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04-20-2010, 09:51 AM
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#1
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Mushroom
In-Game Name: McGiggles, Beani, Awesomesauce
Current Level: 54,53,47
Server: Apoline + Legel
Posts: 7
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Archers Guide To Success
This is All Borrowed
Let’s begin with the basics. There are many different builds to being an archer. Some help to do different tasks while some are better for soloing or for parties.
What each stat adds:
STR = +1.2dmg
END = +.1%block(1~50)/.05%block(51+), +.5def, +5hp.
DEX = +.2%evade(1~50)/.1%evade(51+), +.3%aim(1~33)/.2%aim(34~67)/.1%aim(68+)
INT = +1.2Mdmg
SPR = +.2%crit(1~25)/.1%crit(26+), +.5Mdef, +5sp
STR
Well, the stat that raises your damage. It's static, and looking above, it's really up to you whether or not you think it's worth it. Quite useful to build to base damage and something most DDs have in their build.
DEX
The stat that you get for evasion and aim. Is it really worth it though? Yes it is, the more DEX you have the better the DEX works in your favour. For aim? It's unlikely for an archer to miss because of the high DEX boost they get already, unless you're fighting red-named monsters or a boss, an aim scroll and an evasion scroll is usually enough. Evasion however even though it can be regained through an evasion scroll can be boosted by large amounts of DEX in free stats and items.
END
Some archers put a bit into this and just put everything else into others. Many tank archers have this in their build and I'm pretty sure that many others do, for even I have a little bit here. Though it adds nothing to block, End could be useful if used right and for the right situations. END isn’t needed though some say it helps. You can choose to add a few points here if you like, but I don’t necessarily recommend it. It can be very useful at times. Due to them being made up by using a defense and vitality scroll which can be bought from around 80-150 coppers.
SPR
It's recommended to put at least 25 points into this stat to get +5% crit, after that, the crit rate you get gets halved to 0.1%. SPR isn't only for crit though, it's also useful for the SP and of course the magic defense which is also useful or both PvM (plaver vs magic monsters) and PvP (player vs player) against mages.
There are several different ways to branch off. Which you choose depends on what you plan on doing.
A very much debated topic is DEX and STR. If you plan on soloing do DEX and STR and if you plan on partying then go STR. You do not have to add DEX if you wish not to, but you can if like. DEX can easily be gotten back from Evasion and Aim scrolls which can easily be bought from other players from around 90-200 coppers each.
If you choose to use DEX and STR I recommend a 1:2 build for it.
This guide recommends +25 SPR, +25 DEX, and rest STR for soloing, and +25 SPR and rest STR for partying.
The first few points should be devoted to STR to help build up the damage an archer can do. Then after about 10 to 15 points start adding points to SPR to increase critical rate, magic defense, and Sp. This will increase your chance of success as an archer. The DEX will help you in the difficult 80+ levels, though they don't have to be added at first they are recommended to start in their mid-levels to 60.
Though feel free to mess around with the build of course avoiding Int.
Other builds suggested by the archer community and how to achieve them:
~Tanker Archer Build 3:1 END:STR~
If you like to soak up hits and take a beating, this is your build with the build mostly being END you can take a lot more hits then the average archer, and maybe a couple tanks. The little STR in this build helps to keep the creatures fixed on you. This build is good for Archers 20 and up because at level 20 archers get the Multi-Shot skill, and peaks at 51 when archers get the Multi-Poison.
**This may be a decent tanker due to END adding little health and adding defense.Though it doesn't help that there is no "block" effect and DEX could prove useful. This build could would probably not be very useful for beginners, but if you aren't afraid to Tank go for it. Also recommended is cash shop items. Like defense items, hp/sp extender, etc.**
~25 SPR Full STR~
The most common build, one can either get the full SPR right away or work with a 2:1/STR:SPR or opposite 2:1/SPR:STR or different. It is the best build to choose for beginning archers, and will surely see one through to the end. Though it might not give one many an advantage to do something like tanking or player versus player, it has been proven to be one of the best builds out there.
~25 SPR Full DEX~
This build will maximize your critting ability as well as your evasion and aim. This is said to be a very good solo build, and though some controversy might be held on this one, rest assured you won't be disappointed if you choose this one. Remember though by having more DEX it doesn't always mean you will be missed by monsters.
~Support Archer Build 2:1:1 DEX:STR:SPR~
This build is the average build in my opinion it makes a well rounded archer, and as most people know Archers are mainly support so is no surprise that this is a common build. Your strengths are the ability to adapt to all parties, the only weakness is that you’re not specialized to do lots of damage or take damage.
~Damage Dealer Build 1:3 STR:SPR~
This build deals huge amounts of damage and is the second most common build of an archer. This archer is well equip to handle lots of enemies in a party for an extended amount of time and usually out does a mage in damage. The STR will form the base of your damage, while the SPR increases the amount of skills you can use between rests and increases your critical rate.
