Tree of Savior Forum

Lets suggest new Archer classes!

As we all know, Re:Build hasn’t been kind to archer players as they have fewer class options than other main classes. Lets brainstorm some potential archer classes and if we’re lucky, maybe IMC will even consider some of our ideas!

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imc did say they are looking to add a new cannon and/or musket class into archer in dev notes

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Yea I heard about that too. In my opinion that is a bit boring. That is kinda suggesting cannon builds will automatically choose the 2 classes (cannoneer and the new cannon class).

My suggestions 1 of 3: Engineer class.

Engineers would be able to equip both Muskets and Cannons. Their main skill focus is defensive and support. While their skills require them to set-up in the battlefield, giving them a bit of difficulty in raids where the boss is always moving, they shine in pvp and challenge mode, where they expect the enemy to come to them. They work best combined with the Sapper, Falconner, Wugushi, or Cannoneer for skill synergy.

Deploy Arrow Turret (Defense skill) Plants a stationary turret that launches arrows at nearby targets. A total of 3 turrets can be deployed at any time. (Similar to the necromancer’s corpse tower)

Deploy Mortar Turret (Defense skill) Plants a stationary turret that fires explosives at distant targets. Only one mortar turret can be deployed at any time.

Explosive Ordinance (Support skill) Temporarily increases the aoe ratio and adds fire damage to the party’s ranged attacks.

Airstrike (Offense skill) Fires a flaregun in the air, followed by randomly airdropped cluster bombs in a wide area. Attributes to increase the area of effect, concentrate it to a localized area, or a chance to stun enemies when hit by an airstrike.

Sniper’s Nest (Defense skill) Constructs a sniper’s nest for the engineer or another allied archer to hide in. While inside the area of the sniper’s nest, they are concealed and cannot be detected by enemies. There is also an attribute to boost the effects of Bazooka and Sniper’s Serenity while hidden in the nest.

Jury-Rigging (Support skill) Temporarily repairs the equipment of allies when they reach 0 durability (Giving it 1 point of durability). The equipment stays ‘unbroken’ while the buff stays in effect. There is also an attributes to greatly reduces the degradation of the equipment’s durability while the buff stays active.

Shrapnel Bomb (Offense skill) The Engineer launches a bomb that causes targets in an area to take damage and bleed. There is also an attribute to temporarily nullify enemy gear.

Magnet Bomb (Debuff skill) The Engineer launches a bomb that pulls targets in an area, while reducing their evasion. There is also an attribute to increase the strength and radius of the magnetic pull. Another attribute also increases the damage enemies take from shrapnel bomb after being pulled by the magnet bomb.

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For the current class tree, I’m hoping they can add more reasons to go crossbow.

As for archer classes I’d like to see someday, maybe a mounted archer like the stuff I read about the Mongolian Cavalry or Longbow archers (2h bow charge skill based class?).

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Class Suggestion: Bounty Hunter
Classification: Support
Weapon: Musket

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Description: Bounty Hunter would be a farming class for the archer tree. They would excel in hunting grounds or any other map with large amount of mob spawns and also taking down large-size and boss type monsters.

Skills:

  1. Study Prey (Self Buff) - consecutive kills on the same type of enemy increases your physical damage by a cumulative amount. Buff lasts for 300 seconds.

  2. Track (Self Buff) - alerts you of any special monster spawn in the map and pinpoints their location. Additionally, your looting chance is increased for the duration. Buff lasts for 300 seconds.

  3. Big-Game Hunter (Self Buff) - attacks and abilities used against large-size and boss type monsters have amplified damage. Buff Lasts for 60 seconds.

  4. Open Season (Support Skill) - reduce all monster spawn timers across the map by a set amount.

  5. Flush Out (Support Skill) - spawns a random amount of small or medium-sized monsters endemic to the region at random points throughout the map. Has a small chance of spawning a special monster.

