Tree of Savior Forum

Archer Revamp Brainstorm

Inspired by @Asriel topic about a (hopefully) upcoming Cleric rework/rebalance, shall we throw in some ideas to make the Archer tree better?

https://treeofsavior.com/page/class/ranking.php

As we know, the game’s dominated by Falconers and Musketeers. SR is still popular and many people also pick BM2 as an alternative build. Concerning the lower ranks, pretty much no one’s going deep into the classes available except for Archer and Quarrel Shooter. IMO, in order to have more build diversity in the game, a big revamp like the Wizard rework is needed for the Archer tree.

Please share with us your ideas to improve the Archer tree. What would you like to see in an Archer rework?

For reference, IMC’s already working on Archer and Cleric and they recently buffed the delay after casting of pretty much every Archer skill:

4 Likes

Ranger

  • High Anchoring: skill charging speed increased and target limit changed from AoE atk ratio +6 to 8 fixed targets; circle 2 attribute to increase the skill target limit by 3
  • Critical Shot: +100% damage if Steady Aim is active
  • Steady Aim: circle 3 attribute to increase the buff duration to 5min, but reduces your final critical chance to 0
  • Time Bomb Arrow: removed
  • Bounce Shot: now has 3 overheats and it’s now a circle 2 skill; added a circle 3 attribute to give a certain chance for the split arrows to ricochet
  • Spiral Arrow: now has 3 overheats; the third overheat will ignore 30% of the target’s armor
  • Sharpshooter: new circle 3 skill; self-buff that extends the range and the hitbox length of all Archer skills and increase the range of your basic attacks based on the skill level; it has an attribute called Sharpshooter: Take Aim, which enables the use of missile damage skills under Kneeling Shot if the character has a Two-Handed Bow equipped

Hunter

  • Coursing: can now be used on bosses with half of the debuff effects
  • Pointing: new circle 2 attribute; enemies affected by Pointing take 20% more damage from missile attacks, requires Pointing lvl 6+
  • Praise: now also scales with STR and DEX; new circle 2 attribute that applies a buff for the Hunter and the companion, increasing their damage against beast-type monsters by 10% (requires Praise lvl 3+); new circle 3 attribute that applies a buff for the Hunter and the companion, boosting their damage against large and boss-type monsters by 10% (requires Praise maxed)
  • Hey!: new skill (max level: 1), calls your companion, interrupting any skill it may be using

Sapper

  • Punji Stake: skill animation speed increased
  • Claymore: number of targets increased from 5 to 10; new circle 3 attribute to increase the number of targets by 5
  • Conceal: now it’s a max level: 1 skill; Conceal duration is fixed at 3 minutes, extended by a circle 2 attribute (+2 minutes) and a circle 3 attribute (+5 minutes)
  • Detonate traps: new circle 3 attribute that increases the amount of objects detonated by 2

Scout

  • Perspective Distortion: extended range effect replaced with +0.5% chance per skill level to nullify incoming attacks; new circle 3 attribute to not be interrupted by attacks while channeling Perspective Distortion
  • Flare: new circle 2 attribute; enemies damaged by Flare takes continuous damage for 0.5s per attribute level (max level: 5)
  • Scan: new circle 3 attribute called Assault Signal; enemies within the range of Scan take 30% more damage from Missile-based attacks for 5 seconds
  • Split Arrow: overheats and cooldown removed; upon using Split Arrow, the user receives a stacking debuff that increases Split Arrow SP cost by 25% (max: 10 stacks = +250% SP cost) for 5 seconds

Wugushi

  • Detoxify: now it’s a max level: 1 skill; new circle 2 attribute enables the ability to remove higher rank poisons with Detoxify; new circle 3 attribute enables the ability to also remove Bleeding and Burn with Detoxify
  • Zhendu: now works like Enchant Fire; self-buff (can’t be shared) that increases your Poison property attack based on your STR and DEX, and adds a new damage line for your basic attacks with poison attribute based on your minimum attack
  • Needle Blow: now has 3 overheats and can be stacked (max 3 stacks); each stack increases Needle Blow DoT by 25%
  • Bewitch: replaced with a new skill called Expunge (max level: 15), which works like Flare/Ice Blast, but with no overheats, dealing damage against poisoned within the range of Expunge; it has a circle 2 attribute that applies a Slow debuff and a circle 3 attribute that refreshes the poison duration on all enemies damaged by Expunge
  • Jincan Gu: new attribute, insects spawned with Jincan Gu inflict Decay for 5 seconds

