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E6 Archer Guide

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E6 Archer Guide

Postby rangedatkftw » January 14th, 2009, 9:46 pm

Epic 7 is upon us and parts of this guide are not accurate. While the skill descriptions and information is correct, the suggestions for stones are not completely correct anymore. Many of us are collecting information about both stones and dura equipment, as well as pets, I'll leave this up.

In the short term, be aware that while the siren's unity has changed, her belt stats have not. If you DP alot, a dex/vit build is still recommended; particularly given the current tanking situation. I would also suggest vit rings. Field farming and PvP appear to have a large number of additional builds that people are playing with that work well. I find that mana is less of an issue. I do not currently need to pop as many mana regen groceries as in E6. Thanks for reading!

---begin E6 Guide
Unfortunately, viewtopic.php?f=433&t=520023 got locked and the original author doesn't appear to be updating the main topic. This is an attempt to provide one that reflects the current state of the game.

Introduction
This guide is going to assume that you are just starting the game. If you are creating an alt, then ignore those sections that don't apply to you.

The Archer is one of the two ranged physical attack classes. The other class is Shadow Hunter. While other classes do have ranged attacks, the skills for these two are centered around a ranged weapon.

The Archer is a second-job off-shoot of the Gaia Warrior class, Fighter. The other off-shoot is Champion whose primary weapons are one or two handed axes. The archer's weapon of choice is a bow.

In Rappelz, the bow is the weapon with the longest range and highest spike damage. To preserve balance, it is also the slowest physical weapon in the game. A crossbow, the weapon of choice for a Shadow Hunter does less damage, but is a great deal faster. For both of these weapons, damage is calculated using the equation

( Dexterity * 2.2 ) + ( Agility * 1.2 ) + Level + Equipment + Skill + Buff

This gives the physical attack, or P.Atk., value that is used to generate the damage number.

Attack Speed is expressed as

100 + Weapon Speed + ( Agility * 0.1 ) + Any equipment modifiers (via dura or stones.)

Note that for most weapons, Weapon Speed is expressed as a negative number.

The other equation of interest to you is for accuracy:

(Dexterity / 2) + Level + Equipment + Skill + Buff

These will be explained more below.

Starting out
Your first selection is to choose Gaia as your race. After completing the initial set of quests, you will be able to make a job choice between Fighter, Kahuna, or Spell Singer. At this point, you will choose Fighter. Additionally, while you are on Trainee Island, you are going to want to tame a pet. I would suggest either a Pantera or Poultry. More detail in the section on pets below.

In general, your best bet for skill selection is to concentrate on getting to job level 40 taking level 1 of each non-axe related skill as it become available. Once you hit job level 40, you should decide whether or not to over-bred. If you do, you will probably want to alternate leveling spiracle skills with job levels.

Equipment
In general, "overleveling" your armor/costume and weapon are going to help you. While you do not receive the full level bonus, you do get slightly higher adds to your derived stats. On the other hand, if you are trying to save money, you may want to avoid leveling your boots, gloves, and (non-CS) helmet since each level here adds very little to your PDef. Another option to consider is to obtain boots, gloves, and (non-CS) helmet every other rank and level them to 10 soon after purchase. That allows you to spread the cost over more levels and provides much of the same protection. Note that leveling a belt increases the amount of weight you can carry, so that is something to consider when trying to decide whether or not to level it. Also note that when leveling a belt, for most, each level adds 0.5 to your PDef.

Armor: While you are still a fighter, use Warrior armor. The speed increase of hunter armor is not going to be worth it most of the time. If you happen to get R2 hunter armor, you might want to use it for running into a dungeon since that will boost your speed; however, once you are where-ever it is you are running in to, change back to warrior armor.

Tip: Before doing the job change to archer, up your rank 3 warrior armor to level 10. You can then use it as your pet's armor. You may actually want to level several rank 3 pieces of armor for this reason. Before doing this, you should check prices of warrior armor in the auction house. Sometimes people are just trying to raise money and you can purchase pre-leveled equipment there for less. This also applies to the equipment you will need to buy as you hit rank boundaries.

With the job change to Archer, you will need to use Hunter Armor. This will decrease your PDef, increase both your MDef (magic defense) and move speed.

Weapon: With regards to weapons, all longbows have the same basic stats. Choose any one you want.

Earrings: For earrings, try to get ones that add Critical Chance. This will increase the number of critical hits you deliver. Unfortunately, every other class is going to want those earrings as well. If you are cash strapped, critical power earrings are a good fall back; however, they will not do as good of a job increasing your damage output.

Rings: At rank 2, you are best off with either Vitality or Dexterity rings. At rank 3, the rare luck rings (Eye of Fatima) are worth considering as well, though dexterity will be preferred in most cases. At rank 4, I would suggest the luck rings, ideally the rare one (Eye of Gorgon) in addition to dexterity and vitality. Every 5 points of luck increases your Critical Ratio by 1.

At any rank, you are likely to want a pair of both dexterity and vitality rings. In a dungeon party, the vitality rings are helpful in cases where you have to deal with a mob before the party can get to it. The dexterity rings are very useful for field farming. The luck rings are useful in PvP as well as boss fights (dungeon and field). Try to obtain the rare dexterity ones for your rank. If affordable, the rare vitality rings are also good to have.

Necklaces: These don't add much with regards to stats. If you are going to PvP, then the additional MDef is nice. The HP or MP recovery modifications provided are pretty marginal, particularly at lower ranks.

