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:
- Movement speed: +10; Accuracy -10%; Evasion: +2%; Duration: 18 seconds; Cooldown: 42 seconds; SP: 20
- Movement speed: +10; Accuracy -10%; Evasion: +4%; Duration: 26 seconds; Cooldown: 42 seconds; SP: 22
- Movement speed: +10; Accuracy -10%; Evasion: +6%; Duration: 34 seconds; Cooldown: 42 seconds; SP: 24
- Movement speed: +10; Accuracy -10%; Evasion: +8%; Duration: 42 seconds; Cooldown: 42 seconds; SP: 26
- Movement speed: +10; Accuracy -10%; Evasion: +10%; Duration: 50 seconds; Cooldown: 42 seconds; SP: 28
- Movement speed: +10; Accuracy -10%; Evasion: +12%; Duration: 58 seconds; Cooldown: 42 seconds; SP: 30
- Movement speed: +10; Accuracy -10%; Evasion: +14%; Duration: 66 seconds; Cooldown: 42 seconds; SP: 32
- Movement speed: +10; Accuracy -10%; Evasion: +16%; Duration: 74 seconds; Cooldown: 42 seconds; SP: 34
- Movement speed: +10; Accuracy -10%; Evasion: +18%; Duration: 82 seconds; Cooldown: 42 seconds; SP: 36
- Movement speed: +10; Accuracy -10%; Evasion: +20%; Duration: 90 seconds; Cooldown: 42 seconds; SP: 38
- Movement speed: +10; Accuracy -10%; Evasion: +22%; Duration: 98 seconds; Cooldown: 42 seconds; SP: 40
- Movement speed: +10; Accuracy -10%; Evasion: +24%; Duration: 106 seconds; Cooldown: 42 seconds; SP: 42
- Movement speed: +10; Accuracy -10%; Evasion: +26%; Duration: 114 seconds; Cooldown: 42 seconds; SP: 44
- Movement speed: +10; Accuracy -10%; Evasion: +28%; Duration: 122 seconds; Cooldown: 42 seconds; SP: 46
- 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:
- Attack: 120 +(CharLvx 1); AoE ratio: 6 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 20
- Attack: 144 +(CharLvx 1); AoE ratio: 7 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 23
- Attack: 168 +(CharLvx 1); AoE ratio: 8 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 26
- Attack: 192 +(CharLvx 1); AoE ratio: 9 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 29
- Attack: 216 +(CharLvx 1); AoE ratio: 10 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 32
- Attack: 240 +(CharLvx 1); AoE ratio: 11 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 35
- Attack: 264 +(CharLvx 1); AoE ratio: 12 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 38
- Attack: 288 +(CharLvx 1); AoE ratio: 13 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 41
- Attack: 312 +(CharLvx 1); AoE ratio: 14 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 44
- Attack: 336 +(CharLvx 1); AoE ratio: 15 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 47
- Attack: 360 +(CharLvx 1); AoE ratio: 16 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 50
- Attack: 384 +(CharLvx 1); AoE ratio: 17 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 53
- Attack: 408 +(CharLvx 1); AoE ratio: 18 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 56
- Attack: 432 +(CharLvx 1); AoE ratio: 19 (linear); 100% [Pinned to ground] for 3 seconds;Cooldown: 20 seconds; SP: 59
- 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:
- Attack: 117 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 14
- Attack: 148 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 16
- Attack: 179 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 18
- Attack: 210 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 20
- Attack: 241 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 22
- Attack: 272 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 24
- Attack: 303 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 26
- Attack: 334 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 28
- Attack: 365 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 30
- Attack: 396 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 32
- Attack: 427 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 34
- Attack: 458 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 36
- Attack: 489 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 38
- Attack: 520 + (0.5xSTR); Push distance: 20; Cooldown: 14 seconds; SP: 40
- 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:
- Critical damage: +(15 + DEX); Attack speed: x2; Duration: 12 seconds; Cooldown: 60 seconds; SP: 9
- Critical damage: +(19 + DEX); Attack speed: x2; Duration: 14 seconds; Cooldown: 60 seconds; SP: 11
- Critical damage: +(23 + DEX); Attack speed: x2; Duration: 16 seconds; Cooldown: 60 seconds; SP: 13
- Critical damage: +(27 + DEX); Attack speed: x2; Duration: 18 seconds; Cooldown: 60 seconds; SP: 15
- Critical damage: +(31 + DEX); Attack speed: x2; Duration: 20 seconds; Cooldown: 60 seconds; SP: 17
- Critical damage: +(35 + DEX); Attack speed: x2; Duration: 22 seconds; Cooldown: 60 seconds; SP: 19
- Critical damage: +(39 + DEX); Attack speed: x2; Duration: 24 seconds; Cooldown: 60 seconds; SP: 21
- Critical damage: +(43 + DEX); Attack speed: x2; Duration: 26 seconds; Cooldown: 60 seconds; SP: 23
- Critical damage: +(47 + DEX); Attack speed: x2; Duration: 28 seconds; Cooldown: 60 seconds; SP: 25
- Critical damage: +(51 + DEX); Attack speed: x2; Duration: 30 seconds; Cooldown: 60 seconds; SP: 27
- Critical damage: +(55 + DEX); Attack speed: x2; Duration: 32 seconds; Cooldown: 60 seconds; SP: 29
- Critical damage: +(59 + DEX); Attack speed: x2; Duration: 34 seconds; Cooldown: 60 seconds; SP: 31
- Critical damage: +(63 + DEX); Attack speed: x2; Duration: 36 seconds; Cooldown: 60 seconds; SP: 33
- Critical damage: +(67 + DEX); Attack speed: x2; Duration: 38 seconds; Cooldown: 60 seconds; SP: 35