Rogue

  • Capture: new circle 2 attribute to reduce the skill cooldown to 90 seconds
  • Backstab: new circle 3 attribute to ignore block when attacking from behind with Backstab
  • Lachrymator: additional attribute now scales with STR at a certain ratio based on the attribute level
  • Burrow: replaced with a new skill called Killing Spree; self-buff that cuts Backstab SP cost by half and gives it an additional hit; when you dodge melee attacks, put you behind the enemy; when you kill an enemy player, refreshes all Rogue’s skills cooldowns

Fletcher

  • Bodkin Point and Broadhead are now affected by your attack speed
  • Magic Arrow: instead of burning on a targeted area, the arrow explodes on the targeted area, applying a DoT debuff on the enemies caught in the explosion; 155% per 0.5s damage for a certain duration based on the skill level
  • Crossfire: hitbox width increased
  • Divine Machine Arrow: increased the size of the explosion

Musketeer

  • Archer’s Heavy Shot , Ranger’s Critical Shot and Rogue’s Vendetta can now be used with a musket equipped

Mergen

  • Spread Shot: hitbox width increased
  • Arrow Sprinkle: new circle 2 attribute that increases its duration by 1 second
  • Jump Shot: the user now has to select a target area; the space between each shot is determined by the distance between you and the targeted area
  • Down Fall: can now stack with itself
9 Likes

Twitch and Katarina in tos
:thinking:

I think the worse thing in the Archer tree right now is the lack of synergy between high-end classes.

  • Musketeer is a class that cant cast anything from lower ranks, so you build him with no weapons restrictions ranks
  • Rogues add Daggers to the whole thing. Cannonners are busy with their canons, musketeer with their muskets, BMs with their pistols and Mergens with their 2h bows. Rogues are left with Hackapell that uses swords that doesn’t have anything to do with Rogue gameplay (I know it behaves like a dagger).
  • Falconer works with everything because it doesn’t need anything besides his Falcon to work

We actually fall into a very sad area. We’re not building good characters, we’re building the ones that work.
imo they should :

  • Allow muskets to cast more skills from lower ranks. That way we can leave the QS3 default layout.
  • Allow musketeers to use pistols on the main-hand. Then create a modifier for every Musketeer skill so the difference between Muskets and Pistols are noticeable.
  • Rework Scout entirely.
  • There’s no assassin class. Scout+Rogue combo is the nearest we can get to it. However there’s no ranks to fill this gameplay because every class is busy with their endgame weapons. Hackapell should fix that, but they can’t go invisible. Either give Rogue to the Swordsman tree or think better on its building path.
  • Rangers point are to be a good class against multiple mobs. Make it scale better.
  • Better identity to the classes. QS3 does this job fine. It’s supossed to hit fast. Anyone that wants to hit fast gets QS3. What about the other classes? Rangers should be AoEing all day, Scouts benefiting from a Stealth and Agile gameplay, Rogues backstabbing or trickstering, Hunters… hunting. etc. There’s no rank identity. You either get the most unfun class ever made into a game, QS3 or you’re aiming for a very specific build.
1 Like

I’d rather have a small reduction on the total damage increase than no crit at all; it is already a 3circle investment to get the attribute - why nullify crits?

I’d also like if Wugushi poisons could start to crit, or if at least they could scale with both Str and Dex. (Maybe that would be too broken though.)

Oops, I did a few mistakes there. I hope everything’s okay now.

I agree with @Sigilli.

Although Musketeers can also take Hunter, Sapper and Wugushi, you’re right. I edited my post to suggest a few skills to be added to the compatibility list with muskets.

I feel like Rogue and Hackapell don’t fit in the Archer tree to be honest. IMO, they belong in the Swordsman tree. Rogue would be a Sword+Dagger focused class and Hackapell would be the mounted class focused on Sword+Pistol, but classes being swapped with classes from other trees is something that’ll never happen, unfortunately.