  6. Monster Lure (Deployment Skill) - place a lure on a target point which attracts the attention of nearby monsters for a brief period (similar to taunt/swashbuckling). Monsters spawned from Flush Out will appear next to the monster lure.

  7. Tracer Round (Offense Skill) - shoot a target enemy dealing missile-type damage to implant a tracer which prevents the target from vanishing using stealth and allows you to track its location in the minimap for a brief period.

  8. Tranquilizer Round (Offense Skill) - shoot a target enemy dealing missile-type damage and put it to sleep for a brief period. Any further damage dealt to the target has 50/40/30/20/10% chance of waking it up.

  9. Buck Shot (Offense Skill) - fire your rifle hitting multiple enemies in front dealing heavy damage. Damage is increased the closer the enemies are to you.

Class Suggestion: Ringmaster
Classification: Summoner
Weapon: Cannon (Any weapon would do really, but for thematic purposes there’s the cannon)

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Description: The Ringmaster is an adept summoner who takes command of circus animals and make them perform various feats to his/her amusement. Like the cannoneer, the ringmaster excels in AoE damage but is more mobile. Only the ability Cannonball requires the use of a cannon weapon.

Skills:

  1. Cannonball (Deployment Skill) - deploys a cannon in front which can be used by party members to shoot themselves outward dealing AoE damage to enemies upon landing. Any nearby summoned monkey will also hop in one after another and be blasted as well.

  2. Flaming Hoop (Deployment Skill) - deploys a flaming hoop in front which deal fire damage to nearby enemies. Missile attacks passing through the hoop will catch fire and deal bonus fire property damage.

  3. Rolling Globe (Deployment Skill) - drops a huge rolling globe in front dealing damage to splatted enemies. Hitting the ball will cause it to roll forward dealing damage to enemies ran over.

  4. Command Monkeys (Summon Skill) - summon 1/2/3/4/5 circus monkeys who follow you around and distract enemies. Each monkey lasts for 300 seconds or until used as ammunition for Cannonball.

  5. Command Lion (Summon Skill) - summon a savage lion to bite a nearby enemy dealing continuous bleed damage. If a flaming hoop is deployed, the lion jumps through it carrying its target along and deal AoE damage to enemies upon landing. The lion lasts for 300 seconds.

  6. Command Elephant (Summon Skill) - summon a rampaging elephant to run amok within the target area for a brief period dealing damage to stomped enemies. If a stationary rolling globe is deployed in the target area, the elephant will ride it (similar to Snow Rolling) and rampage in place instead. The elephant disappears when the effect ends.

  7. Whip (Offense Skill) - lash out a whip dealing AoE damage to enemies in front and boost the movement speed of any summoned unit or companion caught in the area.

  8. Leash (CC Skill) - tether a target in place with a short length of chain to prevent if from moving away for a brief period. Using this on a summoned unit or companion will agitate it causing its attacks to deal more damage.

  9. Menagerist (Self Buff) - boosts your movement speed by 1 for every summoned unit and companion under your command. Buff lasts for 300 seconds. A one skill point wonder!

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Class suggestion: Arbalester
Classification: Damage
Weapon: Crossbow

Skilled crossbowman that sacrifices their defense and movement for range and power with a larger crossbow known as an arbalest.

Skills:

  1. Arbalest (Self Buff) - add new components to your crossbow for more power and range, setting aside your subweapon. Movement decreases while increasing physical damage and range. This also affects other classes’ skills too that can be used with crossbow. Weapon swapping will cancel the effect.

  2. Repeater (Offensive) - fires a series of bolts targeting enemies randomly in a cone. While Arbalest is active, Repeater will fire piercing bolts instead.

  3. Ballistic (Offensive) - fire a heavy bolt, knocking back the first enemy it hits while taking additional damage for enemy they collide, also damaging the enemy it collided with. While Arbalest is active, Ballistic will knock back several targets nearby your target you hit.

  4. Cluster Bolt (Offensive) - fire an explosive bolt, exploding on the first target hit while releasing four more bombs around the target. While Arbalest is active, Cluster Bomb will additionally split one more time after the four, releasing two bombs each.

