Welcome to the Archer class guide for Final Fantasy XIV. With all the freedom and options available in FFXIV even starting down the path of a single class can be confusing or frustrating for some. These guides are designed to help people learn the basics of the class and to get an idea of some sort of structured progress. These guides are by no means definitive or set in stone, the beauty of the Armoury system is that one can deviate to a great degree and still come up with a viable build. In this guide we'll discuss overall skills, gear, cross-class abilities and most importantly viable roles for the class.

Table of Contents

Overview [S1]
Combos [S2]
Roles [S3]
Jobs [S4]

Overview [S1]

Weapon(s): Bows

WEAPON LIST

Armor: Cloth and Leather

"The enduring popularity of the bow is a testament to its elegant design, but this simple weapon would be of little worth without the surpassing skill of those who master it–the archers. Projectile techniques such as high–angle fire enable archers to assail their foes with deadly precision even at great distances.
Constant assessment of the battlefield enables them to carefully determine the most advantageous ground from which to loose, as well as the nature of the arrows best suited to their enemy. Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo’te are widely regarded as the most skilled with a bow. The guild’s teachings cover a variety of projectile weapons, down to the simplest throwing rock."

Incapacitation Skills: Leaden Arrow(L10), Gloom Arrow (L30), Bloodletter (L46)

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Combos [S2]
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Combos are a set of weapon skills that, when executed in succession, grant a wide variety of bonuses to the weaponskill. If a weaponskill has a condition, such as executed from left/right or behind, then that condition must be fulfilled in order for the combo to activate or continue. When executing a combo the TP cost for any weapon skill after the first is waived. Once the first weapon skill in a combo is executed a buff timer will appear and the next weapon skill in the combo will light up on the skillbar. If you miss, don't fulfill a condition or if you use a weapon skill or spell other than the next one in line the combo will be cancelled. Thankfully the Archer combos have no condition other than the first weapon skill must be used from a certain distance.

Heavy Shot -> Quick Nock
- Fivefold damage, conversion to single target

Heavy Shot -> Leaden Arrow
- Increased Heavy effect duration

Heavy Shot -> Leaden Arrow -> Wide Volley
- Increased Accuracy

Piercing Arrow -> Shadowbind
- Increased Bind duration

Piercing Arrow -> Gloom Arrow
- Chance to inflict Blind

Piercing Arrow -> Gloom Arrow -> Bloodletter
- Inflicts additional damage when the Bleed effect fades.

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Roles [S3]
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The Archer is a fairly well-defined class with a specific set of abilities, strengths and weaknesses. They're a bit squishier than the other physical combat classes and that, paired with their prowess at a range, means that they have no place in front-line roles.

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Damage Dealer (DD)
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The DD role has a very simple job in a party, do damage. The only thing you really need to be wary of in this role is pulling hate from the tank. Pace your attacks, skills and buffs so that you aren't generating more enmity than the tank. This is extremely important for three reasons:

1. Pulling hate from the tank means the tank has to work that much harder to get the monster focused back on them.
2. Pulling hate from the tank puts your life in danger as sometimes it only takes one good hit to knock you out.
3. As a result of that, you are creating more work for the healer as now they have to worry about keeping you alive too.

Damage buffs should be mixed in with enmity reducing abilities to keep damage coming without bringing too much attention to yourself. At low ranks it may not seem detrimental but with higher rank monsters a sideways graze from the wrong attack could knock you out.

As far as Archer is concerned this isn't a terribly difficult job as long as one manages their hate by using Quelling Strike and Chameleon where possible. Combos are definitely the way to go when it comes to damage these days, learning them is a must for anyone who plans on doing decent damage. What I find helps with this is to set up your skillbar so that the combos are lined up properly and easy to access. Keen Flurry is a nice skill that can be borrowed to help with some skills with long cooldowns like Bloodletter. Anything that lets you access a full combo sooner is fantastic.

Recommended Gear

Note: The following gear does not take into account High Quality or Materia, there are simply too many variables to consider there. This list also excludes one-time items, such as those from seasonal events.

