If you are looking for an Archer stats build/information guide, it can be found here:Archer Stats, Damage and Builds Analysis.
Legend - Overall Importance
* --- Not that important
** --- A little important
*** --- Moderately important
**** --- Very important
***** --- Extremely important
*** --- Must have regardless of PvP/PvE or hybrid/pure.
*** --- Must have for PvP
*** --- Must have for PvE
---
I. Archer Skills
---Level 1 skill---
**
Take Aim | Charged blast 每 Basic attack that increases the physical damage based upon your
equipment's physical attack. Typically used levels 1-49 as the cheap mp
cost and decent damage makes Take Aim a good combo starter.
However, many debate over its importance after level 49 due to Deadly
Shot (very similar to Take Aim except even more physical damage).
Leveling Route: depends on user, but you can max it out levels 7x/8x once other skills are maxed.
Strategies/Tips: None really except most people typically start off combos with this.
You can stop the charging whenever, but you'll do less damage.
Heaven Path 每 Because Take Aim gets 500% equipment boost, if you plan on going Heaven, this skill is definitely a must.
---
*
Quickshot | Dartle Shot 每 Basic double shot attack that only increases the physical damage
dealt. Because the extra physical damage added is very low, Quickshot
is not very useful at higher levels. Avoid leveling this skill more
than necessary.
Leveling Route: Ideally keep it below level 5. If you go without leveling it at all,
that's actually better, but most level it a bit to solo at lower levels
quicker. Max out with spare sp levels 7x/8x
Strategies/Tips: None. Most people will leave it out of their combos by level 2x.
Hell Path 每 50% chance to increase attack speed 30% for 6 seconds. Add that with
a 3 second cooldown, and voila, a good filler skill that can boost
damage per second.
---Level 6 skill---
*****
Blazing Arrow 每 Passive skill that adds extra fire damage to each attack. Because it is fire damage added, do not expect
it to deal exactly 13-40% more equipment physical damage - monsters
have fire resistance as well! Either way though, blazing arrow is a
must have skill because it passively adds extra damage.
Leveling Route: Max it as early as possible.
Strategies/Tips: Always have it on, especially if you're going against metal type
monsters. You'll see a greater difference on them as you level blazing
arrow up. If you have a glowing weapon...combine for glowy color combos!
Heaven Path 每 60% of equipment attack is now dealt in fire damage. A better choice
compared to Hell's 20 second extra 70% fire damage, since casting
blazing every ~20 seconds is pretty troublesome. Better stable damage
with Heaven as usual.
---Level 9 skill ---
*****
Frost Arrow 每 Basic attack that slows down the target ~50%. Although it costs vigor
to execute, it can easily be regained by the following attacks. The
guaranteed slowing effect and cheap mp cost makes frost arrow
especially useful in both early and later levels. If you're pure agi
with good equipment, you could easily grind with just this, repulsing,
and stunning at higher levels.
Leveling Route: Max it as early as possible.
Strategies/Tips: At early levels, start combos off with frost arrow or follow a charged
blast with one. If you have extra vigor and expect longer battles,
placing one after Knockback Arrow works also. If necessary, one could
kite after frost arrow as well.
Heaven Path 每 Converts the physical damage dealt into water damage. With this, now
it gains some good potential against BM/BAR and other high physical
defense builds. Combined with slow, it can be a good kiting method with
lightning strike.
---
*****
Winged Shell | Wing Barrier 每 Defensive skill that creates a barrier around the user in order to
absorb damage while regenerating a small amount of mp. Requires some
vigor but for 20 seconds of minimal damage, this skill is extremely
handy in dangerous situations and emergencies. A well timed Winged Shell can cover a retreat very well. Pure agi archers are recommended
to invest in this.
Leveling Route: Level it up with any extra sp along the way. Ideally max it as soon as
possible, but its not top priority (frost, stunning, and passives are
more important).
Strategies/Tips: Follow up a Winged Shell with a hp potion and voila, no hp lost while
you skewer your target with arrows. Another more aggressive alternative
is to put up a Winged Shell before a fury - minimal damage received,
heavy damage given.
