The flintlock supports his allies with magickally charged cannon actions.
Profile[edit | edit source]
Like the Fusilier, they can attack enemies from far away. Flintlocks use magick cannons which have a wide range, and are primarily used for support abilities, such as Cure Cannon, which heals the unit as well as removes any status effects. However, they are also capable of offensive abilities, such as Ether Boost.
Unlike the similar Cannoneer job, Flintlocks have to use their Prime ability before they can use their other abilities, slowing them down and making them vulnerable to units that can dispel their Prime before they get a chance to use it, particularly Werewolves. Though underused compared to the Cannoneer and slightly hard to use effectively due to the need to use Prime before other Ballistics abilities, Flintlocks can bestow buffs like Protect, Shell, and Regen and can even teleport a target to a random tile, making up for their Priming delay.
Compared to Cannoneers, Flintlocks are better in offense and resilience rather than vitality, but lack efficient offensive A-Abilities. One may prefer to have a Flintlock to equip Fairy Shoes and move to a high place that's inaccessible for melee attackers. Equipping Flintlocks with Gunmanship A-Ability may help turn the tide of battle effectively.
Since Flintlocks are highly resilient, they are almost invulnerable if equipped with Block Arrows or Blur against rowdy debuff affectors. They are still susceptible to magickal attacks.
Abilities[edit | edit source]
Ballistics[edit | edit source]
FLINTLOCKS use these skills to imbue shells with the power of their magicks.
Ballistics abilities require a hand-cannon and calculate damage from the user's magick stat.
|Infuse cannon with MP. Enables ballistic attacks. Requires: Hand-cannon|
|Cure Cannon||Omnis Cannon||Weapon range||250||—|
|Use the primed cannon to remove debuffs and restore HP to the target. Requires: Hand-cannon|
|Protect Cannon||Diklum||Weapon range||250||—|
|Use the prime cannon to place PROTECT and REGEN on the target. Requires: Hand-cannon|
|Shell Cannon||Ligatur||Weapon range||250||—|
|Use the prime cannon to place SHELL and REGEN on the target. Requires: Hand-cannon|
|Ether Cannon||Brevis||Weapon range||500||—|
|Use the primed cannon to restore MP to the target. Requires: Hand-cannon|
|Teleport Cannon||Guang Cannon||Weapon range||450||—|
|Use the primed cannon to teleport the target to a random location. Requires: Hand-cannon|
|Ether Boost||Massive Bazooka||Weapon range||350||—|
|Use the primed cannon to attack to the target. Requires: Hand-cannon|
|Sacrifice the user's HP launch a devastating attack. Requires: Hand-cannon|
Reaction[edit | edit source]
|Blur||Fortune Ring||Avoid hand-cannon and gun-based basic attacks.||150|
Support[edit | edit source]
|Charged Attacks||Supernal Ray||Attacks consume MP, but deal additional damage.||150|