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Archer

From ROIdle Wiki
Archer 6.png
Archer.png
Max Level: 40
Base HP/Level:
Variable HP/Level:
Base MP/Level:
5
0.4
3
Unlocks from: Scout
Unlocks: Sniper

Class Bonuses

STR AGI VIT INT DEX WIS
+5 +3 +1 +0 +6 +3

The Threat from Afar

No matter how far they run, no enemy is out of reach for this marksman. Gaining the ability to quickly fire more than once, buff his own attacks and lighting their arrows on fire, this class guarantees their hits do not miss.

Archers represent the pinnacle of ranged physical combat among Tier 2 classes. Building upon the Scout's foundation, they specialize exclusively in bow and crossbow combat, trading melee versatility for unmatched ranged prowess. Their ability to rain arrows from safety while exploiting elemental weaknesses makes them invaluable damage dealers in any party composition.


Unlock

The Archer is a tier 2 class that is unlocked by leveling the Scout class to level 25. As all T2 classes, it retains all of the previous T1 class' skills.


Pros and Cons

Comparisons are made considering classes from the same tier

The Archer excels at sustained ranged damage output. Trickshot provides solid single-target damage with a chance to blind enemies, reducing their accuracy. Rapid Fire allows hitting multiple targets or focusing fire on a single enemy when few remain, meaning a good damage distribution in case an enemy dies from one of the hits.

Their utility comes from Fire Arrows, which converts all bow attacks to fire element for exploiting weaknesses, and Full Draw, a self-buff that significantly boosts P.Atk for several attacks.

The enhanced Mend skill improves upon First Aid, bypassing Bleed's healing reduction and even removing Bleed stacks from allies.

It has no defensive skills and no new party wide support skills, aside from Mend.

  • Strengths:
    • Excellent sustained ranged damage from safe backline, no need to reposition
    • Multi-target capability with Rapid Fire
    • Some elemental flexibility through Fire Arrows
    • Strong self-buff with Full Draw
    • Improved healing and Bleed removal with Mend
  • Weaknesses:
    • Limited weapon options (Bow and Crossbow)
    • No real AoE skills
    • Reduced damage to gathering nodes
    • Fire Arrows only provides one element
    • No defensive abilities, so if enemies reach them, they won't last long


Stats

Archers scale primarily with STR for physical damage, DEX for accuracy and critical damage, and AGI for Speed, C.Chance and a bit of Evasion.

Focus on STR first, as it is the most important stat for damage output. AGI provides Speed for double attack chance and C.Chance for those seeking a crit-focused build. DEX is also valuable as it improves C.Atk, synergizing well with their C.Chance from AGI, as well as DEXhealing for Mend. They already have quite high Hit rate, so it does not need to go too high.

WIS helps with MP regeneration and also supports the Mend healing skill. VIT is less critical due to backline positioning but can help survivability.

Class Bonuses

The Levels in which one receives a certain bonus

Stat\Amount +1 +2 +3 +4 +5 +6 +7
STR 4 16 26 32 39    
AGI 10 22 34        
VIT 28            
INT              
DEX 1 13 24 30 38 40  
WIS 7 19 36        
  • For a standard Archer:
Focus on STR, leaving it on a multiple of 10 together with bonus. Then DEX enough to hit most enemies. This maximizes damage while ensuring attacks connect. Add some WIS for MP sustain and a bit of VIT for survivability.
  • For a crit or basic attack focused Archer:
Prioritize DEX and AGI alongside STR. The combination of C.Chance from AGI and C.Atk from DEX creates devastating critical hits. You'll have to find Stat values where those 3 stats gain bonus attributes and get to them.
  • For a supportive Archer:
Balance STR, DEX, and WIS. This allows for decent damage while having stronger Mend heals and better MP management.


Note: Archers benefit greatly from reaching stat breakpoints. Every X points in a stat provides bonus attributes, so plan your distribution accordingly (Stats & Attributes).


Gear

Recommended gear for Archers

  • Weapons
    • Bows: The standard choice, offering balanced damage and hit/attack speed for consistent DPS, depending on the Bow line you choose
    • Crossbows: Higher raw damage per hit at the cost of attack speed and the need to stop and reload, excellent for Full Draw bursts and high crit builds
  • Armor
    • Light Armor: Preferred for MP regeneration and M.Def, allowing sustained skill usage from the backline
    • Medium Armor: Viable for extra Speed and some defensive stats if survivability is a concern
    • Heavy Armor: If HP and P.Def is an issue, throw in a piece or two
  • Accessories
    • Focus on STR, DEX, P.Atk, and HIT accessories to maximize damage output
    • C.Chance and C.Atk accessories synergize well with crit builds


Scripts

Default

The default script focuses on maximizing damage output:

