Ranger: A ranged DPS which sacrifices its mobility for increased damage and calls upon animals for aid.
Abilities:
30: Take Aim: Bestows the Aim status effect. Increases accuracy by 10%, critical hit damage by 5% and auto-attack potency by 10. Use of certain Weapon Skills will activate the Draw Meter. As the Draw Meter fills your Weapon Skills will become more powerful. Using the Weapon Skill a second time or filling the Draw Meter to maximum strength will follow through with its attack. Ends upon re-use. (More information below)
35: Sten Needle: Rushes into the target to place a trap beneath them. Deals damage over time with a potency of 40 for 9s. After 9s the trap explodes to deal 120 potency damage. Recast: 20s.
40: Camouflage: Conceals the user (10s). Prevents auto-attacks and detection. Wears off if a damaging skill is used. Cannot be used if you have red or flashing enmity. While concealed Shadowbind will gain 180 potency. Its bind effect will be reduced to 5 seconds but it cannot be removed. MP drains while active. Recast: 90s.
45: Sonic Boom: Delivers an attack with a potency of 120 to target and enemies in a cone behind it. 25% chance Wide Volley will receive a 15 potency bonus. TP Cost: 200.
50: Rapid Fire: Your Draw Meter will charge 20% faster and will not drain while moving (15s). Recast: 300s.
Changes to Archer:
Repelling Shot: Will combo with Sten Needle. Combo bonus: Potency of 160 and backstep increased to 12y.
Quick Nock: Gives a 25% chance that Sonic Boom will stun targets (2s).
Swiftsong: While Take Aim is active it cannot effect others and is usable in battle but drains MP.
Bloodletter: With Take Aim active this changes into Animals: Your next attack which uses the Draw Meter will call upon a random animal for aid. The animal called will depend on the Draw Meter. Duration: 10s. Recast: 30s. (more information below)
Animals:
A number will be rolled from 0 to where your Draw Meter is filled to upon execution of your attack. For example if you fill your bar up to 35 and then attack a number will be rolled from 0-35. Windbite and Venomous Bite will continue to use the same mechanic. The Draw Meter will not enhance the potency of animal attacks. Only abilities which activate the Draw Meter will gain the aid of an animal.
0: Mysidian Rabbit: Rabbit in a Black Mage hat appears beside you but does not aid.
1: Squirrel: A Squirrel will attack your target with a potency of 100.
2-5: Bee Swarm: Bees will attack your target with a potency of 100. If Weapon Skill used is AoE this will hit all targets your attack hits.
6-10: Nightingale: A Bluebird will come and heal your HP for 10% of the damage inflicted by your attack. If Weapon Skill used is AoE this will heal party members within 5y of you as well.
11-20: Tree Squirrel: A Tree Squirrel will attack your target from the air and paralyze it for 5s.
21-30: Falcon : A Vulture will attack your target with a potency of 120.
31-40: Skunk: A skunk will attack your target inflicting Blind and Poison with a potency of 20 for 9s.
41-50: Wild Boar: A Wild Hog will attack your target with a potency of 150.
51-100: Unicorn: A Unicorn will heal your MP for 30% of the damage inflicted by your attack (respectively). If Weapon Skill used is AoE this will affect party members within 5y of you as well.
Take Aim:
The Draw Meter will fill from 0-100. Each point will increase the potency of your current skill by 3.5%. Damage over time potency is unaffected. The bar fills up in 5 seconds time. Any movement will drain the meter at twice its charge rate until movement has stopped (approximately. 2.5 seconds to drain a full meter). It is still possible to finish your attack before and during your running out of an AoE in the same manner that ARC/BRD can but keep in mind the animation for your attack will begin the moment you press it the 2nd time.
The following abilities will activate the Draw Meter:
Heavy Shot
Straight Shot
Venomous Bite
Misery's End
Quick Nock
Windbite
Wide Volley
Sonic Boom