Soul Stones
You are going to want Dexterity. Why dexterity? Well, examine the damage equation above. Dexterity is the biggest component. Additionally, examine the accuracy equation. Note that your base damage per second (DPS) is lower than any other 2-handed weapon while your damage is higher when it lands. What this means is that if you miss, you will take a large hit to DPS which can get you killed. Using dexterity stones does two things: Increases your damage output and ensures that you don't miss higher level mobs.

Until you get to the temples (ToA and later), Vitality is not going to be the issue for you that it is for other classes. It will be nice to have, particularly if you are attacking higher level mobs; however, you are not particularly squishy. This gives you a great deal of latitude with regards to your other stones. What follows are a few possible ideas for stoning:

  1. 1) Vitality - Given the quality of dungeon parties these days, vitality is always going to be useful. If you are primarily doing dungeon parties, this is going to be the way to go.
  2. 2) Vitality/Agility - If you are going to do a large amount of field farming, particularly if you have a siren spamming Painful Noise, the agility stones work pretty well. One possible method to go is start a rank with Dexterity and Agility stones and as you find/can afford them, replace the agility with vitality if you find you are taking too much damage. In dungeon parties, your tank is supposed to take mobs off you and in the field, most of the time a mob doesn't last more than a couple of hits once it gets to you.
  3. 3) If you do much PvP (or possibly even siege), you are likely to want some wisdom stones in your build. The most frequent mechanism used here is to have multiple gloves/boots/hats that get swapped depending on the opponent. The additional wisdom increases your ability to resist magic attacks.

One last comment on the stones: They are at their most powerful at the base of their effective rank. That means that the level 80+ stones are a bigger boost when you are level 80 than when you are level 99. If you are not cognizant of this, you are going to spend some time wondering why farming speeds up every 20 levels and then drops off.

Fighter Skills
As an archer, you will probably want to ignore the Fighter's Combat Skill and all the skills that depend on it. If you have not actually decided which way to go, then keep things at level 1 while you decide.

Note on terminology. Due to the "long" cooldowns, none of the bow skills is a true "spamming" skill. Usage here is to refer to those skills which can be used relatively quickly. Any bow skill with a cooldown of 30 seconds or less and a cast time of 1/2 second or less is considered a spam skill for an archer.

Also note some cautions on some of the skills which you will notice this pretty quickly in use. Arrow of Delay, Loading Restrain, Freezing Arrow, Icicle Snare, and Resonance Shockwave all give a chance of the effects. None of them can be depended on for crowd control, but are still useful if they happen to land. I'm not sure anyone has determined if Wisdom improves the odds or if the chance is independent of the enemy's statistics.

Useful skills in order they unlock in job tree going left to right on the skill diagram:

At job level 1,
  • Spiracle Mastery - This skill is one of the required ones for your healing skill Energy Charge. This skill determines the maximum number of spiracles (glowing blue balls that circle your character) you can have out at one time. Higher level is better.
  • Provocation - For archers, this is the Pull the mob off the cleric skill. Prior to E5 part 2, this skill wasn't as needed. Now heals generate a tremendous amount of hostility in the mobs towards the healer. This skill can help you get the mob off the healer. You will only get 3 levels of this skill. I would max it when you start going to Lost Mines where you will have lots of chained agro and will start seeing multiple mobs attacking clerics at the same time.
  • Defense Practice - Improves your physical defense (PDef). Up to you on how aggressively you want to level it. Once you have it maxed as an Archer, it will give you 60 points of defense.
  • Archery Practice - This will give you a significant and immediate improvement in attack speed at level 1 along with a small amount of PAtk. At higher levels, it increases your PAtk by a small amount for each level. This should be the first thing you take at job change.

At job level 5,
  • Spiracle Charge - This skill will allow you to create spiracles. You don't actually need this until you get to job level 10 and can also take Energy Charge. As a fighter, you can only create spiracles one at a time. As an Archer, you can create them two at a time. I believe spiracles last about 30 minutes. I haven't actually timed this though.
  • Mental Concentration - This skill is the race skill. It will up the critical ratio be quite a bit. Most useful with bosses. Most of the time, you will not use it unless you need to generate more mob hostility when the cleric is attacked.
  • Arrow of Delay - Your first arrow spam. With a 20 second cool down and a 1/2 second cast time, you use this to quickly shot a mob. It also slows down a mobs movement rate. Recent patches cause this to happen at the time of the cast. Previously you needed to force the mob to re-target or stop before the debuff affected the mob. I think there is about an 80% chance of the debuff landing.

At job level 10,
  • Energy Charge - This is your heal. It has no cast time (since it uses spiracles which you will have pre-cast.) This is a pretty good heal, particularly at higher levels.
  • Loading Restrain - This is your second spam skill. It has a 1/2 second cast and a 30 second cooldown. This skill has an unknown chance to restrain its target for 3 seconds. Based on my usage, it lands about 80+% of the time.

At job level 15,
  • Heat Shot - This is the last spam skill in the fighter tree for bows. This does a lot of damage at high levels. It has a damage-over-time (DOT) component that is geared towards PvP (it disrupts an assassin's ability to cloak.)

At job level 20,
  • Spiracle of Vitality - This is a self-buff that raises your vitality for 10 minutes. Use this. Try and keep it up as much as possible. It improves your hit points and physical defense (PDef).
  • Archery Training - Increases your attack speed.

At job level 30,
  • Spiracle Shock Shot - This is an instant 3 second stun shot and knocks the target back. The cool down time of 1 minute means that you will not normally use this unless you are either saving the cleric or pushing a mob off yourself (possibly onto a previously set trap.) Also useful for knocking ranged mobs back out of their attack range (e.g. pixies...) It consumes a spiracle as well.

