Ffxiv archer skills

Ffxiv archer skills DEFAULT

Final Fantasy XIV Archer Guide

Final Fantasy XIV Archer Guide by carraway

Introduction

Playing Archer throughout Final Fantasy XIV has been something of an emotional rollercoaster. Fundamental changes have been made a few times to our playstyle and how our damage output breaks down between normal attacks and weaponskills. With the implementation of patch 1.20, however, balance between the physical DPS classes has never been better, and ARC takes full advantage of the combo system by bypassing positional requirements and relying solely on distance, a far easier variable to control for the most part. The fast-paced nature of combos reinforces a focus on strict timing and prioritization, which means that gaps in player skill are all the more noticeable. By equipping yourself with as much knowledge as possible, you can supplement your button-pushing skills with the ability to make the right decisions at the right time.

What You Need

Gear and Stats

For some gear selections, there is no absolute best-in-slot. Use your best judgment based on your damage output breakdowns.

Weapon: Ifrit’s Bow > Mischievous Mogbow > Ul’dahn Composite Longbow > Crab Bow HQ > Ul’dahn Longbow > Crab Bow NQ

Until further testing can be performed, I have purposely excluded faster weapons. Base damage is, by far, the most important stat on a weapon and should be the primary consideration. With the implementation of combos and the action overhaul of 1.20, ARC’s total damage output favors weaponskill damage to non-Barrage Light Shot damage at 60%/40% or more.

Head: Paragon’s Crown > Woolen Turban of Invoking ~ Felt Cavalier’s Hat > Rainmaker’s Hat ~ Silver Tricorne > Mercenary’s Pot Helm ~ Helm of the Lone Knight
Body: Raptorskin Harness
Waist: Flame Sergeant’s Sash > Tarred Velveteen Longsash
Hands: Felt Bracers > Fingerless Raptorskin Gloves of Slaying
Legs: Raptorskin Subligar > Woolen Sarouel of Invoking
Feet: Sipahi Crakows > Cobalt-plated Jackboots ~ Cobalt-plated Caligae
Accessories: Amethyst Ring x3 > Mythril Choker + Amethyst Ring x2

DEX → ranged damage and accuracy
PIE → ranged damage
Attack Power → ranged damage
Critical Rate → ranged critical hit rate
Critical Attack Power → ranged damage on critical hits
Accuracy → ranged accuracy

Accuracy with the 8-person party Strength in Numbers buff averages around 99.9% over several hours’ worth of fighting against L60+ targets, making it a non-issue. When choosing to allocate points or looking at different pieces of gear, use the above stat prioritization to maximize damage output. DEX is more valuable than ATK, point-for-point, at a 2:3 ratio. The other thing to consider about gear is whether or not it is meldable with materia. For example, although Woolen Sarouel of Invoking has better base stats than Raptorskin Subligar, melding a tier IV materia to the subligar pushes it beyond the sarouel, which can only hold tier II materia.

Materia Selection

Weapon: Dexterity / Heaven’s Fist (ATK)

Head: Manaflight (M.Eva)
Body: Piety / Savage Might (C.ATK)
Waist: Bloodthirst (HP) / Touch of Serenity (-Enmity)
Hands: Dexterity / Heaven’s Fist (ATK)
Legs: Swordsman’s Cry (STR/DEX) / Watchman’s Vigil (VIT/DEX)
Feet: Bloodthirst (HP)

When melding materia beyond the first, consider that the chance for adding a materia is based on the individual point value, and the lower the value is (on both the materia already added and the materia being added), the higher the chances are of success.

Skill and Trait Selection

Your skill and trait loadout is always going to be a work-in-progress. You must adapt and improvise based upon a number of factors, including but not limited to: event type (primal fight vs. dungeon vs. stronghold), group composition, personal performance, and support class availability. What follows is only a basic guideline based upon my experiences, observations, and analysis. Not every player will have access to every non-exclusive skill, though that should certainly be a goal to maximize your personal versatility.

ARC Skill Selection

Weaponskills

1: Heavy Shot
4: Piercing Arrow
10: Leaden Arrow
18: Shadowbind
30: Gloom Arrow
38: Quick Nock
46: Bloodletter
50: Wide Volley

Actions

1: Light Shot
1: Refill
2: Decoy
6: Hawk’s Eye
14: Raging Strike
22: Quelling Strike
34: Barrage
42: Chameleon

Spells

26: Swiftsong

Traits

8: Enhanced Physical Accuracy
12: Enhanced Physical Evasion
16: Enhanced Decoy
20: Enhanced Physical Crit Evasion
24: Enhanced Physical Accuracy II
28: Enhanced Hawk’s Eye
32: Enhanced Quelling Strike
36: Enhanced Raging Strike
40: Enhanced Physical Crit Accuracy
44: Enhanced Barrage
48: Enhanced Chameleon

Recommended Cross-class Skills

LNC
* Blood for Blood (L6)
* Invigorate (L14)
* Keen Flurry (L26)

MRD
* Bloodbath (L6)

PGL
* Featherfoot (L2)
* Second Wind (L6)

GLA
* Sentinel (L22)

THM
* Sanguine Rite (L30)

CNJ
* Cure (L2)
* Raise (L18)
* Sacred Prism (L34)

The System

Single-target DPS

Buff Prioritization
Raging Strike
Barrage
Invigorate
Quelling Strike
Blood for Blood
Blindside
Chameleon

Action Prioritization
Barrage → Light Shot
Heavy Shot (>8 yalms) → Quick Nock (Keen Flurry)
Heavy Shot (>8 yalms) → Leaden Arrow → Wide Volley (Blood for Blood)
Piercing Arrow (>8 yalms) (Blood for Blood) → Gloom Arrow → Bloodletter
Heavy Shot (>8 yalms) → Leaden Arrow
Piercing Arrow (>8 yalms) → Gloom Arrow
Shadowbind (if TP >=1250)
Light Shot

