Tuesday, March 23, 2010

Class Features-Archer/Pugilist




Archer

Damage:
1. Specialization of arrows to optimize dmg
2. SEs reputation for calculating ranged damage
3. Heavy damage abilities

Solo Ability:
1. Fight from extreme distances (never HAVE to take damage)
2. "Feather Arrow"
3. Ability to withdraw from battle easily

Specialization is key and anyone with any mmo experience knows this anything that is specialized is usually more potent than otherwise. The choice of arrows per mobs or even size of the group of mobs shows that Archer is definitely the physical nuker of the bunch. In FFXI RNG dmg was calculated as the arrow dmg + the bow dmg. It's as if they were 2 weapons and that's why RNG could usually do the most dmg per individual hits. "Feather Arrow" can remove buffs from monsters that might otherwise make them unsoloable to the avg melee player (i.e.
"Hawk Eye" Increases ACC of next attack, seems like Elemental Seal for Archer
"Wide Volley" Fires multiple arrows into the sky at a target and all mobs in aoe range, another method of hitting groups of mobs besides the trinity arrows.
"Quick Nock" Fires multiple arrows conaly ahead of the Archer, yet another method of hitting groups of mobs.
If you'll notice all of these abilities include firing multiple arrows this could mean you could do 1 arrow 1 target dmg on multiple targets rather than having the dmg be gimped because its multiple targets like all the aoe in ffxi.

The Archer can fight at the most extreme distances from the mob meaning if the monster doesn't get up to you by the time you kill him you don't even take any damage. "Feather Arrow" removes magic buffs from mobs that might otherwise make them unsavory to the avg melee char. (also for group experiences imagine what "Feather Arrow" could do with a Trinity Arrow equiped). Also the Archer has loads of abilities that seem to make it so one could be as fool hardy as they like and still manage to slip out of poorly calculated endeavors without the penelty of a defeat.
"Chameleon" basically invises you like "Camouflage" in FFXI you would automatically lose agro as the mob does not know where you went in order to pursue.
"Stride" increases movements speed... RUNAWAY
"Kagenui" A binding shot. Shoot mob 30 feet away with this and you can keep shooting til they're unbound at which point you probably have enough tp to re-Kagenui the fiend.
"Shrieker" (my personal favorite) shot that makes mob run away, use this if the mob is getting too close and you quickly distance them without having to move too much yourself.
All these skills combined with the run and shoot playstyle can make an experienced Archer a formidable solo job against many mobs, also theyre dps makes sure that they aren't required to buy too much time keeping distance even though they obviously can.





Pugilist


Facts:

Offensive and defensive stances, the defensive one increases evasion.

Abilities:
"Whistle" 'gains the enemies attention' (most likely a voke)
"Blindside" 'increases dmg based on dexterity when hitting from behind for one attack' that's essentially sneak attack.
"Chakra" 'use tp to heal hp' chakra was a good healing move for monk in ffxi.
"Feather-step" 'significantly increases evasion, but only once'

Weapon Skills:
"Jarring Strike" 'angers and stops the opponent if used after evading'
"Piercing Hand" dps ws
"Haymaker" dps ws with bonus after evading.
"Tackle" 'close distance between enemies and attack quickly'
"Chiretsuzan" earth elemental ranged ws

Speculation:
Whistle could be a provoke, depending on the strength of the voke and the recast timer on whistle this could be an effective way for pugilist to maintain hate.

In FFXI sneak attack did loads of dmg and incured lots of hate, if this is the case in ffxiv then this is a good way for a pugilist to regain hate after losing the mobs attention to the 'ridill war'.

Depending on Chakra's recast the skill could significantly increase a pugalists tank ability.

The fact that feather-step states '...only once' leads me to believe it will be like ffxi SAM "third eye" so essencially its a single shadow, this coudl also greatly increase tank ability depending on its recast timer.

Jarring strike 'angers and stops' So i imagine it to be a stun and voke ws when used after evading which could easily be done each time feather-step is up.

Tackle seems to dash the pug into range while doing a bit of dmg. So essentially you can get to the mob before the rest of the group and start building hate ahead of them.

Chiretsuzan leads me to believe that its some kind of aoe maybe conal because it says sends 'shockwaves' if that is sow then you could gain the attention of a large group of fortunately placed mobs by using this weapon skill.

So basically I think Pugilist is designed as a DPS class so it stands to reason that they can do good damage, however, I also see incredible potential to tank based on its perceived ability to keep hate while maintaining under the enemies radar with his unflappable elusiveness.

(in case no one has noticed pugilist seems to have been merged with MNK in its style of dps, THF in its frequent use of dexterity and evasion, NIN in its ability to hold hate and elusiveness, and maybe even a little bit of DNC in there since chakra uses tp)


-Gerry

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