Archer
Requirements: L2 Squire
Charge Skill
Charge +1: A quick store of power behind the bow packs more punch Jp: 100
Charge +2: Longer charge = More power Jp: 150
Charge +3: See the above information Jp: 200
Charge +4: This charge is of peak value for damage and time Jp: 250
Charge +5: Once it reaches here, its getting too slow Jp: 300
Charge +7: This ability is not very good Jp: 400
Charge +10: This ability sounds better than it is Jp: 600
Charge +20: Same with this one, but its even worse Jp: 1000
JP needed to master: 5200
Rating:6
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Archers are an asset in the early game, even though they may be lacking later on. One battle in which they are incredibly useful is Dorter Trade City, to take great advantage of the range that they give. The range of attacks is something that is otherwise lacking within Chapter 1, and this is what makes the archer so useful. Unfortunately, Charge is not a great skill. With sword it can help at times, but if the intended taget moves from position, any charged attack will miss. It's even worse if a friendly unit moves within that newly vacated space. Although archers may not he used later on, early game archers are very useful, even though they lack the HP. If used correctly, they shouldn't need to worry about that disadvantage however, since they should remain ou to frange of the enemy at all times. Another distinct advantage is their ability to hit target from behind walls. This ability is as invaluable as the class itself when in the early game.
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