So all Darkfall Veterans are aware that Destro is an archery class with heavy armor on and it requires very good aim to succeed. I have come to realize that even though Darkfall players will deny it, they really do love to roleplay. It's probably some psychological phenomena that drives a person to subconsciously gravitate to various choices in life and more importantly in Darkfall. Such as choosing to be a Destro to shoot arrows when their real underlying desire was not to put themselves in a situation that requires excellent aim. It was quite literally to roleplay a non-wizard. This was seen in DFUW where Skirmishers were essentially Archers that used old DF1 spells that were Arrows instead of "magic". People really loved being an "archer" even though it was the closest thing to a Darkfall mage that there was in DFUW. My suggested new Archery Abilities (spells): 1.) Incendiary Shot Cost: 2 Sulfur Cast Time: 1.5x attack speed Cooldown: Same as mage r90 Effect: 20% less damage than a standard arrow. Using the Magma Storm spell from Fire Magic, the projectile model will be an arrow with a ball (bomb) attached to the tip. Essentially the splash damage of an r90. No knock-up. Puts r90 spells on Cooldown (maybe an additional +2 sec to other r90s) to remove incentive for mages to use this ability. 2.) Corrosive Shot Cost: 1 Resin; 1 Sulfur Cast Time: 1x attack speed Cooldown: 8 seconds Effect: 10% less damage than a standard arrow. Standard Arrow projectile that inflicts a DoT (Acid Damage). Purpose: Use to attempt to kill players who bunnyhop to 1 hit. 3.) Focused Shot Cost: 1 Nacre; 1 Sulfur Cast Time: 1.5x attack speed Cooldown: 10 seconds Effect: 20% less damage than a standard arrow. Uses the same mechanics as any bolt spell (faster travel speed, limited distance, straight flight path). Animation: uses the standard arrow model, maybe with an exaggerated trace line. Just simple Arrow damage, no DFUW stamina/mana damage. The goal here is to make shooting standard archery hits higher DPS if they land, then have these optional Archery Abilities (spells in disguise) that the player could use alternatively. The damage I listed here should cause them to be lower DPS, and only the Incendiary Shot and Focused Shot would increase the archer's hit rate. The shared cooldown with r90 spells ensures that a mage won't have an additional spell in their tool belt, but an option to go with archery OR magic. Destros who have good aim will still deal more DPS than those that use these spells. The big issue here will be: What happens when a good player who already does exceptionally well with archery adds in Incendiary Shot and Focused Shot to their tool belt? Hopefully the cast time and stat cost will be limit enough, but in case it's not enough of a balancer, I was thinking that using any of these spells could cause the archer to debuff themselves with Archery Slow (that doesn't stack with the mage version) to a small degree for 2-3 seconds (named Noch Fatigue). Low and Medium skilled archers might gravitate toward focusing on these Archery Spells rather than standard shots to increase their hit rate. While High skilled players may only use them sparingly due to the lower direct damage and lower overall DPS. Other ideas: Short Duration Debuff Arrow Shots (4-6 seconds) Hitscan Arrow Shot Smokebomb Shot (like Icestorm coverage) Archery doesn't have to be a full on Spell School. Just a few things to use similar to Melee having Whirlwind, Knockback and Power Attack.