- 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:
- Attack: 113 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 17
- Attack: 150 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 22
- Attack: 187 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 27
- Attack: 224 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 32
- Attack: 261 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 37
- Attack: 298 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 42
- Attack: 335 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 47
- Attack: 372 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 52
- Attack: 409 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 57
- Attack: 446 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 62
- Attack: 483 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 67
- Attack: 520 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 72
- Attack: 557 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 77
- Attack: 594 + (CharLvx 1); Bounced arrow attack: 200%; Cooldown: 0 seconds; SP: 82
- 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:
- Attack: 95; Fires 7 times; Cooldown: 14 seconds; SP: 19
- Attack: 106; Fires 8 times; Cooldown: 14 seconds; SP: 21
- Attack: 117; Fires 9 times; Cooldown: 14 seconds; SP: 23
- Attack: 128; Fires 10 times; Cooldown: 14 seconds; SP: 25
- Attack: 139; Fires 11 times; Cooldown: 14 seconds; SP: 27
- Attack: 150; Fires 12 times; Cooldown: 14 seconds; SP: 29
- Attack: 161; Fires 13 times; Cooldown: 14 seconds; SP: 31
- Attack: 172; Fires 14 times; Cooldown: 14 seconds; SP: 33
- Attack: 183; Fires 15 times; Cooldown: 14 seconds; SP: 35
- 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:
- Attack: 201 + (DEX + 0.5xSTR); Ignore 10% of enemy physical defense; Cooldown: 30 seconds; SP: 18
- Attack: 239 + (DEX + 0.5xSTR); Ignore 20% of enemy physical defense; Cooldown: 30 seconds; SP: 22
- Attack: 277 + (DEX + 0.5xSTR); Ignore 30% of enemy physical defense; Cooldown: 30 seconds; SP: 26
- Attack: 315 + (DEX + 0.5xSTR); Ignore 40% of enemy physical defense; Cooldown: 30 seconds; SP: 30
- 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:
- Attack: 120 + SPR; Cooldown: 18 seconds; SP: 17
- Attack: 148 + SPR; Cooldown: 18 seconds; SP: 20
- Attack: 176 + SPR; Cooldown: 18 seconds; SP: 23
- Attack: 204 + SPR; Cooldown: 18 seconds; SP: 26
- Attack: 232 + SPR; Cooldown: 18 seconds; SP: 29
- Attack: 260 + SPR; Cooldown: 18 seconds; SP: 32
- Attack: 288 + SPR; Cooldown: 18 seconds; SP: 35
- Attack: 316 + SPR; Cooldown: 18 seconds; SP: 38
- Attack: 344 + SPR; Cooldown: 18 seconds; SP: 41
- Attack: 372 + SPR; Cooldown: 18 seconds; SP: 44
- Attack: 400 + SPR; Cooldown: 18 seconds; SP: 47
- Attack: 428 + SPR; Cooldown: 18 seconds; SP: 50
- Attack: 456 + SPR; Cooldown: 18 seconds; SP: 53
- Attack: 484 + SPR; Cooldown: 18 seconds; SP: 56
- 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:
- Additional damage: +8; Physical defense: -14; Duration: 40 seconds; Cooldown: 60 seconds; SP: 20
- Additional damage: +11; Physical defense: -13; Duration: 40 seconds; Cooldown: 60 seconds; SP: 23
- Additional damage: +14; Physical defense: -12; Duration: 40 seconds; Cooldown: 60 seconds; SP: 26
- Additional damage: +17; Physical defense: -11; Duration: 40 seconds; Cooldown: 60 seconds; SP: 29
- Additional damage: +20; Physical defense: -10; Duration: 40 seconds; Cooldown: 60 seconds; SP: 32
- Additional damage: +23; Physical defense: -9; Duration: 40 seconds; Cooldown: 60 seconds; SP: 35
- Additional damage: +26; Physical defense: -8; Duration: 40 seconds; Cooldown: 60 seconds; SP: 38
- Additional damage: +29; Physical defense: -7; Duration: 40 seconds; Cooldown: 60 seconds; SP: 41
- Additional damage: +32; Physical defense: -6; Duration: 40 seconds; Cooldown: 60 seconds; SP: 44
- Additional damage: +35; Physical defense: -5; Duration: 40 seconds; Cooldown: 60 seconds; SP: 47
- Additional damage: +38; Physical defense: -4; Duration: 40 seconds; Cooldown: 60 seconds; SP: 50
- Additional damage: +41; Physical defense: -3; Duration: 40 seconds; Cooldown: 60 seconds; SP: 53
- Additional damage: +44; Physical defense: -2; Duration: 40 seconds; Cooldown: 60 seconds; SP: 56
- Additional damage: +47; Physical defense: -1; Duration: 40 seconds; Cooldown: 60 seconds; SP: 59
- 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:
- Attack: 50 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 56 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 62 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 68 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 74 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 80 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 86 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 92 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 98 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 104 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 110 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 116 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 122 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- Attack: 128 + 0.2xSPR; AoE Ratio: 3; Cooldown: 90 seconds; SP consumed: 2% every 0.5 second.
- 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.
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Skill 4: Precision (Buff) – new spell, replaces Critical Shot
Guarantee next hit to land as Critical.
By level:
- 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


