding thread for all the other classes, so why not Archers? Biggrin

One thing I'd like for archers though, is for them to remove Vengeance and make an "Advanced Arrow Rain/Eruption" skill. Have it add 1 extra hit at levels 1 through 5, and then a second extra hit at levels 6 through 10. At max level have it give +20% damage to each hit of the attack.

Another is for them to take Hamstring and Blind and make them able to work on bosses at lower success rates and effectiveness.

Make Mortal Blow be a passive increase to attack, and make it so that when receiving damage that would normally kill you, have a 50% chance of living with exactly 1 hp left.

Have Dodge work as passive avoid rate, rather than a buff to the avoid stat (at least that's what I hear it is), and make it so every time the player dodges an attack he/she receives a buff for 3 seconds that raises his/her critical rate to 100%.

Oh yeah, and fix that glitch with Piercing Arrow that makes it miss on the seventh monster it attacks when it's at level 32 thanks to Combat Orders.




Well, as much as I hate to admit it, I wasn't thinking properly when I first posted what is in this spoiler tag. Go ahead and look if you want a good laugh.
 Terrible ideas I came up with on the spot
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#2
Faster rain/eruption.
Faster rain/eruption.
Faster rain/eruption.
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#3
-10% Weapon Mastery? What the f~uck is this?

Have you ever played a Wild Hunter, OP?
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#4
Locked Wrote:-10% Weapon Mastery? What the f~uck is this?

Have you ever played a Wild Hunter, OP?

Yes, I have played a Wild Hunter, and it's currently level 123. The reason I stuck the -10% mastery in there was because I don't think they should be able to move and attack at the same time while maintaining the same level of precision as a normal archer.

Oh, and I think that arrow rain and eruption should be split into three hits, I should have mentioned that earlier.
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#5
Sorien Wrote:- [New Skill] Ruthless Assault: Every attack has a 40% chance to reduce the monsters defense by 10%. The monster's defense can be cut by up to 50%. Mastery level of 20.

And normal Archers have to spend 10 4th job skill points to gain less than half the efficiency an entire job later.
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#6
Mobility skill for Adventurer Archers please.
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#7
Jump shotting, some kind of combat step skill. Rain/Eruption are fine, Archers shouldn't be spamming an AoE around them.

More realistic changes:
BMs get a new skill to spam.

MMs get a new skill to spam.
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#8
Dusk Wrote:More realistic changes:
BMs get a new skill to spam.

MMs get a new skill to spam.

That'd be gigantic. And here I was expecting more hits to Ultimate Strafe/Pierce and a new passive.
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#9
adventurers: remove vengeance and replace with something like combo attack or arcane aim maybe. just some sort of passive skill to boost bossing. change thrust to combat step-like ability. honestly i'm not sure how i'd change the rest of their skills around because i don't have a whole lot of experience with them.

wind archer: change thrust to combat step, remove cooldown on eagle eye, remove bow expert and replace with something a little more relevant, remove arrow rain (since you'd have the eagle eye piercing skill always), make bow expert a lv 70 skill, maybe give concentrate to replace bow expert as a quest skill?

wild hunter: adjust damage a bit, adjust jaguar-oshi so that you have a higher chance to get the buff you currently have. adjust arrow firing height to get rid of stupid short monster problems. scrap mines, replace with double jump mastery. once you double jump, any enemy you touch takes damage and has a stun chance. remove blind and take stance off jaguar boost, replace blind with a passive skill that increases dodge and stance chance. i feel like something's off about dash n slash, i'd like to see the damage lowered and replaced with a higher speed so that dpm is still the same, maybe... make hawk damage more than one enemy. as far as 4th job goes i think if they just balanced out the skills and added more utility to them, it'd be a lot more well off. make stink bomb shot work on bosses maybe? lol i don't know, this is all wild speculating
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#10
These wild hunter ideas are terrible, lol.
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#11
Locked Wrote:These wild hunter ideas are terrible, lol.

yeah, to be honest, i think the ideas neat, but the execution just ended in an OP clusterfuck of a class that would take a lot of work cleaning up
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#12
All these class revamps are pretty much changing everything about them. It's pretty much giving each character some unique role and also drastically changing the ways they train with these skill changes.

I have mixed thoughts on this. For my MM, I got so used to using US and piercing so I just sort of see MMs pretty versatile in whatever they do. But at the same time, I'm pretty curious about them adding new skills and more functionality to the classes. New skills to play with is always fun, and maybe incorporate those into bossing and training.

