Tree of Savior Forum

Archer and its ranking up skills/feedback/suggestions (15th dec. 2015)

First i would like to mention that i’d like to make it possible to leave some classes with c1 and make them remain useful later on. For that sake we need better design of skills (though not only on archer i admit, but i focused on archer here because i played it the most and its easier for me to suggest skill changes) as well as some scaling with stats or with Char level. In same time i would like to also obviously still have a reason to go to c2 or c3 of each class. With that in mind (and with the maps and leveling up process in mind) i suggest the following changes to be made:

Archer skills

New passive class attribute: Range Boost (max 5 level)
Increases Range of Archer by 10 per attribute level

Reasoning: Its impossible to attack aggresive monster wich run towards Archer as soon as we get it into our attacking range. If this aggresive monster is magical or is very fast in mobility, then we will be less likely to benefit from our distance. Sadhu can also have more distance of attack then archer and i think this is just weird. In short: we need more range.

Skill 1: Swift Step (Buff)

Improves the mobility and evasion but decreases accuracy.

By level:

  1. Movement speed: +10; Accuracy -10%; Evasion: +2%; Duration: 18 seconds; Cooldown: 42 seconds; SP: 20
  2. Movement speed: +10; Accuracy -10%; Evasion: +4%; Duration: 26 seconds; Cooldown: 42 seconds; SP: 22
  3. Movement speed: +10; Accuracy -10%; Evasion: +6%; Duration: 34 seconds; Cooldown: 42 seconds; SP: 24
  4. Movement speed: +10; Accuracy -10%; Evasion: +8%; Duration: 42 seconds; Cooldown: 42 seconds; SP: 26
  5. Movement speed: +10; Accuracy -10%; Evasion: +10%; Duration: 50 seconds; Cooldown: 42 seconds; SP: 28
  6. Movement speed: +10; Accuracy -10%; Evasion: +12%; Duration: 58 seconds; Cooldown: 42 seconds; SP: 30
  7. Movement speed: +10; Accuracy -10%; Evasion: +14%; Duration: 66 seconds; Cooldown: 42 seconds; SP: 32
  8. Movement speed: +10; Accuracy -10%; Evasion: +16%; Duration: 74 seconds; Cooldown: 42 seconds; SP: 34
  9. Movement speed: +10; Accuracy -10%; Evasion: +18%; Duration: 82 seconds; Cooldown: 42 seconds; SP: 36
  10. Movement speed: +10; Accuracy -10%; Evasion: +20%; Duration: 90 seconds; Cooldown: 42 seconds; SP: 38
  11. Movement speed: +10; Accuracy -10%; Evasion: +22%; Duration: 98 seconds; Cooldown: 42 seconds; SP: 40
  12. Movement speed: +10; Accuracy -10%; Evasion: +24%; Duration: 106 seconds; Cooldown: 42 seconds; SP: 42
  13. Movement speed: +10; Accuracy -10%; Evasion: +26%; Duration: 114 seconds; Cooldown: 42 seconds; SP: 44
  14. Movement speed: +10; Accuracy -10%; Evasion: +28%; Duration: 122 seconds; Cooldown: 42 seconds; SP: 46
  15. Movement speed: +10; Accuracy -10%; Evasion: +30%; Duration: 130 seconds; Cooldown: 42 seconds; SP: 48

Attribute (available at C2): Critical Damage (max 100 level)
Increases additional critical damage by 1 per attribute level

Reasoning: Movement bonus to walking is stupid, because walking already makes us slower. Movement speed bonus that we had in CBT was also not noticable. If anything, we should run while shooting. Here i suggest movement speed to apply all the time. Archers have problems to use their distance vs fast in movement enemies. No matter what we have to stop for a brief moment to shoot and that makes us in close combat right away if enemy is equally fast. Therefore we need mobility to eventually gain distance - enough for us to shoot without being hit. Otherwise the characteristics of “ranged” spells is pointless and being melee class would be always better choice. Considering that we have 30 base movement speed, i still think that 10 movement speed bonus is not much due to casting of spells stopping our character, but it would help us nonetheless. Basically once enemy is in close combat, it becomes impossible to run away if that enemy has the same movement speed and if it cant be pushed (serious problem in pvp where knockback doesnt work, and running away expose our back to enemy). We need faster movement on archers.

[…]

Skill 2: High Anchoring (Missle/Attack) – spell moved from Ranger c1 and slightly modified.

Aim with tip of an arrow to penetrate enemies in front of you. Enemies hit are pinned to the ground, temporarily loosing their Flying type. Pinned enemies cannot move from place for few seconds.

By level:

  1. Attack: 120 +(CharLvx 1); AoE ratio: 6 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 20
  2. Attack: 144 +(CharLvx 1); AoE ratio: 7 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 23
  3. Attack: 168 +(CharLvx 1); AoE ratio: 8 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 26
  4. Attack: 192 +(CharLvx 1); AoE ratio: 9 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 29
  5. Attack: 216 +(CharLvx 1); AoE ratio: 10 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 32
  6. Attack: 240 +(CharLvx 1); AoE ratio: 11 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 35
  7. Attack: 264 +(CharLvx 1); AoE ratio: 12 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 38
  8. Attack: 288 +(CharLvx 1); AoE ratio: 13 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 41
  9. Attack: 312 +(CharLvx 1); AoE ratio: 14 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 44
  10. Attack: 336 +(CharLvx 1); AoE ratio: 15 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 47
  11. Attack: 360 +(CharLvx 1); AoE ratio: 16 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 50
  12. Attack: 384 +(CharLvx 1); AoE ratio: 17 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 53
  13. Attack: 408 +(CharLvx 1); AoE ratio: 18 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 56
  14. Attack: 432 +(CharLvx 1); AoE ratio: 19 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 59
  15. Attack: 456 +(CharLvx 1); AoE ratio: 20 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 62

Overheat: Yes (2 uses before cooldown)
Casting: 1 second charging required (possible movement while charging)
+50% damage to leather armor
Spell fire in front of caster (does not require target anymore).

[Pinned to ground]: Cannot move from place; Flying type become ground type.