  5. Hook Shot (Offensive) - fire a large bolt with a wire attached to it, causing the target to be vulnerable to fire and electric property attacks. Additional enemies will be tangled by the wire if they move through it.

  6. Ignition (Offensive) - light the wire on fire, burning the target and all enemies tangled by it.

  7. Static Discharge (Offensive) - send electricity through the wire, shocking the target and all enemies tangled by it.

  8. Zhuge (Self Buff) - bless your next few basic attacks with the power of the wind, each shot creates a turbulence on the way, damaging all enemies and causing them to spin violently. If you attack an enemy that is affected by Hook Shot or is tangled by it, cause a whirlwind around the target, dragging all wired enemies to them. Increases movement speed during the duration except while in Arbalest, it will remove the movement speed penalty instead.

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Engineer really does feel like a worthy addition to smth like Falc-Sapper. Nothing else to add, just do it.

My suggestions 2 of 3: Hussar class

Historically, Hussars were mounted skirmishers from Central Europe whose distinctive military regalia included a winged banner. In my class suggestion for archers, they fill the role of the mounted archer and party leader.

Mounted Skirmish (Buff skill) - Increases the hussar’s pet’s move speed while riding. There is also an attribute to increase the Hussar’s knockback resistance while riding.

Mounted Charge (Offense skill) - The hussar’s pet dashes in a straight line, damaging and knocking back all enemies in the way. While charging, the Hussar can still use basic attacks. The damage from Mounted Charge increases while Mounted Skirmish is active.

Charge Banner (Support skill) - The hussar can raise his winged banner for his allies to see, momentarily increasing their move speed. Only one banner can be active at a time.

Rally Banner (Support skill) - The hussar can raise his winged banner for his allies to see, momentarily increasing their attack speed. Only one banner can be active at a time.

Hold Banner (Support skill) - The hussar can raise his winged banner for his allies to see, momentarily increasing their physical defense. Only one banner can be active at a time.

Ambush Shot (Debuff skill) - Hit the enemy with a brightly colored arrow that highlights their weakpoints. Enemies marked by Ambush Shot take extra damage for a number of hits. There are attributes to increase the number of hits before the debuff clears.

Herding Shot (Debuff skill) - Hit the enemy with a loud whistling arrow that attracts nearby enemies to that location. There are attributes to reduce the enemy’s defense while within the area of effect of Herding Shot.

Parthian Shot (Offense skill) - Basically, the old Retreat Shot skill from the Schwarzer Reiter.

Hussars were light or heavy melee cavalry armed mostly with sabers
The guys you describing are probably Polish Winged Hussars - plate armoured agressive close combat cavalry armed with spear and small shield, pretty iconic and definitely not archers.
Actualy mounted skirmishers was rare in europe (and mounted archers was not existing), but most of melee cavalry used pistols in point blank range, before charge - it called reiter attack (keep in mind u need like 2-5 minutes to reload 15-17 century pistol, thus each cavalryman had like 3-5 armed pitols)

There was limited regiments of Horse Carabiniers in France,
Sometimes flankers in cavalry formation were armed with carabine\rifle to provide covering fire
Basically only very expirienced soldiers could shoot from horseback effective

excuse my english and love history \o/

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Okay, so no archer hussars then, :disappointed_relieved:. Mongolia and Japan still has mounted archers though…

Samurais are originally mounted archers. Katanas are secondary. Haha but everyone will be enraged if samurai didnt go to swordsman. But Yabusame is a potential mounted class.

Final suggestion 3 of 3: Bowyer class

While Tree of Savior’s Fletchers crafted and used special arrows, Bowyers sought to improve their bow instead. Using the crafting menu, Bowyers can modify their bows and crossbows using special materials for the grip, string and curve to create a weapon unique to them. They can offer these same services to fellow archers for a nominal fee.