I take it, BMs will get a lot of upgrades to make them stand out more, or at least make them not so obsolete compared to wild hunters. I'd agree with the people that say BMs deserve a bit of changes and boosts.
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#13
Locked Wrote:These wild hunter ideas are terrible, lol.

Yeah, I know, but I figured I had to start the thread with some random ideas of my own. I didn't exactly spend a large amount of time thinking about it. In any case, I really would like to hear everyone else's thoughts on what changes archers should get.

That being said, I think I'll edit that first post later when I have some caffeine running through me and I can think up some actually good ideas.
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#14
Just some simple ideas..

Focus -> Reinforced Arrows - Increase physical attack by +xx passive

Enhanced Basics -> +xx STR and/or +xx DEX skill - seems to be the most likely due to Warriors receiving it and now Magicians.

Sharp Eyes - Hoping it'll add both MIN and MAX critical damage, not just MAX.

Silver Hawk/Golden Eagle - remove Summoning Rock requirement - seems likely

Strafe - Lower to 20 SP and make this much more useful somehow, possibly adding a good passive effect. It's nothing more than useless currently it seems for Ranger, and only a pre-req for Ultimate Strafe for Snipers.

Evasion Boost - Critical effect applies to all targets for mob skills instead of just one target.

Dragon's Breath - lower to 20 SP, possibly increase targets, A LOT of skills on MS have horrible usefulness to SP cost ratios -_-;;

Hamstring/Blind - lower to 20 SP, make them apply to bosses at a lower rate & amount.

Vengeance - Change this so targets are pushed away by attacking skills when they come near you at a certain success rate.

Add a new 20-30 SP mob skill for Bow Masters

Hurricane - May need boost in damage, but I'm not too sure

Phoenix - Increase DoT damage and duration of Inferno

Frostprey - Increase freeze time and damage on Blizzard

Piercing Arrow - remove charge up, lower damage due to charge up removal

Add a new 20-30 SP skill for Marksman - can't really think of anything at the moment for this.
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#15
Since I play a 115 Wind Archer which I love...

Either buff our Hurricane or give us Sharp Eyes =)
That'd make me more than happy.

Oh and make us sit properly on chairs while transformed. `-`
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#16
PeePeeAyeDeeKay Wrote:Just some simple ideas..

Focus -> Reinforced Arrows - Increase physical attack by +xx passive

Enhanced Basics -> +xx STR and/or +xx DEX skill - seems to be the most likely due to Warriors receiving it and now Magicians.

Sharp Eyes - Hoping it'll add both MIN and MAX critical damage, not just MAX.

Silver Hawk/Golden Eagle - remove Summoning Rock requirement - seems likely

Strafe - Lower to 20 SP and make this much more useful somehow, possibly adding a good passive effect. It's nothing more than useless currently it seems for Ranger, and only a pre-req for Ultimate Strafe for Snipers.

Evasion Boost - Critical effect applies to all targets for mob skills instead of just one target.

Dragon's Breath - lower to 20 SP, possibly increase targets, A LOT of skills on MS have horrible usefulness to SP cost ratios -_-;;

Hamstring/Blind - lower to 20 SP, make them apply to bosses at a lower rate & amount.

Vengeance - Change this so targets are pushed away by attacking skills when they come near you at a certain success rate.

Add a new 20-30 SP mob skill for Bow Masters

Hurricane - May need boost in damage, but I'm not too sure

Phoenix - Increase DoT damage and duration of Inferno

Frostprey - Increase freeze time and damage on Blizzard

Piercing Arrow - remove charge up, lower damage due to charge up removal

Add a new 20-30 SP skill for Marksman - can't really think of anything at the moment for this.

This is probably what will end up happening. Really betting on it.
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#17
Wildhunters don't need buff, just like BaMs weren't buffed in Magician revamp.
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#18
Lol, "archer" changes and you start out with wild hunters.

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We all know were gonna get some 40 dex passive in second job followed up with a removed PKB and replaced with something else possibly thrust. Then they'd add something into third job in place of thrust probably something that is a much better boost to everything, maybe a DoT mastery type skill etc.etc. Then in 4th maybe they finally realize how useless and stupid vengeance/dragons breath/hamstring really truly are and give them some much better skill in their place.
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#19
fodjgngf Wrote:Lol, "archer" changes and you start out with wild hunters.

Wild Hunters are still considered the archer class. They're just not balanced.
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#20
Ok, there we go. I'm a bit better rested and have caffeine in my system, so I did some changes to my first post. I'm not entirely sure why I chose to do Wild Hunters first, but I stuck my first set of ideas in a spoiler tag. There's also a set of better ideas above it now. Go ahead and check it out.
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