Archer
Mitrasphere Strategy Team
Presenting the Archer's evaluation and playstyle in Mitrasphere. This article outlines the characteristics of the Archer, combos that can boost DPS, and a list of groups.
Table of Contents
Archer Evaluation
Role and Characteristics
The Archer is a support job that excels at providing buffs to allies and debuffs to enemies. Additionally, since this class can equip Magic Cannons and Magic Twin Blades, they can also take on the role of managing the HP of specific foes and reducing Guts.
They can also draw powerful attacks targeting the back row, serving as a rear row tank.
Strengths
The Archer's greatest strength is their ability to drastically boost DPS using buffs and debuffs. By properly maintaining buffs and debuffs, Swordsmen and Mages' DPS will more than double.
Weaknesses
The Archer's equipment slots fill up with buffs and debuffs, so they are not suited to putting out damage on their own. Additionally, when their buffs and debuffs expire, damage is drastically reduced, so they need to be maintained in battle. This job may be difficult until you adapt to it, as it requires you to be familiar with resistances and enemy behavior.
Archer Playstyle
Archers greatly boost their allies' DPS using a variety of buffs and debuffs such as Damage UP buffs, Damage Taken UP debuffs, elemental debuffs, CS Power UP, and more.
By diversifying the types of buffs and debuffs used, you will increase the number of multiplications in the damage calculation, allowing you to significantly raise your team’s damage output. Rather than upgrading one type of buff or debuff, it is more effective to upgrade multiple buffs/debuffs.
Extended Main Buff Combo | Constant Buff
One of the basic Archer combos is the extended main buff. By continually applying a total of 60% (Dragonkin 80%) Damage Dealt UP for both physical and magic, you can contribute steadily to damage. Mitra Arc and Glanz Arrow each have a 30% buff that turns into 40% with Dragonkin, but both have a long cooldown and require Limit Breaks to have 100% uptime. You can get around this with the Rogue Arc which extends both buffs and has a lower cooldown.
Extended Main Debuff Combo | Constant Debuff
With Blue Comet Shooter (30%), Angel Sparrow (20%), and Chaos-Clad Thorn(20%/30%), it is possible to reach 80% Damage Taken UP on a single enemy. Blue Comet has a long cooldown and requires Limit Breaks for 100% uptime, but you can get around this by rotating it with the Cursed Bullet.
Damage Dealt Down
Some bosses have attacks that are so powerful that without Damage Dealt DOWN from Earth Sniper, Phantom Skull, or Crystal Sphere, it could wipe the team (i.e. Hildegard). You must get familiar with your battles so you know whether to bring Damage Dealt DOWN debuffs or more buffs in their place.
Increase the Variety of Debuffs With Elemental Debuffs
Damage Taken UP debuffs and Element Resistance DOWN debuffs are not additive, but multiplicative. Since it is multiplicative, applying elemental debuffs efficiently raises damage.
Elemental Resistance DOWN weapons to look out for:
Fire: Elmira Arrow (F), Insect Dragon Smokebomb (D), Sealed Magic Ring (F), Birka Kukri (D)
Water: Sealed Magic Ring (H), Birka Kukri (G)
Wind: Jadeite Arrow (F)
Earth: Sea Cavern Stone (C)
Light: Aetos Shooter (E)
Dark: Belial Rook (D), Ardea Wing (F), Lilium Edge (F), Agave Elixir (H)
Drastic Damage Boost Using CS Power UP
Element CS Power UP has a multiplicative relationship with Damage Dealt UP and Damage Taken UP, resulting in a drastic increase of DPS. When combined with other buffs and debuffs, this will raise a Swordsman's raw damage by 2-3x, making this a great weapon to have.
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