Steady Aim also affects your skills (with missile damage, that is), so I think it’s a good trade-off to lose the ability to crit to have a 5min +20% missile damage buff. I was thinking about making Ranger Mergen/Cannoneer/Musketeer viable, but maybe that wouldn’t be very appealing after all?

Honestly both Cannoneer, Mergen and Musketeer (except Wugushi-Musk) work a lot with Crit. Pretty much Cannoneer is “high damage, even higher when I crit”, Mergen builds are oftenly paired with Rog1 and full dex, and Musketeer builds not centered in full STR wugushi are full dex or mixed to make the most of crit.

Removing crit ability from steady aim would be the opposite idea than to break the QS3 meta, since all those critting builds would continue to see no point in ranger.

edit: I forgot to mention that the increase of damage with crits is MASSIVE, much higher than the 20% from steady aim. Although Steady Aim would be much better for full str, non-crit builds, with any different build strays far away from what you suggested (and create less build viability)

1 Like

It would take me a very long time to weigh in here, but I will do my best to be brief.

The only archer builds in the top 100 are what people generally perceive as fun to play. Falconers, quarrel shooters, and musketeers got major quality of life fixes, which is the driver behind this.

Steady aim being 5 minutes, even with a drawback, would actually just be too good. It doesn’t serve the same purpose as running shot, ranger fits into builds very differently than QS does. This is gonna sound crazy but there are two core changes that could rebalance the trees at large and probably fix a lot of the major issues with the archer class tree as a whole, outside of a couple tweaks to the individual classes.

1.) Clean swap of ranger and rogue and where they fall in the tree, and add more melee-oriented skills to rogue. Buff all the SFRs on ranger damage skills, leave steady aim alone.
2.) Add a DPS skill to scout 2-3. (Do not change any existing scout skills except for upping the SFR of Split Arrow, or allow split arrow to be used with melee weapons. Then remove the mount restrictions from hackapel skills).

This opens up better options across the board for mergens and hackapells, and doesn’t completely destroy existing paths.

On an individual class level, outside what I already mentioned:

QS: Needs something besides 3 circles for literally running shot.
Hunter: Overnerfed, especially in PVP. Maybe add one more DR type, or actually give hunter pets (uniquely) actual pet AA damage.
Sapper: The non-broom trap skills are dubious at best, and could use a complete rework.
Scout: Maybe change perspective distortion to a timed buff rather than a channel, though uh, actually nah, forget I said anything.

Wugu/Fletcher: Just go back to the better dot duration, or perhaps give it the warlock/sage approach: A big SFR burst on the DoTs, and then an after-effect DoT similar to the WL/Sage attributes on mastema/pole/ulti D/little D. DoTs in this game are still okay but deceptively so, most people want to see big numbers and don’t care about sustained damage. Strike a balance and everyone will be happy. For wugu specifically: Make the card effects worth a goddamn, change them up. You have like 10 insect boss cards and 3 or 4 of them are the exact same thing as one another with a slight animation adjustment.

Some of the Wugu/Fletcher ((((and other AA builds)))) problems are actually more based on the functionality of property damage, which really in and of itself could just a great big overhaul.

Mergen: Was billed as an AoE class, only its AoE is average at best compared to, hell, even wugushi. Has one DoT with a peculiar restriction (I’m a ranged class and you already have another rank 8 class which is functionally melee, remember?), and one skill literally no one uses because jumping on and off a mount for all the other skills would be bullshit, and SR3 is just a straight up upgrade over Mergen in all ways.

Hacka: Fine, but has like 1 viable build path, and 2 paths if you hate yourself.

Cannon: Clunky as hell to play, but I played musketeer long before picking up cannon. Kneeling shot was never a good mechanic, adding a core skill in a similar vein as it to a circle 7+ skill was kind of asking for trouble.

Musk: Please fix the serenity charging bug. I don’t care if people get punished for canceling it early by recasting cause they’re too stupid to right click off debuffs and they get frozen or decay for 30s, I’m talking about the one where even if you full charge it, your client doesn’t realize you have and thinks you cut it like .1 second short and you don’t get the full effect. Which is a thing I guess the groovy QS musk builds care about. And it’s why I assume most of them (again, see top 100 builds) already dumped their muskets and moved on.