At job level 35,
  • Freezing Arrow - This 1/2 second cast time shot has a chance to freeze an opponent. It consumes a spiracle. The freeze chance in PvE appears to be on the low side (I don't see very many mobs actually getting frozen) and the freeze ends the moment the mob takes any damage.

At job level 40,
  • Poison Arrow - This is a self buff that lasts 5 minutes. It gives you a chance to cause poison damage using basic attacks. The damage amount is decent at high levels. This is useful in a DP and when field farming; however, the poison damage is a DOT and will un-freeze your targets. This is a problem in PvP when a Icicle Snare is used.

Note that after your job change, you will initially be leveling the above skills before most of the new Archer skills unlock.

Archer Skills
In addition to the above skills, most of which can be leveled higher as an Archer, you gain the following skills:

At job level 5,
  • Vision of Prey - This skill allows you to see through an assassin's cloak skill. As you level it, the range will increase. As you should be able to guess, this is a PvP skill.

At job level 10,
  • Snare of Corrosion - This is your first trap. It is particularly useful for small parties in dungeons since it decreases a mobs PAtk and PDef for 15 seconds and has an area of effect (AOE) which will target nearby mobs with the debuff as well. Try and get mobs to run over one. Standing on it appears to prevent it from triggering as readily. It has been suggested that you get under a boss in a mob fight and keep setting the trap off.
  • Mysterious Energy - This is another heal skill. Use this with Mental Concentration. Every time you get a critical during the 30 seconds after casting, you will receive hit points back. Works best if all your other skills are NOT on cool down since you can usually cast skills faster than basic attacks. See footnote for historic information.

At job level 20,
  • Steel Cage - This is probably your least useful bow skill. It will cause your character to shoot 1 arrow every second over a 10 second period for a total of 10 arrows. During this time your character cannot move or the skill is canceled. The damage from this is under-whelming. Also, it is an AOE, so not all the arrows will hit the mob you have targeted. At this point in time, this should be one of the last skills you max. Note that cool down time is actually 1 minute, not the 10 seconds claim on the skill tip.
  • Icicle Snare - This is another trap. It will freeze any enemies within the AOE for 15 seconds. Useful for crowd control in dungeons. It is considered a key skill for PvP. Use the level 1 since higher levels do NOT increase the freeze time and the damage is negligible for the amount of mana used.

job level 25,
  • Fire Pillar Shot - This is one of your bow-based AOE skills. It does a decent amount of damage which is split across mobs in its AOE. Cool down time is 1 minute.

At job level 30,
  • Double Shot - A fast cast, high damage skill with a 30 second cool down. What's not to like? The mana cost is somewhat high, but not out of line with the other fighter skills given the amount of damage it generates.
  • Trap of Flame - This trap has a tricky animation. It is very easy to see the above two trigger. This trap is more subtle. The metal ball doesn't actually go away when the trap triggers, rather the mob glows at the damage ticks. At level 10, it does about 1000 hp of damage per tick. It isn't really a popular trap to use, but can be integrated into a low cost damage spam when you pull multiple mobs.

At job level 35,
  • Resonance Shockwave - This is a multi-target stun shot that consumes 2 spiracles. Long cooldown but should be useful in over-pull situations. Chance of a stun is low, but does quite a bit of damage. I tend to use this if I have too many mobs on me and want to try and disable more than one. For a single mob, SSS is usually a better choice.
  • Essence of Steel - This skill reduces incoming damage by 65% for 10 seconds at the cost of 5 spiracles. Each + from a card adds another second. The only downside is the cool down time.

At job level 40,
  • Lightning Fury - This is a high MP shot that should do quite a bit of damage. Unfortunately, its range is very short (around chip range) and it has a high cast time. It is suggested that you use Resonance Shockwave instead. Cool time is 5 minutes, not 10 seconds as the skill tip says. Note that people have indicated that this skill sometimes eats your mana and goes into cooldown without actually shooting an arrow.
  • Penetrating Shot - This skill has an AOE component to it, but by all accounts, you need the targets lined up just so for AOE. Even without the AOE, it still does quite a bit of damage to the primary target. It does have a high cast time. Cool time is 5 minutes. Note that people have indicated that this skill sometimes eats your mana and goes into cooldown without actually shooting an arrow.
  • Snare of Lightning - This trap causes an AOE lightning damage. This trap is considered useless.

Archer jobs in DP
  • Puller: The most common job for an archer in a dungeon party is puller. This is primarily because the bow has the longest range of any weapon. In theory, this means that archers can pull mobs over to the party without intruding on the hostility area of other mobs. In actual practice, many mobs are linked together; however, it does mean that an archer doesn't have to run as much to trigger a mob's attention.

    For better information on pulling, see this post or scroll down to where I have quoted it in its entirety.

    An archer should be able to pull a mob to the party without taking any damage. Generally speaking, when pulling, you should be using basic attacks so that the tank finds it easy to get the mobs attention focused on him/her. Ideally, you will want to cause a constant stream of mobs to come to the party so as to minimize party downtime. Balanced against this is the chance of over-pulling. The general rule of thumb, that needs to be modified depending on the circumstances, is to pull the next mob when there is a single mob left and it has about 1/2 to full life. The circumstances that modify this are the ability of the healer to keep the party alive and speed the party kills a given mob.

    In all fairness to those that have DP'ed with me, I want to state here that I, personally, do not consider myself to be a great puller. I am, at best, average.