---
*****
Winged Blessing | Great Precision 每 Another passive skill that increases the attack range 1 meter with
each level. It's common sense really to level this. Greater range is an
archer's best friend.
Leveling Route: Max it as early as possible.
Strategies/Tips: Level it first when you get the sp.
---
**
Flight Mastery | Flying Mastery 每 Passive skill that increases your flying speed. It only works with
white wings, so don't expect the brown eagle wings or any cash shop
wing to get the additional +2 m/s boost. Very useful for Cleric or Archer (with
+mp regen) as with maxed flying mastery, the white wings are cash shop
quality (in terms of speed).
Leveling Route: Depends on user...I would max it at later levels since the sp cost is very cheap. If you like flying often, max it.
Strategies/Tips: Since there's no fast fly mode, I would keep white wings for leisurely
flying (traveling town to town), and use the brown wings for
fighting/PvP. If you have cash shop wings that are 2 m/s or better,
ignore this skill altogether.
---Level 13 skill ---
*****
Lightning Strike | Thunder bolt 每 First and most basic elemental attack for archers. Deals metal damage
which gives archers a move to deal with BM/BAR and other high defense
players. Decent cooldown and cast time make lightning strike a good move to
kite with against BM/BAR.
Leveling Route: Max it as soon as possible.
Strategies/Tips: lightning strike costs quite a lot of mp at lower levels, so only use it
when necessary. Typically it should be used only once at the very end
of a combo when the monster is next to you. In PvP, use it against
BM/BAR after disabling skills (stunning, colligation) and use it as often
as possible. Hopefully you get a critical and continue to kite.
---Level 19 skill---
*
Vicious Arrow | Bane Arrow 每 First DoT (damage over time)
attack for archers. It deals constant wood damage for a duration of 15
seconds. The damage dealt is typically approximately equal to one
normal attack. Because the damage dealt over 15 seconds is low, the mp
used isn't really worth it. Not recommended to level.
Leveling Route: Keep it at level 1 until levels 7x/8x, when you can max it with extra sp.
Strategies/Tips: If you do use it, please use it early (after charged/frost) so that you can fully make use of the 15 seconds of poison.
Heaven Path: deals mp damage with each round of poison damage. bane arrow becomes a
double edged sword - not only does it work better on BM/BAR damage-wise
(lower elemental defense), they typically have lower mp as well, so the
mp drain can have a greater effect.
---
****
Knockback Arrow | Repulsing Arrow 每 Basic attack that knockbacks the monster (does not knockback
players). With the extra distance, typically 2-3 more shots can be
used. As you probably have experienced, this move will pretty much end
your sorrows and woes of close combat for monster encounters. A must
have, but that's its sole purpose. It is not recommended to spend sp to
level it as only the damage increases, not the knockback distance (even
so, damage is average).
Leveling Route: Keep it at level 1 until levels 7x/8x, when you can max it with extra sp.
Strategies/Tips: Try to use it as the monster is in the middle of casting. This can
cancel out the monster's current magic attack and temporarily lag the
monster. The timing requires some practice, but if used correctly,
you'll see what I mean. Otherwise than that, try not to overlap it with
frost arrow, as frost arrow's slow time will continue while the monster
is being pushed back (~0.5 seconds wasted time).
Hell Path: 33% chance to gain 30 vigor. Because repulsing is used almost every PvE
battle, there is a good chance to help boost vigor up. 2 second
cooldown reduction for heaven isn't needed as 2 repulsings per battle
is a rare event.
---Level 23 skill---
****
Wings of Protection 每 Personal and party buff that increases dodge by 8-35% and increases
movement speed 15% for 1-10 minutes (Note: the extra movespeed does not
apply to flying). Because of the skeptical usefulness of dodge in PvE,
Wings of Protection is more geared toward dungeons/PvP.
Leveling Route: Level up with any extra sp between levels. You should probably be able to max it at early 70s.