**Damage Dealer Build 3:1 STR:SPR**
This archer is for parties and if you plan on soloing a lot don’t go with this build. Adding more STR at first and some SPR points later might be the best choice, but it is up to you on how to use this build.
~PvP (Player Vs Player) Build 2:2:1 END:SPR:STR~
If you like war this is your archer build, also a well rounded build this archer can take and deal blows at a fair average. Many players will fall by your bow if you chose this one. Also because this archer doesn't really specialize, it isn’t very good for anything else except PvP and Soloing.
**Player Vs Player Build 2:2:3 DEX:SPR:STR**
The DEX might prove helpful for you to avoid hits, STR to deal damage, and SPR for good critical. It is a good all around choice. DEX can be interchanged with END if chosen to do so.
* The above builds have been contributed by THr3eS01di3Rs. Thank you!
* Some has been added as suggested by Sven-. Thank you!
~Pure DEX Build~
A build that any archer would love. Giving a full capacity of aim and evasion. You are sure never to miss even on the highest mob with this build and at the same time you will be missed many times. Many prefer this for the high boost of aim and evasion. Watch the constant misses by those mobs with this build.
*The above has been suggested by CalvinKevin aka WildArms. Thank you!
~Pure SPR Build~
A critting monster, basically. You will have full crit capacity with this build. Though you may see that it starts as slow it is fast to finish. It is best paired with a crossbow for it's high crit addition. Any extra crit items are a perfect match for this build. Also recommended are cash shop items that add to your crit.
Note:
Str & End
Str and End are a tricky thing to understand. As shown below about End it is best to pair free-stat Str with End tacked items. The free-stat points vs item based stats are a very debatable thing, but it is best to go with free-stat Str due to the better stats and item based End.
END on an item gives you +1 def and 5hp for every +1 point,
END as a free stat gives you +.5 def and +5 hp
**Something that might prove helpful here!**= Added by myself as suggested by others in-game and forums.
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53 Archer, 54 Cleric, 47 Mage
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04-20-2010, 09:52 AM
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#2
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Mushroom
In-Game Name: McGiggles, Beani, Awesomesauce
Current Level: 54,53,47
Server: Apoline + Legel
Posts: 7
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Aimed Shot (Level 3)
Make sure you upgrade this whenever possible. It will be your greatest asset for pulling mobs in KQ. Decrease cool down is a must! It will take 5 points. Then increasing damage. This will take 5 points.
Click the image to open in full size.Power Shot (Level 5)
A powerful attack that will slice hp off any monster. Decrease cool down, 5 points, and increase damage, 5 points. This will give you a wonderful skill that was built for power!
Click the image to open in full size.Fury Impact (Level 11)
A lovely poison. Upgrade whenever possible. I recommend not empowering, but do as you see fit to your style. This is your greatest DoT for mobs without blood. You can run and use this skill. See Kitting for more information.
Click the image to open in full size.Bone Shot (Level 15)
A lovely bleeding attack. Upgrade when possible. No empowerment needed unless you absolutely feel the need to do so. Learn to love this skill for it will be a most prized thing for most monsters. You can run and use this skill. See Kitting for more information.
Click the image to open in full size.Nature’s Protection (Level 20)
A nature skill when used allows monster’s to lose your ‘scent’. Only used in parties. Do not empower. It is fine how it is. You can run and use this skill. See Kitting for more information.
Click the image to open in full size.Multi-Shot (Level 20)
Upgrade when ever possible. Your first AoE skill. Treasure it. Though it may be a bit weak, you’ll find use for it. With a fast cool down this is ideal skill for AoE purposes. It is highly recommended to decrease the cool down, 5 points, on this skill!
Click the image to open in full size.Venomous Shot (Level 40) – Upgrade whenever possible. An amazing new DoT that looks fancy too. I haven’t touched the empowerment since it already works fine for what I do. As suggested by GrauEngel, decreasing the cool down time can greatly improve this marvelous DoT, 5 points, but is not needed. You can run and use this skill. See Kitting for more information.
Click the image to open in full size.Nature's Mist (Level 51)
New AoE DoT. Works perfect for parties. Poisons surrounding monsters allowing you to concentrate on one monster while the others are poisoned. You can run and use this skill. See Kiting for more information. Make sure to decrease the cool down, 5 points, on this skill since you will be using it quite often! You can also choose to increase the damage of this skill, 5 points, if you wish.
Click the image to open in full size.Nature's Speed (Level 60)
Nature's speed is a great skill when used right, it increases your shooting speed and allows you to speed up you regular shooting increasing you damage.
Click the image to open in full size.Nature's Swiftness (Level 60)
Its a skill which makes you do any skill twice without having to wait for the Cool Down (CD) time. In other words, it ignores the CD time of the skill you will use next.
Click the image to open in full size.Piercing Shot (Level 75)
Another AoE Dot, but slightly more powerful then Nature's Mist. Just as any AoE skill this will hit the surrounding monsters within your target range, but also poison them. You can run and use this skill. See Kitting for more information. It is highly suggested that you decrease the cool down on this skill, 5 points. You can also increase the damage of this skill, 5 points.