– Ideally, as an ARC you will be desperately trying to hit 1000 TP on time to make sure everything is on cooldown. That is the overriding principle of the prioritization system: trying to keep every combo WS on cooldown.
– Quick Nock outdamages every other WS by far, and Keen Flurry should be saved so that it can always be applied to Quick Nock.
– Blood for Blood adds a flat amount of attack power to your next ability, and WSs and Light Shots receive the same proportionate benefit from that flat increase. So ideally you should use Blood for Blood on every cooldown and simply attach it to your next attack, whatever it happens to be. Its benefit will decrease against high-defense targets.
– Choosing not to use Bloodletter is now detrimental to ARC’s overall damage. In a party situation with multiple ARCs, you shouldn’t worry about overwriting the debuff (which, as of 1.20a, properly incurs damage over time in addition to damage upon wearing). However, there are extenuating circumstances in which you should use your best judgment to determine when to use or not use Bloodletter: if a mob is going to die in under 30 seconds and there is another valid target; if you have few enough ARCs in the group to coordinate staggered prioritizations to prevent/mitigate Bloodletter overlap (which includes solo and low-man situations). Further testing needs to be done to confirm what, if anything, affects Bloodletter’s debuff accuracy.
– Shadowbind is a great TP dump for damage when used outside of combos since it only costs 250 and does similar damage to Leaden/Gloom Arrow. However, you shouldn’t use it if it will prevent you from immediately going into a combo. So, if all second- and third-step combo actions are on cooldown and your TP is at 1250 or higher, use Shadowbind.
– Quelling Strike returns 450 TP when it lands with an attack. So, if you use it with a weaponskill that costs 1000 TP, you will only lose 550 TP; if you use it with a free weaponskill as part of a combo, you will gain 450 TP.
– In 1.20, tanks do not have access to Accomplice, which was a percentage transfer of enmity. Because of this, enmity distribution is far more sensitive. Chameleon should be used regularly once you’ve established enmity on a target in order to allow you to maintain full-time damage output.

Trash DPS

With the changes made to the availability and power of AoE WSs in 1.20, the focus on damage output has shifted more toward single-target DPS. You can add Leg Sweep from LNC for an on-demand WS, but beyond that, you can prioritize Heavy Shot -> Leaden Arrow -> Wide Volley over all other WSs.

End Notes

To reiterate, finding the optimal methodologies and setups and loadouts is a continual work-in-progress, a task that is never finished. Please respond with any questions, corrections, comments, points of discussion, etc.

Keep in mind that things may change drastically in forthcoming patches. I will continue to update this guide as mechanics are modified or become better understood.

Special thanks to: Blue Garter’s Archers, especially Peng and Rich; Tachi Koma for his work on BGParser; everyone who rates up my doe-abuse picture on ffxivpro

Sours: https://guidescroll.com/2012/01/final-fantasy-xiv-archer-guide/

403 Issues SHOULD BE SOLVED: After a very convoluted hunt to discover why and how this was happening - I took a rather extreme approach to squash the problem. There should be no more of this issue going forward.

Tempted by the song of “ez ranged deeps”, ey? Aren’t we all! Well if you’re looking to have a shot at Archer, you’ve found the right place. Hopefully, our Archer Leveling Guide helps you out!

While this page focuses on Archer info like skills, traits, rotation, and playstyle notes. The GENERAL PROCESS that you follow is outlined in our FFXIV General Leveling Guideuse it alongside this guide. Looking at that, we’re in the “A Realm Reborn Tier” as we’re only looking to level our Archer up to 30.

Archer Unlocking? Other basics?

How to unlock the ARC Class? Taken from Archer General Guide & FAQ – which you should read if you need more basic info about ARC.

Location:Old Gridania, Archers’ Guild (15,12)
NPCs:Athelyna, Luciane
Related Quests: (all in the same place)
> So you want to be an Archer
> Way of the Archer
> My First Bow
Others: You may also begin the game as Archer

Archers are Physical Ranged DPS classes, falling under the Disciple of War category. Also, if you’re curious about the job you turn into, Archers are the prerequisite class for unlocking Bard.

This guide has three major segments:

  • Archer Leveling Rotation & Skill Changes – How new skills affect your play.
  • Archer L1 to L16 – General reminders and notes.
  • Archer L16 to 30 – General reminders and notes.
  • I’ll mention it again, knowledge from General Leveling Guide is REQUIRED.

I put rotation changes up top as you might reference it often. Without further ado, let’s get to it.


Archer Rotation for Leveling, Skills, Traits, Etc.

In this segment we run down how each skill and trait affects your Archer’s rotation during the leveling process.

L1 Skill Unlocked Heavy Shot – ROTATION AFFECTED:  This is your “basic attack”.

L2 Skill Unlocked Straight Shot – ROTATION AFFECTED:  There is a small chance after using Heavy Shot that Straight Shot becomes usable. Basically, “Spam Heavy Shot, then Straight Shot when Available”.

L2 Trait Unlocked Heavier Shot  – This trait is what allows you to use Straight Shot. How it affects your rotation is already mentioned above.

L4 Skill Unlocked Raging Strikes – ROTATION AFFECTED: Your first DPS cooldown! Use it liberally while soloing or in dungeons. In dungeons, I suggest using this at the start of a new pack, and during bosses. Don’t hold on to it too much. Ultimately DPS cooldowns can be a very high level topic, but this is not the place for that.

L6 Skill Unlocked Venomous Bite – ROTATION AFFECTED: Your first DoT (Damage over Time) skill! OPEN every fight with this skill (Unless the monster is so weak that the DoT isn’t worth it – just heavy shot instead). Obviously, refresh it if it’s about to fall off. Typically in FFXIV you want to refresh DoT’s with a duration of 3s or less. If you’re fighting multiple monsters, using this on all of ‘em is legit.

L6 Role Action Unlocked Leg Graze – Your first Physical Ranged DPS Role Action! Causes Heavy on an enemy (slows movespeed). There is really not much of a use here, except letting enemies get to you slower. Only for desperation in dungeons or soloing… Very slim usage – can often be left unbinded as there are very few encounters where this is irrelevant.

L8 Role Action Unlocked Second Wind – A burst self-heal which you’ll grow to be very familiar with. Helps with all types of content! Sustain during Boss FATES, emergency healing in Raids, etc.

L10 Role Action Unlocked Foot Graze –  A ranged Bind (Target cannot move)! Useful for preventing melee enemies from reaching you. Practically speaking, this skill is great for stopping enemies so you can run away or interact with objects / NPC’s without being interrupted by damage.

L12 Skill Unlocked Bloodletter – ROTATION AFFECTED: Use it every time it’s available. Simple as that. It’s Off-GCD (OGCD) So you have no reason to delay firing this off ASAP.

L15 Skill Unlocked Repelling Shot – (Requires CLASS QUEST completion) Your basic mobility skill. For soloing, it simply helps you move faster in between mobs. For dungeons and especially raids, this is a great repositioning tool. 

L18 Skill Unlocked Quick Nock – AoE ROTATION AFFECTED: An INCREDIBLY EFFICIENT AoE attack that’s effective to use even against 2 targets. Obviously incredible at 3+ targets.

L20 Trait Unlocked Increased Action Damage – This does nothing that actually affects your gameplay, but simply increases your damage dealt by a %. Can’t complain.

