Quick reference
Role: Physical Ranged DPS.
Primary gauge: Wind Charge. Spend it before it caps; overcap wastes a full combo's worth of damage.
Keep your self-buff uptime above 90% on bosses that stay targetable.
Use your party utility on predictable raidwides, not on the first auto-attack.
Basics
Storm Archer is an invented job used to prototype job-guide layout. Play it like a mid-level physical ranged dps: establish your rotation, spend Wind Charge on cooldown once the fight is stable, and save one defensive for the scripted tank buster or raidwide your static calls out.
Single-target priority:
Maintain your damage buff.
Spend Wind Charge at three or more stacks.
Weave oGCDs after weaponskills so you never clip the GCD.
Use AoE only when three or more targets will live for a full combo.
Advanced
Never move during Storm Volley unless a telegraph forces it; the channel snapshots damage.
Use your party peel utility when a healer is targeted, not proactively on pull.
AoE mode only when three targets will live through a full Volley.
Opener
Default comfortable opener for dummy pulls and early progression:
Pre-pull: start your five-yalm approach buff.
GCD filler into Wind Charge builder.
At three charges, enter Storm Volley and dump oGCDs.
Return to fillers until the next two-minute window.
Gear priorities
Placeholder BiS order for this invented job: Weapon damage, then primary strength or mind stat, then critical hit, then determination, then skill or spell speed until your GCD aligns with the party two-minute windows.
If two pieces are equal on damage, favour the piece with more determination for stable clears.