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53 Archer, 54 Cleric, 47 Mage
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04-20-2010, 09:53 AM
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#3
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Mushroom
In-Game Name: McGiggles, Beani, Awesomesauce
Current Level: 54,53,47
Server: Apoline + Legel
Posts: 7
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Note: You do not have to follow this step by step! This is only to guide you through, while allowing you to choose your own build, as well, as choosing of where you place your empowerment points.
Here will be a step by step guide from level 1-20. This guide is for SPR/STR 1:2, but feel free to choose a different build as you like. ^^ Make sure you've chosen your build before looking here, otherwise, you might be a bit confused.
Levels 1 to 20 go by quickly, little experience needed, but make sure to learn who your archer is by the time you hit level 20. Through these levels you'll learn the ropes of Fiesta quickly. Good luck!
Level 1: Welcome to the world of Isya! You will find your first bow in your inventory by clicking ‘I’. Equip it. Good now go and talk to Element Helper Remi. She will instruct you to go to Healer Julie. Once you’ve done that you are ready to go and kill slimes in the Roumen field. You will also find one skill point by clicking ‘C’ place it under Str. This will increase damage. Also from a quest you will receive your first piece of equipment which can be worn at level 2. So no need to buy it.
*Skill point to Str
Level 2: Finish as many of the quests you are given as you can. Place the point you get from leveling into Str. You are doing good so far. Keep on going! Stay in Roumen or near the beginning of Forest of Tides. You will get a level 4 helmet from a quest at this level. You can also wear the level 2 boots!
*Skill point to Str
Level 3: Yeah! You can now get a skill. Make sure you get your quest for Aimed Shot. You will love this skill for the amount of health it slices off of the monsters. You also have received your first empower point. Open up the skill page by pressing ‘K’. Then click empower and drag your new skill to the box. First thing to do is decrease cool down so press the up arrow where cool down is and click complete. Place the skill point you have received from this level in Spr to increase critical rate, magic defense, and sp. You can now venture further in Sea of Tides, beware the speedy slimes.
*Skill point to Spr
*Skill Empowerment: Decrease Cool Down of Aimed Shot
Level 4:Another level. Yet another point, put this in Str. Sadly not much other then do all your quests. You can now wear the level 4 helmet. You will also get a quest to receive level 6 pants.
*Skill point to Str
Level 5: Kingdom quest time! You can now get into King Slime KQ. You are a Damage Dealer around this time. Make sure to have all your skills updated, buff scrolls (aim, evasion, vitality), and stones/pots before entering them. You will regret not having them if you get in, for you will have to sit back most of the time. You will receive a new skill, empower point, and skill point! Your newest skill is Power shot. Use it well. Place the empowerment point towards decreasing cool down of Aimed Shot and put your skill point towards Str.
*Skill point to Str
*Skill Empowerment: Decrease Cool Down of Aimed Shot
Note- If you join a Kingdom Quest at this level you will most likely level to level 9-10 by doing so.
Level 6: Another brand new level. Huzzah! On your way to fame and glory one step at a time. Anyways again not much different from any of the other early levels. But hey you can now where those level 6 pants. Also you will get a quest for level 8 armour. One step closer to having a full outfit. Another skill point to invest in Spr. You can now explore most of Forest of Tides and some of Sand Beach.
*Skill point to Spr
Level 7:Another empowerment point already? Yes well that means another point for Aimed shot, but let's change it up some by increasing the damage of it. So now it will be a little more powerful. You get a quest for that level 8 bow. Also place your skill point under Str.
*Skill point to Str
*Skill Empowerment: Increase Damage of Aimed Shot
Level 8: Another new level and a new bow at that. Also you now have a full outfit! And what more? You get a quest for that level 8 bow! By now you can kill almost anything in the Forest of Tides and some in Sand Beach. Another skill point for Str.
*Skill point to Str
Level 9: Hooray! Either you made it here by KQ or without it. Either way your level 9 and with this level comes another empowerment point, again for Aimed shot-increasing damage. A skill point for Spr. Hopefully by now you are seeing the damage go up. Crits should start to be more prominent.
*Skill point to Spr
*Skill Empowerment: Increase damage of Aimed Shot
Level 10: Congrats you are now an apprentice archer! You have made it far, but the journey has just begun for you. Don't worry if you are bogged down by quests, this is actually very good, it means that you have plenty to do to earn experience, money, fame, and many other things. Skill point for Str. Warning: From this level onward if you die you will lose experience. Be careful!
*Skill point to Str
Level 11: Wait what? A new Kingdom to explore? Sweet, where? Elderine of course! You get your first quest to this mysterious bustling little city. Hey not so fast though you have to get there first and well it is not that easy. Either going through Forest of the Mist or Sea of Greed will be quite difficult. Only the lucky stumble upon an Elderine Teleportation scroll. Don't worry though you aren't truly ready to go there just yet.Another skill point towards Str. If you do not wish to decrease SP then feel free to increase damage or decrease cool down of either skill.Optional: Empowerment point will go towards decreasing of sp consumption on power shot this time. I'm sure by now you see the cost of this deadly skill. It might just save you some money along the way.