L20 Role Action Unlocked Peloton – AMAZING skill for movement! You’ll be surprised how much time this cuts in towns, questing, dungeons, make it a habit to always have Peloton up when you can! Keep note it doesn’t stack with Sprint. Newer players might think I’m memeing, but you too will come to love Peloton!

L24 Role Action Unlocked Head Graze – A ranged interrupt! Stop enemies from casting their skills – while not super useful solo, it has niche applications in dungeons and raids. Just be aware you have it!

L30 Skill Unlocked Windbite – ROTATION AFFECTED: (Required CLASS QUEST completion) Another DoT, which has many OP connotations in 2/3 multi-target scenarios. Windbite should be your opening shot on enemies that will survive majority of its duration. Simply add it into your rotation “BEFORE” you’d usually do Venombite. 

Completing this quest and unlocking Windbite marks your final class quest as Archer. You now have the right to become a Bard!


Archer Rotation – L1 to 30 SUMMARY

Here’s an overarching shot of what your ARC rotation is in the early leveling process. Adjust to your currently learned skills.

ARC 30 Single Target RotationARC AoE Rotation

ARC L30 Single Target Rotation

    • Fire Bloodletter whenever it’s available.
    • Windbite if enemy will survive more than 9s
    • Venombite if enemy will survive more than 9s
    • Straight Shot if available.
    • Heavy Shot spam.
    • Use Raging Strikes liberally.

ARC L30 AoE Rotation

    • Quick Nock spam if 4+ Targets (Don’t Multi DoT)
    • Quick Nock if 3 Targets (Multi DoT still viable)
    • Multi DoT’s if 2 Targets  > Quick Nock spam.
    • For any scenario, use Bloodletter whenever available.
    • Use Raging Strikes liberally.

DoT’s still have the quick “9s lifespan” rule. If they die too quickly after the DoT, value is lost.

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Archer Leveling: L1 to 30

As per the general leveling guide, this tier is divided into two sub-chunks. So I’ll be sub-chunking the following segments into two “tabs” as well. These two tabs represent A) L1 to 16, and B) L16 to 30.


Archer Leveling L1 to 30 Activity Flowchart

A rundown of things you can do to gain EXP – again split “to 16”, and “to 30”.

ARC 1 to 16ARC 16 to 30

ARC Leveling Activities to L16

Remember the universal truths: Main Scenario Quest is king, and always have your passive EXP buffs (FC, Food, Chocobo, etc)

Renewable EXP sources

    • FATES (Great when you're in queue)
    • Levequests (Actually good EXP but better saved for DoH or DoL)
    • Deep Dungeon -Palace of the Dead (Repetitive, terrible for LOW levels)

Burst EXP sources

    • Challenge Log* (Complete passively until nearing reset, then force it)
    • Guildhests (First completions per class is mega bonus EXP)
    • Hunting Log (Great source of EXP this early on)
    • Sidequests (Personal preference. Better if in tandem with MSQ!)
    • Duty Roulette: Guildhest (Pretty irrelevant...)

*Challenge Log won't be unlocked in this tier if it's your first time around. While you need to be L16 to initially unlock it, it can be used by any level character thereafter. 

Well, there’s not much to point your bow at this early on, but here’s where the arrow falls nonetheless. It’s slim, but you gotta start somewhere.

Of course, adjust this to your own personal preference.

ARC Leveling Activities to L30

Remember the universal truths: Main Scenario Quest is king, and always have your passive EXP buffs (FC, Food, Chocobo, etc)

Renewable EXP sources

    • Dungeons (Stable, "fun", massive EXP easpecially with rested bonus)
    • FATES (Great when you're in queue)
    • Deep Dungeon -Palace of the Dead (Repetitive, but fast)
    • Levequests (Actually good EXP but better saved for DoH or DoL)
    • Beast Tribe (EXP is meh, but great for getting cosmetic items)

Burst EXP sources

    • Duty Roulette: Leveling (The ultimate EXP source until L50)
    • Challenge Log (Complete passively until nearing reset, then force it)
    • Guildhests (First completions per class is mega bonus EXP)
    • Hunting Log (More for completionism or first timers, it's "alright")
    • Sidequests (Personal preference. Better if in tandem with MSQ!)
    • Duty Roulette: Guildhest (Pretty irrelevant...)

A few adjustments to your leveling mentality here, mainly the addition of  Duty Roulette: Leveling, as a daily burst, and straight queuing Dungeons as an option as well.

Of course, adjust this to your own personal preference.

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Archer Leveling L1 to 30 Important Notes

Here we talk about important things to keep in mind during the process – essentially some straight shots to make sure you hit so you don’t get shafted.

ARC L1 to 30 Gear Updates:  Needed?

TLDR: Not really significant. This applies to both sub-tiers. Just make sure to pick up whatever along the way, or find dirt cheap upgrades in the MB or wherever (quests etc).

More detailed answer?

In all honesty you DO NOT NEED to put much thought into your gear from Level 1 to Level 30. Simply “get what you can”, with Weapons being the highest priority. You can get gear from Quests, buy from NPCs, Marketboard, Crafting, GC – it’s purely up to you and your budget as to what you wanna get.

Of course getting gear will increase your efficiency (being a little stronger helps kill speed), but this tier is pretty “newb friendly”, and designed as such – PLUS you “outgrow” gear by gaining levels so rapidly that tryharding on gear up to Level 30 is pretty irrelevant.

Just try not to run around naked, and get “what you can” without being outright negligent.


Important notes to keep in mind

ARC 1 to 16ARC 16 to 30

As always, Main Scenario Quest takes the highest priority.

There are too many skills that get unlocked here for me to talk about individually, which is why the skill unlock / rotation segment above should be your guiding light in that regard.

Limited Burst EXP sources take priority: Newly unlocked Guildhests, Challenge Log entries, Hunting Log.

Renewable EXP sources if you need to grind: FATE’s are great, followed by Levequests and if so you choose, Sidequests. (Deep Dungeon: POTD – can you zone it from Level 1? Even if you could, I don’t think I would…)

At level 15 you get access to your first Dungeon, Sastasha, but I don’t see much reason to grind there, unless you wanna burn rested EXP and want to hit 16 ASAP.

At 15 you should catch up and do your class quests, as you do get a skill form it – Repelling Shot. It’s not much, but it does help walking around. Typically you don’t want to keep your class quests incomplete anyway.

A note on Levequests: Can be an attractive source of EXP. Every tier has “good and bad” levequests so it’s up to you if you wanna go try them out. Main downside is using them up in place of DoH / DoL. Consider using them if you’re at or near the Levequest allowance cap!

As always, Main Scenario Quest takes the highest priority.

Starting L16, you open up Duty Roulette: Leveling, which is you should be doing everyday! This is an important source of EXP – it’s a huge daily burst! Also at L16 you can unlock Challenge Log if you haven’t already.