  • Cleric's Bodyguard: The other important job in a DP is keeping the cleric alive. Because of the bow's range, you are likely going to be the first response to ADDs going for the cleric. If this is just a patrol passing by, an active skill shot is likely to be enough to attract the mob's attention. On the other hand, if the cleric healed the tank, several of the mobs attacking the tank (or other characters) may decide to discuss this with the cleric. This is bad. In this case, the cleric has usually generated more threat than can be overcome with a skill attack. In these situations, using Provocation is suggested. This will increase the hostility of the mobs within the AOE. Unfortunately, the range of this skill is pretty low. If the cleric is sitting more than chipping distance from the party, you should probably use a stun shot initially and then provoke. Several of your skills do have an added threat bonus on them. In particular, Loading Restrain, Freezing Arrow, and Spiracle Shock Shot appear to apply double the damage value to your threat level on a mob. One or more of these skills, in conjunction with Provocation, should be enough to pull mobs off the healer assuming that level 10 heals are not being spammed.

    One other suggestion for protecting the cleric is to put an Icicle Snare next to them. You can refresh it between pulls. The downside of this is that you can only have one active trap at a time.

Suggestions for when to use skills
For boss encounters, Poison Arrow at maximum level is a must. Also, using Snare of Corrosion is suggested. Ideally camp under the boss and reset the trap just before the debuff from the previous trap goes away. Essence of Steel will be useful to help conserve healing resources (Suggestions on timing of usage here would be useful!)

References:
E4 Archer Guide
Fighter Skills
Archer Skills
Original topic discussion thread

Doku has some guides containing more detailed information on certain mechanics of being an Archer.
Archer Tutorial - Basic Targeting and Cycling : This is a youtube clip.
Doku's Archer Tutorial 2: Timing

Thanks go out to calandria, zeroewarehouse, lilrobinia, ballsin2point0, fridaynitelights, albertabeef, sshadess, agamey, athos84b, dokuro_mitsukaifor their input.

A special thank you to seitachan for pointing out how provocation can be used to save clerics that use a high level heal.

Footnotes
1) The classic E4 Archer combo was Mysterious Energy+Mental Concentration+Steel Cage (originally Steel Pouring). This combination would regenerate lots of hit points back relatively quickly in an emergency. With E5P2, Steel Cage was modified making it MUCH less useful for this purpose.
Last edited by rangedatkftw on September 24th, 2010, 2:08 pm, edited 6 times in total.
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E6 Archer Guide
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E6 Prologue Archer Guide

Postby rangedatkftw » January 14th, 2009, 9:46 pm

Pets and the Archer
You will use a variety of pets with your archer. Generally speaking, there are two major uses for pets. One is as a summoned helper. The other is to provide a boost to your stats via belting. Because these are two, relatively distinct usages, the following is going to be divided into two sections; however, it is likely that your belt pet is going to be your summoned pet unless you can afford a pre-leveled pet.

Belt Pets
Going through the various pet tiers, ignoring the reasonableness/cost of belting the rarer pets, then the level 40/90 belt stats are:
Tier 1 (Basic or NPC pets)
Pantera: +5% str/+5% PAtk
Poultry: +5% dex/+5% PAcc
Tortus: +5% vit/+5% PDef

At level 40, I think poultry is the best followed by tortus.
At level 90, All three have something to recommend themselves. I'm guessing that Pantera would be slightly better than the other two, but I suspect it gets down to game play.

Tier 2 (Common Pets)
Blue Pixie: +10% int/+10% MAtk
Orc: +5% Str and Vit/+5% PAtk and PDef
Red Pixie: +10% int/+10% MAtk
Siren: +5% dex and wis/+5% PAcc and MAcc
Skeleton: +10% agi/+10% Atk Spd
Wolf: +10% agi/+10% Evasion
Yeti: +10% vit/+10% PDef

At level 40, I prefer the Siren, but the Yeti is also nice. If you are planning on tanking, the Yeti is definitely worth using. At level 90, skeleton and orc are probably the "best". The main problem with the skeleton, as several people have pointed out, is that the increase in attack isn't going to add much in terms of damage output except in boss fights. Again, though, if you are planning on tanking or always seem to end up in dungeon parties where you take lots of damage, Yeti is worth considering. It is unlikely that a wolf is going to be optimal. Given the prices, as of this writing, you are almost certainly better off selling the wolf for now and getting one of the other pets.

Tier 3 (Uncommon Pets)
Hawkman: +6% str and vit/+6% PAtk and PDef
Salamander: +6% str and int/+6% PAtk and MAtk
Harpy: +12% dexterity/+12% Attack Speed

At level 40, the Harpy wins hands down. At Level 90, I think it is a bit more mixed. The increase in attack speed, even with pots, is unlikely to be better than the Hawk or Salamander's increase in PAtk. And the Hawk will also give an increase in PDef which is very useful in DPs. The combination of the increase in dexterity and attack speed vs. the increase in vitality and PAtk, it really comes down to what works for you. One positive about the attack speed increase is that pulling will be slightly faster.

Tier 4 (Rare Pets)
Angel: +7% vit and int/+7% PDef and MAtk
Gnoll: +14% vitality/+14% Block Rate
Kentauros: +14% str/+14% PAtk

I'm not sure which I like here for level 40 belt stats. At level 90, I think kentauros would be better.

Tier 5 (Rare)
Cerebus: +8% str and dex/+8% PAtk and PAcc

Tier 6 (Unique)
Mystic Koala: +14% luck/+4 to Critical Rate
White Dragon: +9% vit and int/+9% PDef and MAtk

I tend to prefer the Cerebus over the White Dragon for belt stat; however, I think the Mystic Koala is better then the Cerebus.

One final comment on the belt pet stats. If you are going to be tanking, you will want PDef boosts. It appears that the level 90 Yeti is the "best" belt pet for that. Alternatively, Orc and Hawkman give you a slightly lower PDef boost, but also provide a PAtk boost to make up for that. For a pure damage increase, Kentauros is the pet for you, though given its price, I'm not sure why you would want it on your belt.