Strategies/Tips: none really, just don't be selfish and forget to buff your party
members. When there are multiple archers in your party, I would consult
with each another to see whose Wings of Protection is higher level, so
that he/she can give the party a better dodge/speed boost.
Hell Path: 50% dodge, 20% movement speed. More evasiveness for PvP to dodge the
BMs/BARs. Heaven only offers longer time duration, but wings of
protection uses little mp anyhow, and 30 min/10 min is already good
enough.
---
*
Winged Pledge | Wing Attack 每 Fast, close range physical attack that can be spammed due to short
cast and cooldown times. Can be useful at times when a monster gets to
close for comfort and has low hp. At this point with Knockback Arrow,
wing attack shouldn't be a primary attack. In PvP, wing attack is
definitely not recommended in close combat with BM/BAR as they have high
physical defense.
Leveling Route: Keep at level 1 until levels 7x/8x, when you can max it with extra sp.
Strategies/Tips: When used in a pair with lightning strike, it can be a decent close range
combo. Later since you get Thundershock and Wingspan, a good 4-hit
close range combo can be used.
---Level 29 skill---
*****
AimLow | Colligation Bolt 每 One of the better archer skills that deals very good physical damage
and has a 90% chance to paralyze the target for a good length of time.
However, the 1 fury point requirement makes it average for PvE, as it
cannot be used every battle. If you find yourself with extra sp,
Colligation Bolt is a great skill to invest in, as it is especially
useful in PvP.
Leveling Route: You can keep it at level 1 if you prefer, but otherwise level it up with any extra sp.
Strategies/Tips: I would use it sparingly in PvE (make sure you have enough fury
leftover for Winged Shell in case). Either early in combos (after
charged if you use it), or after Knockback Arrow. Don't be stupid and
use frost arrow immediately after colligation. In PvP, it typically is
used against runners (esp retreating mage Venomancer who depend on pets). Just
make sure you move in slightly so that when they run, and your
colligation is casting, they don't move out of range and cancel out
your move!
---
**
Thunder shock 每 Second metal damage skill move that lowers the metal defense of the
target. The special effect helps out other lightning skills so that
they do even more damage. The longer cast time however makes it not too
perfect for PvP since BM/BAR could run you down, but if time allows, it
helps out lightning strike nicely. Besides PvP, thundershock isn't really
worth using unless fighting against defense enhanced monsters (most
players avoid anyways).
Leveling Route: Keep at level 1, then max it out at levels 7x/8x when you have extra sp.
Strategies/Tips: To take advantage of the metal damage boost, when fighting wood
monsters, lightning strike + thundershock can be a devastating combo. If
time permits, thundershock before any lightning strike is good as it makes
lightning strike more worthwhile. If partying with an Cleric, thundershock +
your lightning strike + their thunder wield can be pretty impressive on an
unsuspecting BM/BAR.
---
*****
Bow/Arbalest Mastery 每 Passive skill that slowly increases your damage by adding equipment
attack bonuses. It's common sense to level this as well. More damage =
archer's other best friend.
Leveling Route: Max it as early as possible.
Strategies/Tips: None really...always level this first with great precision.
---Level 34 skill---
*
Serrated Arrow | Fanged Arrow 每 Another DoT skill that deals physical damage over a 15 second time
period. The damage dealt over time is equivalent to 1-2 normal attacks.
In PvP, fanged arrow's DoT will do low damage against BM/BAR as their
physical defense is very high. To make use of the physical DoT, it must
be used against mage robe classes, but in that case, other more
offensive skills such as stunning, colligation, deadly, or even fury +
normal shots are better. Because of this, fanged arrow is not
recommended to level either.
Leveling Route: Keep at level 1 until level 7x/8x when you have extra sp to max it.
Strategies/Tips: Same with bane arrow...if you do use it, make sure you cast it early to
make use of the 15 seconds of bleeding you'll inflict on your target.