Overall, the same concept applies. Daily and Weekly bursts of EXP > Basic Renewable EXP sources of your choice > Other side activities to alleviate boredom or monotony.

 Renewable EXP sources? At this point it’s Dungeons, FATES and Deep Dungeons, and maybe some Levequests. Weirdly enough, Archer feels terrible in Deep Dungeons, but great in Dungeons (and “ok” in FATEs). Burst EXP sources? Roulettes, new Guildhests, Hunting and Challenge Logs.

L18 unlocks Quick Nock skill: This is a pretty damn underrated “breakpoint” for Archer leveling. Honestly, this skill is so unbelievably powerful for this level. It allows you to AoE down mobs efficiently while most other classes simply don’t even HAVE an AoE skill. This places dungeons a little higher on your “priority” list, as there’s quite a bit of AoEing down mobs here.

The early ARR dungeons aren’t that exciting, but at least Quick Nock makes it a little faster for you. No joke, it’s relevant. Imagine running a dungeon with zero AoE (It’s the reason why most tanks will not speedrun / pile up these low level dungeons).

at L20 If you haven’t unlocked your Companion (combat Chocobo), do so now. You can begin the process now – it entails getting your first mount as well (at least for most new players).

At L20, you unlock the Role Action Peloton, which you should get used to using all the time. I mentioned it in the rotation segment, but it bears repeating here – any increase in speed is welcome.

At level 30 get your class quests done, as it’s one of the prerequisites to transform into Bard!

Levequests notes, same as usual. Sad to take ’em away from crafters and gatherers, but it’s viable EXP. Definitely use them up if you’re overcapped on allowances.

Stop at Level 30! Unlock your advanced job as soon as you can!
(Archer turns into Bard at Level 30)

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Archer L30 Onward: Unlocking Bard

STOP WHAT YOU’RE DOING ONCE YOU HIT ARCHER LEVEL 30.
Unlock Bard ASAP!

How to become a Bard? Unlocking Bard requires a Level 30 Archer, and completion of the L30 ARC Class Quest. From there, return to your guild and it should point you to the quest! See: Unlocking all jobs.

The reason we unlock ASAP is, not only to get a new skill at L30 (In your case Mage’s Ballad), but most if not all new skills and traits going forward are for BARD and not ARCHER, so you have no reason to stay as an ARC any longer.

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Archer Leveling – Related Reads

Some good reads and related links here:

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Summary and Closing

And with that YOU’RE DONE WITH LEVELING Archer! Congrats! Hopefully our Archer Leveling Guidehelped you out. May your arrows always find their mark.


Join our IRL Cross-World Linkshells (socials lol): 

Contact us about anything and everything. Don't be shy! Love our guides and want to let us know? Got questions or corrections? Suggestions for improvement? TALK TO US! How, you say?

Comment below if it's about this guide. Message us on any of our socials above about anything.  We're organizing our email situation if you're into that.

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Sours: https://ffxivguild.com/ffxiv-arc-archer-leveling-guide/
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403 Issues SHOULD BE SOLVED: After a very convoluted hunt to discover why and how this was happening - I took a rather extreme approach to squash the problem. There should be no more of this issue going forward.

Ambitious to be an Archer? Allow yourself the advice found in our FFXIV Archer Basics Guide & FAQ! As implied, this is for players wanting to know the absolute basics, and answer some of the most common questions regarding ARC.

Likely, one of the main reasons you’re here is either unlocking Archer, or wondering about the eventual advanced job you can evolve into, Bard.

How to become an Archer? Unlocking ARC:

Primarily, you can begin your journey into Eorzea and start the game as an Archer – simply choose it as your starting option upon character creation.

If you didn’t start as an ARC, you can unlock the Archer class by going to the Archer Guild in Gridania – New Gridania (around 15,12), look out for the quests either “Way of the Archer”, or “So you want to be an Archer”.

Other unlocking prerequisites? I’m 99% sure you need to complete the Level 10 class quest of your STARTING CLASS if you want to unlock any other new ones.

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Why should I play or choose Archer?

This question is semi irrelevant as, along with any of the other base classes, the only reason you’re an Archer is simply a stepping stone into Bard. But, I’ll give you a little description of what to expect anyway.

Archers (and eventually Bard) are your resident ranged, well, Archer. While not typically known for heavy hits, they have more of a DoT / Supportive playstyle. They aren’t your typical “Hunter / Sniper”, and more of a “Ranger / Naturalist”. If Bards sound like a bullseye to you, then hurry and level your Archer!

You’ll do well to learn a little more about what you’ll eventually BECOME:
FFXIV Bard Basics Guide.

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Archer Crafters and Gatherers?

I often get asked “What Disciple of Hand or Disciple of Land classes go well with ARC?” Another related question to this is “Should I level them with my Archer simultaneously”? 

Leveling up your DoH and DoL classes should be thought of as a separate goal all on its own. I suggest leveling up DoH classes all together, and all DoL classes together (except the optional Fishing). Do not try to align your combat class levels to your non-combat levels. Trust me.

My only advice related to this is to never cap your levequests. If you’re at max leve allowances, feel free to spend them on Fieldcraft, Tradecraft, or Battlecraft leves just to uncap ‘em.

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What’s the best race for Archer?

TLDR: I don’t know a single person who changes race for their main class for stats. The gain is not even .1% from worst to best. My advice? Choose for aesthetics.

If you REALLY wanna do it, check out our FFXIV Racial Stats Guide, which, FAIR WARNING – I am about to recheck and update next week. But honestly, it’s best you don’t even click on that – THE MICROSCOPIC INCREASE IN STATS IS NEAR IRRELEVANT.

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Related Archer Guides – Read More!

Here are a few useful links for you:

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Upcoming Odds and Ends

Here’s a few things we’ll be adding on here in the near future:

  • A small skill list for “human readability”, as the in-game one seems like the best source for EXACT information.
  • List of relevant links for this for Archer, and some links for Bard.

Feel free to suggest anything else via comment or socials!

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Summary & In Closing

Well that’s it for our Archer Basics Guide & FAQ. There’s not much to say but these are really basic little guides to help out the budding or confused ARC, and hopefully future BRD! Hopefully we answered a few of your questions.


Join our IRL Cross-World Linkshells (socials lol): 

Contact us about anything and everything. Don't be shy! Love our guides and want to let us know? Got questions or corrections? Suggestions for improvement? TALK TO US! How, you say?

Comment below if it's about this guide. Message us on any of our socials above about anything.  We're organizing our email situation if you're into that.

