Archer (FFXIV)  

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Final Fantasy XIV
Wikibase™
Classes

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. Projectile techniques such as high-angle fire enable archers to assail their foes with deadly precision even at 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. Together 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 projectile weapons, down to the simplest throwing rock.

Role

One of the many available classes in Eorzea, the Archer is a Disciple of War.

Archers possess a situational awareness in combat which allows them to assault enemies from great range while simultaneously providing support to their companions.

Though weak at close range and limited by their quivers, an archer's expertise in positioning and arrow selection can easily determine the outcome of battle.

Guild

Quiver's Hold (Archers' Guild)
Quiver's Hold (Archers' Guild)
Located in Gridania, the Archers' Guild can be found in Quiver's Hold, in the eastern part of the city.
Coordinates: (8, 5)

For more information about the Archers' Guild, please refer to the Archers' Guild wiki page by clicking here:
Archers' Guild

Actions, Traits & Attributes

The minimum level for obtaining the abilities, traits, and weapon skills is listed below, however they may suffer from a reduced effect, increased recast, or shortened duration if you are not at or above the optimal rank for them. In addition, a reduced effect, increased recast, and shortened duration may be experienced by any non-Archers class when using Archer abilities, traits, and weapon skills.

Key Attributes

Archers calculate attack damage based on Dexterity (DEX) and Piety (PIE).

Actions and Traits

The following is a table of abilities and traits gained by Archers ordered by level. Active abilities are gained at levels 1, 2, 4, and 6, then every 4 levels thereafter. Passive traits are gained every 4 levels alternating with active abilities starting at level 8. Items in gray and with a » mark are passive traits.

Key
» Trait
Exclusive to Discipline of War
Exclusive to Archer
Level Name Cast Time
(m:ss)
Recast
(m:ss)
Duration
(m:ss)
Cost Effect Combo Ex.
1 Heavy Shot –:— 0:10 –:— 1000 TP Delivers a ranged attack. Must be at least 8 yalms from the target for use in a combo.
1 Refill –:— –:— –:— Refills quiver with arrows from your inventory
1 Light Shot –:— 0:04.5 –:— Delivers a ranged attack.
2 Decoy –:— 1:30 1:00 Consumes MP to evade a single ranged or magic attack.
4 Piercing Arrow –:— 0:20 –:— 1000 TP Delivers a ranged attack. Must be at least 8 yalms from the target for use in a combo.
6 Hawk's Eye –:— 1:30 0:15 Increases physical accuracy.
»8 Enhanced Physical Accuracy Increases physical accuracy by +8.
10 Leaden Arrow –:— 0:30 0:30 1500 TP Delivers a ranged attack. Chance to inflict Heavy.
»12 Enhanced Physical Evasion Increases physical evasion by +8
14 Raging Strike –:— 1:00 –:— Increases attack power each time Light Shot hits while effect is active, up to a maximum of three stacks. Effect fades upon missing an attack.
»16 Enhanced Decoy Renders Decoy capable of evading melee attacks.
18 Shadowbind –:— 0:40 0:30 250 TP Delivers a ranged attack. Chance to inflict Bind.
»20 Enhanced Physical Crit Evasion Increases physical critical evasion by 10.
22 Quelling Strike –:— 1:00 0:30 Reduces enmity and increases TP generated by the next attack. Does not affect auto-attacks.
»24 Enhanced Physical Accuracy II Increases physical accuracy by 10.
26 Swiftsong 0:03 0:10 3:00 Increases movement speed of all party members within range. Effect fades when enmity is generated by or against you.
»28 Enhanced Hawk's Eye Increases accuracy gained from Hawk's Eye by 50%.
30 Gloom Arrow –:— 0:10 0:30 1000 TP Delivers a ranged attack.
»32 Enhanced Quelling Strike Increases TP gained from Quelling Strike by 50%.
34 Barrage –:— 1:30 1:00 Reduces accuracy to make your next Light Shot a multifold attack.
»40 Enhanced Raging Strike Increases effect of Raging Strike by 50%.
38 Quick Nock –:— 3:00 –:— 1000 TP Delivers a short-range attack to enemies in a cone before you.
»40 Enhanced Physical Crit Accuracy Increases physical critical accuracy by 10.
42 Chameleon –:— 3:00 –:— Reduces enmity.
»44 Enhanced Barrage Adds an additional attack to Barrage.
46 Bloodletter –:— 1:20 0:30 1500 TP Delivers a ranged attack. Chance to inflict a bleed effect.
»48 Swift Chameleon Reduces Chameleon recast time by 60 seconds.
50 Wide Volley –:— 1:20 –:— 2000 TP Delivers a ranged attack to the target and enemies near it at low accuracy.

Combos

The following is a table of executable combos for an Archer. Abilities must be executed in the correct positions in order to activate a combo. Correctly executing a combo will cause the cost of the second and third abilities to be waived, along with adding extra bonuses listed below.

Combos
Heavy Shot (8 Yalms) Leaden Arrow
Increased Heavy duration
Wide Volley
Increased accuracy
Quick Nock
Fivefold attack and conversion to single target
Piercing Arrow (8 Yalms) Gloom Arrow
Chance to inflict Blind
Bloodletter
Inflicts additional damage when bleed fades
Shadowbind
Increased Bind duration.

Archers' Guild - Weapons - Equipment - Quests

Guides

Unverified/Missing Information

This page last modified 2012-03-12 18:17:02.