Talk:Magick Archer/@comment-78.151.31.34-20150819101239/@comment-25604735-20150819162622

It's not just the issue of the bows but of the terrain. Most of the time in the regular game, you are out in the open. In Dark Arisen, you can spend countless hours in BBI where the surroundings play to MA's strengths.

Nevertheless, MA is worth playing in Gran Soren. MA is the best explorer. With the choice of daggers and staff, MA can use both levitate and double vault. MA also has the unique Sunflare skill. Although it is an offensive skill, stringing together multiple Sunflare-Instant Reset combos, MA can jump higher and farther than is possible even with Levitate or double vault. When I was going after the 100 badges of Vows, I used MA almost exclusively for this reason.

Finally, look at all bow skills. If you want a bow with the most power, nothing beats a long bow with blast arrows. However, take a look at some of the support skills that a magick bow can perform. Explosive Rivets make pawn melee attacks more devastating. Vortex trail can suck flying enemies and other enemies within range. Great Ward and Great Bracer Arrows improve party defenses.

On the dagger side, we've already discussed Sunflare. Immolation and Magick Rebalancer are two skills worthy of investigation.

The bottom line is the three hybrid vocations are very rich. They have skills very similar to the main vocations that pawns can adopt. However, they also have capabilities quite different from the main vocations. It is worthwhile to fully experience the richness of these vocations with emphasis on their unique capabilities.

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