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Sours: https://ffxivguild.com/ffxiv-a-realm-reborn-archer/
WeaponskillInstant2.5s-25y
0y Delivers an attack with a potency of 100.
Additional Effect: Venom
Potency: 30
Duration: 30s

Bloodletter

Lv. 12

AbilityInstant15s-25y
0y Delivers an attack with a potency of 150.
Shares a recast timer with Rain of Death.

Lv. 15

AbilityInstant30s-5y
0y Jump 10 yalms away from current target.
Cannot be executed while bound.

Quick Nock

Lv. 18

WeaponskillInstant2.5s-12y
12y Delivers an attack with a potency of 150 to all enemies in a cone before you.
Additional Effect: 30% chance the recast timer for Bloodletter and Rain of Death will be reset

Lv. 30

WeaponskillInstant2.5s-25y
0y Deals wind damage with a potency of 60.
Additional Effect: Wind damage over time
Potency: 40
Duration: 30s

Lv. 30

SpellInstant80s-25y
0y Deals unaspected damage with a potency of 100.
Additional Effect: Grants Mage's Ballad to all party members within 30 yalms, increasing their damage dealt by 1%
Duration: 30s
Additional Effect: 40% chance to grant Repertoire when damage over time is dealt by Caustic Bite or Stormbite
Repertoire Effect: Resets the recast timer of Bloodletter and Rain of Death
This action does not share a recast timer with any other actions. Furthermore, the recast timer cannot be affected by other actions.

Lv. 35

AbilityInstant45s-30y
0y Removes one select detrimental effect from self or target party member. If the target is not enfeebled, a barrier is created nullifying the target's next detrimental effect suffered.
Duration: 30s

Barrage

Lv. 38

AbilityInstant80s-0y
0y Triples the number of strikes for a single-target weaponskill. Additional effects added only once.
Duration: 10s
Additional Effect: Grants Straight Shot Ready
Duration: 10s

Lv. 40

SpellInstant80s-25y
0y Deals unaspected damage with a potency of 100.
Additional Effect: Grants Army's Paeon to all party members within 30 yalms, increasing their direct hit rate by 3%
Duration: 30s
Additional Effect: 40% chance to grant Repertoire when damage over time is dealt by Caustic Bite or Stormbite
Repertoire Effect: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 4%
Can be stacked up to 4 times.
This action does not share a recast timer with any other actions. Furthermore, the recast timer cannot be affected by other actions.

Lv. 45

AbilityInstant15s-25y
8y Delivers an attack with a potency of 130 to target and all enemies nearby it.
Shares a recast timer with Bloodletter.

Lv. 50

AbilityInstant180s-0y
20y Increases direct hit rate of all nearby party members by 20%.
Duration: 20s
Can only be executed while singing Mage's Ballad, Army's Paeon, or the Wanderer's Minuet.

Lv. 52

SpellInstant80s-25y
0y Deals unaspected damage with a potency of 100.
Additional Effect: Grants the Wanderer's Minuet to all party members within 30 yalms, increasing their critical hit rate by 2%
Duration: 30s
Additional Effect: 40% chance to grant Repertoire when damage over time is dealt by Caustic Bite or Stormbite
Repertoire Effect: Allows execution of Pitch Perfect
Can be stacked up to 3 times.
This action does not share a recast timer with any other actions. Furthermore, the recast timer cannot be affected by other actions.

Pitch Perfect

Lv. 52

AbilityInstant3s-25y
0y Delivers an attack with a potency of 100 when Repertoire stack is 1, 250 when Repertoire stack is 2, and 450 when Repertoire stack is 3.
Can only be executed when the Wanderer's Minuet is active.

Lv. 54

AbilityInstant15s-25y
0y Delivers an attack with a potency of 230.

Lv. 56

WeaponskillInstant2.5s-25y
0y Delivers an attack with a potency of 100.
Additional Effect: If the target is suffering from a Caustic Bite or Stormbite effect inflicted by you, the effect timer is reset
Additional Effect: 35% chance of becoming Straight Shot Ready
Duration: 10s

Lv. 60

AbilityInstant60s-25y
0y Delivers an attack with a potency of 100.
Additional Effect: If the target is suffering from a Caustic Bite or Stormbite effect inflicted by you, Sidewinder potency is increased to 200 for one effect, or 350 for both
Shares a recast timer with Shadowbite.

Troubadour

Lv. 62

AbilityInstant120s-0y
20y Reduces damage taken by self and nearby party members by 10%.
Duration: 15s
Effect cannot be stacked with machinist's Tactician or dancer's Shield Samba.

Caustic Bite

Lv. 64

WeaponskillInstant2.5s-25y
0y Delivers an attack with a potency of 150.
Additional Effect: Poison
Potency: 40
Duration: 30s
Additional Effect: 35% chance of becoming Straight Shot Ready
Duration: 10s

Stormbite

Lv. 64

WeaponskillInstant2.5s-25y
0y Deals wind damage with a potency of 100.
Additional Effect: Wind damage over time
Potency: 50
Duration: 30s
Additional Effect: 35% chance of becoming Straight Shot Ready
Duration: 10s

Nature's Minne

Lv. 66

AbilityInstant90s-30y
0y Increases HP recovery via healing actions for a party member or self by 20%.
Duration: 15s

Lv. 70

WeaponskillInstant2.5s-25y
0y Delivers an attack with a potency of 340.
Can only be executed when Straight Shot Ready.

Shadowbite

Lv. 72

AbilityInstant60s-25y
5y Delivers an attack with a potency of 100 to target and all enemies nearby it.
Additional Effect: If the target is suffering from a Caustic Bite or Stormbite effect inflicted by you, Shadowbite potency is increased to 160 for one effect, or 220 for both
Shares a recast timer with Sidewinder.

Burst Shot

Lv. 76

WeaponskillInstant2.5s-25y
0y Delivers an attack with a potency of 250.
Additional Effect: 35% chance of becoming Straight Shot Ready
Duration: 10s

Apex Arrow

Lv. 80

WeaponskillInstant2.5s-25y
25y Delivers an attack with a potency of 120 to all enemies in a straight line before you.
Soul Voice Gauge Cost: 20
Potency increases up to 600 as Soul Voice Gauge exceeds minimum cost.
Consumes Soul Voice Gauge upon execution.

Role Actions

Role actions are abilities common to classes and jobs with the same role.

Action Name

Acquired

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Leg Graze

Lv. 6

AbilityInstant30s-25y
0y Afflicts target with Heavy +40%.
Duration: 10s

Second Wind

Lv. 8

AbilityInstant120s-0y
0y Instantly restores own HP.
Cure Potency: 500

Foot Graze

Lv. 10

AbilityInstant30s-25y
0y Binds target.
Duration: 10s
Cancels auto-attack upon execution.
Target unbound if damage taken.

