Original Message:   Well now, this is my case.
The archer is my preferred Jack of All Trades in MM7. When fully developed, he has master-level access to the elemental spells, and has basic access to Light & Dark magics. This is particularly important on the Light path, because it means he can cast Paralyze, which I think is one of the most important Light path combat spells. Equally important for either path, he can reach expert in Disarm, and if boosted by an item of Disarm (which needn't be all that strong) he can cope with virtually all the chests in the game - at least, I can't remember any he failed with. He's a fair bit tougher than than the pure magic users, and so offers a bit of protection for the more fragile magic users, particularly in the early stages of the game. If only for vanity, he can also make use of the swords, spears, & axes denied to the magic users - it grieves me to be unable to use none of those gorgeous artifact weapons.

The archer's ranged attack is some way weaker than a fully developed spellcaster. However, he's still shooting when the magic users have long ago run out of spell points. He is a moderately effective melée fighter, not as good as the paladin, but he makes up for this by having access to some half-way decent combat spells, denied access to only the 4 GM elemental spells. He needs his spell point tally boosted by Meditation if you're going to use him heavily as a spellcaster, but I submit that having an extra Meteor Shower to hit ground-bound attackers with makes quite a difference.

To sum up, he has a breadth of skills and abilities very useful to fill out the stark power of a magic-heavy party. If you want the chests indoors to keep blowing up your SSDC party all game, that's up to you, but for myself, I'd rather not.

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