Attribute: Enhance (max 100 level)
Increase damage dealt by High Anchoring by 1% per attribute level

Reasoning: Full Draw is very bad spell, sorry designers. It hit only 2 targets and then it makes it harder to kill them due to Skew effect halving the dmg received on both targets. I see no use for this spell, even if it help Wugushi to poison 2 enemies, it is simply not worth wasting spell slot for archer. What i was expecting from Full Draw was to make it a linear aoe that skew all monsters in line and make them share damage, but that is what Linker spell does more or less, so instead simply give us instant cast linear aoe here in archer c1 (High anchoring is just that spell we’d like to have at first levels. High anchoring also has nice blue shine of our weapon when we are charging it, wich to me is cooler then yellow one of full draw). Archers have hard time leveling early on and SP should help us level up faster with skills - and what is best use of SP for leveling then to aoe several enemies? Even if its only linear aoe, i can still see it being fun to use. It has shorter pinning to the ground effect then CBT Full Draw had, but i think it would be enough to let us repeat casting it on the same enemies with the use of Overheat.

[…]

Skill 3: Heavy Shot (Missle/Attack) – spell moved from c2 to c1 and modified a bit.

Demonstrate your strength by firing a shot that pushes enemies away. Inflict double damage if target cannot be pushed.

By level:

  1. Attack: 117 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 14
  2. Attack: 148 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 16
  3. Attack: 179 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 18
  4. Attack: 210 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 20
  5. Attack: 241 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 22
  6. Attack: 272 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 24
  7. Attack: 303 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 26
  8. Attack: 334 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 28
  9. Attack: 365 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 30
  10. Attack: 396 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 32
  11. Attack: 427 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 34
  12. Attack: 458 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 36
  13. Attack: 489 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 38
  14. Attack: 520 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 40
  15. Attack: 551 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 42

Overheat: Yes (3 uses before cooldown)
Casting: Instant
Damage dealt x2 if target resist knockback

Attribute: Enhance (max 100 level)
Increase damage dealt by Heavy Shot by 1% per attribute level

Attribute: Knockback increase (max 1 level)
Increase knockback power of Heavy Shot by 10 distance

Reasoning: Full Draw had pushback but its knockback was so strong that often i couldn’t reach the pushed enemy without running towards it. Pushed enemy was also in different spot then it was visually seen (bug). I do agree that archer c1 need some push, but for that i find Heavy Shot to be enough. However, in hope for this spell to knockback in pvp, i replaced 0 cooldown with overheats and 14 seconds cooldown. The spell is made for STR builds, because as the description suggest, it should show our strength. To make this spell still worth using if enemy is big (and thus cant be knocked) i made it deal doubled damage if enemy resist the knockback (it is also a counter to one of the swordsman’s buff wich make them resist push and thus overwhelming archers who struggle to gain distance in pvp vs them).

[…]

Skill 4: Focus (Buff) – its the Kneeling Shot moved from c2 to c1 and redesigned (icon remain the same)

Focus to temporary improve concentration. Increase attack speed and critical damage.

By level:

  1. Critical damage: +(15 + DEX); Attack speed: x2; Duration: 12 seconds; Cooldown: 60 seconds; SP: 9
  2. Critical damage: +(19 + DEX); Attack speed: x2; Duration: 14 seconds; Cooldown: 60 seconds; SP: 11
  3. Critical damage: +(23 + DEX); Attack speed: x2; Duration: 16 seconds; Cooldown: 60 seconds; SP: 13
  4. Critical damage: +(27 + DEX); Attack speed: x2; Duration: 18 seconds; Cooldown: 60 seconds; SP: 15
  5. Critical damage: +(31 + DEX); Attack speed: x2; Duration: 20 seconds; Cooldown: 60 seconds; SP: 17
  6. Critical damage: +(35 + DEX); Attack speed: x2; Duration: 22 seconds; Cooldown: 60 seconds; SP: 19
  7. Critical damage: +(39 + DEX); Attack speed: x2; Duration: 24 seconds; Cooldown: 60 seconds; SP: 21
  8. Critical damage: +(43 + DEX); Attack speed: x2; Duration: 26 seconds; Cooldown: 60 seconds; SP: 23
  9. Critical damage: +(47 + DEX); Attack speed: x2; Duration: 28 seconds; Cooldown: 60 seconds; SP: 25
  10. Critical damage: +(51 + DEX); Attack speed: x2; Duration: 30 seconds; Cooldown: 60 seconds; SP: 27
  11. Critical damage: +(55 + DEX); Attack speed: x2; Duration: 32 seconds; Cooldown: 60 seconds; SP: 29
  12. Critical damage: +(59 + DEX); Attack speed: x2; Duration: 34 seconds; Cooldown: 60 seconds; SP: 31
  13. Critical damage: +(63 + DEX); Attack speed: x2; Duration: 36 seconds; Cooldown: 60 seconds; SP: 33
  14. Critical damage: +(67 + DEX); Attack speed: x2; Duration: 38 seconds; Cooldown: 60 seconds; SP: 35
  15. Critical damage: +(71 + DEX); Attack speed: x2; Duration: 40 seconds; Cooldown: 60 seconds; SP: 37

Archer does not kneel down. It is possible to keep moving and attack while under Focus. Increased attack speed affect basic attacks only. Cast time of skills is not affected but spells can be used normally during duration of Focus.

Attribute (available at C2): Defense decrease
Each arrow shot during Focus duration has a 20% chance to decrease target’s physical defense by -5% for 10 seconds.
Effect can stack up to -50% defense. Duration reset to 10 second if defense was further reduced during previous duration period.

Reasoning: Kneeling Shot is very bad spell. The damage bonus from DEX it provide would be nice if we could use it without being pinned to ground and stuck in using only AA (auto attack). I redesigned it so that it give ciritcal dmg bonus (instead of turning DEX to p.att) but with possibility to use all skills and walk. So its just a buff, not a stance anymore. However because using AA will be faster with this spell, some archers might actualy decide to spam those over using SP-related skills, as the more they shoot arrows the higher chance to maintain defense debuff on enemy (the concept of arrows stuck in target, weakening its defense). However there is at least 20 seconds delay between having this buff on and re-casting it, in order to make it act as temporary buff, not something to relay on 100% of the time. Recasting it every minute will also make archer run out of SP faster, though useful if you have few SP left and still want to spam some arrows before drinking SP potion or before taking a rest near bonfire. STR builds might ignore this spell if they are using skills for main damage. DEX builds will love this as they normaly lack of p.att, so their crit would at least look nicer with it.

[…]

Skill 5: Split Arrow (Missle/Attack) – spell moved from c3 Scout.

Fires an arrow that, upon hitting a target, bounces to hit two nearby enemies. Has no cooldown but high SP cost.