---Level 39 skill---
*****
Stunning Arrow | Outcold Blast 每 One of the better skills bestowed upon archers. It deals moderate
damage but has a chance to stun the target for 3 seconds. At first
stunning may be average, but as you level it and raise the % chance to
stun, it'll reach a point where it becomes a new standard skill for
grinding combos. Very useful in PvP as well because of the stun.
Leveling Route: Max it out as early as possible.
Strategies/Tips: In addition to frost arrow and Knockback Arrow, now stunning adds stun
to the slow/knockback mix. You can use it to start off a combo, after
charged (if you use it), or after repulsing. If you can time it well,
you can use it during a monster's magic cast so that it cancels out the
move. Either way, 1-2 more hits can be used thanks to stunning. In PvP,
stunning can be used before fury or Winged Shell, so that the 3 second
stun can cover for you. Otherwise, time Stunning Arrows so that they
cancel out big skills that have potential to bring the pain (e.g.
thunder wield, deadly shot, etc.).
---
*
Wingspan 每 Another close range physical attack similar to wing attack, except that it deals AoE (area of effect)
damage and knockback. Not good for AoE leveling, but good for emergency
situations where multiple monsters are swarming you. By this point
however, as an archer you should know to avoid close combat, so it is
not recommended to level as you won't be using this much.
Leveling Route: Keep at level 1 until levels 7x/8x when you have extra sp to max it.
Strategies/Tips: Because close range fighting can be mp costly for Archer, I wouldn't use
wingspan unless its absolutely necessary, as if you aggro multiple
mid/full hp monsters around, you pretty much sentenced yourself to
death. In most situations, wingspan + retreat is done.
---Level 44 skill---
*
Thunderous Blast | Lightning Blaster 每 Another lightning skill and localized AoE. The skill does great metal
damage but it has a long cast time. Because of that, it typically isn't
used often in PvE or PvP unless aided by an Cleric sleep or some other long
duration immobilizing skill.
Leveling Route: Keep at level 1 until level 7x/8x when you have extra sp to max it.
Strategies/Tips: Just watch out if your PK settings are on or off, as the AoE will hit
other players even if you didn't mean to. Thundershock + lightning strike +
Thunderous Blast = super lightning combo, which can be pretty nice on
wood/defense enhanced monsters.
---Level 49 skill---
*****
Deadly Shot 每 Probably the strongest skill for Archer when fully maxed. Very similar to
Take Aim in that it has a long cast time and deals equipment
damage (better equipped archers get an advantage here). For some people
it replaces Take Aim as their combo starter, but it's not
necessary to use it as it is relatively mp expensive. In PvP, fury +
deadly shot on an unsuspecting victim will deal heavy damage.
Leveling Route: You can hold off the first 1-3 levels (damage isn't that great yet
and/or you are using maxed Take Aim), then max it as soon as
possible.
Strategies/Tips: Because of the long cast time, the timing of deadly shot is important.
In PvP, typically deadly shot is used on unsuspecting targets as your
attack will most likely hit them. If they really are oblivious to you,
I would just advance fury + deadly + stunning + normal attack away
(considering you start off with plenty of vigor). Deadly shot after
stuns is another alternative.
---
****
Sharpened Tooth Arrow | Sharptooth Arrow 每 Unique skill that reduces the max hp of the target by x%. Sharptooth
only is used against bosses/HH since its almost pointless to do against
normal monsters (you'll receive less exp as well).
Leveling Route: Keep at level 1 until level 6x+, then level with any extra sp.
Strategies/Tips: None really except to make Sharptooth your first attack on bosses.
---Level 59 skill---
**
Barrage of Arrows | Arrow Bombard 每 The "Zhen" move. Drains constant amount of mp in order to keep the arrows
raining. Because of the costly mp cost, a mp hiero is a must in order
to fuel it (inherently leaving Zhen to richer players). With a good
Zhen party, leveling 59+ can be especially faster than normal grinding.
Leveling Route: I wouldn't go above level 3 as your mp drain will outperform your mp
hiero's cooldown. Check with you max mp to see if you can level up
arrow bombard more.