*Skill point to Str
*Skill Empowerment: Decrease Sp Consumption of Power Shot (Optional)
Level 12:Another level? They sure do go by quickly. Anyways let's get to the point place that skill point into Spr. Yup another Spr point. So monotonous, I know. New quests. Maybe some new items. Continue to explore Forest of the Mist, but beware going to far, for things shall now be attracted to you if you do so. By now you can begin to explore Sea of Greed, but beware the boogies for they are ruthless to those that travel near.
*Skill point to Spr
Level 13: Another level and another step to level 20. Place your empowerment point into decreasing cool down on Aimed Shot. Only 2 more points till full cool down. ^o^ Now your skill point should go towards Str. ^-^ Go do more quests, I'm sure you've ton!
*Skill point to Str
*Skill Empowerment: Decrease Cool Down of Aimed Shot
Level 14: More to explore in Sea of Greed, but still beware that now you aggro everything! Skill point towards Str. Hope your seeing that damage and critting power by now.
*Skill point to Str
Level 15: A new bow you say? Wait. *digs around* If you haven't by now you might soon receive a +'d weapon from King Slime KQ. If not you do get a quest for this, but having a level 15 weapon now would be the best thing. Just run down to the smith if you don't already have one and buy your new bow. Equip this bad boy and your ready to go. What is this? Ooh a new skill at that too. Run on down to Miss Ruby and buy your new skill Bone Shot. A wonderful DoT, very useful at that. Warning: Can not be used on creatures without blood, but strangely skeletons are prone to this skill. Skill empowerment towards decreasing cool down of Power shot and skill point towards Spr.
*Skill point to Spr
*Skill Empowerment: Decrease Cool Down of Power Shot
Level 16: My my.... your last level and no more King Slime. What a shame, but this only means that you are moving on to bigger and better things. A point towards Str.
*Skill point to Str
Level 17:Welcome to Mara KQ! You can now enter into the quest of pirates and such. Have fun defeating Mara and Marlone and their band of pirates. ^^ Point towards Str and an empowerment towards decreasing Aimed shot. 1 more point till full decreased.
*Skill point to Str
*Skill Empowerment: Decrease Cool Down on Aimed Shot
Level 18: Make sure your up to date on all your armour. ^^ Point towards Spr. Keep up on those quests they should begin to thin out and you should also be starting to explore more of the Roumen lands by now.
*Skill point to Spr
Level 19: One more level before level 20 and new lands, new items, new skills, and so much more! Your doing great! A point towards Str and empowerment towards increasing aimed shot's power. ^^ Keep on going now!
*Skill point to Str
*Skill Empowerment: Increase Damage of Aimed Shot
Level 20: Congrats on reaching level 20! You can now do the Level 20 Job Change Quest to become a Hawk Archer. Make sure to complete it to gain a bow or crossbow, 5 stat points, and the ability to use any 20+ skill, weapon, or armour! With the first stat point from this level put it towards Str. For the 5 gained by the Quest put 3 towards Str and 2 towards Spr so at level 21 you'll put that point towards Str and an empowerment point towards decreasing cool down on Aimed Shot. When you complete the level 20 quest you will also be able to purchase Multi-shot from scout master Dekkid in Elderine and you will receive a quest from him for Nature's Protection. If you don't feel like doing the quest you can run down to Nina and purchase it will all that fame you have. You can now join Gold Hill Kingdom Quest. Congrats again for reaching this magnificent level. Continue to level, explore, and make friends. Maybe I'll see you around sometime! Enjoy Fiesta and Happy Leveling!
*Skill points: 4 towards Str & 2 towards Spr
Note: Make sure to keep all passive skills updated!
ngs.
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53 Archer, 54 Cleric, 47 Mage
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04-20-2010, 09:55 AM
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#4
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Mushroom
In-Game Name: McGiggles, Beani, Awesomesauce
Current Level: 54,53,47
Server: Apoline + Legel
Posts: 7
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Different Aspects of Fighting
Partying vs Solo
As anyone in the game you are given two choices. You can solo and earn experience and many other things by yourself, or party with random strangers or friends and earn experience and many other things as a group. Which you choose depends upon you. Many times you might find yourself soloing, but don't let that turn you away from the game, many good things can happen when you do solo. Others you may find amazing parties, or not so amazing ones, either way I'm sure you will enjoy them. ^-^ Party or Solo, which it be?
*Partying*
-Work as a team. Many parties will have a cleric, but don't rely to much on them for they should pay attention to the tank.
-Sp consumers. As an archer you find you will go through a lot of sp. Make sure to stock up on Sp stones & sp pots.
-Aggro Masters. As an archer you may find you grab the attention of the monsters a lot. Stock up on hp stones always, this is a must if you wish to survive.
