Class Archer - Zicerite/Gavania-Project GitHub Wiki
Quick Summery: Archer is a glass cannon class, which means it has extremely terrible defense. Archer relies on distancing themselves between them and their target by utilizing their extremely high reach and mobility.
Archer has way above average:
- Reach
- Mobility
Archer has above average:
- Skill Damage
Archer has slightly above average:
- Elemental Variety
Archer has average:
- Support
- Healing
- Anti-Support
Archer has slightly below average:
- Melee Damage
Mage has way below average:
1 Defense
Combat Notes:
- Summery:
Archer is a glass cannon that is extremely mobile. The lack of any defensive skills or passives makes this class's survivalbility to strong classes very difficult. The only defensive options archer has are with a couple different runes. What archers lack in defense, greatly makes up for its attack power and mobility. Archers would need to focus on moving around a lot, while firing off skills from a distance in order to stay alive, and get kills. 4/6 of archer's damaging skills have an AOE to them, allowing archers to kill off waves of enemies quite easily. Archer even has an AOE healing skill that is only reliant on a cooldown, not mana or tech.
- Their Advantages:
Archer is in the top 3 most mobile classes, sharing that spot with the Dragon-Knight and Insect classes. Archer has really strong horizontal movement, which allows archers to get to places far away, like over huge gaps. The Retreat and Feinting Leap skills is where most of their mobility. Another one of archer's advantages is in their ranged AOE play-style. Archers are able to hit a lot of targets from far away using their various skills that allow for it. Archer overall is a resource light class, as most skills don't really cost too much mana, nor tech.
- Their flaws:
The biggest flaw Archer has is in their defense. The only way archers can get natural defenses is through runes. Archer doesn't have any defensive skills, passives, nor any base endurance and willpower. Archer has a surprisingly few amount of skills that grant invincibility, being 2. Even their Xync rune only has 1 mode that grants invincibility. Archers are required to fight at a distance if they are going to survive, as it doesn't take much to kill an archer. Archer also has a very low damage L click attack, which are all melee attacks, which archers are short handed in.
- Playing Offensively
Archers must fight from a distance. You have now heard that 3 times now, so just making sure you read that. Archers have a weak close ranged game, so they are at their strongest when they are out of range from their targets. Archer's Whirlwind Sweep is able to cancel the cooldown of Rapid Shot, so if an archer has enough mana, they can do this combo: Rapid Shot -> Whirlwind Sweep -> Rapid Shot. Bomb Shot has good knockback, so its useful for knocking enemies off of platforms, or to get enemies off of you. Frost Shot could be used to keep enemies in place with its high tier slowness (in later levels) and its stunning capabilities. With the Offensive Cooldown passive, archers deal more damage when in mid-air, so archers should try to always fight while in the air when possible.
- Playing Defensively
Archers have to uh... like they need to... um.... well... They just can't. Archers need to keep out of range of their targets. Archers should use their Whirlwind Sweep skill if enemies get close, as that sends enemies away in hitstun.
- Playing Support
Archer isn't focused on support, but it does have 2 skills that grant speed to themselves and allies. Retreat is a skill that grants speed to the caster and allies, but it has the added bonus of granting brief invincibility to the caster, and stun to nearby enemies. This is one of archer's most useful skill, as it is great for escaping, as well as starting combos for themselves and allies. Archer can also grant slowness and stun with Frost Shot. Rapid Shot also keeps targets in place, allowing archer to use any other skill while hitting an enemy with it. Quick Patch is a rare healing skill that heals HP, Mana, and Tech to themselves and nearby allies. Basically using a combination of using all that was mentioned can help the archer support their allies, and themselves.
- The Passives
Archer has 3 passives
- Aerial bonus grants a 7.5& damage buff while in the air.
- Offensive Cooldown grants a chance to decrease the cooldowns of all skills by 1 second when dealing damage.
- Tactical Energies heals HP, Mana, and Tech every 3 seconds under certain conditions.
-
- When at max HP: heals mana
-
- When at max Mana: heals tech
-
- When at max Tech: heals HP
Base Stats:
Formula: x + (y), where x = base, and y = amount gained per level up
- Health: 10
- Mana: 20
- Mana Regen: 1/s
- Base Speed: +11%
- Vitality: 1 + (1)
- Spirit: 10 + (1.15)
- Aquatia: 0 + (0)
- Strength: 5 + (1)
- Intelligence: 10 + (1.15)
- Endurance: 0 + (0)
- Willpower: 0 + (0)
- Agility: 0 + (0)
- Dice: 0 + (0)
Skills
- N/A. Will add once finalized...
Runes:
Alby:
- Alby 1: Adds neutral piercing damage equal to the weapon's melee damage to Bomb Shot and Frost Shot.
- Alby 2: Adds neutral piercing damage equal to the weapon's melee damage to Vampire Shot and Whirlwind Sweep.
- Alby 3: Adds a damaging hitbox to Feinting Leap, which deals 3x the weapon's melee damage that spikes enemies downward.
Xync:
- Xync 1: Caster passively takes 10% less damage.
- Xync 2: Adds a 2 second invincibility to Wildside.
- Xync 3: Adds a 15% damage reduction buff to Quick Patch.
Yryn:
- Yryn 1: Vampire Shot also heals 5 tech to the caster when it hits a target.
- Yryn 2: Quick Patch heals additional HP.
- Yryn 3: Heals 5% mana when Retreat is casted, for the caster. Gain 10 tech when casting Wildside, for the caster.
Nrik:
- Nrik 1: Adds a 15% damage buff to Quick Patch.
- Nrik 2: Caster passively gets a 10% damage and defense buff when at 100 Tech
- Nrik 3: Gain 50 Agility when below 20% HP
Araw:
- Araw 1: Deals AOE damage within a small radius.
- Araw 2: Deals damage to 1 enemy directly in front of the caster, and causing good knockback.
- Araw 3: Deals damage to enemies in front of the caster.
Notes from Server Owner, and Combat Designer, Vgmusz:
I had a few things in mind when I was going to make archer. First thing was to make it use a good variety of elements, and make it focus on ranged combat, while being very mobile. The second thing I had in mind was, that they have legs, and they will use them for combat in some way. Whirlwind Sweep is probably one of my favorite skills due to how many different ways to follow up on it, since its both a combo starter, and it just... invalidates many classes for a brief time. Something about cheesing out your enemies from a distance is quite satisfying. Fun Fact: Archer was used as a base for Gunman, another class that plays similarly to archer.
I recommend you play archer if you like the zoning play style. Attack from a distance, not up close and personal. If you like fast classes, then give this one a try.
Here is my Rune Build: Alby-3, Xync-1, Yryn-2, Nrik-1, Araw-2