Strategies/Tips: If you have the urge to use it against groups of monsters when
grinding, just make sure to check for any HP Enhanced/Defense Enhanced
ones, and target those! If you target a normal monster, your bombard
will finish before all monsters are killed (leaving you vulnerable).
Don't forget to check your mp also.
---
*
Stormrage Eagleon 每 Heavy DoT metal damage that also slows the target. 2 vigor
requirement...so not used for normal grinding. More suited to PvP/bosses.
Leveling Route: Keep at level 1 until you pretty much maxed out more important skills at your level, namely deadly, stunning, sharptooth, etc.
Strategies/Tips: none really if you're using against bosses. It's a decent move if you
want to avoid aggro of a period of time. For PvP, you could kite after
using this as the target will be slowed 30%.
---
*****
Wings of Grace | DeityHawk Wingrise 每 15 seconds movement speed, damage reduction, and movement effect
immune. Yes, movement, not complete status immune! Paralyze, stun, and
sleep are examples that will be prevented, but seal or attack speed
reduce/cast time increase will NOT be prevented. It will cost you 1
fury point.
Leveling Route: Keep at level 1...because that's max already.
Strategies/Tips: Generally deityhawk is used to cover retreats or start of attack runs.
The 1 second invincibility is hard to time, but if you manage to get it
to block off a big attack, then clap yourself on the back.
---
II. Archer PvE Combo
note: there can be some variation, but here's the mp-saving common setup.
Against Normal Monsters
Levels 1-20
Take Aim --- Frost Arrow --- Quickshot --- Normal Attacks --- Kite and/or Winged Shell
Levels 20-40
Take Aim (optional) --- Frost Arrow --- Normal Attacks ---
Knockback Arrow --- Normal Attacks --- Lightning Strike/Winged Shell and/or
Kite
Levels 40-60 每 by now you should be noticing a difference...easier no?
Take Aim (optional) --- Frost Arrow --- Normal Attacks ---
Knockback Arrow --- Stunning Arrow --- Normal Attacks --- Winged Shell
(if necessary)
Levels 60+ 每 Zhen is an alternative for faster leveling, but you will need an mp hierogram
Frost Arrow or Stunning Arrow --- Normal Attacks --- Knockback Arrow --- Normal Attacks
by now, your critical rate should be at a good level and frost
arrow/Stunning Arrow/precision + mastery should be near maxed or maxed
already. At this point, you probably only need to use 3 skills: frost,
stunning, and Knockback. Winged Shell when necessary. Grinding should
not be an issue.
---
III. Archer PvP Combo
PK 每 hopefully you don't engage in this too much...or everyone will dislike you
This should be easy enough, especially if you're going against robe
users. If you attack without your target knowing, you automatically
gain the upper hand. These attack sequences are listed assuming you are
at maximum distance, have maximum vigor, and are ambushing your target first.
---
Levels 30-39
vs. robe Wizard/Cleric/Venomancer:
Fury Burst --- Frost Arrow --- Normal Attacks --- *Colligation Bolt --- Normal Attacks
*If your target starts to run away, Colligation Bolt should lock them in
place (unless you are unlucky and get the rare 10% failure). As long as
you attack first, and they are not aware you are there, there is no
need to go on the defense, as your fury + physical attack should finish
them off quick.
vs. heavy armor Blademaster/Barbarian/Venomancer:
Fury Burst --- Thundershock --- lightning strike --- Frost Arrow --- *Normal Attacks + lightning strike
*This is considering your target is still stunned that you PK'd him/her and they do not react fast enough.
*If you target notices you and wants to fight (he might if he has more than half HP left), you should not just stand
there and shoot arrows! Most likely if the BM/BAR is smart, he will try
to chain-stun you, then use bleed skills + ranged physical skills. As
an Archer, you'll be dead meat if you get caught. Instead, you should use a
kiting technique:
---Winged Shell + Bane Arrow/lightning strike + Run + lightning strike, etc.