  1. Uses Mend on bleeding allies or critically wounded party members
  2. Activates Full Draw when no buff is active
  3. Skips Fire Arrows if enemies are water-weak
  4. Uses Fire Arrows against fire-weak enemies when multiple targets exist
  5. Uses Rapid Fire when MP is high and multiple enemies are present
  6. Uses Trickshot on the farthest enemy
  7. Falls back to basic attacks
{"script":[{"conditions":[{"key":"allyStatusBleedMore","not":false,"number":1},{"key":"selfMpHigherThan","not":false,"number":10}],"action":{"key":"skillMend","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":1},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":20}],"action":{"key":"skillMend","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null}],"action":{"key":"skillFullDraw","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":4},{"conditions":[{"key":"foeIsWaterWeak","not":null,"number":null},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skipNextScript","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"foeIsFireWeak","not":null,"number":null},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillFireArrows","itemIds":[]},"target":{"key":"self"},"cooldown":4},{"conditions":[{"key":"selfMpHigherThan","not":false,"number":30},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillRapidFire","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"selfMpHigherThan","not":false,"number":30},{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeFarthest","not":null,"number":null}],"action":{"key":"skillTrickshot","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":1},{"conditions":[{"key":"foeFarthest","not":null,"number":null}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0}],"position":"backline"}

Ideas and suggestions

These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle

  • Keep Full Draw active for the flat P.Atk boost before using your attack skills.
  • Use Fire Arrows strategically against fire-weak enemies, but skip it against water-weak foes.
  • Rapid Fire has a higher DPS, but uses more MP; against single targets, Trickshot or basic attacks may be more cost efficient.
  • Position in the backline to maximize safety and take advantage of your 5-cell range.
  • Use Mend to remove Bleed stacks from allies, especially useful against bleeding-heavy enemies.
    • If using a Crossbow, checking if no enemies remain and using those last turns to Reload and refresh Full Draw/Fire Arrows is very efficient.


Skills

Trickshot

active | attack | single target | blind

Long range attack with a chance to apply the Blind status. Enhanced by Focused Shot, adding 0~20% P.Atk on top. The chance to apply Blind depends on S.Atk. Damage ranges from 120~170% P.Atk, increased by both skills levels, has 0~16 bonus S.Atk and 1~3 rounds of Blind. Requires a bow or a crossbow to be equipped.

Element: Neutral | AoE: No

Skill level MP Cost Damage Other Effects
0 5 MP +0% P.ATK +0 S.Atk, Blind 1 round
20 7.5 MP +7.5% P.ATK +4 S.Atk, Blind 1 round
40 10 MP +15% P.ATK +8 S.Atk, Blind 2 rounds
60 12.5 MP +22.5% P.ATK +12 S.Atk, Blind 2 rounds
80 15 MP +30% P.ATK +16 S.Atk, Blind 3 rounds


Rapid Fire

active | attack | multi-target

Fires two arrows quickly but with less strength at targets in range. Enhanced by Focused Shot, with about half its strength per shot, adding 0~30% P.Atk on top. Targets may be hit more than once. Damage ranges from 50~100% P.Atk per arrow, increased by both skills levels. Requires a bow or a crossbow to be equipped.

Element: Neutral | AoE: Multi-target (2 arrows)

Skill level MP Cost Damage per Arrow (max Focused Shot)
0 5 MP 70% P.ATK
20 8.5 MP 77.5% P.ATK
40 12 MP 85% P.ATK
60 15.5 MP 92.5% P.ATK
80 19 MP 100% P.ATK


Mend

active | heal | single target

A stronger melee single target healing ability for healing bleeding wounds. Enhanced by First Aid, adding Bleed healing as well. Healing amount formula is the following: First Aid Healing + (0~4 depending on skill level) * (0.5 WIShealing + 0.75 DEXhealing). Removes 1~3 instances of Bleed, depending on skill level.

Skill level MP Cost Healing Bleed Removal
0 4 MP First Aid + 0 * (0.5 WIShealing + 0.75 DEXhealing) 1 stack
20 8 MP First Aid + 1 * (0.5 WIShealing + 0.75 DEXhealing) 1 stack
40 12 MP First Aid + 2 * (0.5 WIShealing + 0.75 DEXhealing) 2 stacks
60 16 MP First Aid + 3 * (0.5 WIShealing + 0.75 DEXhealing) 2 stacks
80 20 MP First Aid + 4 * (0.5 WIShealing + 0.75 DEXhealing) 3 stacks


Fire Arrows

active | buff | self

Converts the Element of all Bow attacks to Fire. Lasts for 4~9 rounds, depending on level. Requires a bow or a crossbow to be equipped.

Element: Fire

Skill level MP Cost Duration
0 3 MP 4 rounds
20 6 MP 5 rounds
40 9 MP 6 rounds
60 12 MP 8 rounds
80 15 MP 9 rounds


Full Draw

active | buff | self

Overcharges the next few attacks to be even deadlier. Skill level makes the increase range from 30~70 P.Atk and 2~3 next attacks, increasing to 3 at level 41. Requires a bow or a crossbow to be equipped.

Skill level MP Cost P.Atk Bonus Charges
0 2 MP +30 P.Atk 2 attacks
20 3 MP +40 P.Atk 2 attacks
40 4 MP +50 P.Atk 2 attacks
60 5 MP +60 P.Atk 3 attacks
80 6 MP +70 P.Atk 3 attacks



Titles

Archer titles are earned by leveling up the Archer class:

Class level Title
Level 0 N/A
Level 20 Sharpshooter
Level 40 Master Archer

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