By level:

  1. Attack: 113 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 17
  2. Attack: 150 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 22
  3. Attack: 187 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 27
  4. Attack: 224 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 32
  5. Attack: 261 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 37
  6. Attack: 298 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 42
  7. Attack: 335 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 47
  8. Attack: 372 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 52
  9. Attack: 409 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 57
  10. Attack: 446 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 62
  11. Attack: 483 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 67
  12. Attack: 520 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 72
  13. Attack: 557 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 77
  14. Attack: 594 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 82
  15. Attack: 631 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 87

Attribute: Enhance (max 100 level)
Increase damage dealt by Split Arrow by 1% per attribute level

Attribute (available at C2): Bleeding (max level 5)
While Focus is active, enemies that are hit by Split Arrow will be affected by Bleeding for 8 seconds with 7% chance per attribute level

Reasoning: This skill is still in c1 archer (rank 1) because i feel that just like swordsman and wizards, archers should have 5 skills to begin with (this also apply to clerics rank 1 wich need improvement in that aspect). Split Arrow is basically improved version of Oblique Shot. With that in mind it would be pointless to pick Oblique Shot if later on you gonna use Split Shot. Like i said at beggining, i’d like all spells to be useful at higher levels but Oblique Shot has no rights of existance if there is better spell that does exactly the same but better with extra bonus of hitting 3 targets total instead of 2. Many people would love to have Split Arrow of scout availavle early. With Heavy Shot being single target with push, High Anchoring being linear aoe and Split Arrow being randomized aoe but limited to 3 targets and 2 buff spells, new-made archers will have tough choice choosing their spells - and thats a good thing towards different builds. Since Split Arrow is spammable spell (0 cooldown) those with SPR build would like it more (it has high SP cost).

Fear not - I have prepared something interesting for Scout too.

[…]

Skill 6 (available at C2): Multi Shot (Missle/Attack) – moved from c1 Archer to c2 Archer

Quickly fires a number of arrows at a designated area.

By level:

  1. Attack: 95; Fires 7 times; Cooldown: 14 seconds; SP: 19
  2. Attack: 106; Fires 8 times; Cooldown: 14 seconds; SP: 21
  3. Attack: 117; Fires 9 times; Cooldown: 14 seconds; SP: 23
  4. Attack: 128; Fires 10 times; Cooldown: 14 seconds; SP: 25
  5. Attack: 139; Fires 11 times; Cooldown: 14 seconds; SP: 27
  6. Attack: 150; Fires 12 times; Cooldown: 14 seconds; SP: 29
  7. Attack: 161; Fires 13 times; Cooldown: 14 seconds; SP: 31
  8. Attack: 172; Fires 14 times; Cooldown: 14 seconds; SP: 33
  9. Attack: 183; Fires 15 times; Cooldown: 14 seconds; SP: 35
  10. Attack: 194; Fires 16 times; Cooldown: 14 seconds; SP: 37

Overheat: Yes (2 uses before cooldown)
Casting: 0.2 second per arrow charging (movement impossible while charging)
Target: selected area

Attribute: Enhance (max 100 level)
Increase damage dealt by Multi Shot by 1% per attribute level

Attribute: Quick Charging (max 1 level)
Decreases charging time of Multi Shot by 0.1 second per arrow (by half)

Attribute (available at C3): AoE attack ratio enhance (max 5 level)
Increase AoE attack ratio of Multi Shot by 1 per attribute level.

Reasoning: The reason to move it to c2 is because there is no point to keep this spell at higher level if you only have c1 archer in build. 6 attacks for the cast time it have is not gonna make anyone use this spell past rank 1 levels. Also only 2 hits with first point invested in this spell is a joke. However if this spell is available from c2 rank and start off with 7 shots, then it looks more promising. Those who had c1 archer in their build wouldn’t mind this change as they wouldnt use this spell later on anyway. Those with c2 or c3 archer in build would see no difference. To ease the pain of leveling c3 archer straight away i added an attribute wich make Multi Shot improve its own AoE Ratio and thus help in group grinding. From my experience casting is too long (even with reduced casting attribute) to not get interupted when having few monsters following you, so you would most likely use it for aoe while in party, or on some non aggresive monsters wich happen to stand close while soloing. It would again give some fun to this spell, as past 10th level the casting becomes seriosuly not comfortable even at boss fights. I wanted to keep the casting difficulties the way they are though, but i feel they are not justified if arrows shot with this spell are hitting only 1 target. The most annoying thing is when boss has minions, you somehow manage to get away from them and has enough seconds to charge this skill fully to 16 arrows but when you shoot at boss, the minions who happen to be under boss (or close-by) are being hit instead. Few times i runned out of Stamina while soloing boss as archer c3 due to that. Therefore Aoe ratio increase on this spell is necessary, but only if you go past 11th level of this spell (c3).

[…]

Skill 7 (available at C3): Piercing Arrow (Missle/Attack) – new spell idea, replace Twin Arrows.

Fires an arrow wich pierce through enemy defense.

By level:

  1. Attack: 201 + (DEX + 0.5xSTR); Ignore 10% of enemy physical defense; Cooldown: 30 seconds; SP: 18
  2. Attack: 239 + (DEX + 0.5xSTR); Ignore 20% of enemy physical defense; Cooldown: 30 seconds; SP: 22
  3. Attack: 277 + (DEX + 0.5xSTR); Ignore 30% of enemy physical defense; Cooldown: 30 seconds; SP: 26
  4. Attack: 315 + (DEX + 0.5xSTR); Ignore 40% of enemy physical defense; Cooldown: 30 seconds; SP: 30
  5. Attack: 353 + (DEX + 0.5xSTR); Ignore 50% of enemy physical defense; Cooldown: 30 seconds; SP: 34

Overheat: Yes (3 uses before cooldown)
+50% damage to plate armor
Cannot be blocked

Attribute: Enhance (max 100 level)
Increase damage dealt by Piercing Arrow by 1% per attribute level

Attribute: Slow (max level 1)
Enemy hit by Piercing Arrow will be affected by Slow for 7 seconds

Reasoning: Strong spell that scale of DEX and STR and ignore half of enemy defense. It is one of the reasons to make people want to go for c3 archer. It can be also used in pvp to slow down enemy.