Bane Arrow here is merely what I would do as it will help you gain
more vigor while using a decent element damage attack. It also helps
with lightning strike's cooldown time. Once your vigor is high enough after
lightning strikes, use Colligation Bolt + lightning strike + normal attacks. Your
target should be dead by now (unless they have hp hiero...then don't even
try to fight them!).
---
Levels 40-49
vs. robe user:
Fury Burst --- Stunning Arrow --- Normal Attacks --- --- *Colligation Bolt --- Normal Attacks
*Should be familiar. If they start running, use colligation. Otherwise just use normal attacks/Stunning Arrow.
vs. heavy armor user:
Fury Burst --- Thundershock --- lightning strike --- Thunderous Blast --- Stunning Arrow --- *Normal Attacks + lightning strike
*Same thing. Make use of your triple lightning combo and then
stunning, kite + more lightning strikes. Only do this if they do not react
fast enough and are still in ※huh?§ mode.
*If you target notices you and wants to fight,
you should not just stand there (like before). Instead, you should use
a kiting technique. Same as before really, just use a frost arrow after
the stunning to cover you, then run to a good distance and lightning strike +
repeat. Since your great precision should be higher now, and you
probably can get off a critical or two, most likely you don't need Winged Shell unless they get too close.
---
Levels 50-59
*by now, if you are PK'ing people your level, they probably will
react a lot quicker when getting PK'd. So therefore, be prepared to
expect more resistance and longer battles.
vs. robe user:
Fury Burst --- Deadly Shot or Take Aim --- Stunning Arrow ---
Normal Attacks --- Colligation Bolt --- Normal Attacks --- *Winged Shell
*Assuming they don't see you preparing to attack, deadly or charged
blast (if you maxed Take Aim by now) should be dealing some good
damage with fury. Otherwise, standard routine 每 stunning to cancel their
skills, normal shots to deal damage, and colligation to prevent their
escape. If they have not died yet, and are managing to pull off skills
(for example, you missed some shots), then use Winged Shell and
continue to stunning + normal shot them.
vs. heavy armor user:
Fury Burst --- Thundershock --- lightning strike --- Thunderous Blast --- Stunning Arrow --- *Normal Attacks + lightning strike
*At this point, if you were making a PvP-based build, your
thundershock, lightning strike, and Thunderous blast should be leveled as
much as possible. It will get increasingly difficult if you do not
level them. Otherwise than that, its standard routine against
BM/BAR/heavy Venomancer 每 stay at a good distance and use your thunder skills.
stunning/Colligation/or Frost arrow + run + lightning combos are your
main option. Winged Shell if forced into close combat.
---
Levels 60+
*by now, you should have all your basic skills maxed: great
precision, bow/arbalest mastery, blazing arrow, frost arrow,
lightning strike, and Winged Shell. stunning, colligation, and deadly
hopefully are at mid-high levels. All essential PvP skills here. Now
you have deityhawk wingrise to support them. You should be able to see
how PvP works and devise your own skill combos!
vs. robe user:
Fury Burst --- Deadly Shot --- Stunning Arrow --- Normal Attacks --- Colligation Bolt --- Normal Attacks --- *Winged Shell
*At your level, critical % rate, and hopefully a HH/gold weapon,
should definitely spell out doom for robe users if you ambush first.
Same theory as before, colligation when they flee...Winged Shell if they
start bringing out magic...stunning whenever possible.
vs. heavy armor user:
Fury Burst --- Thundershock --- lightning strike --- Thunderous Blast --- Stunning Arrow --- *Normal Attacks + lightning strike
*Now since BM/BAR probably will have plenty of hp and physical
defense, your battles might be a lot longer. Not to mention some will
probably have hp hieros. Since they will have some better ranged
skills, cloud sprint, tiger form, etc. most likely you'll have to use deityhawk wingrise when it gets close. This will prevent you from being stunned/paralyzed.
Besides that, try to run away and use thunder combos +
stunning/colligation as usual. If you have 2 fury points and are at a
good distance, you can advance fury burst or stormrage eagleon as well.