-Less drops & more experience. Hopefully your party puts it on sequential otherwise you won't be getting any drops. Depending where you go you'll find you make a ton of experience this way, but sometimes it isn't always the case. Due to grabbing aggro you have the risk of dying and not earning as much experience.
-Buffs. Aim and Evasion. Your two friends. Though you may be an archer you will find much use for this two. If you go to high leveled places you will find both of these quite useful. Vitality would be a great thing too in case you grab some aggro.
*Soloing*
-Slow & tedious. This is a slower method, but you may find it enjoyable versus a party. You don't earn quite as much experience, but you do earn quite a lot of items.
-Hp & Sp are a must. Always stock up on Hp & Sp stones. You will regret if you don't. Pots are also recommended if you get into a tight squeeze.
-Buffs. Keep with you defense & vitality all the time. You will find great use for them. The occasional aim scroll and evasion scroll are also nice.
Soloing is what many archers tend to do since many choose mages over archers, but do not fret. Archer soloing is quite enjoyable and relaxing. As an archer many tend to not feel rushed to level. Soloing gains you the knowledge of what your archer can and can not do versus partying. It allows the player to really get to know their archer. This also gives you a chance to make some good money.
It builds up awareness for the archer, understanding of one’s limitations, and allows one to explore what an archer is. Soloing is something that can be taken as enjoyable or boring. Not every archer was meant to solo. It can be very monotonous at times, but you may find that you get to meet more people by doing this. You also don’t feel tied down to a duo partner or a party. It allows you to save money while making money and ample experience.
AoE
AoE- Area of Effect
A complicated system. AoE may or may not be the best route for some parties, but with a good tank and cleric AoE is quite simple. As an archer you play a major role in the AoE party. Your first AoE skill is multi-shot. Though it may be a bit weak in some peoples' eyes, it is actually a very useful AoE skill. Also with the use of Nature's protection you are at the top of many AoE parties. You as an archer, have more defense then mages allowing you to be able to gather larger mobs.
When you gather the mobs, you will use nature's protection right when you near the tank. Have him/her then use devastate since you mostly AoE the higher the level you are. You may get hit a few times so a speed scroll is recommended to give a slight speed boost so you get hit less often. The best thing from then is to put a DoT on each monster you've pulled. Once that is done target the one the tank is killing and prepare to use multi-shot.
Multi-shot has been given a major makeover and is now a lot faster. This compensates for the weak damage it gives. Every 7 seconds you can use this AoE. Though it may take little damage off over time the many times you use it, the damage builds up. Yes it isn't better then what mages may have, but it is something quite useful. On top of the DoTs and other skills, the multi-shot is an ample AoE skill. Later when you hit level 51 you get an AoE poison skill. This allows you to stick a DoT on more then one mob. This also allows you to skip having to pick out each monster there is and begin just attacking the one the tank is killing.
You don't have to attack the one the tank is attacking though, but it is much recommended since you may or may not catch aggro. Catching aggro isn't necessarily a bad thing, but it can leave you a dead archer if you don't know what you are doing. Depending on where you are killing you probably shouldn't be dealing damage to other mobs unless it is your DoT skill. In the case that you do catch aggro you want to promptly use nature's protection so as it will lose your attention quickly. If you are waiting for the cool down, since to a different monster and use hp stones as much as you can.
If you do die, do not fret. Asking for a revive in the middle of an AoE is not the way to go. It will get you swiftly kicked from many parties. You want to wait until they have all the monsters under control. If your party has two clerics then you probably will either have a better chance of surviving or getting a revive in the middle of the attack.
A much debated topic at hand is between archers and mages. It is said mages are overpowered, but on the contrary they are not overpowered. They just have a uniqueness to them that archers don’t. Archers are a DoT class, but as mages supposedly have a DoT now at a higher level, it seems that archers have lost their identity per say.
Many parties will choose archers over mages and vice versa. AoE parties are something to gain large amounts of experience in a short amount of time. It takes a skilled archer to pull this off, but you can do it by simple taking the time to understand your archer and the party you are in.
Duoing and Its Aspects
As an archer duoing can be an enjoyable thing. You can duo with any class do your balance to be either tank or DD. Whether you tank while a mage deals ample damage or DD while a fighter tanks charge, you'll be set to be either a tank or a DD.
Whenever you duo you will have to have a lot of hp pots even if you have a cleric, they won't always be there to save you.
*Fighter Duo*
A fighter duo is a lot of fun in many opinions. Though it is expensive, it can be quite rewarding. With a fighter duo both members must have tons of hp pots & sp pots. A fighter must know how to keep aggro well otherwise the archer will get hit. This type of duo isn't for the weak archers. This is a good duo if you are to go with fighter friends or find a random person and can't seem to find a cleric. It is recommended to have a defense scroll and vitality scroll. You will find you get ample experience and items while duoing with a fighter.