Rank 10

Weapon: Maple Longbow
Arrows: Bronze Arrows

Head: Dodoskin Pot Helm
Body: Hempen Acton
Hands: Sheepskin Mitts
Waist: Merchant's Purse
Legs: Hempen Kecks
Feet: Sheepskin Leggings

Rank 15

Weapon: Wrapped Maple Bow
Arrows: Bronze Arrows

Head: Dodoskin Pot Helm
Body: Plundered Jacket
Hands: Sheepskin Mitts
Waist: Plundered Leather Belt
Legs: Dodoskin Subligar
Feet: Plundered Duckbills

Rank 20

Weapon: Ash Longbow
Arrows: Iron Arrows

Head: Leather Pot Helm
Body: Leather Jacket
Hands: Leather Mitts
Waist: Voyager's Belt
Legs: Dodoskin Subligar
Feet: Leather Leggings

Rank 25

Weapon: Bow of Owls
Arrows: Iron Arrows

Head: Nighthawk Visor
Body: Eternal Shade
Hands: Fingerless Leather Gloves of Slaying
Waist: Tarred Velveteen Longsash
Legs: Velveteen Sarouel of Invoking
Feet: Leather Crakows of Slaying

Rank 30

Weapon: Joukil's Guile
Arrows: Steel Arrows

Head: Nighthawk Visor
Body: Toadskin Jacket
Hands: Toadskin Armguards
Waist: Tarred Velveteen Longsash
Legs: Velveteen Sarouel of Invoking
Feet: Leather Crakows of Slaying

Rank 35

Weapon: Kokoroon's Nestpicker
Arrows: Steel Arrows

Head: Linen Turban of Invoking
Body: Toadskin Jacket
Hands: Venerer's Bracers
Waist: Tarred Velveteen Longsash
Legs: Linen Sarouel of Invoking
Feet: Boarskin Crakows of Slaying

Rank 40

Weapon: Oak Composite Bow
Arrows: Mythril Arrows

Head: Woolen Turban of Invoking
Body: Boarskin Harness
Hands: Venerer's Bracers
Waist: Tarred Velveteen Longsash
Legs: Woolen Sarouel of Invoking
Feet: Boarskin Crakows of Slaying

Rank 45

Weapon: Oak Composite Bow
Arrows: Mythril Arrows

Head: Ranger's Hat
Body: Peisteskin Harness
Hands: Venerer's Bracers
Waist: Peisteskin Hunting Belt
Legs: Woolen Kecks
Feet: Mythril-plated Jackboots

Rank 50

Weapon: Ifrit's Bow (Crab Bow is the next best crafted bow)
Arrows: Cobalt Arrows

Head: Paragon's Crown
Body: Raptorskin Harness
Hands: Venerer's Bracers
Waist: Peisteskin Hunting Belt
Legs: Felt Kecks
Feet: Sipahi Crakows

Beneficial Skills/Spells

Bloodbath
Second Wind
Cure
Keen Flurry

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Jobs
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Bard
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Not a ton is known about Jobs at this point however we do know that they are coming. Bard will be the first job for Archer as of patch 1.21. However this is as much as we do know:

"The bard is a versatile job that performs songs to bolster various attributes of his companions. Coupled with his ability in battle, this enables the bard to carry his own weight in either an offensive or defensive capacity."

Weapon: Bowharp (tentative unofficial name)

Role: Long-range DD/Support

Skills and Abilities (All are job skills/abilities are exclusive):

Bard Ability 1 (Self AoE): Increases the maximum HP and certain magic effects of all party members within range.

Bard Weaponskill 1 (/Target AoE)" Deals damage to all enemies within range of the target.
Combo: Quick Nock, Bonus: Chance to inflict Stun.

Bard Magic 1: Gradually restores the MP of all party members within range.

Bard Magic 2: Gradually restores the TP of all party members within range.

Bard Magic 3: Increases the physical and magic accuracy of all party members within range.

Obviously, this is a work in progress so please, I greatly encourage people to post their experiences, thoughts and opinions on this class.