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Archer Cross Classing IdeasFollow

#1 Jul 16 2010 at 9:26 AM Rating: Decent
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Ok, I know there isn't much information to go off of currently but I'd still like to see what everyone else plans to do with their Archers.
Most of this is going off the notion that we can mix classes and will only have a set number of hot keys in which to select certain abilities at a time. Like someone one said on another forum on here, it's like setting blu spells in 11.
At first I was going to choose a DoM class to mix but I decided not to as what MP my Archer does have will be used up on Replenish. So I thought I'd go with Pugilist for the added abilities; Chakra, which I think would be great for healing assuming archer can get a ok amount of tp. Steal, just because I like taking things from mobs. And Featherfoot to help my Archer stay alive with some added evasion.
I might go with Lancer too if I just wanted to go all damage dealing.
I don't really want to mix in to many class as I'd rather focus my character on being a 'king of few traits' rather then a 'jack of all traits'. I know alot of people like being varistal but I just didn't want to spread my Archer thin with all the classes.
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#2 Jul 19 2010 at 9:06 PM Rating: Good
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if DoM and DoW don't have penalties on equipping abilities I would be all over mixing archer with some magic abilities. Since it looks like there will be penalties I am on the fence.

Myself - I am opposite to you. I am the sort of player that levels almost every class - in FFXI I had worked on most classes (except mnk and nin... ugh)

Anyway. I am looking forward to figuring out neat combos. Hopefully I will be able to play early enough on that people won't have gotten all snobby and rigid about builds.
#3 Jul 23 2010 at 5:14 AM Rating: Decent
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I wouldn't be surprised if there were minimal penalties from mixing within ones own discipline (so within DoW in this case) but with added penalties if mixing from others (probably along the lines of say.. cure is no longer aoe or cone attacks are now single target and such... personally I'm hoping that the puglists stances are an actual ability, being able to push your stance fowards to improve ranged attack power too would be epic ^^
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#4 Jul 30 2010 at 12:27 PM Rating: Decent
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^ this.

i am getting on as early as possible so i dont have to deal with people knocking my build...

but i feel the beauty of this game is going to be that depending on weather certain penalities will be set in place and such, 1 different ability will really allow people to set themselves apart from others, which is always good.

on topic, i played tanking classes in XI :nin, pld, blu mostly.. and although i plan on playing a tank class, i want to explore the wonderful world of damage dealing, so ill probly go with lancer abilites, or whatever other DD classes they come out with
#5 Aug 05 2010 at 9:23 AM Rating: Good
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I think the issue with mixing archer and DoM attacking skills together would be range. From the SE pictures that I have seen, the archer range is behind that of the casters, so you would have to be moving from ideal archer range to cast spells. Not too mention that the DoM skills will already be weaker since you are a different class. I think you would gimp your DD ability by trying to do both.
#6 Aug 05 2010 at 9:41 PM Rating: Good
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I just want to have some crafting/gathering to go with my archer lol. Although really its the other way around, I want archer high so I can fight stuff while gathering if need be. :D
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#7 Aug 09 2010 at 7:46 PM Rating: Decent
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Personally from what I have read I am gonna try to combine some Lancer abilities. I am thinking TP generation and still maintaining a decent distance from the fight will help a lot.
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#8 Aug 12 2010 at 12:28 PM Rating: Good
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Quote:
I think the issue with mixing archer and DoM attacking skills together would be range. From the SE pictures that I have seen, the archer range is behind that of the casters, so you would have to be moving from ideal archer range to cast spells. Not too mention that the DoM skills will already be weaker since you are a different class. I think you would gimp your DD ability by trying to do both.


Well, atm all classes have MP - in fact it doesn't seem like having a DoW equipped lessens your MP at all. Although some DoW abilities do use MP - it seems like contrary to gimping you, equipping some DoM spells would simply make sense to make the best use of the resource (MP) that you have.