*Mage Duo*
Probably the fastest duo there is. With two DDs it is no wonder why it is so quick. Though this is the most expensive duo to do. You will have no healing power and must tank since many mages can't. Though this is most likely the funnest duo to do since it takes skill. With your DoTs and the mages powerful hits the monsters go down quick. Sadly you probably can't go to any high leveled areas. Defense, evasion, and vitality are a must in this duo. It can't be quite rewarding. Make sure your mage has a defense and vitality in case he/she catches aggro on a monster.
*Cleric Duo*
Duoing with a cleric is probably the most profitable & most rewarding. Though this time you may need to be the tank since not all clerics can hold aggro well. Don't fret though archers can be tanks or DD, just use a vitality and defense scrolls. Make sure to bring plenty of hp pots because depending where you go the cleric won't always be able to heal fast enough. This duo allows you to go to higher leveled places. Make sure your cleric has plenty of hp pots in case he/she aggros the monster with his/her heal. Aim scrolls are recommend depending where you are going.
*Archer Duo*
If you can't find a cleric, fighter, mage, or get into a party, why not party with an archer? You have to be kidding me that an archer can't find a party. That is bogus! Archers make fine parties together. An archer duo, enjoyable fun experience. Two fast DDs killing one monster or more. There are so many possibilities to an archer duo. A tad expensive unless you do it correctly. It can earn you quite a lot of experience and items.
Noted by GiroHiro:
Tactic: Juggling
Requirements: 2 Archers with Nature Protection skill
This tactic is specially for archers only and its goal is to kill the mobs without getting hit often from them.
[2 archers] vs. [1 hard MOB]
The mobs has to be melee type (close combat).. because 'NP' against range creatures doesn't work.
Archer 1 - Pull the mob with dots and run past Archer 2, when there's enough range between you and Archer 1 use 'NP'. Likely you will receive a hit from the mob. MOB will turn and go after Archer 2.
Archer 2 - Attack while Archer 1 pulls. Do not follow Archer 1, and make sure there's distance between you and MOB. After Archer 1 has used 'NP', the MOB will turn around and go the distance between you and Archer 1.
~This causes there to be less damage done to the two archers. It also causes the mob to get confused.~
- Use 'NP' properly: the mob has to be within the dome.
- MAX range between you and MOB doesn't work. Make sure you're not too far.
- You'll need a lot of space to do this, so look out at your surroundi
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53 Archer, 54 Cleric, 47 Mage
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04-20-2010, 09:57 AM
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#5
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Mushroom
In-Game Name: McGiggles, Beani, Awesomesauce
Current Level: 54,53,47
Server: Apoline + Legel
Posts: 7
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Recap: You have spent a total of 25 points by doing a 2:1/Str:Spr build, 8 in SPR and 19 in STR. You have spent 9 skill empowerment points towards various skills. You have journeyed from Roumen to Elderine & defeated your shadow. You have completed many quests and participated in Kingdom Quests. You have earned equipment through quests. You have leveled many times. You have come quite far in your journey through Isya and it shall not stop yet.
Useful Techniques*
Kitting
A technique of running and hitting. Best paired with evasion scrolls and speed scrolls, but can be done with out. Many archers prefer this technique because it gives us ample time to kill the monster while taking few hits. Though many classes may see this a wimpy way it is actually the most useful technique a soloing archer can use.
1. First find a training area where there a few mobs around, but just enough for you. Bridges and large patchy areas are quite useful for this.
2. Attach any needed buff scrolls.
3. Check the area out first, no need to run into another monster.
4. Aim a DoT at the monster, run as fast as possible, and hope it sticks. Most times it will.
5. Run towards a clear area, while watching the hp of the monster go down. Beware though that the monster will regain hp after a certain time.
6. After the first DoT continue to run while aiming the last of your DoTs when you get a little ways after the last DoT is show turn around and use the remaining skills.
Kitting may be a bit time consuming, but it may save your archer's life. Beware that sometimes under certain circumstances your kill may be stolen, you may take more then one monster with you, or unexpected spawn will appear. This is for a cautious archer.
Trending
The whole idea of trending is getting as much damage done to an enemy before getting hit. Its quite simple actually. All you do is get as far away as possible, then cast venom shot first, it has a short casting time this is very beneficial, or you can shoot Power shot due to its lengthy casting time. If you are not high enough, just cast Fury Impact or Bone shot first, then the other next. after you casted your Dots or if you shot Power shot first shoot Aimed shot then your dots and run like crazy! If you successfully casted all 3, you should get at least 100 damage done to your enemy PER second before he reaches you, if u have speed scroll , once your far away as possible, cast your dots again, then when its about to die, use Aimed shot (preferably not power shot because of its long casting time).
DoTs
DoTs are what an archer is all about. Who doesn't enjoy seeing hp sliced before our eyes ever single time our powerful DoTs hit and stick. Though, really, what are DoTs and how does each one work? What can be done with this elusive skills? And how important are they really to an archer?
