Concept: I was noticing that several of Archer's abilities aren't used very often and thought that would be a good place to start thinking about Ranger. Primarily Repelling Shot, Shadowbind and Swiftsong. The new ability Sten Needle will work with Repelling Shot to result in a quick burst of damage every 20s but must be used with care with monster mechanics and the increased backstep. With the addition of Camouflage we see new uses for Shadowbind as a damage source and crowd control. The new stance Take Aim grants the Ranger potential for great damage but at the cost of their mobility. As Archers and Bards are highly mobile and quick with their attacks I felt this would be a good contrast. Under Take Aim Bloodletter will turn into Animals, a classic ability from FFV. Using the same system that was put in place in FFV using the Draw Meter instead of a job level we can see the addition of some added damage or support depending on how the invisible dice roll. It will put the "RNG" in Ranger so to speak! I decided to keep Unicorn in the mix as well in order to help facilitate a bit of MP recovery in order to help maintain Swiftsong. Speaking of which, Swiftsong now becomes usable in battle for the RNG but only for personal use. I feel this is important to keep with this revised version of my idea in order to facilitate moving out of danger while having to be motionless for large amounts of time. With Musketeer and the new dagger class right around the corner I'm waiting on what abilities RNG will get from other classes.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
It's been said that any new DPS coming from ARC would end up playing too similar to ARC/BRD so I'm hoping that this will give it enough of its own identity. The loss of Bloodletter as a direct attack should greatly help with this as well as its base recast time increased to 30s. Bloodletter, as Animals, now primarily focuses as a mechanic to keep the RNG's MP strong for Swiftsong with the chance of adding other support in lieu of replenishing MP (as it's not a mandatory resource).