Summoned Pets
In general, you are likely to find melee pets to be less useful than ranged pets, of which there are three: Blue Pixie, Red Pixie, Siren. A salamander has one ranged attack, all others are melee. Given general flow when farming, this shouldn't actually be that big of an issue. Remember to choose your pet based on what YOU feel comfortable with. If you choose a pet that doesn't mesh with your play style, then that is a bad pet choice. My comments are based on how I play.

See here for pet skill trees

Tier 1 (Basic or NPC pets)
Poultry - It is a decent, though not outstanding, damage dealer. It is also fast.
Pantera - This pet is a good damage dealer. Its unity improves PAtk which is very useful.
Tortus - You will be told it is a good match since it can tank for you. Unfortunately an EVO 1 Tortus does not tank well. It is also slow.

At this tier, I would suggest the poultry to start with. Once it gets to level 40, belt it. If you have not gotten a tier 2 pet by this point, start leveling a Pantera so you can use its unity when it gets to level 45. If you are finding that you are taking too much damage, then you should level a tortus for the vitality stat.

Tier 2 (Common Pets)
Blue Pixie - This will give you heals and at level 45, its unity will increase mana regeneration; however, the blue pixie doesn't do much damage and the mana regen isn't all that effective at EVO 1. Drinks work better for mana regen. I try to have one in inventory just in case a field boss take down sends me to red. Note that unless you dungeon solo a lot or decide to go after mobs +15 levels higher than your self (which is likely to slow down farming speed,) you probably don't need the heals all that much. However, it has been pointed out that both War Cry and Pixie Shock are useful crowd control skills. In particular, War Cry's chance of landing can be increased by obtaining the MAcc passive while Pixie Shock has a skill level based chance of landing.
Orc - Since it is not ranged, you will find it does a lot of running around. The unity is a fixed value is will give you a marginal boost in damage output.
Red Pixie - This creature has incredible burst damage, when it hits. Also, there appears to be a bug such that selecting a new target will cause the red pixie to rush over and attack the mob before you want it to. Be careful when using auto-attack with a red pixie. The belt stat and unity will not help your archer. See blue pixie for comments on War Cry and Pixie Shock.
Siren - This creature is one of the "easier" ones to level since it has a high dexterity (though Poultry is higher.) At R2/R3, using Painful Noise, an agility stone build is workable (particularly in combination with the vitality buff.) Lyrics of Frustration stacks with Arrow of Delay and she lands War Cry more reliably than the pixies, but does not have a stun. She does not do lots of damage, though it is consistent.
Skeleton - I have not tried this creature yet. This creature has attack speed as its unity. At level 5, this increases your attack speed by 5.6.
Yeti - If you want a tank, get the yeti. However, expect to steal agro from it, particularly at lower levels. You may need to use a few levels in Threatening Essence.

Personally, I like the blue pixie in inventory, particularly for first job, and either a Siren or Red Pixie out. I prefer the Siren since as an Archer, I have high damage skills already and the Siren works very well with agility stones to reduce damage. I find the Red Pixie tends to die and miss too much for my tastes. I also need to pack luna chips which gets pricey at higher levels. Note that many archers that do a lot of field farming tend to prefer the red pixie because of the damage the nukes do. If you go this route, remember to pack luna chips and spend some of the rp's job points in vision of intelligence.

I would like to try a skeleton for boss fights. The increase in attack speed there might be very useful. Also, as I understand it, the skeleton has high damage output at higher levels, so it may very well work well for dungeon soloing. I am less enthusiastic about it for field farming.

I don't have any of the higher tier pets. If people could leave comments based on their experiences, that would be appreciated.
Tier 3 (Uncommon Pets)
Hawkman
Salamander - Has one ranged skill attack.
Harpy

By all accounts, the Harpy is probably the best summoned pet an archer can have. The unity provides a slightly better boost to attack speed over a skeleton, but that isn't the reason people like a Harpy on an archer. The reason Archers tend to want a Harpy is that her range and damage output mean that she is very effective with an archer while field farming. Also, she appears to have very high burst damage. Since dexterity is one of her main basic attributes, she is also likely to be able to hit any of the mobs that the archer is targeting.

Tier 4 (Rare Pets)
Angel - Provides heals and the unity does provide some PDef.
Gnoll - Unity gives a slight boost to PAtk, though Kentauros unity looks better.
Kentauros - Unity is very nice, though the increase in PAtk is a fixed amount instead of a percentage.
Cerberus - Unity targets both PAtk and PAcc, so the PAtk increase isn't as good as Kenta. Since Archers are dexterity build, accuracy doesn't appear to be an issue.

At this tier, the question becomes what are you looking for? For something to tank for you, gnoll or angel. To obtain more damage output, Kentauros or Cerberus.

Tier 5 (Unique)
Mystic Koala - Unity helps critical rate
White Dragon - Unity helps PDef

Of the two, based purely on the reputed skill set and ignoring looks, I think the Koala is going to be a "better" creature to have summoned.
Last edited by rangedatkftw on October 1st, 2009, 4:50 pm, edited 2 times in total.
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E6 Archer Guide
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Re: E5 Part 2 Archer Guide

Postby rangedatkftw » January 14th, 2009, 9:48 pm

To make this easier to find, I'll quote calandria here

calandria wrote:Some comments about pulling, good pulling can only be done by gaining experience in certain areas of the game.

Agro Linking
A puller has to understand, and to know how mobs are linked together in a room. Some mobs may agro as well when you attack a mob of the same kind near to it. This is different in every room. So it's and experience you have to make for every room again.
Normaly mobs of the same type agro together, there are some that doesn't. After 1 or 2 dps at the spot you should be able to make single pulls or multiple pulls, depending on what you will need to keep the party busy until you pulled the next mob.