In summary: Make more changes like the changes made to falconer, or like what went into designing bullet marker (which I also think is a clunky as hell class btw). It has to flow well, it has to be like push button, receive immediate gratification, either with big numbers or because everything is comfortable and flows well.

1 Like

Yup, that was what I was going for, but there’s still room for DEX builds with the proposed rework. The current Steady Aim is a buff to burst things down during its short duration. The new attribute would be aimed on high/full STR builds. Crit damage formula is (PATK x 1.5 + CATK) x SFR. Steady Aim with the attribute would make you always deal PATK x 1.2 x SFR damage (not including other factors). The reworked Ranger 3 would still be interesting for full DEX characters because of Sharpshooter. Your range is increased and you’re able to use your missile skills under Kneeling Shot (pointless for Cannoneers, but an option for Mergens, Bullet Markers and Musketeers)

CATK is a reason why crits are significant though. Considering how high going full dex can make your CATK go, and that we can reach 700 crit rate with ease if archer 2, it kinda still is ~60% more attack total before multiplying by the SFR, at 70% of the time -> overall 42% more damage (on average, compared to base), if my math is right? That doesn’t even count possible Rogue in the build (like BM2).
Unless Archer3, I suppose that the ability to cast stuff in kneeling shot still wouldn’t beat cancelling the crits, as I guess that you’d have in total around 35% more damage (full dex kneeling shot on archer 2 is around 1000 atk, no? For 10k atk archers, in endgame, this is only 10% more attack -> (1.1*PATK) * 1.2 * SFR = 1.32 * PATK * SFR => 32% more damage. Using this same math, unless your attack is lower than 5k - which 1000k is now +20% -, the results would be the same).

Yet again, I remind that this is a full 3 circle investment too, and even though ranger is a rank 2 class, kinda kill the possibility of sinergizing fully with other things (you would have 5 class ranks** locked since this only shines with kneeling shot too. Lacks space to sinergize with Sapper, with Wugushi, with Hunter. There has to be something to compensate, since we can’t make the AoE or Bossing of a rank 2 class be actually OP).

Please remove that RIde only restriction on Hackapell.
My dream is to make a foot Hackapell, who can stealth can do skarphugning

Edit :
Please also make these Skills work on Musket
Archer - Multishot, Heavy Shot
QS - Rapid Fire
Ranger - Barrage, Critical Shot, Bounce Shot
SR - Caracole, Retreat Shot
Hackapell - Leg Shot
BM - Taser, Full Metal Jacket, Napalm Bullet, Smash Bullet.

Archer C2

  • New attribute added: Jump Shot
    you can now auto attack and use archer skills while in mid air

wizards need a challenger in aerial supremacy

5 Likes

The day this works, I’ll have 4 musketeers and a hackapell and I’ll play until the servers burn down.

I mean, I love musketeers with all my heart, but I hate every single class-path leading to it.

Please, help the hackappels too. I think we have like 10 hackappels playing games on Silute (myself included). Never saw another hackappel while playing groups.

I didn’t think too much about improvements, but SP consumption and dmg scaling needs improvement.

I love the class mobility and concept, but SRs seems to do everything way better right now, so there are no reasons to pick hackappel

If look at that ranking above, there are no hackappel builds

obvious cannon bias here

Cannon:
Buffs being castable during kneeling shot/bazooka and similar stances in the future.
Siege burst: Remove knockback
Cannon shot and shootdown: 3 line attribute applies on incompatible monster type (cannon shot on flying, shootdown on ground) damage on incompatible monster increased from 50% to 75%
Cannon shot, shootdown and cannon barrage: AoE ratio increased by 3 to a total of 8.
Bazooka: Increase skill range similar to the autoattack range increase
Overall: Add a C attack for cannons

Cancelling bazooka just to recast overesimate sucks, and siege burst cant be used for dmg because of its knockback.
Also why are all archers able to equip a cannon if it does literally nothing without being a cannoneer? A C attack also makes cannons not have to overly rely on bazooka to deal damage with auto attacks, while bazooka still gives the +100% damage which makes it useful.