Some information on DoTs and using them against a boss:
Archers have an amazing number of DOTs compared with other mmorpg's archers and this is 1 of the main reason why I love my archer soo much^_^
Always have a rotation on for DOTs for bosses (Bosses and regular grinding monsters are different in case you haven't noticed). Regular monsters are affordable to use DD skills to put em out of their short hp misery
However, bosses are an entirely different matter. One would think of pumping as much damage as he could before he gets aggro and dies or a lack of opportunities to do damage. This is not true! Archers have a huge window of opportunity to deal damage, so what really matters is how to survive aggro rate!
I'd seen archers desperately trying to get the most damage in a boss and doing powershot and aimshot at the starting only to find the boss running towards him and wiping half the KQ group :O This is highly retarded and suicidal. Never, never attempt to "deal" the most direct damage as this generates the most aggro. This is when your DOTs are your new best friends! Always attempt to poison x2/bleed/disease the boss. You can have 4 DOTs running at the same time at lvl51. (Yes, Poison shot stacks with Nature's Mist poison)
Now, why would you do this? Reason is simple! The fighter always tend to get stunned/feared or whatever calamity might bring down on him, and who gets to the top of the death list? The crazy maniac who dishes out tons of damage at the start. By using poisons, you can *ahem* avoid the top hitlist and still do additional damage even if your running away(chances are a fighter will come to pop a stun). On doing so, continue renewing your poisons until you feel its right or absolutely nessecary to use your DD shots. Always use your Nature's Protection when its up, its the one skill no other damager class have.
DoT- Damage over Time
*They are commonly referred to the archer's main skills.
Every 10 levels after level 11, you get an upgrade of Fury Impact. Every 10 levels after level 15, you get an upgrade of Bone Shot. Every 8 levels after level 40, you get an upgrade of Venomous Shot. Every 8 levels after level 51, you get an upgrade of Nature's Mist.
Fury Impact:
*At level 11 it does 7 every 1 second for 20 seconds = 140 damage total
*At level 21 it does 14 every 1 second for 20 seconds = 280 damage total
*At level 31 it does 23 every 1 second for 20 seconds = 460 damage total
*At level 41 it does 32 every 1 second for 20 seconds = 640 damage total
*At level 51 it does 41 every 1 second for 20 seconds = 820 damage total
*At level 61 it does 50 every 1 second for 20 seconds = 1000 damage total
*At level 71 it does 59 every 1 second for 20 seconds = 1180 damage total
Note: 20 times in total.
Bone Shot:
*At level 15 it does 10 every 1.1 seconds for 12 seconds = 109 damage total
*At level 25 it does 18 every 1.1 seconds for 12 seconds = 196.2 damage total
*At level 35 it does 26 every 1.1 seconds for 12 seconds = 283.4 damage total
*At level 45 it does 34 every 1.1 seconds for 12 seconds = 370.6 damage total
*At level 55 it does 42 every 1.1 seconds for 12 seconds = 457.8 damage total
*At level 65 it does 53 every 1.1 seconds for 12 seconds = 577.7 damage total
*At level 75 it does 64 every 1.1 seconds for 12 seconds = 697.6 damage total
Note: 10.9 hits in total.
Venomous Shot:
*At level 40 it does 31 every 1 second for 20 seconds = 620 damage total
*At level 48 it does 38 every 1 second for 20 seconds = 760 damage total
*At level 56 it does 45 every 1 second for 20 seconds = 900 damage total
*At level 64 it does 52 every 1 second for 20 seconds = 1040 damage total
*At level 72 it does 61 every 1 second for 20 seconds = 1220 damage total
Note: 20 hits in total.
Nature's Mist:
*At level 51 it does 40 every 1 second for 20 seconds = 800 damage total
*At level 59 it does 47 every 1 second for 20 seconds = 940 damage total
*At level 67 it does 55 every 1 second for 20 seconds = 1100 damage total
*At level 75 it does 64 every 1 second for 20 seconds = 1280 damage total
Note: 20 hits in total and deals poison to enemies surrounding target.
Piercing Shot:
*At level 75 it does 64 every 3 second for 20 seconds = 428.8 damage total
Note: 6.7 hits in total and deals poison to enemies surrounding target.
As a result, the more DoTs you stack on increase your chances of killing the monster quickly. Even when you miss a few shots, these will still be doing damage. In addition to the DoT sticking, the initial shot does a small bit of damage when used.
Note: DoTs will decrease the health, but will not kill the monster. It will decrease the monster's health down to 1.
As you add empowerments towards these DoTs you will help increase the duration, sp consumption, or decrease cooldown. This will greatly improve your DoTs.
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53 Archer, 54 Cleric, 47 Mage
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04-20-2010, 09:58 AM
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#6
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Mushroom
In-Game Name: McGiggles, Beani, Awesomesauce
Current Level: 54,53,47
Server: Apoline + Legel
Posts: 7
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Bow or Crossbow?
A common question that seems to always appear is which one do I choose? Well it mostly depends on your playing style? Do you like speed or power? Aoe or solo?