---
PK: On The Defense
Levels 30-60
Unless you're getting PK'd by a player around your level, just accept the PK and don't resist! (unless you have hp hiero, then go ahead if you want). Most likely
people who PK you at this level are high level 7x+ players who have to
resort to PK'ing lower levels. Don't fight = no worries of red name.
Levels 60+
Now at this point, you probably can considering fighting back if
you want. You have all skills available, probably a good portion at
high levels. Unless you can tell someone is about to PK you, most
likely they will try to stun/paralyze you before you can do anything.
Besides that though, some basic tips:
--Once you see your hp drop, make it a habit to use a HP potion (unless you have hiero).
--Winged Shell once you snap out of a stun/paralyze 每 this is just
a basic defensive maneuver to reduce damage while you view your
surroundings/opponent. Once you barrier, run and try to put some
distance between you and your attacker.
--Deityhawk Wingrise after the barrier in order to prevent your
attacker from trying to stun/paralyze you. This should give you some
increased speed to move away as well.
--Once you have a good assessment of the situation, decide either
to just call it quits (when you already have <50% hp), or when to
starting fighting back.
--If your PK'er is a robe Cleric, things shouldn't turn out so bad if
you know what to do. Most likely, Clerics typically try to sleep you first,
then thunderwield you. After that, if they decide you're easily
finished, they probably will lay on the plume quills (with fury
possibly). Otherwise they will spam whisht in order to counter your
attacks. In this situation, once you're out of the sleep (and hurting
from that thunderwield), you need to stun the Cleric with Stunning Arrow.
Don't let them stack whisht on themselves, or otherwise, your next few
attacks will be negated. Stunning Arrow + Advance Fury (hopefully you
have 2 vigor points) should give you some extra hp (from fury) and time
to launch your counterattack. Once out of the stun, the Cleric might try to
use whisht again, or he might run (by now his feather barrier should be
gone). Since you should have near 100 vigor points, I would just spam
normal attacks during your fury, and once out of it, use colligation
bolt. From there, I would actually run up the Cleric and use Wingspan +
Wing Attack + Wing Attack, etc. Total physical close range damage
should kill the Cleric quickly enough.
--Venomancer PK'ers will rely on their pet to confuse you, while they run
around and spam their parasite spells. Depending on the pet (most
likely golem or sawfly), you should try to target the Venomancer, not the pet.
Typically as long as you have a high level Wings of Protection, the
golem should miss quite a lot. If they use a sawfly, I would just
finish off the fly first actually (it'll get really annoying really
quick). As for tactics against the mage Venomancer, they have paralyze, stun,
burning, and lower physical def. skills, so the paralyze and lower
phys. def shouldn't be a big issue if you already took out her pet. If
the Venomancer tries to summon out another pet, stunning right away + Fury +
normals + colligation, etc. If they try to solo you with just skills,
use Winged Shell/deityhawk wingrise, and counter back with stunning +
normals. Either way, once you have taken care of the pet, and HP
potioned/run away to get distance, you should be in a better situation.
--Wizard PK'ers...Haven't been PK'd by one! Anyone have information on this?!
...more to come!
---
Territory Wars (TW)
Now this, in a word, is chaotic. Massive amounts of players +
skills can change the Archer role tremendously in PvP. If you have a good
guild + organized teams and roles, most likely you, as an Archer, will use Arrow Bombard and basically artillery the enemy while your teammates provide support.
Other Archers will be ※assassin§ squads and scout out and kill enemy Clerics
(and other robe users). Either way, I can't honestly provide a simple
combo formula as the battleground changes everytime, and with different
opponents/allies. Teamwork is a big factor here, so know your team's
strengths and weaknesses. One thing for sure though, make sure your
core PvP skills are up to date 每 Stunning Arrow, Colligation Bolt,
Deadly Shot, lightning strike, Winged Shell, and all three passives. Any
extras you could level 每 thundershock, Thunderous Blast, sharptooth,
and wings of protection are helpful as well. Hope you have the chance
to try Territory Wars!
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