Mob Positions
If you know that you have to run far for the next pull, get more mobs the pull before so there will be no downtime for your party.

Party Performance
The first few minutes can tell you what a party is capable of, again it's experience what you need here, if you have a skilled party (A skilled tank is very important here) and you have a constant kill speed you can adjust the speed of the pulls. Try to do chain pulling, 1 mob after another if possible so there will be less work for healers and less dangerous agro situations. It may sound weird, but you have to get a feeling for what the party is capable of.
If the party is fast and you can't do chain pulling it's always time to move a bit deeper (short steps no centering directly) or to change the spot.

Crowd Control
Make use of your crowd control skills if needed, a good combination is spiracle shock shot and freezing arrow afterwards because more people will recognize that the mob is disabled, if you just freeze him near the group the chance the the freeze will get canceled is like 90%. Last chance for crowd control are icicle snare and Resonance Shockwave as AoE, be prepared to taking agro after using Resonance Shockwave though.
Loading Restrain is a very helpful skill, can be used on low lvl since it's the same holding time. Takes aroun d 12 or 14 mp on lvl 1 and is a fast cd crowd control skill.
It might also be helpful to pull by crowd control skills when they are heavily grouped. If you see a group of 3 mobs and you only want 2 of them in the 1st wave, just use freezing arrow and the others will agro while one of them will stay back.

Leading the party
As puller you can always lead the party to the position you want, if you think you are in to deep, get a mob go behind them and do a massive skill spam to lure the party back. This is need sometimes for safety reasons, be aware of mobs spawning near the party to make fallbacks like that.

Movement Speed, Healing and Buffs
Be sure you always got a Wind Pot and a Quick Pot running, and if there is a huna around that you got a speed buff. For healing, either heal yourself or ask a Huna to Water you from time to time, this takes workload of the cleric. Keep Spiracle Vitality always on (!) and leave Poison Arrow out for the probles with freezing.

Emergency
If you pull too much and you recognized it soon enough, log out!!!
Noone will blame you for that.

Pulling the boss
Always pull adds 1st, this is important, try to make a clean pull if possible.

Overpull and no way out
If you pulled too much or more mobs spawned around the party while you were out getting mobs, tell the party how many mobs you will bring so they will be prepared an can get ready to use Crowd Control skills before the mobs reach the party.

Spawn room pulling
Is no job for an archer, it's the job of the chipper, don't even try to use the bow in such small rooms for pulling, you only end up taking more agro and it's slower then chip pulling.

Agro
Make sure you won't gain agro, this is important because if you still have agro and run in the room, the party will follow you into the spot.

All I have so far, I personally enjoy it a lot, and I am happy that Island DPs and ToA needs a puller again, pp was my worst nightmare ;)
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Re: E5 Part 2 Archer Guide

Postby kayawsratt » May 19th, 2009, 6:23 pm

Just a quick note on the pets for archers (i guess you could apply this to shadow hunters too). Skeletons are right now the best for archers as far as the stats they give to the character. If you have another melee pet you don't have enough attack speed for the boost to be of any use. If you use a blue pixie then you may be ok to use a few more skills and tank a bit (if you have acceptable armor) but all in all a blue pixie doesn't really help for DP's. An RP is ok but the cost of Luna chips will make you go broke, and the unity doesn't do anything to help you. Skeleton gives you attack speed which makes it so you can attack faster which makes your base attack more valued when fighting mobs or people. A yeti or orc on the belt is not really helpful because the increase in pdef is so small you cannot see a big difference.

In my experience i have used a level 90 yeti on my belt and a 115 yeti for pet and my pdef was about 250-300 higher then it is without them on. I belted a 90 hawk and had a 105 hawk as main pet and only had about 200 more pattack and pdef. Both of these my base attack speed was 66 (which it should be for every archer.)
I now have a 90 skel on my belt and a 109 skel for unity and ancient gloves and my attack speed is at 85. Which during a dp if you have cm buff a quick pot on your attack speed will be about 103. Now if you get gusted your attack speed is about 120-125ish. With that attack speed being fully buffed you can then out dd any class in the game (except a cm's ds).

Also as e6 starts soon you will be able to get a harpy which it is a bit better unity so if you get a skel pot with harpy unity you can pretty much farm with out being touched.

If you like seeing BIG numbers come up on the screen then i would choose a Hawk Orc or if your lucky a Kenta. This will maximize your damage per hit but you will attack slowly. If you want to become more of a tank go with a Hawk or a Yeti. (hawk is pretty well balanced for either) This will maximize your pdef and make it so you can take a few more hits. If you want to see numbers show up quicker (increase your damage per second) then go with skels.

Sorry but sirens dont really help with their unity though their skills might help a small amount but nothing too major. They are more or less for sieges when you are trying to kill someone 30+ levels higher than you. Salamander is the same way the pattack might help a bit but the mattack doesn't do anything for you. Hawkman would be better than it for unity.

This is not something that you have to follow. It all depends on how you like to play.
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Re: E5 Part 2 Archer Guide

Postby jamiiiiieeee » July 5th, 2009, 4:51 pm

quailman10 wrote:Just a quick note on the pets for archers (i guess you could apply this to shadow hunters too). Skeletons are right now the best for archers as far as the stats they give to the character. If you have another melee pet you don't have enough attack speed for the boost to be of any use. If you use a blue pixie then you may be ok to use a few more skills and tank a bit (if you have acceptable armor) but all in all a blue pixie doesn't really help for DP's. An RP is ok but the cost of Luna chips will make you go broke, and the unity doesn't do anything to help you. Skeleton gives you attack speed which makes it so you can attack faster which makes your base attack more valued when fighting mobs or people. A yeti or orc on the belt is not really helpful because the increase in pdef is so small you cannot see a big difference.