Ranger:
Add a C3 arrow rain skill that hits the entire area instead of the crappy arrow rain that mergen has.
Barrage: Remove the shotgun effect, and make it deal full damage to all enemies regardless of distance or amount of mobs hit, while maybe adding a target limit of 10 or so.
High anchoring: Widen the hitbox and give it a target limit like pokart suggested.
Steady aim: Increase the amount of increased damage, or increase the buff timer, 20% damage bonus at 40% uptime is really damn unimpressive for 15 skill points.
Time bomb arrow: Remove knockback attribute
Overall: Big or medium skill factor increases across the board, rangers damage is extremely terrible, even for a r2 class.

For an AoE expert, rangers aoe ability sure does suck, barrage is used more for single target than aoe, and spiral arrow and critical shot are both literally single target.

Archer:
Twin arrow hits 2 mobs at a time.
Oblique hitting more mobs at increasing skill levels, similar to electrocute.

Musketeer:
Add ability to use pistols instead of musket for c1-2 skills, snipers serenity, snipe and grooving muzzle should stay musket only.

Gives some flexibility to be used together with SR or BM, which i think promotes build diversity, instead of being a c3 or gtfo class.


This image will also finally make sense

Dont know how to fix fletcher, hunter and scout, but please do something about them, the poor guys.

Best would be if Quarrel Shooters Running Shot was locked to mainhand Crossbow only[ no more boost for Musket or Cannon, those weapon categories are supposed to be slow but really strong in attack power.
Currently Quarrel Shooter with enough DEX turns Musketeer and Cannoneer into machine gun soldiers…

Then build Ranger as a bow equivalent that focuses on boosting raw power instead of attack speed [e.g. allowing you to charge all your bow skills (Fletcher,Scout,Mergen skill would become chargable with Steady Aim, and randomly deal additional damage, depending on how long you charge the skill, up to +100% damage at level 15 Steady Aim after charging the skill for 3 seconds)].

Hunter should become more CC-focused, as well as Sapper.

Hounding should be turned into an AoE provoke while still providing the detection effect [+1 additional provoked monster per skilllevel], making your companion walk in a circle while provoking nearby monsters.
However, the provoked monsters should be provoked towards the Hunter [as in a real hunt, dogs and special assistants are driving the game before them right before the rifles of the nearby hunters].

Pointing also needs some kind of AoE, it’s a good skill but not only is the scaling per level abysmal, the way the A.I. is randomly walking from monster A to monster C and applies only a short-lived debuff is pretty useless.
Maybe it could become some kind of buff like the current praise that reduces the accuracy and evasion of monsters near the companion for as long as they are near it [some kind of aura effect like e.g. Barrier,Circling or Merkabah:Divine Protection].

Praises effect should be changed to become a Call for the companion with 1 second CD time, at least until IMC manages to fix the companion A.I. to stop bugging out.
I don’t have the time to feed the companion every time the A.I. bugs out tbh, it makes Hunter even less rewarding than it is already.
Usually if that happens, I just abandon the Penguin wherever it got stuck and focus on the Falconer&Cannoneer skills only.
To balance the bad defence and HP of the companion, Praise could have the effect of making the companion invincible for 0,5 seconds, so you can prevent it from getting permanently stunned/killed by stronger monsters if you time your Praise right.

Rush Dog should knock down monsters as its attribute effect, and the stun as its base effect (so it’s kinda inverse of Falconers Pheasant).

Class attributes

  • Companion training
    increases the companions status values by 1% per attribute level [max level 100] as long as the companion is active with the Hunter;
    requires Hunter C2

  • Survival of the fittest
    The companion has a 3% per attributelvl chance to evade all attack effects [max level 10]
    Monsters that successfully hit the companion have a 3% per attributelevel chance to be countered with Coursing, Retrieve or Rush Dog [level used is equal to the level learned by the caster];
    requires Hunter C3

Scout should enable attacking while staying cloaked [C3 attribute] for skilllevel+5 attacks, but instead of increasing the attack values, the attacks should be weakened by 30%. Strong Classes and crit builds would still benefit from it [especially if they usually already hit damage cap].

Scout skills Flare Shot and Split Arrow should deal more damage if used with a bow so that builds like e.g. Archer>Ranger3>Scout3>Mergen2 become viable choices.
Maybe this could be added as a Mergen C3 attribute (similar to Murmillios Cassis Crista attributes) for Archer -,Ranger -, Scout and Fletcher skills to deal additional damage as long as a bow is equipped.