Peloton

Lv. 20

AbilityInstant5s-0y
20y Increases movement speed of self and nearby party members.
Duration: 30s
Effect ends when enmity is generated. Has no effect in battle.

Head Graze

Lv. 24

AbilityInstant30s-25y
0y Interrupts the use of a target's action.

Arm's Length

Lv. 32

AbilityInstant120s-0y
0y Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: Slow +20% when barrier is struck
Duration: 15s

Trait

Traits

Acquired

Effect

Heavier Shot

Lv. 2

Adds to Heavy Shot a 20% chance that you will become Straight Shot Ready.
Duration: 10s

Increased Action Damage

Lv. 20

Increases base action damage by 10%.

Increased Action Damage II

Lv. 40

Increases base action damage by 20%.

Bite Mastery

Lv. 64

Upgrades Venomous Bite and Windbite to Caustic Bite and Stormbite respectively.

Enhanced Empyreal Arrow

Lv. 68

Guarantees the trigger of the additional effects for current Mage's Ballad, Army's Paeon, and the Wanderer's Minuet when Empyreal Arrow hits a target.

Lv. 70

Upgrades Straight Shot to Refulgent Arrow.

Enhanced Quick Nock

Lv. 74

Adds to Quick Nock a 30% chance that the recast timer for Bloodletter and Rain of Death will be reset.

Bite Mastery II

Lv. 76

Adds to Stormbite, Caustic Bite, and Iron Jaws a 35% chance that you will become Straight Shot Ready.
Duration: 10s

Heavy Shot Mastery

Lv. 76

Upgrades Heavy Shot to Burst Shot.

Enhanced Army's Paeon

Lv. 78

While under the effect of Army's Paeon with at least one stack of Repertoire, singing Mage's Ballad or the Wanderer's Minuet will grant Army's Muse, reducing weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay.
Duration: 10s
Allowing the effect of Army's Paeon and accumulated stacks of Repertoire to expire without singing Mage's Ballad or the Wanderer's Minuet will grant Army's Ethos.
Duration: 30s
While under the effect of Army's Ethos, singing Mage's Ballad or the Wanderer's Minuet will grant Army's Muse. Both Army's Ethos and Army's Muse require stacks of Repertoire, the number of which will determine the potency of the latter.
1 Repertoire: 1%
2 Repertoire: 2%
3 Repertoire: 4%
4 Repertoire: 12%

Soul Voice

Lv. 80

Increases Soul Voice Gauge by 5 each time Repertoire is granted.

Job Gauge

Song Gauge

Upon learning the Mage's Ballad, the Song Gauge will be displayed, which indicates the effect's remaining duration. When damage over time is dealt by your Venomous Bite/Caustic Bite or Windbite/Stormbite, there is a chance you will be granted Repertoire, resetting the recast timer of Bloodletter (acquired at level 12) and Rain of Death (acquired at level 45).

Singing Army's Paeon will display its corresponding Song Gauge, which indicates the effect's remaining duration. When damage over time is dealt by your Venomous Bite/Caustic Bite or Windbite/Stormbite, there is a chance you will be granted Repertoire, reducing weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay. This effect increases for each stack of Repertoire you accumulate up to a total of four.

Singing the Wanderer's Minuet will display its corresponding Song Gauge, which indicates the effect's remaining duration. When damage over time is dealt by your Venomous Bite/Caustic Bite or Windbite/Stormbite, there is a chance you will be granted Repertoire, allowing the execution of Pitch Perfect. The Repertoire effect can be stacked up to three times.

Soul Voice Gauge

Upon learning the trait Soul Voice, the Soul Voice Gauge will be displayed. This gauge increases in tandem with Repertoire, and is depleted when using the action Apex Arrow (acquired at level 80).

Simple Mode

Song Gauge

Mage's Ballad

Army's Paeon

The Wanderer's Minuet

Soul Voice Gauge

All descriptions are based on action attributes and bonuses attained by level 80.
For further details on changes to actions, please refer to the patch notes.

Last Update: -

For further details on changes to actions, please refer to the patch notes.

Actions

Job Actions

Action Name

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Burst Shot

WeaponskillInstant2.4s-25y
0y
Delivers an attack with a potency of 1,200.
Additional Effect: Grants Repertoire if under the effect of the Wanderer's Minuet or Army's Paeon
Additional Effect: Increases Soul Voice Gauge by 10 if under the effect of the Wanderer's Minuet or Army's Paeon

Quick Nock

WeaponskillInstant2.4s-12y
12y
Delivers an attack with a potency of 800 to all enemies in a cone before you.
Additional Effect: Increases Soul Voice Gauge by 10 for each enemy hit while under the effect of the Wanderer's Minuet or Army's Paeon

Apex Arrow

WeaponskillInstant2.4s-25y
25y
Delivers an attack with a potency of 1,200 to all enemies in a straight line before you.
Soul Voice Gauge Cost: 50
Potency increases up to 2,400 as Soul Voice Gauge exceeds minimum cost.
Consumes Soul Voice Gauge upon execution.

Empyreal Arrow

AbilityInstant15s-25y
0y
Delivers an attack with a potency of 1,000.
Additional Effect: Grants Repertoire if under the effect of the Wanderer's Minuet or Army's Paeon
Additional Effect: Increases Soul Voice Gauge by 10 if under the effect of the Wanderer's Minuet or Army's Paeon
Maximum Charges: 2

Pitch Perfect

AbilityInstant1s-25y
0y
Delivers an attack whose potency increases based on your stacks of Repertoire.
Repertoire 1 Potency: 600
Repertoire 2 Potency: 1,200
Repertoire 3 Potency: 1,800
Can only be executed when the Wanderer's Minuet is active.

Sidewinder

AbilityInstant30s-25y
0y
Delivers an attack with a potency of 800.
Potency increases up to 2,400 as the target's HP decreases.

Shadowbite

AbilityInstant30s-25y
5y
Delivers an attack with a potency of 600 to target and all enemies nearby it.
Potency increases up to 1,800 as target's HP nears maximum.

Repelling Shot

AbilityInstant30s-5y
0y
Delivers an attack with a potency of 800.
Additional Effect: 10-yalm backstep
Additional Effect: Grants Repertoire if under the effect of the Wanderer's Minuet or Army's Paeon
Additional Effect: Increases Soul Voice Gauge by 20 if under the effect of the Wanderer's Minuet or Army's Paeon
Cannot be executed while bound.

The Wanderer's Minuet

AbilityInstant45s-25y
0y
Deals unaspected damage with a potency of 600.
Additional Effect: Grants the Wanderer's Minuet, increasing damage dealt by all party members within a radius of 30 yalms by 5%
Duration: 30s
Repertoire Effect: Allows execution of Pitch Perfect while under the effect of the Wanderer's Minuet
Can be stacked up to 3 times.