[…]

Ranger skills

Skill 1: Barrage (Missle/Attack)

Fires 5 arrows forward in an arc in front of you

By level:

  1. Attack: 120 + SPR; Cooldown: 18 seconds; SP: 17
  2. Attack: 148 + SPR; Cooldown: 18 seconds; SP: 20
  3. Attack: 176 + SPR; Cooldown: 18 seconds; SP: 23
  4. Attack: 204 + SPR; Cooldown: 18 seconds; SP: 26
  5. Attack: 232 + SPR; Cooldown: 18 seconds; SP: 29
  6. Attack: 260 + SPR; Cooldown: 18 seconds; SP: 32
  7. Attack: 288 + SPR; Cooldown: 18 seconds; SP: 35
  8. Attack: 316 + SPR; Cooldown: 18 seconds; SP: 38
  9. Attack: 344 + SPR; Cooldown: 18 seconds; SP: 41
  10. Attack: 372 + SPR; Cooldown: 18 seconds; SP: 44
  11. Attack: 400 + SPR; Cooldown: 18 seconds; SP: 47
  12. Attack: 428 + SPR; Cooldown: 18 seconds; SP: 50
  13. Attack: 456 + SPR; Cooldown: 18 seconds; SP: 53
  14. Attack: 484 + SPR; Cooldown: 18 seconds; SP: 56
  15. Attack: 512 + SPR; Cooldown: 18 seconds; SP: 59

Overheat: Yes (2 uses before cooldown)

Attribute: Enhance (max 100 level)
Increase damage dealt by Barrage by 1% per attribute level

Attribute: Slow (max 5 level)
Enemies hit by Barrage have 7% chance per attribute level for being affected by Slow for 3 second

Reasoning: The spell now also has scaling of SPR to make SPR builds viable too. Knockback attribute was imo not convenient to repeat casting this spell on the same enemies. Especially that it was not guaranteed effect. Much more intuitive would be slow down effect (also not guaranteed) as monsters would still walk toward Ranger (instead of having some of them knocked back and some of them following you) though slowly. It would make it more intuitive with the instant use of overheat charge, to not miss some of the targets hit by first attack. Overall this spell is nice so there’s not much to change. Scaling could be different, i just wanted to express the need of some scaling in spells as past rank 6 the base dmg of 500 that this spell has at 15 level would be underwhelming.

[…]

Skill 2: Steady Aim (Buff)

Increases the attack of Missle skills while decreasing defense.

By level:

  1. Additional damage: +8; Physical defense: -14; Duration: 40 seconds; Cooldown: 60 seconds; SP: 20
  2. Additional damage: +11; Physical defense: -13; Duration: 40 seconds; Cooldown: 60 seconds; SP: 23
  3. Additional damage: +14; Physical defense: -12; Duration: 40 seconds; Cooldown: 60 seconds; SP: 26
  4. Additional damage: +17; Physical defense: -11; Duration: 40 seconds; Cooldown: 60 seconds; SP: 29
  5. Additional damage: +20; Physical defense: -10; Duration: 40 seconds; Cooldown: 60 seconds; SP: 32
  6. Additional damage: +23; Physical defense: -9; Duration: 40 seconds; Cooldown: 60 seconds; SP: 35
  7. Additional damage: +26; Physical defense: -8; Duration: 40 seconds; Cooldown: 60 seconds; SP: 38
  8. Additional damage: +29; Physical defense: -7; Duration: 40 seconds; Cooldown: 60 seconds; SP: 41
  9. Additional damage: +32; Physical defense: -6; Duration: 40 seconds; Cooldown: 60 seconds; SP: 44
  10. Additional damage: +35; Physical defense: -5; Duration: 40 seconds; Cooldown: 60 seconds; SP: 47
  11. Additional damage: +38; Physical defense: -4; Duration: 40 seconds; Cooldown: 60 seconds; SP: 50
  12. Additional damage: +41; Physical defense: -3; Duration: 40 seconds; Cooldown: 60 seconds; SP: 53
  13. Additional damage: +44; Physical defense: -2; Duration: 40 seconds; Cooldown: 60 seconds; SP: 56
  14. Additional damage: +47; Physical defense: -1; Duration: 40 seconds; Cooldown: 60 seconds; SP: 59
  15. Additional damage: +50; Physical defense: -0; Duration: 40 seconds; Cooldown: 60 seconds; SP: 62

Attribute: Enhance (max 50 level)
Increases the additional effect of Steady Aim by 2 per attribute level

Attribute (available at c2): Duration (max 3 level)
Increase duration of Steady Aim by 10 seconds per attribute level.

Reasoning: Attack speed decrease might be not noticable at first, but nonetheless i would like to avoid attack speed penalties on archer related class. Instead by promoting distance combat and evasion, the penalty i picked here is in p.defense. This penalty will be insignificant at meta of the game or when you max this spell it will be completly removed (a reason to max it). I also changed the bonus dmg it was giving, because 34 extra dmg is really underwhelming considering we need to waste 15 points on it. I also think this buff should be possible to maintain without loosing it - wich is why i added attribute that increase its duration.

[…]

Skill 3: Rain of Arrows (Missle/Attack) – new skill, replaces High Anchoring

Continuously shoot arrows every 0.5 second at selected area while consuming SP.

By level:

  1. Attack: 50 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  2. Attack: 56 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  3. Attack: 62 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  4. Attack: 68 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  5. Attack: 74 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  6. Attack: 80 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  7. Attack: 86 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  8. Attack: 92 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  9. Attack: 98 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  10. Attack: 104 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  11. Attack: 110 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  12. Attack: 116 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  13. Attack: 122 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  14. Attack: 128 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
  15. Attack: 134 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.

Casting ends when caster is hit, move or run out of SP.
Cannot use other spells while casting.
Area of shooting is 100 range wide.
Arrows hit randomly within the zone (similar to Hail)

Attribute: Enhance (max 100 level)
Increase damage dealt by Rain of Arrows by 1% per attribute level

Reasoning: Because i moved High Anchoring to c1 archer class, ranger deserved something new. This one is huge aoe zone (similar to hail or rain of Elementalist - up to designers to decide). Ranger need to hold down the skill button to continuously shoot arrows with this spell (kinda like Possesion of Sadhu) and it cannot move or use other spells while he is doing this, but by doing so it avoid cooldown (though it keeps loosing SP). This spell is tricky and hard to use. Can be fun to use on group of non aggresive monsters with not much hp. Can be used at grinding places (such as 2nd Demon Prison) as long as you have tank in group who can keep aggro from you (or a cleric to give you Safety zone) to not make your casting interupted. This spell cost 2% of max SP per 0.5 second but to make people still consider building up SPR, this spell dmg is higher the more SPR you have. People with more SPR will therefore deal more damage with this spell but will also consume more SP too. I have put 0.2xSPR as scaling but it could be different value. Do note that it shoots at random spots within the zone so its not quite accurate. Without group you might need to rely on your own Evasion to not get interupted while casting.

[…]

Skill 4: Precision (Buff) – new spell, replaces Critical Shot

Guarantee next hit to land as Critical.