The Mighty Bow
A quicker weapon with 1.1 second attack rate, higher aim, and with 4% crit. This is a great choice for soloing for it being quick. You can spam skills quite well on this and the aim is very good for any archer. Not only that, but the bows look prettier then the crossbows. Thought I would throw that in there. ;3
This is all figuratively speaking & random thoughts:
Okay this will either make sense or no sense. Today I was thinking out loud today about how well a bow would be up against a monster with about 500 health and 20 defense. How I was thinking this is if the base damage of the bow is 150 then the bow will only be doing about 100 or so damage due to the monster's defense. Now if you say, have the same defense, but 400 health and the monsters base damage is 100 then the monster is doing about 55 damage to towards you. Now if the bow's speed is 1.1 seconds and you are to not use any skills, but you have STR points which further bump up you constant damage to about 10 damage then you increase the bow's damage to 110, this is saying that the STR points are almost passing the monster's defense. So if you are to use the bow it will take you approximately 4.7 seconds. Now if you are to hit a crit on one of these hits for about 200 then you are decreasing the time taken to kill the monster by about half the time without one. Now let's take in account how long it takes for the given monster to kill you and let's say this monster has a special attack, though not all monsters do, this is in the case they do. Let's say his special attack damage is 200, but hits for 150 due to your defense and he hits at least one of this every time you attack one of these monsters. Let's also say it attacks every 1.3s. So, taking that in the monster will kill you in it will kill you in about 6.5 seconds. This is saying that neither you are missing or the monster is missing. If the monster misses you, then you are increasing the chance of survival with the bow, but if you miss just once then your chances of survival decrease.
The thing though is the bow is most likely a better tool for soloing since you have to worry about this survival and time is the essence of survival. The bow may seem a bit weak, but in the long run the time it takes further increases that little survival. Now through crits, skills, more defense, more damage, and other variables and you see how much better a bow can be versus a crossbow for solo wise. Do not take what I have written as true, they are just random thoughts and things I was thinking of as possibilities, they may or may not be true at all.
If anyone can show me different stuff for this part of the section & only on the bow then it would be much appreciated. I will be giving more in-depth thought to this as my thoughts come along.
The Sturdy Crossbow
A powerful, but slow weapon. Most known for its skill spamming abilities. It is best used in parties for its high crit %. With 161 aim, 6% crit rate, & 1.4 seconds this weapon was built for power.
This is all figuratively speaking & random thoughts:
Today I was thinking about how well a crossbow would be up against a monster with about 500 health and 20 defense. How I was thinking this is if the base damage of the crossbow is 190 then the crossbow will only be doing about 140 or so damage due to the monster's defense. Now if you say, have the same defense, but 400 health and the monsters base damage is 100 then the monster is doing about 55 damage to towards you. Now if the crossbow's speed is 1.4 seconds and you are to not use any skills, but you have STR points which further bump up you constant damage to about 10 damage then you increase the crossbow's damage to 150, this is saying that the STR points are almost passing the monster's defense. So if you are to use the crossbow it will take you approximately 5.2 seconds. Now if you are to hit a crit on one of these hits for about 240 then you are decreasing the time taken to kill the monster by about half the time without one. Now let's take in account how long it takes for the given monster to kill you and let's say this monster has a special attack, though not all monsters do, this is in the case they do. Let's say his special attack damage is 200, but hits for 150 due to your defense and he hits at least one of this every time you attack one of these monsters. Let's also say it attacks every 1.3s. So, taking that in the monster will kill you in it will kill you in about 6.5 seconds. This is saying that neither you are missing or the monster is missing. If the monster misses you, then you are increasing the chance of survival with the crossbow, but if you miss just once then your chances of survival decrease.
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53 Archer, 54 Cleric, 47 Mage
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04-20-2010, 04:10 PM
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#7
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Gang Imp
In-Game Name: GR8_Scotts, Nordyck
Current Level: 6x (all)
Server: Bijou
Posts: 51
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Call me simple but for me (kiting my butt off) it works like this: Nature's Mist is my primary skill so I want AS MUCH damage done as possible each time I fire. Since rate-of-fire is based on single target with no skill used, a regular bow would be better than x-bow only in that engagement. I spam Mist almost every shot when I solo (kite) so I use a x-bow because 1) it has higher +9 enhancement and 2) it hits harder with skills. Maybe I am missing something in the math but x-bow works much better for me.
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GR8_Scotts - it's only a flesh wound, I've had worse!
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04-26-2010, 03:52 PM
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#8
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Baby Werebear
Tournaments Won: 1
In-Game Name: Ultimious, Soul_Aimer
Current Level: 51
Server: apoline
Posts: 398
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Well its alot of reading but ill take that advice in mind for my lvl 50 archer
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06-09-2010, 09:37 PM
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#9
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Gang Imp
Tournaments Won: 1
In-Game Name: ....
Current Level: Changes to much xD
Server: Bijou
Posts: 51
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I liked your Giude. I thought it covered alot of the points i have been having trouble with on my archer onlly level 17 ><.
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