For something like this and pointing I would really like them to make the hunter the center point. The pet wandering around on its own performing whatever it likes directly contradicts the control of the player, if it were to perform those actions in a circle around the player it would be far more predictable and reliable.

And for praise, I dunno what it should be, but to be honest /comeon should be there to fix the AI (reset it using the command) why the hell is it only a “go to the player” command? why is it such a wasted opportunity IMC why ?!

Hmm… basically all I see are attempts to make the archer nothing more than a swordie with “bow stances” If they aren’t swordies, they are mages that require STR and DEX to hit.

I would like the archer tree to 1st have a unique and CLEAR advantage for being in the archer tree. How about skill shots that “always hit” (can’t be evaded or blocked) but can be avoided? We currently have the opposite of this in ranged “instant” targeted damage (for example ranged AA).

So let archer kits be 2 sides of the same coin: (AA) can’t be avoided but susceptible to dodge and block, and (skill shots) always hits but can be avoided.

Another mechanic I would like archers to have is to allow independent action between main hand and off hand. Allow “different hands” to perform skills independent of what the other hand is doing (I’ll get into that later).

Archer
oblique shot /heavy shot / twin arrows
Turn these into short duration buffs that makes it similar to limacon but for main hand weapons.

  • oblique shot bounces: 5sec buff 10 sec cd
  • heavy shot knocks back: 2 sec buff 4 sec cd
  • twin arrows “quadruples” damage: 5 sec buff 7 sec cd

There is already precedence for this in limacon: spread. We have further demonstration in this being possible with DGS (bullet marker) and ram muay (nak muay).

Quarrel shooter
deploy pavise
Turn these installations into actual defensive skills. Remove the damage and the bleed chance. Allow party members within range to gain the ability to block physical and magical damage. Doing so would reduce the block count by 1.

  • The mechanic already exists in barrier: devotion. Instead of transferring damage, transfer the “block” to the pavise in order to count how many times the pavise has blocked.

stone picking (remove stone shot)
Turn this into a buff for 1 attack. Your next main hand AA stuns for x sec

rapid fire
There is no reason for this to even exist since every quarrel shoot will have access to multi shot. This can very well be an attribute that changes how multishot works. It could be multishot: rapid fire increase multishot’s OH to 3 (from 2) and cd to 25 (from 14).

  • There is precedence for this in wiz cross class attributes like: meteor: flame ground, the old headshot attribute that adds an OH to it, and the old heal: extra healing that increased heal’s cd.

We can keep the other attributes to it making the quarrel shooter have a multishot with 2 enhance attributes to it and a crit debuff.

teardown
Turn this into a complete utility skill. Remove the damage (and the enchance attribute) and reduce the cd. If you really want damage we can add an attribute to have pavise explode when destroyed or the duration ends.

running shot
Turn this into a movement buff “only”. Remove the damage portion of the buff and attach it to an attribute and deploy pavise. Make it so you gain the damage boost when you are in range of a pavise. It could be running shot: covered fire with the flavor text as “Your increased safety under a pavise allows you to focus on your AA increasing its damage”.

Ranger
What is the purpose of ranger? What should it be able to do that base archers can’t. Why not (maybe) skill shots?

barrage
Turn this into a skill shot that fires in only 1 direction at a slower execution time. Give it an increase in damage vs targets that are immune to knock back if you have barrage: knockback.

criical shot
Turn this into a buff that guarantees the next skill (not attack) to crit.

  • There is precedence for this in attributes like multi shot: critical but instead of max 25% for 1 specific skill, it could be 100% for the next skill use.

steady aim
Reduce the cd to the point that it has 100% uptime but add in a different penalty For example:

  • increase the cd of all missile skills by 100% while steady aim is active
  • increase sp cost of all missile skills by 100% while steady aim is active

Another option is make it a buff that only works when not moving

  • There is precedence for this in the old sniper serenity (buff is canceled on movement)

bounce shot
There is no reason for this to exist since every ranger will have access to oblique shot. This can very well be an attribute that changes how oblique shot works. It could be oblique shot: additional bounce increase oblique shot’s bounce to 3 (from 2).

time bomb arrow (remove)

Hunter
The problem with hunter is the pet has an AI. If we treat each pet related skill as a skill you can kill to prematurely end, then it would alleviate the AI problem (not performing skills when you use them). There is also the problem that some skills are hard cc and those immune will not be affected by even the damage of the skills.