By level:

  1. Next damage done: 100% Critical Hit. Duration: Infinite; Cooldown: 0 seconds; SP: 125

Note: This buff allow caster to spend additional SP for guaranteed critical hit.
Only first hit will result as guaranteed critical hit, then buff will be consumed.

Attribute (available at c2): Block Penetration (max 5 level)
Increase Block Penetration by 20 per attribute level for the next attack while under Precision.

Reasoning: It has only 1 max level but thats all you need to invest in it. It guarantee next hit to result in critical hit. It is not worth using it before weak multi hits as only first hit will be affected. It however very promising to use before strong single attacks, especialy if you are STR/SPR build and lack of DEX for crit rate. It has 0 cooldown so you can keep using it before every strong skill if you have time to cast it and enough SP to spend for guaranteed crit. To make this spell more interesting it will ignore some block (improved block penetration attribute - available at c2 though).

[…]

So far i have no ideas on how to improve remaining skill of Ranger (in c2 and c3) other then giving them some scaling, so i will continue with the ideas i have for other skils in archer ranking up.

[…]
tbc

1 Like

Quarrel Shooter skills

Skill 1: Stone Picking

The spell now has only 1 level max (instead of 15). Caster picks up 5 stones bullets. Amount of available bullets is now displayed in form of buff. Stone bullets are no longer in inventory. Cooldown changes to 20 seconds. Max amount of stone bullets at time: 10.

Attribute: Quantity (max 5 level)
Increased the amount of stone bullets picked by 1 per attribute level.

Reasoning: Keeping track of how many stones you have picked up so far is a hindrance. Limiting your weight is even more frustrating. Having opened inventory to see how many stones you have left cause lag or freeze while fighting and using Stone Shot. Leveling up this spell feels like wasted skill points that could have been put elsewhere. Stone Shot is useless without Stone Picking. Those are all the reasons to change it the way i suggested.

[…]

Skill 2: Scatter Caltrops

The spell now has Overheat (2 uses before cooldown). The spell now starts at c2.

Reasoning: When i throw in 3 caltrops, i feel its a joke spell, especially considering how difficult it is to make enemy walk on those (and they appear randomly around area where you placed, so even if you want to throw them directly under enemy, enemy might just avoid them all if he is lucky). It would be better if we would start off with more caltrops thrown right away. In fact this spell starts being interesting past 6th level. This is the reason why i decided to move it to c2 (and make us throw 6 caltrops at 1st level of this skill).

[…]

Skill 3: Teardown

The spell is moved to c1.

Reasoning: With Pasive being available at c1, it would be better if Teardown was also available at c1. You know: to place Pavise (and knock enemy down with it) and to destroy it right away if you feel like using it that way. It would be better to let players practice this at c1 (+1 to fun).

[…]

Sapper skills

Skill 1: Conceal – the spell is removed.

Conceal is now added to every Sapper Trap as their individual attribute.

Reasoning: Conceal is just wasted skill points (and wasted extra SP and time on trap making). I’d prefer to pay silver for it to always making my traps hidden (by buying attribute).

[…]

Wugushi skills

Skill 1: Zhendu

The skill no longer add poison to the next attack cast by party members.
Instead it makes attacks deal additional poison type attack for certain duration.

Reasoning: Archers right now have no party buffs and i doubt there will be any class that would give extra poison dmg to skills (clerics add holy attribute, wizards add fire - thats all so far if I am correct). And if archers are meant to add any type of element to attacks then i think poison type would be just right (ps. i wish Cryomancers would add ice element to skills as party buff).

[…]

Skill 2: Detoxify

This spell now has only 1 level max and remove all poison effects regardless of their level. No longer consumes Poison Pot Poison.
It cures poison from all party members instantly. Cooldown 20 seconds instead of 9.

Attribute: Poison Immunity remain unchanged.

Reasoning: To give this spell some importance over antidotes. Also to make people consider picking c1 wugushi in their build if they would want to counter enemy Wugushi’s in pvp.

[…]

Scout skills

Skill 1: Barrel (Buff) – redesigned Camouflage with different use

Summon barrel under self to avoid melee attacks. The barrel breaks after it receive few hits or after certain duration.

By level:

  1. Barrel durability: 2 hits; Explosion when destroyed: 100; Duration of barrel: 20 seconds; Cooldown: 60 seconds; SP: 31
  2. Barrel durability: 4 hits; Explosion when destroyed: 240; Duration of barrel: 30 seconds; Cooldown: 60 seconds; SP: 36
  3. Barrel durability: 6 hits; Explosion when destroyed: 420; Duration of barrel: 40 seconds; Cooldown: 60 seconds; SP: 41
  4. Barrel durability: 8 hits; Explosion when destroyed: 640; Duration of barrel: 50 seconds; Cooldown: 60 seconds; SP: 46
  5. Barrel durability: 10 hits; Explosion when destroyed: 900; Duration of barrel: 60 seconds; Cooldown: 60 seconds; SP: 51

Range bonus apply to anyone standing on barrel (any ally can jump on it).
It is possible to move down from barrel and jump back to it while Barrel still exist.
Explosion hit every enemies nearby within 20 range from barrel.
All spells can be used while standing on barrel normally.

Attribute: Explosion Knockback (max 1 lvl)
Knockback enemies hit by explosion when barrel is destroyed from attacks.

Attribute: Range Increase (max 5 lvl)
Increase Range for those standing on barrel by 10 per attribute level (except enemies).
Increase Scan’s Aura distance while on barrel by 20 per attribute level.

Reasoning: Camouflage skill the way it was in CBT was totally lame and people only used it as a gimmick spell to avoid some damage while grinding in 2nd demon prison. But while hidden in barrel Scout was not helping much to the team to get rid of enemies, and enemies were loosing aggro easily and thus it was even useless to tanking monsters for allies. Not to mention that we had to click on barrel spell again to remove it, even if it already protected us from 25 hits. It was hard to say if i already blocked 25 hits or not and usually i realized it after i was hit (when the barrel not blocked attacks anymore). Whats annoying in there is that barrel should have been destroyed if it cant block anymore. It wasnt the case and i had to remove it myself. That was sorta annoying. Not to mention the use of this spell in whole game is less then 1%. This is why i decided to redesign this spell to something useful, something that allies may use too. Jumping on barrel can make you avoid some ground attacks - allies seeing barrel can jump on it and be thankful to Scout for that. It would be also helpful for scout to jump in some places. It will also provide range bonus - to give it alternative reason to use it. There is also no point to have Camouflage skill if later on people choose Rogue and get Burrow skill, as Burrow is better to avoid attacks while attacking.