Army's Paeon

AbilityInstant45s-25y
0y
Deals unaspected damage with a potency of 600.
Additional Effect: Grants Army's Paeon, reducing weaponskill cast time and recast time, as well as spell cast time and recast time of all party members within a radius of 30 yalms by 5%
Duration: 30s
Repertoire Effect: Reduces weaponskill cast time and recast time by 5%
Can be stacked up to 4 times.

Nature's Minne

AbilityInstant30s-30y
0y
Reduces damage taken by self or target party member by 10%, while increasing HP recovered by healing actions by 10%.
Duration: 15s

Common Actions

Although they differ depending on your role, additional actions are shared by multiple jobs.

Additional PvP Actions

These actions are only available during PvP and are unique to each role. Only two can be set at any given time, so be sure to choose abilities which complement your combat strategy!

Adrenaline Rush

In PvP duties, adrenaline rush will replace the limit break action and, unlike limit break, can be used by single players. The adrenaline rush gauge can be filled through combating enemies and completing other objectives, dependent on the PvP duty.

Action Name

Cast

Recast

MP Cost

Range


Radius

Effect

Terminal Velocity

1.5s--30y
30y
Delivers an attack with a potency of 6,000 to all enemies in a straight line before you.
Additional Effect: Reduces target's HP recovered by healing actions by 25%
Duration: 10s
Damage dealt is not affected by increased or decreased damage effects applied by players.
Can only be executed while the Adrenaline Gauge is full.

Job Gauge

Song Gauge

Singing Army's Paeon will display its corresponding Song Gauge, which indicates the effect's remaining duration. Executing Burst Shot, Empyreal Arrow, or Repelling Shot while under the effect of Army's Paeon will grant you Repertoire, reducing weaponskill cast time and recast time. This effect increases for each stack of Repertoire you accumulate up to a total of four.

Singing the Wanderer's Minuet will display its corresponding Song Gauge, which indicates the effect's remaining duration. Executing Burst Shot, Empyreal Arrow, or Repelling Shot while under the effect of the Wanderer's Minuet will grant you Repertoire, allowing the execution of Pitch Perfect. The Repertoire effect can be stacked up to three times.

Soul Voice Gauge

The Soul Voice Gauge increases when executing Burst Shot, Quick Shot, Empyreal Arrow, or Repelling Shot, and is consumed to execute Apex Arrow. The potency of Apex Arrow increases as the Soul Voice Gauge exceeds the minimum cost.

Simple Mode

Song Gauge

Army's Paeon

The Wanderer's Minuet

Soul Voice Gauge

For further details on changes to actions, please refer to the patch notes.

Sours: https://na.finalfantasyxiv.com/jobguide/bard/

Skills ffxiv archer

Final Fantasy XIV: A Realm Reborn Wiki Guide

Click a link below to immediately jump to the corresponding part on this page.

Lore

With a bow in hand and a quiver on his back, the archer strikes at the enemy from afar. In Eorzea, two schools of archery have risen to prominence: that of the longbow sentries of the Elezen military, and that of the shortbow hunters among the Miqo'te.

Archers constantly assess the battlefield in order to determine the most advantageous ground from which to loose their arrows, as well as the nature of the shaft, point, and fletching best suited to their foe. It is said that master archers are capable of showering their targets with a veritable deluge of death well before a counterattack can ever be mounted.

Combat Role

During battle, an Archer is going to be using ranged attacks to do consistent damage over time to the enemy. Their range affords them a freedom that other classes typically don't have, and they can more easily avoid damage.

Archers tend to have less health and defense than the other Disciples of War so players looking to use this class should be prepared to avoid damage at all costs. To make up for that, Archers also gain access to useful area of effect (AoE) abilities.

Archer's Arms, or Weapons, include Bows, Shortbows, and Longbows. The most important stat to focus on while leveling an Archer is dexterity, which increases attack power. 

Once an Archer reaches level 30, he or she can become a Bard. In addition, having a level 15 Pugilist is also required to unlock the BardJob.

Skills

Archers skills are geared towards hurting your enemies. They have a wide variety of offensive skills that allow them to do various kinds of damage, whether it be light DoT or a hard hitting AoE attack. Since Archer is the prerequisite class for Bard, they also learn a few skills that buff their allies. All the skills are listed below for your reading pleasure.

Heavy Shot

Delivers an attack with a potency of 150.
*Name *Level *Cast *Recast
Heavy Shot 1 0 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
0 60
25 yalms 0 yalms None
*Classes
Arc, Brd

Straight Shot

Delivers an attack with a potency of 140.
*Name *Level *Cast *Recast
Straight Shot 2 0 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
0 60 25 yalms 0 yalms 20 seconds
*Classes
Arc, Brd, Drg, Gla, Lnc, Mrd, Pgl
*Additional Effect
Increases critical hit rate by 10%

Raging Strikes

Increases attack power by 20%.
*Name *Level *Cast *Recast
Raging Strikes 4 0 seconds 180 seconds
*MP *TP *Range *Radius *Duration
0 0 0 yalms 0 yalms 20 seconds
*Classes
Arc, Blm, Brd, Cnj, Drg, Gla, Lnc, Mrd, Pgl, Thm

Venomous Bite

Delivers an attack with a potency of 100.
*Name *Level *Cast *Recast
Venomous Bite 6 0 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
0 70 25 yalms 0 yalms 9 seconds
*Classes
Arc, Brd, Drg, Gla, Lnc, Mrd, Pgl
*Additional Effect
Applies Venom, potency of 35 for 9 seconds

Misery's End

Delivers an attack with a potency of 190.
*Name *Level *Cast *Recast
Misery's End 8 0 seconds
12 seconds
*MP *TP *Range *Radius *Duration
0 0 25 yalms 0 yalms None
*Classes
Arc, Brd
*Additional Note
Can only be executed when target's HP is below 20%.

Shadowbind

Binds target.
*Name *Level *Cast *Recast
Shadowbind 10 0 seconds 12 seconds
*MP *TP *Range *Radius *Duration
0 0 25 yalms 0 yalms 10 seconds
*Classes
Arc, Brd
*Additional Notes
Cancels auto-attack upon execution and target becomes unbound if it takes damage.

Bloodletter

Delivers an attack with a potency of 150.
*Name *Level *Cast *Recast
Bloodletter 12 0 seconds 15 seconds
*MP *TP *Range *Radius *Duration
0 0 25 yalms 0 yalms None
*Classes
Arc, Brd

Repelling Shot

Delivers an attack with a potency of 80.
*Name *Level *Cast *Recast
Repelling Shot 15 0 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
0 150 5 yalms 0 yalms None
*Classes
Arc, Brd
*Additional Effect
10-yalm backstep. Can't be executed while bound.

