The Let's Play Archive

Final Fantasy Tactics

by Orange Fluffy Sheep

Part 96: Archer

Job dissection: Archer


Useful in preemptive attacks, the Archer is best utilized in high locations to extend arrow range.


code:
EQ: Crossbow, Bow, Shield, Hat, Clothes, Accessory
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HPM: 100 | MPM:  65 | SpM: 100 | PAM: 110 | MAM:  80 | Move: 3 | C.Ev: 10%    
HPC:  11 | MPC:  16 | SpC: 100 | PAC:  45 | MAC:  50 | Jump: 3 |
Requires level 2 Squire. Level 3 unlocks Thief. Level 3 is one of the requirements for Ninja.

Pros:
+Ranged weapons
+Bows arc - can hit over other units and walls
+Concentrate and Speed Save good abilities
+Range boosts at high elevation

Cons:
-Charge is a terrible skillset
-No "great" stats and a lot of average ones
-Bows are weak for most of the game
-I don't think you understand how utterly useless Charge is
-Stuck with a crummy minimum range requirement
-Poor synergy with secondary skills
-Most battles have you start at a height disadvantage

That's right, Charge is so bad it counts as two cons.

Archers are only good in the very early game simply because they have range, and in the ass-end when their damage is finally worth a shit. Between then and then, archers are simply gateways to cooler classes and holders of two decent abilities.

Concentrate allows a character to ignore evasion. It doesn't actually increase success rates beyond that. Speed Save increases the user's speed every time he/she gets hit. Both of these are pretty cool.

But Charge is total shit. Lower charges don't deal enough damage, and higher charges are way too slow. It targets panels, not units, so if the enemy moves it misses. You get a waste of time or a waste of time.

Archers are not good. They have a trick or two, but Charge is bad, bows are mostly weak, their stats are poor, just get out of the damn class as soon as possible.