


Bow
Staff
Dagger
Equippable Armor:
Light Armor
Cloth Armor
Common Passives
- Dendrology (Novice)
- Power Boost (Master)
Class Skill

Allows bow skills to deal critical hits. Increases the damage the user deals with critical hits.

In practice, sniper skills have somewhat low base damage, which means that in order to deal significant damage, they rely on their class skill to deal high, random burst damage, resulting in the class having a kind of wonky and wide range of possible damage. That's a fair trade-off for the binding utility and high speed the class offers, though.
Leg Snipe
- Requirements: None
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals ranged STR-based stab damage to one enemy. Attempts to bind the target's legs. Cannot miss.

Enemy skills that use the legs are pretty few and far between, with the vast majority of them being standard physical attacks on enemies that, design-wise, attack with either their legs, or their bodies. Bosses very seldom make use of the legs for actual attacks, with the primary point of binding a boss's legs being that leg binds heavily reduce an afflicted target's speed, and disable their evasion.
For snipers specifically, disabling evasion is incredibly important for Squall Volley, a sniper's best source of damage. If you're running a sniper as your sole disabler, then Leg Snipe will be a very important skill for you.
Oh, also, this applies to the snipes in general, I'm just putting it here since this is the first snipe skill: there's actually several instances where the "cannot miss" part of the skills comes in very handy. Ruining chameleons' days, being able to land shots even when blinded or head bound, or when an enemy has high AGI and LUC... Okay, "several" is maybe a bit much, but trust me when I say that those situations are more common than you'd think, and having a guaranteed-to-hit attack is precious for them.
- Requirements: Leg Snipe Rank 2
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals ranged STR-based stab damage to one enemy. Attempts to bind the target's arms. Cannot miss.

- Requirements: None
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals ranged STR-based stab damage to one enemy.

- Requirements: Long Shot Rank 3
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals ranged STR-based stab damage that pierces enemy rows.

- Requirements: Long Shot Rank 3
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals ranged STR-based stab damage to one row of enemies.

- Requirements: None
- Body Parts Used:
Head

Increases the user's chance of dealing critical hits for a set amount of turns.

- Requirements: None
- Body Parts Used:
Head

Increases all party members' accuracy for a set amount of turns.

Also, in general, just binding an enemy's legs provides a better version of Spotter, since why bother with accuracy increases when you can make accuracy not a factor at all? This goes doubly for Squall Volley.

- Requirements: None

Increases monster drop chances.
Notes:
Notes:
- The increase is applied additively to the drop's base chance. A 50% drop chance would become 56% with a max rank Scavenger.

Head Snipe
- Requirements: Arm Snipe Rank 1
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals ranged STR-based stab damage to one enemy. Attempts to bind the target's head. Cannot miss.

If you're running a runemaster alongside your sniper, then it can be worth it to spend the time attempting to inflict a head bind before you switch your attention to your sniper's personal damage, as binding an enemy's head, combined with an elemental Rune, will provide a huge multiplicative increase to your runemaster's damage, which is completely unaffected by diminishing returns.
- Requirements: Head Snipe Rank 2
- Body Parts Used:
Arms

When a bind is inflicted on an enemy, the user will attack that enemy. Higher ranks allow the user to activate Chase Bind multiple times per turn.
Notes:
Notes:
- Chase Bind inherits its damage type from the user's equipped weapon, plus any elemental imbues.

- Requirements: Steel Arrow Rank 2
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals ranged STR-based stab damage to one enemy. Ignores the target's vulnerability to stab damage.

- Requirements: Flank Shot Rank 2
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals multiple instances of ranged STR-based stab damage to random enemies.
Notes:
Notes:
- Due to the way that critical hits are programmed, if one hit of Squall Volley is a critical hit, then all of the following hits will be critical hits as well, regardless of the outcome of the critical hit chance formula.

Now, obviously, this kind of power comes with a lot of caveats and downsides. You absolutely do need some form of accuracy-increasing setup to use the skill, be it Spotter or, significantly more preferably, an evasion-cancelling disable, such as leg binds, panic, etc. Even with that setup, though, Squall Volley's TP cost is extremely high, and its damage can swing wildly, with rank 8 being capable of dealing anywhere from 300% to 800% damage. Beyond the numbers, Squall Volley is a random-target skill, so its potential damage and required set up get completely screwed if you're dealing with multiple targets. Most unfortunately, EO4's final boss and superboss are both multi-target affairs, which significantly hampers a sniper's effectiveness against those very important fights. Ostensibly, Squall Volley isn't meant to be a sniper's main source of damage, but, well... You'll see.

- Requirements: Lock On Rank 3

Increases the user's chance of dealing critical hits.

It is worth considering that the math on how much of an effective damage boost Bullseye provides gets warped significantly by the whole issue with crits and multi-hit skills. Put simply, Bullseye can cause Squall Volley to start dealing critical hits earlier, and the earlier Squall Volley starts dealing crits, the more Bullseye's value goes up.
- Diminishing Returns Category: Active Attack, Physical
- Requirements: None
- Body Parts Used:
Head

Reduces one enemy's physical defense for a set amount of turns.

- Requirements: None

Only usable in the labyrinth. Reduces the encounter rate for a set amount of steps.

- Requirements: Camouflage Rank 2

Gives the user a chance to nullify blindsides.

- Requirements: None

When gathering food on the overworld, the user has a chance to bypass the standard food gathering functions, and immediately find rare food.

Snipe Mastery
- Requirements: Chase Bind Rank 3

Increases the user's chance of dealing critical hits against enemies that are afflicted with binds.

- Requirements: Silver Arrow Rank 2
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals ranged STR-based stab damage that pierces enemy rows. Has a cooldown.
Notes:
Notes:
- The cooldown starts on the turn after Impact Arrow is used.

Seriously why the hell is it a Master skill, this makes no sense. It'd be fine as a Veteran skill, an upgrade to Steel Arrow, but instead it wastes a Master skill slot.
- Requirements: Squall Volley Rank 2
- Body Parts Used:
Arms
- Required Equipment:
Bow

Deals ranged STR-based stab damage to one enemy. The damage increases based on how many binds the target is afflicted with. If the target is afflicted with binds, they will be forcibly removed after the target takes damage.

To be fair to Divine Shot, it has the one of the highest potential damage modifiers of any skill in EO4. With a maxed out sniper class skill, and with a bushi subclass providing a half-max Charge, Divine Shot can deal 3040% damage, with Charge in effect and if it deals a crit. The only things in the game that can beat it include a nightseeker mainclass with Fortress as a subclass using a fully-powered Vengeance Bash against a target with an ailment, which would hit 3500% damage. A nightseeker mainclass with Bushi as a subclass could also use Charge on Multi Slash while at really low HP to get close to 3500% damage. (Noticing a pattern with hitting the highest potential damage in this game?) Suffice to say, though, even if hitting Divine Shot's max potential is a bit impractical, it is still more practical than the other two nightmares I just typed out.
Potential does not equal practicality or usefulness, however. Re-read the description—Divine Shot removes any binds from whatever target it hits, meaning you basically have to trade all the utility of whatever binds you inflicted for...damage. This is also the worst possible game to do that in, due to accumulative resistance not naturally falling off in EO4. Additionally, good luck managing to get three binds to stick on an enemy at the same time long enough to do whatever setup you need to maximize the skill's damage. The more likely scenario is landing Divine Shot on an enemy that has two binds applied to it, which...barely deals more damage than Squall Volley's average. Bah.
There is one boss, all the way out in the postgame, where a lot of Divine Shot's downsides and questions of practicality go away, but we'll get there when we get there.

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