Skills introduction aside, let us get down to skill empowerments. Here is 2 pieces of suggestion! The choice is ultimately to decide.
Aimed shot - 5 points in improvement of damage/cooldown
Power Shot - 5 points in improvement of damage/cooldown
Fury impact - 5 points in cooldown of skill(Must have).
Bone shot - 5 points in cooldown of skill(must have).
Nature's Protection - 5 points in SP consumption.
Arrow Rain - 5 points in SP consumption/5 points in improved damage.
Venomous Shot - 5 points in cooldown of skill.
Skills Discussion
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Everyone must agree that aimed and power shots are the Archer's main arsenal in burst damage, therefore there is a need to improve the damage base of this 2 skills to the max. You do not have the need for a faster cooldown for the fact that you might not live to see the cooldown of these 2 skills even with 5 points to cooldown empowerments. Your target must be down asap, number 1 rule for a ranged DPS. Cooldowns for these 2 skills seem to work just as well. If you can spam constantly, that means more DPS too. So either method is good.
Fury impact, Bone shots and venomous shots are meant to be cast constantly on your target to aid in bringing it down and therefore the DoTs (damage ove time) should not have a break in between for cooldowns or should u miss the 1st time u cast it. The faster you get it up on your target, the higher your chance to kill it. Cooldowns for this 3 skills are so important because be it you are soloing or in a party, you shld never depend on just your bow/crossbow base damage to kill the target. Every established archers should have realised by now that these 3 skills do more damage than you can even shoot in the long run. Some of you might argue that you do not need to cast these 3 skills a second time before the 20sec on Fury impact etc run out, and you can get the target down. But in late game, when you are leveling, it is not possible to be killing one mob at a time, especially when you are constantly in a party. It make common sense to DoTs one target and burst DPS on another mob your party member is handling, so by the time you get round to the 2nd mob, it should be almost half dead. And if there is a third? DoTs it! You got the fast cooldowns to do that dont you?
Nature's Protection and arrow rain are most commonly used togather. You usually cast these 2 spells togather when your party get swamped. And when you do, you do not wish to be using too much mana/SP because you do not really have much to spare with so many mobs to deal with. So therefore the choice to get 5 points in SP consumption empowered. Also I would take this chance to explain why these 2 skills are used togather. When your party get swamped by mobs, the most logical thing your Fighter/Tanker will do is to use his AoE taut and he will then focus on one of the mobs. After about 5 seconds, you start realising your tanker might not be coping so well, next logical thing u would wanna do would be to do a Arrow Rain to clear the mobs fast, but the taut effect is over, 1 or more of the mobs will turn their attention on you if you do a AoE attack, Nature's Protection comes into play, therefore keeping the mobs' attention on the tank, while u can still spam your skills away.
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Teva: Aioros [Archer] "In Progress"
Aioros is one of the most controversial horsemen of history since it never knew as it was his level nor as
it develops in battle.