If nothing else, I think it will be expected for most folks to have a cure spell on so that they can take some pressure off of support/healers and their (non-restable) MP
#9 Aug 20 2010 at 3:53 AM Rating: Decent
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hmm, i was going to go archer, then take out my gladiator gear for close defence and ensurance of non death :)

but how u guys speak of it, classes seem to fuse, so maybe i will have to rethink this one, probably conjuror, i like range, dmg, healing idea, and gladiator for intense defence.
#10 Sep 07 2010 at 9:33 AM Rating: Default
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Hi all. Has anyone stumbled on to the web site ffxivstrawhats.com? When I was there I selected the Jobs icon and it brings up a list of jobs and translations. It claims there to be other jobs like SNT or Sentinel and SAM or Samurai. Was just wondering where this came from. I also have posted this in a couple other forums to check with other folks. I was thinking maybe the Archer class would turn into the Assassin class with the right weapons or maybe it is dependant on what skills you pull from other classes?
#11 Sep 08 2010 at 5:15 AM Rating: Decent
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Right now im archer with these other class skills: second wind (pugilist) and bloodbath (marauder). It's working very well for solo play, little to no downtime at all.

But when the game goes live I'll probably go archer/lancer/marauder skills. But mostly Archer/Lancer. TP regen would be bad ass. I hate how shadowbind requires TP now. you cant open up pulls with root ><.
#12 Sep 08 2010 at 7:28 PM Rating: Default
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Not being in beta, I have been researching my ass off. So far I have this down (Built for the ability to both solo and DD)
If anyone sees anything wrong here, feel free to correct it.

Every DoW (except GLAD) class to 6 :Unlocks:
  • Second Wind (PUG6)-Cheap no MP cost heal
  • Ferocity (LAN4)-Attack boost for HP, need confirm if it works with ranged attacks and/or stacks with our own attack boost
  • Bloodbath (MAD6)-Recovers HP based on damage dealt, Excellent synergy with ferocity + WS
CON to 8 :Unlocks:
  • Cure(4)
  • Stoneskin(6)
  • Shockspikes (8)


Fight Progression:
  • Cure damage taken last fight (as con, with staff equipped)
  • Buff SS/SS (still CON)
  • Macro new weapon (am now archer)and skills in, target mob/go active
  • Open from behind (reported dmg/acc bonus) with Acc+Att buffs
  • Second Wind for minor healing
  • Full buffs(attx2, acc) + Bloodbath + WS of choice for healing and big damage mid to late fight
  • Rinse/Repeat


That is just an idea of what I think going all out would be like. I mean, if the mob doesn't break ss or barely hurts me, I'll only be swapping back to heal and buff every few fights instead of every time.

Additional notes: For party play, want to confirm if Blindside (PUG16 Sneak Attack) stacks with ranged attacks, could also add to opener. Also way off in the distance if Collusion (LAN30 Trick Attack)stacks for hate managing (could be massive with barrage) on to a tank. Plan is to level CON and ACR side by side, so my pre fight buffs stay powerful (ss/ss II, prot/shell, etc)
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#13 Sep 09 2010 at 8:18 PM Rating: Decent
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Tarub wrote:
Not being in beta, I have been researching my ass off. So far I have this down (Built for the ability to both solo and DD)
If anyone sees anything wrong here, feel free to correct it.

Every DoW (except GLAD) class to 6 :Unlocks:
  • Second Wind (PUG6)-Cheap no MP cost heal
  • Ferocity (LAN4)-Attack boost for HP, need confirm if it works with ranged attacks and/or stacks with our own attack boost
  • Bloodbath (MAD6)-Recovers HP based on damage dealt, Excellent synergy with ferocity + WS
CON to 8 :Unlocks:
  • Cure(4)
  • Stoneskin(6)
  • Shockspikes (8)



Best I can tell Ferocity and Raging strike do stack. I have seen higher damage in every test I have done with them. I've not had 1000's of iterations so its possible that they don't but for my hack testing I'm under the impression that they do stack together.

Second wind is nice. It is mainly an emergency/reduce downtime heal with archer stats set in. At 16 it heals me for 115. So no great heal but it may keep me from dying.

Early on having too many mage things statted is rough cause you only get to equip a certain point value amount of skills. Outside of that you cant equip the mage mana restores so mana may be in short supply.

Other than that I'm doing what you are doing. I have not setup to get Bloodbath yet. I have a macro for ferocity>Raging Strike>Hawk's eye. I find that I miss that power shot often without hawk's eye.

That is my only complaint with archer. I'm wearing acc gear I have played with more dex less dex etc etc. I still miss too often on DC and above. I'm looking into the accuracy issue right now. Hopefully I find a good answer. Missing makes this powerful class almost useless when compared to a Con. My advice: Especially after 10 get your accuracy up and spring for those higher accuracy items/bows/arrows. They make all the difference. Just the difference in arrows with the higher accuracy is amazing.