[…]

Skill 2: Flare Shot (Missle/Attack) – the spell got redesigned

Shoot a flare at enemy. Upon hitting the target, the flare burst into sparks that damages enemies standing on them.

The spell is basically the same, exept that it does not require targeting the ground. The area with flare burst is increased in size x2.
Damage, cooldown, duration and SP cost remain the same.

Attribute: Enhance (max 100 level)
Increase damage dealt by Flare Shot by 1% per attribute level

Attribute (available at c2): Burn (max 3 level)
Enemies hit by Flare Shot burst have 10% chance per attribute level to be affected with Burn for 8 seconds.

Reasoning: Flare shot zone is too small. This spell need some improvements. Many people wish it had instant cast on selected target (just like Scout NPC’s skill is) instead of targeting zone (targeting can be interupted, and monsters are moving, it was not convenient in use in CBT).

[…]

Skill 3: Cloaking (Buff) – the spell got redesigned

Temporarily hide yourself and allies nearby away from enemy’s vision.You become exposed when you cast spell.

By level:

  1. 2 seconds invulnerability after cast; Movement speed: +1; Duration: 25 seconds; Cooldown: 35 seconds; SP: 35
  2. 2 seconds invulnerability after cast; Movement speed: +2; Duration: 25 seconds; Cooldown: 35 seconds; SP: 38
  3. 2 seconds invulnerability after cast; Movement speed: +3; Duration: 25 seconds; Cooldown: 35 seconds; SP: 41
  4. 2 seconds invulnerability after cast; Movement speed: +4; Duration: 25 seconds; Cooldown: 35 seconds; SP: 44
  5. 2 seconds invulnerability after cast; Movement speed: +5; Duration: 25 seconds; Cooldown: 35 seconds; SP: 47
  6. 2 seconds invulnerability after cast; Movement speed: +6; Duration: 25 seconds; Cooldown: 35 seconds; SP: 50
  7. 2 seconds invulnerability after cast; Movement speed: +7; Duration: 25 seconds; Cooldown: 35 seconds; SP: 53
  8. 2 seconds invulnerability after cast; Movement speed: +8; Duration: 25 seconds; Cooldown: 35 seconds; SP: 56
  9. 2 seconds invulnerability after cast; Movement speed: +9; Duration: 25 seconds; Cooldown: 35 seconds; SP: 59
  10. 2 seconds invulnerability after cast; Movement speed: +10; Duration: 25 seconds; Cooldown: 35 seconds; SP: 62
  11. 2 seconds invulnerability after cast; Movement speed: +11; Duration: 25 seconds; Cooldown: 35 seconds; SP: 65
  12. 2 seconds invulnerability after cast; Movement speed: +12; Duration: 25 seconds; Cooldown: 35 seconds; SP: 68
  13. 2 seconds invulnerability after cast; Movement speed: +13; Duration: 25 seconds; Cooldown: 35 seconds; SP: 71
  14. 2 seconds invulnerability after cast; Movement speed: +14; Duration: 25 seconds; Cooldown: 35 seconds; SP: 74
  15. 2 seconds invulnerability after cast; Movement speed: +15; Duration: 25 seconds; Cooldown: 35 seconds; SP: 77

Movement speed apply only while invisible.
It is possible to jump and remain invisible.
Damage dealing sources that remain hurting targets (such as poisons, bleeding, burn, flare shot ground, etc) while person is invisible will no longer reveal invisible caster.
Allies within 10 range from caster become affected by Cloaking when Cloaking is used.

Attribute: Duration increase (max 10 level)
Increase Duration of Cloaking by 4 seconds per attribute level

Attribute: Movement Speed Increase (max 1 level)
Double movement speed bonus that Cloaking provide while invisible.

Attribute (available at c2): Surprise Attack (max 1 level)
Deals additional damage equal to 200% Accuracy to the next used attacking skill during Cloaking.

Reasoning: 2 second invilnerability is due to 2 second delay we have after casting this spell before we can move. Often it cause us to get hit by some skills from monsters that targeted us before we went invisible and then we are loosing invisibility right after casting it. Thats seriously annoying. It is also better if we get movement speed per level, while durability to be increased via Attributes. 5 movement speed is also too little for a scouting job. 15 would be more reasonable. Note that this is only bonus while invisible so it doesnt help in the middle of combat but does help to scout area faster. Due to scouts being support classes they might lack of p.att. This is why i decided to change 50% p.att dmg bonus from attribute into extra dmg from accuracy (for DEX builds). STR builds dont need to hide before they attack to deal high dmg. This bonus would slightly help DEX builds to dish out 1-time stronger hits every odd time when they reveal. The value of scaling with accuracy can be different. Why accuracy and not dex instead? Because we can have accuracy from gloves. I just feel it would be interesting to use that as dmg bonus. I also made it possible to hide allies with Cloacking if they stay really close to Scout (10 range is close range distance). I think it would be fun to use it in boss rushes (when people rush to boss in dungeons), to not make people suffer from monsters attacks on the way. From my experience of c3 archer c2 scout its hard to be invited to groups as scout and this change could help us to be more welcomed. Afterall its support class so let us support allies with out cloacking buff too.

[…]

Skill 4: Scan (Buff/Aura) – the spell moved from c3 Scout, with different effect

Show hidden items and enemies within range. Expose enemy’s weak points.

By level:

  1. Scan distance: 30; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 20
  2. Scan distance: 35; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 24
  3. Scan distance: 40; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 28
  4. Scan distance: 45; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 32
  5. Scan distance: 50; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 36
  6. Scan distance: 55; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 40
  7. Scan distance: 60; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 44
  8. Scan distance: 65; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 48
  9. Scan distance: 70; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 52
  10. Scan distance: 75; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 56
  11. Scan distance: 80; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 60
  12. Scan distance: 85; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 64
  13. Scan distance: 90; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 68
  14. Scan distance: 95; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 72
  15. Scan distance: 100; Enemies within Scan range become Exposed; Duration: 30 seconds; Cooldown: 70 seconds; SP: 76

Exposed: Penalties from armor type (cloth, leather, plate, ghost) are nulified.

Attribute: Confusion (max 3 level)
Enemies within the range of Scan aura will be afflicted with Confusion with 10% chance per attribute level.

