Brief overview of what I like to see from a Flora Archer would be something where you do not attack directly ever and instead you have a bunch of arrows that fly around you and around locations that you set - this is slightly similar to how Lara's summons function where she goes around and spawns in 3 giant summons on a short duration while mobbing and never actually uses her main attack.
In this case, the Flora Archer just would never have a main attack and will play more of a commander role where he commands his arrows to do his bidding for him!
The main enjoyment to this class is just seeing a bunch of highly advanced arrows with different colours depending on what they do just gracefully dancing around and really have that visual spectacle about them like a well put together fireworks show!
Below is the for fun concept kit for a Flora Archer:
Primary Weapon: Command Glove: Attack Speed needed to hit hard cap is 4 stages.
Secondary Weapon: Controller Glove
[Only relevant skills will be mentioned.]
[Low mobility character and has no "flash jump".]
[Different arrow types have different flying patterns to each other.]
Job 0:
Conqueror Leaps:
Able to vertically jump up to three additional times by using the jump key while airborne.
Commander Wings:
Hold down the skill key to begin to glide and slowly descend towards the ground.
Extension Conversion:
Passive: Power Arrows, Defense Arrows, and Penetration Arrows cannot be extended by Minion Duration, instead every +2% Minion Duration increases the Final Damage of these skills by +1%.
Job 1:
Power Arrows:
Summon 4 [red] arrows for 15 seconds that fly near your location dealing damage to monsters they come in contact with.
Power Arrows that fly through party members grants them a buff of +20% Damage for 60 seconds.
Conqueror Slam:
While airborne, quickly slam down to the ground, dealing damage and stunning to struck monsters for 4 seconds, including boss monsters.
The same monster can be stunned once every 15 seconds.
Cooldown: 6 seconds.
Job 2:
Defense Arrows:
Summon 4 [blue] arrows for 15 seconds that fly near your location dealing damage to monsters they come in contact with. On cast, self gains 25% HP Shield for 12 seconds.
Defense Arrows that fly through party members grants them 10% HP Shield for 5 seconds.
Cooldown: 15 seconds.
Strategic Advance:
Hold down the skill key draining MP per second to cause Power Arrows, Defense Arrows, and Penetration Arrows to move substantially slower, allowing them to damage struck monsters they come in contact with every 0.2 second.
Slowed down Power Arrows additionally will grant struck party members +5% Final Damage for 15 seconds.
Slowed down Defense Arrows additionally will heal self and party members that come in contact for 10% HP per second.
Slowed down Penetration Arrows will increase their defense reduction by an additional +20% for 15 seconds.
Job 3:
Penetration Arrows:
Summon 4 [green] arrows for 15 seconds that fly near your location dealing damage to monsters they come in contact with and reducing their defense by 20% for 60 seconds.
Frenzy Advance:
Hold down the skill key draining MP per second to cause Power Arrows, Defense Arrows, and Penetration Arrows to move substantially faster, widening their flight path and increasing their Final Damage by 50%.
Hastened Power Arrows additionally will grant struck party members +60% Normal Monster Damage for 300 seconds.
Hastened Defense Arrows additionally will grant struck self and party members +50% Bonus EXP for 300 seconds.
Hastened Penetration Arrows additionally will grant party members +2 monsters hit to their multi-target skills for 300 seconds.
Job 4:
Target Set:
Launch a projectile forward that marks the first monster struck for 15 seconds and increasing self Final Damage against the target by 30%. All arrows will prioritize attacking the target monster.
Stationed Post:
Create a marker at your location for up to 60 seconds, the next cast of either Power Arrows, Defense Arrows, or Penetration arrows will fly around the marked location for its remaining duration.
Casting Stationed Post again will create a new marker and remove the current one.
Casting the corresponding Power Arrows, Defense Arrows, or Penetration Arrows again will cause it to summon around your location instead of the marked location.
Cooldown: 15 seconds.
Hostile Takeover:
Rain down a flurry of arrows in a very large area around you, dealing massive damage to up to 15 monsters.
Cooldown: 30 seconds.
Hyper Skills:
Hyper Passives:
1. Power Arrows, Defense Arrows, and Penetration Arrows gain +20% Damage.
2. Power Arrows, Defense Arrows, and Penetration Arrows gain +20% Ignore Enemy Defense
3. Power Arrows, Defense Arrows, and Penetration Arrows gain +20% Boss Damage.
4. Slowed down Power Arrows grant an additional +5% Final Damage [10% total]. Power Arrows deal -15% reduced Final Damage.
5. Slowed down Defense Arrows heal for an additional +10% HP [20% total]. Defense Arrows deal -15% reduced Final Damage.
6. Slowed down Penetration Arrows grant an additional 20% defense reduction [60% total]. Penetration Arrows deal -15% reduced Final Damage.
7. Hastened Power Arrows grants self and party members +10% Boss Damage.
8. Hastened Defense Arrows grants self +30% Bonus EXP.
9. Hastened Penetration Arrows grants self and party members +1 attacks, but reduces their damage by -10% Final Damage.
Hyper Actives:
1. Power Arrows, Defense Arrows, and Penetration Arrows summon an additional +2 arrows for 40 seconds.
Cooldown: 120 seconds.
2. Become invincible for 4 seconds, blasting away and dealing damage to up to 15 monsters.
Cooldown: 60 seconds.
3. Gain +10% Damage for self and Flora party members for 60 seconds.
Cooldown: 120 seconds.
Job 5:
1. Ultimate Control:
Cause all arrows to converge to your location and then fly away, dealing greatly increased damage during this process.
Cooldown: 6 seconds.
2. Ultimate Shot:
Use to ready and then use either Power Arrows, Defense Arrows, or Penetration Arrows to fire an extremely powerful shot forward to up to 15 monsters.
Power Arrows: Increases buff to party members to 100% Damage for 10 seconds.
Defense Arrows: Heals self and party members for 100% HP which ignores all anti-healing mechanics.
Penetration Arrows: Allows self and party members to ignore all defense of struck monsters for 10 seconds.
Cooldown: 120 seconds.
3. Good or Evil Arrows:
Summon 6 very powerful arrows of either good [white] or evil [black] for 30 seconds, which is summoned is random.
Good Arrows: Self and Party Members take 30% less damage, including from % HP attacks, while active.
Evil Arrows: Self takes 15% more damage, including from % HP attacks, and gain 30% Final Damage while active.
Cast Good or Evil Arrows again to end the duration early, up to 50% of the cooldown is refunded based on the remaining duration.
Cooldown: 120 seconds.
4. Arrow Bombardment:
Passive: All arrows have a 20% chance to cause an explosion on contact with a monster, dealing damage to up to 6 monsters.