Hopefully that info helps you a little. I'm still learning much in the way of hidden/unlisted attribute effects in this game so maybe I'll have more to say on it later.



Edited, Sep 10th 2010 1:05am by zoltanrs
#14 Sep 10 2010 at 10:23 AM Rating: Good
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zoltan wrote:
Early on having too many mage things statted is rough cause you only get to equip a certain point value amount of skills. Outside of that you cant equip the mage mana restores so mana may be in short supply.


Hence the curing and buffing as CON, when I switch back to ARC, I'll reallocate my abilities via macro.
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#15 Sep 10 2010 at 3:52 PM Rating: Decent
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The only downside to that is waiting for initial cooldowns after spell equips
#16 Sep 12 2010 at 12:41 PM Rating: Decent
Tarub wrote:
Not being in beta, I have been researching my ass off. So far I have this down (Built for the ability to both solo and DD)
If anyone sees anything wrong here, feel free to correct it.

Every DoW (except GLAD) class to 6 :Unlocks:
  • Second Wind (PUG6)-Cheap no MP cost heal
  • Ferocity (LAN4)-Attack boost for HP, need confirm if it works with ranged attacks and/or stacks with our own attack boost
  • Bloodbath (MAD6)-Recovers HP based on damage dealt, Excellent synergy with ferocity + WS
CON to 8 :Unlocks:
  • Cure(4)
  • Stoneskin(6)
  • Shockspikes (8)


Fight Progression:
  • Cure damage taken last fight (as con, with staff equipped)
  • Buff SS/SS (still CON)
  • Macro new weapon (am now archer)and skills in, target mob/go active
  • Open from behind (reported dmg/acc bonus) with Acc+Att buffs
  • Second Wind for minor healing
  • Full buffs(attx2, acc) + Bloodbath + WS of choice for healing and big damage mid to late fight
  • Rinse/Repeat


That is just an idea of what I think going all out would be like. I mean, if the mob doesn't break ss or barely hurts me, I'll only be swapping back to heal and buff every few fights instead of every time.

Additional notes: For party play, want to confirm if Blindside (PUG16 Sneak Attack) stacks with ranged attacks, could also add to opener. Also way off in the distance if Collusion (LAN30 Trick Attack)stacks for hate managing (could be massive with barrage) on to a tank. Plan is to level CON and ACR side by side, so my pre fight buffs stay powerful (ss/ss II, prot/shell, etc)


As you level up, second wind as a secondary-class ability heals for just as much as you'll get hit for, making it very weak for anyone but a PUG.
Buffs from other classes are much less effective as you level up. Bloodbath will heal a very small amount as a subclass ability when you're level 20 compared to when youre level 5 and its useful.

Buffs have a very short duration as a subclass ability as you level up.
Stoneskin only lasts for 1-2 hits as a subclass ability as you level up.
etc
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#17 Sep 14 2010 at 1:10 PM Rating: Decent
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you have to base your classes off who you play with ... the game is too fresh to figure it all out right now.. keep testing ... raging strike and ferocity works..archer / lancer so far... very good togeher.. too bad speed surge is lancer only..
#18 Sep 16 2010 at 11:27 AM Rating: Decent
I think it might be possible to use some utility spells from DoM, but I think direct damage spells will be about as useful as in FFXI.

1) You have to distribute your stats to maximize your DoW class, which means you're gimping your damage if you're leaving some for stats like mind. In FFXI, classes were highly specialized, there might be more allowed variety in FFXIV, but the question is why would you want to gimp your main job in order to also do a sub par spell attack? The only way that would be viable is if the enemies you end up fighting have a large variety and many have lots of different resistances. Otherwise, why would you want to, as an example shoot two 75 damage shots and a 60 damage spell when you can shoot 3 100 damage shots?

2) Resistances are often balanced around a player having stats at top level. I.e. the resistances for an appropriate level mob are usually tuned around it being attacked by a DoM player with their stats adjusted to make their magic most effective. That means if you're casting a poison or dia or whatever on a mob as a DoW class, its often going to have a very high chance of resisting it, making your spell wasted and not particularly effective.

3) Sell buffs might be useful as you don't have to worry about resistances, I think someone figured about 75% effective, which is still not bad for cures or buffs, and they don't take away from time you should be DPSing, just extend your effectiveness.

4) All of this could be completely wrong.
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