Attribute (availavle at c2): Exposed Critical Weakness (max 100 level)
Reduce critical resistance of Exposed enemies by 1 per attribute level

Reasoning: Scan in CBT was useless/impractical/pointless. This suggestion however changes it and turn Scout into walking scanning machine wich nulify damage penalties that whole party would have on different monster types. With this spell it would be easier for parties with scout to kill groups of monsters, even if Scout itself wouldn’t help much with aoe’ing. It will also help those dex builds to deal more dmg on crits while scout with scan effect is nearby (even if invisible). It can also help vs hidden enemies in pvp (though imc need to first fix the invisibility in pvp to not expose hidden players positions with dust/ground shadow), especially if some hidden Rogue will try to approach us in group pvp. Scout would be your best ally vs other Scouts.

[…]

Skill 5: Flu Flu (Missle/Attack) – the spell redesigned

Fires a noise-making arrow on the ground. Enemies near the targeted area will act chaotically.

By level:

  1. Affect enemies with Chaos for 5.5 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 35
  2. Affect enemies with Chaos for 6 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 39
  3. Affect enemies with Chaos for 6.5 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 43
  4. Affect enemies with Chaos for 7 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 47
  5. Affect enemies with Chaos for 7.5 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 51
  6. Affect enemies with Chaos for 8 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 55
  7. Affect enemies with Chaos for 8.5 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 59
  8. Affect enemies with Chaos for 9 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 63
  9. Affect enemies with Chaos for 9.5 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 67
  10. Affect enemies with Chaos for 10 seconds; Maximium targets affected: 5; Cooldown: 54 seconds; SP: 71

The spell require targeting of the zone.
This spell does not inflict any damage.

Attribute: Noise Attract (max 1 level)
Enemies within Flu Flu range become curious and lured to the source of noise.

Attribute: Number of Debuffs (max 5 level)
Increases the number of enemies influenced by Flu Flu by 1 per attribute level

Attribute (available at c2): Silence (max 3 level)
Enemies affected by Flu Flu will be affected by Silence after 10 seconds for 3 seconds per attribute level.

Reasoning: Just like in case of archer c1, i feel that Scout should have 5 skills to choose from in c1. Flu Flu in CBT however was costly and impractical and close to useless (more of a gimmick spell to be honest). This is why i decided to improve this spell, and even gave it some use in pvp with silence effect (available at c2 though, to give players some reasons to go further then c1 scout). This spell no longer deals any damage, so it can be used without revealing invisible Scout (and thus keeping dmg bonus from revealing to other spell, and also to help allies crowded by monsters after rescueing self by hiding (without loosing invisibilty as it could make Scout die)).

Noise Attract could be changed into “Too Loud Noise” and make enemies run away from the source of the sound (instead of running towards it). I leave it up to designers. General idea is to change monsters Aggro to not attack allies.

[…]

Skill 6 (available at c2): Infiltration Mark (Missle/Attack) – new spell (replace Split Shot)

Scout leaves a mark on targets. Targeted enemies will provide increased EXP and will be more likely to drop rare items if they will be killed within Mark duration.

(Does not work if enemies were damaged previously by other attack then Infiltration Mark.)

By level:

  1. Attack: 284 +(Charlv x1); AoE ratio: 3; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 53
  2. Attack: 358 +(Charlv x1); AoE ratio: 4; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 58
  3. Attack: 432 +(Charlv x1); AoE ratio: 5; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 63
  4. Attack: 506 +(Charlv x1); AoE ratio: 6; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 68
  5. Attack: 580 +(Charlv x1); AoE ratio: 7; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 73
  6. Attack: 654 +(Charlv x1); AoE ratio: 8; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 78
  7. Attack: 728 +(Charlv x1); AoE ratio: 9; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 83
  8. Attack: 802 +(Charlv x1); AoE ratio: 10; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 88
  9. Attack: 876 +(Charlv x1); AoE ratio: 11; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 93
  10. Attack: 950 +(Charlv x1); AoE ratio: 12; Affect enemies with Mark; Duration: 20 seconds; Cooldown: 80 seconds; SP: 98

The spell require targeting of the zone.
Cast time: 1.2 seconds.
Cannot move while casting.
Exp bonus: +50%
Drop rate: +20%

Attribute: Enhance (max 100 level)
Increase damage dealt by Infiltration Mark by 1% per attribute level

Attribute: Negate Block (max 1 level)
Enemies affected with Infiltration Mark cannot block attacks while Mark is in effect.

Attribute (available at c3): Duration (max 5 level)
Increases the duration of Mark by 1 second per attribute level

Reasoning: To have some attacking spell. It is an aoe, though Scout itself lack of aoes. Its a skill for grinding in groups. Normally people prefer to pick allies with aoes, but because this spell of Scout provide extra EXP from monsters (and better drop rate), people might want to have 1 Scout in their dungeon-run-for-exp team. The trick is however that Scout must be the first one to inflict hp loss on enemies, and party members must be strong enough to kill monsters before duration of this mark ends. Cooldown could be lower though.

[…]

Skill 7 (available at c3): Shortcut (Magic/Buff) – new spell (replace Perspective Distrortion)

Scout creates a shortcut to use later by him or his allies.

By level:

  1. Places a Shortcut Warp in front. Cast time: 5 seconds; Cooldown: 180 seconds; SP: 101
  2. Places a Shortcut Warp in front. Cast time: 4 seconds; Cooldown: 180 seconds; SP: 112
  3. Places a Shortcut Warp in front. Cast time: 3 seconds; Cooldown: 180 seconds; SP: 123
  4. Places a Shortcut Warp in front. Cast time: 2 seconds; Cooldown: 180 seconds; SP: 134
  5. Places a Shortcut Warp in front. Cast time: 1 second; Cooldown: 180 seconds; SP: 145

Overheat: Yes (2 uses before cooldown)
Spell require targeting the zone

Attribute: Hidden Warp (max 1 level)
Only party members can see the location of Warps.

Attribute: Dash (max 1 level)
After moving through Warp doubles movement speed for 4 seconds. Effect won’t apply again to he same target within 60 seconds.

Duration of both Shortcut Warps is infinite.
Party members who step on Shortcut Warp will be moved to another Shortcut Warp placed by the same Scout.

Shortcut Warp disappear if Scout leave the map, enter instance or log off (wich means both Warps must be on the same map).
First Shortcut Warp is inactive until second Warp is placed.
Placing third Shortcut Warp removes first Shortcut Warp. Placing fourth one removes second one, etc.
Only party members and the Scout itself can use Shortcut Warps.

Reasoning: This is a dream skill that i wish Scouts had. After scouting the zone, scout can create shortcuts to help allies in maze-like dungeons to save time traveling (or to reach boss’es faster). Can be also used in pvp if prepared well. This spell can shift the result of group pvp, hence why its in c3. Going c3 into scout means huge sacrifice in dmg dealer builds as scout is support. Still i belive those skill changes would make some people want to go for c3 scout. As for now in cbt people went c3 scout only for Split Arrow aoe, and they had many unused skill points on scout due to other skills being not interesting. I moved Split Arrow to archer c1 to make people choose Scout if they want the support skills.