Refine Bow (craft skill) - Allows the Bowyer to refurbish their bows and crossbows or of other archers while in rest mode.

Recurve Draw - Increases the damage rating of the bow/crossbow, but the cost of this increased pull strength is a reduction to attack speed.

Compound Draw - Increases the attack speed of the bow/crossbow, but the improved speed sacrifices accuracy, reducing the critical rate of the weapon.

Short Stock Limb - Shortens the limbs of the bow, reducing attack range but greatly increasing critical rate.

Long Stock Limb - Lengthens the limbs of the bow, increasing attack range greatly but reduces movespeed.

Reflex Grip - Adds a reflex sight to the bow grip, increasing accuracy but reducing physical defense.

Sniper Grip - Adds a scope to the bow grip, increasing critical damage but reducing evasion.

Dragon Heartstring - Changes the bow/crossbow damage to fire attribute. Deals even more damage when combined with Fletcher skills. Consumes Magic Powder.

Pegasus Manestring - Changes the bow/crossbow damage to holy attribute. Deals even more damage when combined with Mergen skills. Consumes Magic Powder.

Manticore Tailstring - Changes the bow/crossbow damage to poison attribute. Deals even more damage when combined with Wugushi skills. Consumes Magic Powder.

Sphinx Furstring - Changes the bow/crossbow damage to earth attribute. Deals even more damage when combined with Sapper skills. Consumes Magic Powder.

Elements shooter class seem good idea, we can have a skill to open element enchant shop. (Ex: +100 poison & +30% poison att dame, same with earth/wind… , pick only 1 element)

ToS tends to choose class designs based on historic roles

something like the carabinier would suit tos imo, basically these dudes were horsemen with guns, would fill the void left from SR migrating to scout and would be another class for muskets.

I actually like the Ringmaster idea, especially for RP builds with Pied Piper.

I think this one could work in Swordie, Scout, or Archer, but here it is:

Medic/Doctor class.
I think they should do away with making Clerics the only ones with heal skills, and give the other classes atleast 1 healing support class, but no others. Swordie and Archer feel particularly starved for support classes imo. Doctor/Medic could function similarly to Sapper and specialize in dot heals, as opposed to Clerics which are a little instantaneous, since that’s how doctors fix issues.
(What I mean by Sapper, is more of a class with frontal aoes instead of projectiles)

But to get around the Spr scaling nature of heals, we would need…:
Practice Medicine - Toggle buff. Using your sheer desire and love to help others, your Dex is given the ability to affect heal power!
Makes you put on cool doctor reading glasses.
(or they could make Dex give heal power, or make it work like FF where heals are affected by your attack power)

Syringe - Pricks a party member with a needle. They begin recovering HP for a little while.
Maybe the attribute: Feeling Better - If the party member has a debuff, it’s lowered by 1 status effect level, and the party member is given a slightly better heal.

CPR - Used only to revive fallen party members.
Or maybe as a secret trick, you can use it on knocked down monsters for a similar effect to Punish, to STOP their heart instead.

Prescription - Removes debuffs of nearby party members Lv.2 or lower. If they had debuffs on them, gives them a dot heal.
And the attribute: Placebo - Late game attribute. Gives the dot heal regardless of whether the party members had a debuff or not.

That’s all I have so far.
I think it would be best in Archer tbh, because Swordie is already tanky, Wiz has Alch, and Scout has a number of support options. Archer’s support options are mostly offensive support, too.

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I suggest Chakho, I just saw it in a Korean show on Netflix show. It said there that Chakhos are elite tiger hunters that uses rifles. So I was thinking this thing would be a good addition to rifle classes. I have no idea for skills, but if IMC is listening/reading then they can create the skills for this class.

This is kinda cool. Someone suggested an Arbalester class and while the skills arnt the same this person nailed it. XBow user and everything. I’m guessing imc has been watching these suggestions

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Yeah it would be. I wish there were more options for set effects. I hope there is a way to add old set effects to new gears