In my experience i have used a level 90 yeti on my belt and a 115 yeti for pet and my pdef was about 250-300 higher then it is without them on. I belted a 90 hawk and had a 105 hawk as main pet and only had about 200 more pattack and pdef. Both of these my base attack speed was 66 (which it should be for every archer.)
I now have a 90 skel on my belt and a 109 skel for unity and ancient gloves and my attack speed is at 85. Which during a dp if you have cm buff a quick pot on your attack speed will be about 103. Now if you get gusted your attack speed is about 120-125ish. With that attack speed being fully buffed you can then out dd any class in the game (except a cm's ds).

Also as e6 starts soon you will be able to get a harpy which it is a bit better unity so if you get a skel pot with harpy unity you can pretty much farm with out being touched.

If you like seeing BIG numbers come up on the screen then i would choose a Hawk Orc or if your lucky a Kenta. This will maximize your damage per hit but you will attack slowly. If you want to become more of a tank go with a Hawk or a Yeti. (hawk is pretty well balanced for either) This will maximize your pdef and make it so you can take a few more hits. If you want to see numbers show up quicker (increase your damage per second) then go with skels.

Sorry but sirens dont really help with their unity though their skills might help a small amount but nothing too major. They are more or less for sieges when you are trying to kill someone 30+ levels higher than you. Salamander is the same way the pattack might help a bit but the mattack doesn't do anything for you. Hawkman would be better than it for unity.

This is not something that you have to follow. It all depends on how you like to play.



1) archers dont need skellys they dont rely on there atk speed its all bout the damage. sh's are the quick attk ones we the slow but powerful ones :D (and not really slow you jus spam ur skills, or on mobs use bout 1 skill per mob and finish off with base atk)

2) best pet for archer is rp cos ranged+powerful attack even tho unity be wasted

3)skelly on belt/hawk on belt 0.oyou wanna put a poultry on there boost ur patk up.

4)Bp's do help in dp i have one and it saves my life alot in toa.
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Re: E5 Part 2 Archer Guide

Postby kryanor » July 6th, 2009, 5:54 pm

O.M.G. I demand a sticky for this!
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Re: E5 Part 2 Archer Guide

Postby rangedatkftw » July 13th, 2009, 3:44 pm

eternalassassin wrote:O.M.G. I demand a sticky for this!

Thank you.

If you want it stickied, you would report it and select "Other" and put in the comment box that you think the post deserves to be stickied.

Given the way the player guide section has worked out, I think it should be moved to the Gaia forum. None of the other class guides have been put in here, so it is something of an orphan.

With regards to the tier 2 pets, any of the pets can work. The choice of pet is going to depend on your play style and where you dp. A large percentage of people who like ranged damage dealers prefer a ranged pet, but that does not mean a melee pet is the wrong choice. Since an archer is not a good choice for leveling several pets at once, you will need to make a choice that is based on how you play. There have been a multitude of arguments on the "best" tier 2 pet. The best question to ask yourself is "What you want from a pet?" Also, remember that you will ask this question twice. Once for the summoned pet and once for the belt pet. Lastly, as you level, you will find that the answer changes, particularly with regards to the belt pet. There is also a VERY big difference between looking at level 40 belt stats and level 90. Do not try to compare a level 40 poultry to a level 90 orc.

I'm glad this guide has helped people, even if it is to disagree with it. :)
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Re: E5 Part 2 Archer Guide

Postby lazyangels7 » July 21st, 2009, 9:30 am

1st... very helpful, ty
2nd... I LOVE BP :D (until I can get an angel) BP Heal is a necessary component in a Dp. Mine has not only saved me, but also the healer before they could be de-mobbed. Whenever or wherever you can get healing, especially for a fighter class, it is a good thing.
3rd... True that I would never belt it.


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Re: E5 Part 2 Archer Guide

Postby xlightwavex » July 21st, 2009, 11:21 pm

well my character is a lil overbreed and im only level 79 right now
but most of my skills are nearly maxed

i wanted to point out
if your going pure dd archer and your a bit poor
you can really do damage with a rp if you skill it and yourself for full attack

try to get ur AOE snare of corrosion up as fast as you can
always overlooked/not mentioned enough this is a excellent skill
a mob must stand on it for a full second
i run up to enemys and drop it directly on them in dp's
this at level 8 decreases 160 p offense and p deffense to enemy mobs it more then haves the damage you take and its like a extra half chip on the mob its effect lasts longer then the skill takes to cooldown


on gaurding / saving the cleric
and sometimes the party as a whole

(resonance, firepillar, loading restraint, doubleshot, heatshot,shockshot )
in my opinion generate the most agro in that order

the recomended tactic is to simply watch the cleric

if a single enemy goes after the cleric i shock shot it this has like a 95% chance to work if you have a couple int /wis stones on and high dex

for multiple enemys
leave a lightning snare in front of him
and if enemy mobs swarm him
let them hit the first lightning then (if no enemys stun drop corrosion then)
drop a second lightning at their feet fire on anything not stuned
this is ussually all it takes to neutralize small uncontrolled agro 1 to 3 mobs

if theirs more then 3 or 4 mobs
or in desperation i will fire in order

loading or shockshot (to stun a mob into place)
then resonance shockwave followed directly by firepiller to gain agro
which will most likely pull most of the mobs directly at you if not all

at this point
i will just stagger step back and sideways towards or near the tank
casting only corrosion then snare of lightning and repeat it as i continually inch away from the mobs this is to buy time to cast the snares they dont add much if any additional agro
which is good for the cleric to survive the tank to regain agro and the party to wittle down the enemys
if dp is smart they wont unstun the stuned ones
you have a very good chance to survive this way
and it looks proffesional
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Re: E5 Part 2 Archer Guide

Postby naabi » August 7th, 2009, 1:57 am

Yai... I tamed yesterday Harpy and to celebrate this I rebirth my low R5 Champion to Archer.