Quick Knock

Delivers an attack with a potency of 110 to all enemies in a cone before you.
*Name *Level *Cast *Recast
Quick Knock 18 0 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
0 140 8 yalms 0 yalms None
*Classes
Arc, Brd

Swiftsong

Increases movement speed of nearby party members so long as they remain in listening distance.
*Name *Level *Cast *Recast
Swiftsong 22 1 second
2.5 seconds
*MP *TP *Range *Radius *Duration
0 0 0 yalms 8 yalms None
*Classes
Arc, Brd
*Additional Notes
Effect ends when enmity is generated. Can't be used in battle or with another song.

Hawk's Eye

Increases physical accuracy by 20%.
*Name *Level *Cast *Recast
Hawk's Eye 26 0 seconds 90 seconds
*MP *TP *Range *Radius *Duration
0 0 0 yalms 20 yalms 20 seconds
*Classes
Arc, Blm, Brd, Cnj, Drg, Gla, Lnc, Mrd, Pgl, Thm

Windbite

Deals wind damage with a potency of 60.
*Name *Level *Cast *Recast
Windbite 30 0 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
0 80
25 yalms
0 yalms 18 seconds
*Classes
Arc, Brd
*Additional Effect
Wind damage with a potency of 45 over 18 seconds

Quelling Strikes

Reduces enmity generated by each attack.
*Name *Level *Cast *Recast
Quelling Strikes 34
0 seconds 120 seconds
*MP *TP *Range *Radius *Duration
0 0 0 yalms 0 yalms 15 seconds
*Classes
Arc, Blm, Brd, Cnj, Drg, Gla, Lnc, Mrd, Pgl, Thm

Barrage

Increases the number of strikes per auto-attack to two.
*Name *Level *Cast *Recast
Barrage 38 0 seconds 180 seconds
*MP *TP *Range *Radius *Duration
0 0 0 yalms 5 yalms 10 seconds
*Classes
Arc, Brd

Blunt Arrow

Delivers an attack with a potency of 50.
*Name *Level *Cast *Recast
Blunt Arrow 42 0 seconds 30 seconds
*MP *TP *Range *Radius *Duration
0 0 25 yalms 0 yalms 1 second
*Classes
Arc, Brd
*Additional Effect
Silences target for 1 second

Flaming Arrow

Sets the ground ablaze, dealing damage with a potency of 35 to any enemy who walks into the flame.
*Name *Level *Cast *Recast
Flaming Arrow 46
0 seconds 60 seconds
*MP *TP *Range *Radius *Duration
0 0 25 yalms 0 yalms 30 seconds
*Classes
Arc, Brd

Wide Volley

Delivers an attack with a potency of 110 to target and enemies near it.
*Name *Level *Cast *Recast
Wide Volley 50 0 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
0 160 25 yalms 5 yalms None
*Classes
Arc, Brd

Traits

Traits are unlocked as you level up and apply a passive bonus to your character and their abilities. The Archers traits focus primarily on increasing your damage through stat boosts and increasing the duration of skills..

NameLevel
Heavier Shot 8
Adds to Heavy Shot a 20% chance that your next Straight Shot will deal critical damage.
Enhanced Dexterity 14
Increases Dexterity by 2.
enhanced-dexterity-ii.png
Enhanced Dexterity II 16
Increases Dexterity by 4.
increased-action-damage.png
Increased Action Damage 20
Increases base action damage by 10%.
enhanced-venomous-bite.png
Enhanced Venomous Bite 24
Extends Venomous Bite duration to 18 seconds.
enhacned-raging-strike.png
Enhanced Raging Strike 28
Shortens Raging Strike recast time to 120 seconds.
enhanced-dexterity-iii.png
Enhanced Dexterity III 32
Increases Dexterity by 6.
Enhanced Quick Knock
36
Extends Quick Nock range to 12 yalms.
increased-action-damage-ii.png
Increased Action Damage II 40
Increases base action damage by 20%.
Enhanced Barrage 44
Increases number of strikes per auto-attack to three.
River of Blood
48
Grants a 20% chance that damage over time inflicted by Venomous Bite or Windbite will reset the Bloodletter recast timer.
Sours: https://www.ign.com/wikis/ff14/Archer
FFXIV: Archer/Bard Beginner Guide Patch 4.15 (Final Fantasy XIV - PC)

Bard icon. Bard

Role

Physical Ranged DPSPhysical Ranged DPS

Base Discipline

ArcherArcher
The Bardis a Jobin Final Fantasy XIV, introduced as the Discipline of War Archer(弓術士, Kyuujutsushi?, lit. Archer)in the original release. Players start as an Archer, and then may upgrade to Bard using the Soul Crystalobtained from the quest A Song of Bards and BowmenA Song of Bards and Bowmenafter Archer reaches level 30, and completing the quests Sylph-managementSylph-managementand The One That Got AwayThe One That Got Away.

See also: Archer (job), or Bard (job)

Profile[]

Archer[]

Archer Class Artwork ARR.jpg

The enduring popularity of the Bow is a testament to its elegant design, but this simple weapon would be of little worth without the surpassing skill of those who master it - the archers. Bow techniques such as high-angle fire enable archers to assail their foes with deadly precision, even from great distances.

Constant assessment of the battlefield enables them to carefully determine the most advantageous ground from which to loose, as well as the nature of the arrows best suited to their enemy. Along with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo'te are widely regarded as the most skilled with a bow. The guild's teachings cover a variety of long distance weapons, down to the simplest throwing rock.

Lodestone

Archers wield a bow and, while not possessing as much damage-dealing potential as other DPS classes, have the advantage of both range and instant cast abilities. While their HP and defense are rather low compared to other disciplines, they excel in critical strikes and direct hits, increasing the total amount of damage hitting an enemy at a time.

Archers lack combo actions, but do possess abilities that increase the chance of critical strikes, allowing them to quickly deplete an enemy's HP. Archers also have access to area-of-effect attacks and can inflict status ailments on their enemies.

Bard[]

The word bard ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions.

In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.

Lodestone

Bard shares role actions with Machinist and Dancer, as all three are classified as Physical Ranged DPS. Bards specialize in songs that enchant allies. Songs can only be executed by targeting an enemy and extend a Bard's abilities by granting additional effects, such as resetting other abilities' recast time. Bards also have abilities that refresh their status effect duration on enemies, as well as maintain constant damage over time.

Story[]

Archer[]

Sours: https://finalfantasy.fandom.com/wiki/Bard_(Final_Fantasy_XIV)

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