Hunter pets no longer move or attack on their own. Hunter pets will always stay by their owner’s side unless commanded to perform a skill.

Coursing
The only change I want is the removal of reduced duration against players. In its place, the skill ends prematurely if the pet takes 20% its mHP during the skill.

  • This means players take full 5.5 sec duration if they don’t damage the pet.
  • This would also mean non-players could also end the skill prematurely.

Snatching
Turn this into a pet buff that changes how coursing works. Increase coursing damage against flying monsters. Flying monsters affected by coursing are dropped to the ground. Increase coursing sp cost by 100%

Praise
Turn this into a PET HEAL!!

Pointing
Turn this into a pet buff that changes how coursing works. Monsters affected by coursing have their accuracy and evasion decreased. Increase coursing sp cost by 100%

Rush dog
The only change I want is the ability to “auto-rush dog” like it used to be able to do. It could be rush dog: auto allow auto attacks to trigger rush dog. Rush dog can no longer be used on demand. Rush dog can’t stun. Pet must have at least 50% mHP.

  • The HP requirement will allow counter play.
  • The removal of stun would be for “balance”

Retrieve (rename)
Turn this into a pet buff that changes how rush dog works works. Increase rush dog’s damage by x% and stun chance by 60% (100% if you have rush dog: stun). Increase rush dog sp cost by 100%

Sapper
The cd (and consequently OH) on sapper skills needs to go. Let its output be limited by the reagents required to set up each skill (give every skill a reagent cost). Naturally, all “traps” need to be skill shots.

I also agree with the suggestion of @Pokart regarding conceal.

Detonate traps
With the suggestion of removing cd (and OH) detonate traps needs to be ground targeted to give you control where the damage happens. Detonate traps would then be your bread and butter as it provides value to otherwise unspent traps. This could very well be your “AA” as a sapper throttled only by your sp and reagents.

Scout
The scout (as pointed out by enough people) is just all over the place. The only things that make some sense to me are camouflage and cloaking. I would like to steer the scout into a class that “prepares” a zone for combat. I think the best way to do that is with debuffs.

camouflage
This is used as a block buff and not to actually hide making it pointless in terms of its name. This could come back around as a scouting tool if you look at it as a survival thing when you are spotted. This would make more sense as an attribute for cloaking. It could be cloaking: survival “use what ever you can get your hands on to survive, cover yourself in what ever you can find in your vicinity allowing you to block a certain number of hits”

flu flu
This somewhat has the right idea (using sounds to create an atmosphere of dread). The problem is confusion just doesn’t “work” (more so in a party setting). What does work, def and mdef debuff. These are simple and “proven” mechanics that do work.

Turn this skill into a ground targeted spell that plants an “arrow” (or installation or what ever aukuras is) that lowers def and/or mdef of all targets in range by a stacking x% the longer they stay in the area.

flare shot
Flares are used for signaling for whatever reason using light

  • Help me, I’m here
  • Target sighted, come to my location
  • etc
    Yes you can cause blunt force trauma with it, but that is the case for most objects you can propel with enough force.

Turn this skill into a ground targeted spell that plants an “arrow” (or installation or what ever aukuras is) that buffs accuracy and block pen for party members in range.

cloaking
The only change I would like is to have the ability to stay hidden when you are “forced out” of cloaking. It could be an attribute to remain cloaked after being revealed for x sec based on skill lv. It could be cloaking: blur “remain invisible for [skill lv] / x after losing invisibility”

  • there is precedence for this in katon no jutsu: stealth allowing shinobi to remain invisible even while attacking.

Also, make the duration short but still 100% uptime. This way you have to keep using the skill to stay invisible for longer periods of time instead of currently being able to “camp” invisibility.

perspective distortion
Turn this into a short dodge buff that allows party members to dodge attacks and magic.

scan
Turn this into a debuff that increases their damage taken (not lower def/mdef).

split arrow
I don’t know what to do with this. It basically has nothing to do about scouting (as defined as gathering information).
– Will edit for more –

Yey people notice this, I wonder why IMC doesn’t :sad:

The whole thing about being able to avoid archer attacks, you mean you want archers to behave like temple shooter?