I know all the pulling things etc what to do in dungeons but what I want to know how you guys farming? Like what skills u r using most etc. What I know Archer power comes from skills so u have to use skills also all the time when farming effectively(?)
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Re: E5 Part 2 Archer Guide

Postby rangedatkftw » August 7th, 2009, 12:12 pm

naabi wrote:Yai... I tamed yesterday Harpy and to celebrate this I rebirth my low R5 Champion to Archer.

I know all the pulling things etc what to do in dungeons but what I want to know how you guys farming? Like what skills u r using most etc. What I know Archer power comes from skills so u have to use skills also all the time when farming effectively(?)

As I am sure you know from your Champion experience, using max skill levels will really drain your mana. That coupled with the skill cool-down time can put a crimp in your farming speed.

Additionally, your bow range is quite a bit greater than chip range. My solution to this problem involves several things:
  • When my mana hits 50%, drink.
  • Only use skill shots after throwing the chip.
  • On a long pull, do two regular attacks before chipping.
  • Use only one skill shot on each mob.
  • Rotate through the spam skills so something is always coming off cooldown.

Why two basic before chipping? Because, for most mobs, if I do a single basic attack and then chip, I will take a couple of steps towards the mob before throwing the chip. By doing two basic, chipping, skill shot, I maximize the damage I do to the mob before it gets to me (which it does not always do...) You will need to modify this to fit in your increased attack speed due to the Harpy Unity.

I rotate through Arrow of Delay, Heat Shot, Loading Restrain, Double Shot. I keep SSS for emergencies. I also try to keep up the vitality buff and poison arrow at all times.

I have not maxed the various skills. Also, Double Shot is very useful if a mob is "close". In that case, I often shot, chip, Double Shot. That will frequently kill it.

One other thing to remember is that kiting field bosses works pretty well. Also, if you expect to use icicle snare or freezing arrow, DON'T use poison arrow or heat shot. The DoT will break the freeze.

Also, another tactic that works is switching to axes for the close in work with field bosses. Ordinary mobs about your level (or even 10/15 higher) are not likely to pose a problem for you.
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Re: E5 Part 2 Archer Guide

Postby thecourier » August 11th, 2009, 10:33 pm

Some nice info ;)
Archer can also play with Melee dd pets like I do, but it's harder to get used to it.. I'd prefer a harpy, but I don't like the price/unity.
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Re: E5 Part 2 Archer Guide

Postby jamiiiiieeee » August 12th, 2009, 12:56 pm

xlightwavex wrote:
if a single enemy goes after the cleric i shock shot it this has like a 95% chance to work if you have a couple int /wis stones on and high dex

for multiple enemys
leave a lightning snare in front of him
and if enemy mobs swarm him
let them hit the first lightning then (if no enemys stun drop corrosion then)
drop a second lightning at their feet fire on anything not stuned
this is ussually all it takes to neutralize small uncontrolled agro 1 to 3 mobs


knownaswaif wrote:
Additionally, your bow range is quite a bit greater than chip range. My solution to this problem involves several things:
  • When my mana hits 50%, drink.
  • Only use skill shots after throwing the chip.
  • On a long pull, do two regular attacks before chipping.
  • Use only one skill shot on each mob.
  • Rotate through the spam skills so something is always coming off cooldown.

Why two basic before chipping? Because, for most mobs, if I do a single basic attack and then chip, I will take a couple of steps towards the mob before throwing the chip. By doing two basic, chipping, skill shot, I maximize the damage I do to the mob before it gets to me (which it does not always do...) You will need to modify this to fit in your increased attack speed due to the Harpy Unity.



1) to take single mob off healer use provoke 0.o dont be scared to use it. snare of lightning does like 20 damage 0.o and u have to stand close to the mobs to do that lil damage jus save an aoe firepillar shot a good one. or if u wanna leave a trap leave freeze trap should sort the mobs out.

2) ye do a few base atks with harpy should be good but jus turn ur skills down to like lvl 1 and carry mp pots/groceries/scrolls


my build is dex/vit + yeti on belt + 2 x r6 vit rings gives me bout 15k hp.i use provoke quite alot in toa if tank cant hold them.

tip:
always try use snare of corrosion

dont always spam ur skills as base damage crits for quite alot

remember essence of steel (dont reduce by much but its enough when u take crowds off healer and maybe freeze them)

turn ur skill lvls down
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Re: E5 Part 2 Archer Guide

Postby ija27 » August 25th, 2009, 9:55 am

Currently Im using a lvl 116 +25 skelly as my belt pet and a lvl 120 +25 sally as my pet that is out. I find that the sallys p att is very helpful. Always even though it may only have one ranged attack I find that he is able to deal quite a bit of damage. Although Im only lvl 64 atm I like this combo very much. I also have a 127 +25 yeti but I find I dont use it as much. I think the best pet out for my taste would be a hawk. But I just cant seem to find someone who wants to sell me one :( ...just thought I'd put my 2 cents in :D .

Btw great guide...keep it up!
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Re: E5 Part 2 Archer Guide

Postby jamiiiiieeee » August 25th, 2009, 2:40 pm

ranged pets best for archer then they die before they even get close to you
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