Ranger
A hunter of the deep woods, swift and precise with the bow. Keeps distance, lays traps and rains arrows on the foe.
Base skills
Hold to draw the bow: the longer the draw, the faster and harder the arrow flies. A full draw deals 2.5x damage.
Leap backwards, away from foes, immune to damage while airborne.
Fires 5 arrows in a fan ahead.
Places a trap underfoot. The trap lies in wait; the first foe to step on it sets off a blast, stunning the area and applying Snare to those still standing.
Ultimate: rains arrows on the target point, dealing sustained area damage.
Buff: hold breath and read the openings, increasing Crit chance and Attack speed for 20 seconds.
Sniper
Longbow and heavy crossbow. Stands still to focus, marks the weak point and fires a decisive shot.
Focus · Maximum 100
Standing still builds Focus; moving drains it all. Aimed Shot and Headshot spend the resource for more damage against one target. The Sniper sees the Weak Point of bosses and elite monsters: a shot drawn to 80% or more that hits the Weak Point side deals multiplied damage.
Hold to draw the bow: the longer the draw, the faster and harder the arrow flies. A full draw deals 2.5x damage.
Nocks a precise arrow. Hold to draw, then release: the arrow flies near-instantly. A full draw doubles the damage, and it spends all Focus for more.
Nocks a heavy arrow. Hold to draw, then release: the arrow punches through every foe in line and marks a Weak Point on each.
Springs back a long distance to keep firing range.
Ultimate: nocks a skull-piercing arrow. Hold to draw, then release: it bursts a Weak Point for more, hits far harder on a foe below 30% health, and spends all Focus for more still.
Buff: concentrates, greatly increasing Crit chance and Crit damage for 20 seconds.
Level 60 awakening: Carve the Weak Point
No need to find the Weak Point any more: any fully drawn arrow — basic or Aimed Shot — carves a Weak Point where it strikes, and Headshot reads it as though Piercing Bolt had opened one. On a body bearing a carved Weak Point, every fully drawn shot from any direction hits it (x1.4), even on foes that have no Weak Point of their own.
Windranger
Short bow and restless feet. The more one moves, the swifter and deadlier the arrows.
Phong · Maximum 100
Movement builds Wind. Mobility skills build extra; Storm Volley spends Wind. Snare Trap slows foes to keep distance.
Hold to draw the bow: the longer the draw, the faster and harder the arrow flies. A full draw deals 2.5x damage.
Three wind-carried arrows fly forth; the archer may run at once after firing.
A swift dash that passes through foes and emerges behind them.
Sets a snare underfoot. A foe that trips it is pulled down for 2 seconds, then hobbled by Snare, 65% slower for 3 seconds.
Ultimate: fire while running, pouring a storm of arrows on the target point; spends all Wind for more damage.
Buff: the wind lifts each step, increasing Move speed and Attack speed for 20 seconds.
Level 60 awakening: Anchored Winds
As long as a Windranger trap waits on the ground, Wind does not decay even while standing still: the wind is anchored to the trap, and the ranger need only return to reclaim it.
Beastmaster
Fights alongside a beast: commands, coordinates strikes and raises a companion.
Bond · Maximum 100
Hunter and beast striking together build Bond. Hunter's Mark marks prey; Beast Strike calls the summoned beast to strike in coordination.
Hold to draw the bow: the longer the draw, the faster and harder the arrow flies. A full draw deals 2.5x damage.
Signals the beast to pounce on the foe ahead and maul it, while you strike alongside.
Fires an arrow that marks the prey with Hunter's Mark; the beast leaps after the shot and bites the first foe it sees.
A howl that calls the pack: nearby foes falter, the beast heals and enters a frenzy, striking twice as fast for 6 seconds.
Ultimate: hunter and beast go wild — spends all Bond, bursts every Hunter's Mark on the foes struck, and the beast pounces 5 times on everything around you.
Buff: hunter and beast share one breath — you heal 5% and gain Attack and Health; the beast heals, strikes faster and harder for 20 seconds.
Level 60 awakening: Beast Fusion
Beast Fusion replaces Wild Bond: with 50 Bond the summoned beast leaps into its master, who turns beast-folk of that kind and fights its way — its own weapon, basic attack and four skills — taking a share of the beast's numbers and its gift until Bond runs dry. The evolved beast also gains a third coordination path: every three of its blows, it lunges with a rend at 160% its own Attack against the prey it just bit, or the nearest foe if that prey has fallen.