[…]

Fletcher skills

Skill 1: Magic Arrow (Missle/Attack) – spell moved to c1 and the effect changes

Fires an magical arrow wich inflict damage based on target’s magical defense.

By level:

  1. Attack: 335 (towards m.def); Cooldown: 10 seconds; SP: 42
  2. Attack: 413 (towards m.def); Cooldown: 10 seconds; SP: 47
  3. Attack: 491 (towards m.def); Cooldown: 10 seconds; SP: 52
  4. Attack: 569 (towards m.def); Cooldown: 10 seconds; SP: 57
  5. Attack: 647 (towards m.def); Cooldown: 10 seconds; SP: 62
  6. Attack: 725 (towards m.def); Cooldown: 10 seconds; SP: 67
  7. Attack: 803 (towards m.def); Cooldown: 10 seconds; SP: 72
  8. Attack: 881 (towards m.def); Cooldown: 10 seconds; SP: 77
  9. Attack: 959 (towards m.def); Cooldown: 10 seconds; SP: 82
  10. Attack: 1037 (towards m.def); Cooldown: 10 seconds; SP: 87
  11. Attack: 1115 (towards m.def); Cooldown: 10 seconds; SP: 92
  12. Attack: 1193 (towards m.def); Cooldown: 10 seconds; SP: 97
  13. Attack: 1271 (towards m.def); Cooldown: 10 seconds; SP: 102
  14. Attack: 1349 (towards m.def); Cooldown: 10 seconds; SP: 107
  15. Attack: 1427 (towards m.def); Cooldown: 10 seconds; SP: 112

Note: Accuracy is still needed for this spell to land a hit. Critical Hit also affect this spell.
Consumes 1 Magic Arrow

Attributes remain the same

Reasoning: When i read “magic arrow” i expect it to inflict damage based on magic defense. In cbt Magic Arrow is just the same skill as Flare Shot. That MUST be changed. And here i gave some suggestion on how it could look. Why in c1? Because maybe some people would consider c1 fletcher only in their build (though that will be difficult as there are not many classes that allow using skills with 2h bow…).

[…]

Rogue skills

Skill 1: Feint – evasion decrease based on evasion value of the caster.

By level:

  1. Target’s Evasion: -10% of caster Evasion
  2. Target’s Evasion: -20% of caster Evasion
  3. Target’s Evasion: -30% of caster Evasion
  4. Target’s Evasion: -40% of caster Evasion
  5. Target’s Evasion: -50% of caster Evasion
  6. Target’s Evasion: -60% of caster Evasion
  7. Target’s Evasion: -70% of caster Evasion
  8. Target’s Evasion: -80% of caster Evasion
  9. Target’s Evasion: -90% of caster Evasion
  10. Target’s Evasion: -100% of caster Evasion
  11. Target’s Evasion: -110% of caster Evasion
  12. Target’s Evasion: -120% of caster Evasion
  13. Target’s Evasion: -130% of caster Evasion
  14. Target’s Evasion: -140% of caster Evasion
  15. Target’s Evasion: -150% of caster Evasion

Reasoning: With the reveal of c3 Rogue, the Evasion penalty to enemy past -100% have no sense. Enemy with -100% Evasion already have 0 evasion. It makes -110%~-150% evasion change pointless. This spell is also too cheap to counter any full dex builds and dishearten them from playing. Making it remove Evasion based on caster own evasion ratio could at least leave some hope in full dex builds vs full str builds, or force STR builds to put in more dex, and thus lowering their brute force if they dont crit (aka it would not justify the victory right away). It would also give another reason to level up Evasion skill (Rogue skill called Evasion).

[…]

Skill 2: Backstab – spell moved to c1

Reasoning: Its an iconic skill of Rogues and at c1 Rogues should start using daggers, but if they have no skills for daggers then why would they? Many people will agree that c1 Rogue should have Backstab skill.

[…]

Skill 3: Capture – spell moved to c2

Cooldown changed from 300 seconds to 150 seconds.

Reasoning: Cooldown is too long to be practical. Moving spell to c2 (or maybe even to c3?) would reduce potential amount of stored magic circles and traps.

[…]

Skill 4: Chain Hook - new spell

Throws chain with hook at the end on enemy to instantly drag it in front of Rogue.

Spell does not inflict damage, but apply Shock with increased duration per level. Has max 5 levels.

Reasoning: Rogues have this chain with hook on their costume - make them use that! Also since Rogues use both crossbow and dagger, it might want to attack at distance and then grab enemy to close combat to backstab it (especially if enemy runs away or pushes rogue away). I have not decided on cooldown, nor on SP cost, but i would like this spell to have about 300 range distance (so that you can use this spell to lure 1 enemy out from the group of monsters without attracting other enemies). Though you can ignore this luring concept and just make this spell have 15 levels and deal damage, and shock being an attribute. Up to you. I just think Rogue need such spell.

[…]

Skill 5: Vendetta – spell moved to c2

Reasoning: I see close-to-no reason to have this spell at c1. It could be moved to c2 to make room in c1 for Backstab skill and i think people wouldn’t mind this change.

[…]

Skill 6: Evasion

I think this spell should have longer duration.

Reasoning: I can’t think of situation when i would want to use Evasion bonus only for 25 seconds. There are better skills to pick.

Those are my suggestions so far. I did not commented all of the skills simply because i didn’t have the opportunity to test all of archer classes and skills. CBT was too short for me. :sweat:

I hope imc will consider these and improve archer somehow.

Thanks for reading.

1 Like

This is not how the drop system works in tos I’m afraid.

I loved the ideas for Scouts, they do need a rework badly more than any other archer class.

They don’t need a rework exactly, but definitely a buff where have at least 1 useful skill in C1 and C2 so that the only attraction isn’t the almighty Spit Arrow.

I don’t like all of the proposed changes you’ve listed, but I do like some. The one I would most like to see is a rework to archer buffs. Duration < Cool down should be reserved for abilities that are too powerful to be kept up 100% of the time. Steady Aim is not one of those and should have a duration closer to Gung Ho, or at least one that is as long as the cool down period. One change I would like to see to Swift Step is to allow Archers to move nearly at full speed while shooting with 15 points invested.

I love your ideas in regard to the scout skills!

+1 !

not enough turrets

:frowning: