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Archers 101 [Just Kidding it's the Full College Course]

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    Archers 101 [Just Kidding it's the Full College Course]

    Ethos:

    I’m Mosaic. I’ve played Archer for quite some time, and RNGesus has proclaimed I will forever be a glassy one uwu. In any event, I’ve put this together to help all new archers, and to improve the oddball bandwagoners who I see every so often.

    My text is always stylistically over flowery, so I’m super grateful to waifu Carmine as my editor and information checker(er?). Carmine had work and had to leave part way, but lots of hugs to her as she is the best :3
    This is how you know I have too much time and no life.

    Warning: This May be a Long Read, so we separated into two posts to be easier on the eyes.
    Class Overview:

    As stated by the game, the Archer class is
    A robust all-arounder, this class enjoys a well balanced composition with a wide range of attacks and high magic defense. The Archer can handle itself with confidence in all situations.



    The game is correct that Archer boasts arguably the highest versatility of any class. However, the current meta forces a lot of this versatility to be given up in favor of a pure glass cannon. The archer does indeed have passives that specifically boost magic defense, making it possible to stack less Magic Defense and instead another stat while still achieve relatively balanced defense. Once hitting 90, an Archer has 41,605 HP [Between the pools of Lancer and Cleric]



    The Generality of Pros and Cons:

    Pros:

    Uses both Magical and Physical Damage, leading them to be absolutely deadly on things once the defense barrier is cleared (Or break is Applied)
    Due to their Magical Attack, they can also provide sufficient Cleric Heals for themselves and their party.
    Magic Attack also allows them to benefit from the best form of steroids in the game: Banshee.
    Best Procs in the game 10/10
    Highest Potential Damage
    ☆Gains benefits from all buffs.
    ☆Anti-Class against most common class in game.
    Archers possess a wide range of support skills.
    ☆Possesses best damage under “broken” enemies.
    ☆Can equip a wide range of monsters for all sorts of utilities.
    ☆They have Hunt, leading into strong combos from already strong skills.


    Cons:

    In optimizing attack, many archers end up forgoing defense.
    ☆Almost as high as the witches on the “To Kill List”
    ☆An extremely Proc dependent class.
    ☆Usually to optimize damage, archers run around with paper thin defenses.
    ☆Low Base AP. Multiple hit skills makes bypassing the defense wall difficult without procs.
    ☆Cute to the point of attracting scary people in white vans.


    Gears, Equips, and Monsters:

    Originally posted by Fujin. View Post
    Oh yeah just slap anything on and call it an archer.
    While, unlike the quote stated above, you cannot actually slap ANYTHING on, a lot of gearing options are open to you as an archer.

    ☆Defenses:
    Your passives as an archer directly boost your magic defense, so it tends to be most beneficial to obtain your magic defense from your hats and clothing. Pieces of gear that are hats and clothing do tend to give Magic Defense, giving you the most for less cost.

    ☆Armor Procs:
    The main question for this is do you want to survive or deal damage. “Survival” procs are the damage downs. They can and will rescue you from Meteors and Sharp lances. When these skills proc, they apply to the entire skill that just got thrown at you. When your opponent has these skills, expect some of your arrows to do a little to quite a bit less damage.
    In terms of “Offensive” procs, there are the SSR gears that give Testaments, such as Nyx’s Dress and Hairpin, the Windstone set, and the Karmic Drake set. There are also reflect skills. There are also of course, Fatal Procs you can obtain from the medal shop.
    The Reflects are ideal for an archer on the front lines, but are also quite painful if they encounter one against their lethal strikes. Reflects also partially null damage, so they're probably one of the best armor skills to have.


    ☆Must Have Weapon Procs:
    ★ Heart of the Archer:
    ★ Heart of the Deadeye:
    ★ Fatal Testament:
    Essentially these skills are what you need to be a successful archer. Seeing as the set of abilities that offers you the highest potential damage is the Circle Snipe Set, you naturally choose weapon skills that boost those attacks. Heart of the Archer is essentially a deadeye. Fatal Testament is for the beautiful red and white numbers, or you “criticals”.

    Fatal procs at a higher frequency, but does not stack. So technically, being balanced or deadeye heavy will do you a large favor. Deadeyes and Archers stack as skills, but since Fatal is simply forcing all hits to crit, it cannot stack, and is actually considered inferior.

    If you cannot obtain fatal bows, but have a lot of deadeyes, you can always salvage by equipping the Fatal Armors from the medal shop as your "main" slot.


    Monsters:

    ★Light: Light Valkyrie
    ★Dark: Lilith
    ★Wind: Shinatobe, ChuChu
    ★Water: Water Valkyrie, Ephemeral Siren
    ★Fire: Kagutsuchi, Fire Valkyrie
    ★Haste: Fiine, Dragoon Cuchulain
    ★Banshee: This is just a running joke at this point, but does benefit your magic hits.

    Monsters on the other hand, are the actual slap everything on. From each element, I personally chose a few of my favored ones that are beneficial for archer and the party in most scenarios to list on this thread. They are chosen for their Abilities, as archers can be "pet masters", taking advantage of any element depending on the situation.

    Wind will be your main “go to” element as an archer, especially if you choose to go glass cannon and take advantage of the physical and magical attack stats provided. To balance out your defenses, I recommend picking more Fire and Light monsters so that in total you have more physical defense than magic from your monsters.
    While Water element doesn’t offer any attack, it is still an element to consider. This is especially true if your defenses are lacking from your armor and hats. It is also viable to make up for a large amount of Wind unisons equipped.

    Fun Fact: While the 30 Cost monsters are good for stacking stats up high, they actually have the worst cost efficiency of all monsters.

    The 30 cost you will be aiming for is called Alice. Obtainable from the dungeon "Little Girl Ceremony" [Alice's Adventures] which is an event.


    If you want a full list with the monster’s abilities, you can visit Fujin’s lovely thread here: http://forum.a-tm.co.jp/forum/unison...-monsters-list
    However, it has not been updated in awhile, so it is missing Fiine and some other recent ones such as the Ephemeral Siren, Amaterasu, and other recent monsters.


    ☆Basic Gear and Ability Set Up: [The one Everyone uses]

    Have a full Fatal and Deadeye set on weapons. While the armor doesn’t particularly matter in this scenario, it’s best to keep some semblance of balance in defenses. The emphasis on this set, as accordance with Meta, tends to be Glass Cannon, with at least 30k in each offensive stat. As for abilities with this set, Hunt and Lethal Strikes are taken, and usually High Circle Snipe. If not, then it is used for a support ability, such as a heal or Balancing. The fourth slot is completely up to the wielder as well.

    Ability Matchups that I just made up:
    Hunt Lethal High Circle Snipe Recover
    Hunt Lethal Imaginary Ether Exchange
    Lethal Jinx Imaginary Greater Healing
    Lethal Imaginary Ether Exchange Greater Healing


    ☆Crystal Assault v. Frontline GvG
    Personally playing Crystal Assault, I can confirm the fact that most guilds look for archers with 40/40 for their attack stats. [Actually with level cap raises and infusion, it's 45/45] For this set up, utility and defense is completely ignored and you simply boost your damage.This might mean having 15k in both defenses As a crystal assault, you will most likely miss on the unison buffs, so either bring your own [Wind of Courage] or simply rely on your procs.

    As a Frontliner, the phrase “A Dead DPS is no DPS” applies. You want to make sure you have at least enough defense to be alive after one hit. A good minimum to shoot four would be 26k while still retaining around 30k Attack. Marksmen in the front lines have an advantage the first ~2 seconds, as they start off with 5 more cost than other classes.
    Last edited by Mosaic; 11-14-2015, 06:40 PM.
    Sleeper.

    #2
    Abilities:

    CD : Cost
    Note: It is unspoken, but the Ranked GvG weapon, Caladrius’ skill (Heart of the Archer) procs on all the below skills that can proc.

    Miscellaneous:
    Hunt: 4 : 2
    Reduces the Aggro generated by your next Ability. 15% Chance of Nullifying next magic damage taken for 10 seconds.
    ☆Basic Attack: 5 : 5
    Hits 1 enemy for 60 Ability Power Physical Damage.
    Overall, a Hunt is a great ability to keep around. Surprisingly, that chance of nullification can save lives. Especially since our current event monster, Amaterasu, deals hard hitting magic attacks. Hunt also is the “combo” skill of the archer class, leading to a +30 AP increase per hit of single target attacks. It also, like in the Charged and Poison set, will increase the debuffs dished out.
    Meanwhile Basic Attack is mandatory, and although it seems self explanatory, you use it to finish off nearly dead enemies.

    Passives:
    Magical Defense:
    ★Dress Up: Levels 1-3. In total Increases Magic Defense of Clothing Gear by 15%.
    ★Hat Up: Levels 1-3. In total increases Magic Defense of Hat Gear by 15%.
    ☆Accuracy Boost:
    Increases hit chance of “Circle Snipe”, “High Circle snipe”, and “Lethal Strikes” by 20% when a bow or gun is equipped in your weapon main slot.
    ☆Healing Wind Boost:
    Increases the effect of “Healing Wind” and “World Tree’s Blessing” by 5% when a Bow or Gun is equipped in your main weapon slot.
    ☆Anti-Lancer:
    Rekt those bishes. +25 AP against them [+45 once Marksman]
    ☆Shot Up:
    A: Levels 1-2. In total increases Physical Attack of Bow and Gun Gear by 5%.
    B: Levels 1-2. In total increases Magical Attack of Bow and Gun Gear by 5%.
    ☆Shared Trait:
    Found at the end of each class ring. In total, increases Magic Defense by an additional 15%.
    Many of these abilities will be obtained along the way to getting the active skills you desire. Of course you should get them! The shared traits will be brought over to other classes you may decide to play, so it is exceptionally helpful. The Shot Ups are in the Marksman tree, and are actually the first attack boosts given to archers. Anti-Lancer is also amazing for allowing us to kill the most common class around (especially if you have higher magic attack, since lancers tend to have lower magic defense) [Don’t quote me on that though]. Accuracy boost is self explanatory, After all, who doesn’t want more arrows to hit? Healing Wind’s Boost on the other hand, makes the regen skills a uniquely Archer trait. This boosts the initial 5% for each skills to 10%, letting procs take it up to 40% heals. Archer or not, magic defenses are a must have; try spawning for more hats and clothings for higher gear score and stats, That is, if that request is even possible x3


    Circle Snipes: [Boosted by Heart of the Deadeye]
    ☆Circle Snipe 5 : 11
    Damages 1 enemy with Ability Power 80 one time Magical Damage and one time Physical Damage.
    ☆High Circle Snipe 6 : 12
    Damages 1 enemy with Ability Power 70 two times Magical Damage and two times Physical Damage. Chance to miss.
    Combo effect: When used after having used HUnt, Ability Power of the hits increased to 90. Chance to Miss.
    ☆Lethal Strikes 7 : 13
    Damages 1 enemy with Ability Power 60 three times Magical Damage and three times Physical Damage. Chance to miss.
    Combo effect: When used after having used HUnt, Ability Power of the hits increased to 80. Chance to Miss.
    Most Archers use this ability set as it boasts the highest potential damage in the game as well as low cool downs. I personally use this as well. However, this category of skills is also known to be fickle and proc dependent. The damage is boosted an amazing amount by Deadeye. Fatal, Physical, and Magical Testaments also apply. Circle Snipe is a pre-given ability and is not used too often. Most Archers run: Hunt, High Circle Snipe, Lethal Strikes, and some sort of support ability.


    Poison: [Boosted by Heart of the Poison]
    ☆Poison Attack 6 : 10
    Ability Power 110. damages 1 enemy with physical damage. 25% chance to poison target for 20 seconds.
    Combo effect: When used after Hunt, Ability Power increased to 140. Chance to Poison Target increased to 40%.
    ☆ Poison Assault 7 : 11
    Ability Power 120. Damages one enemy with physical damage. 25% Chance to Poison Target for 20 seconds.
    Combo Effect: When used after hunt, Ability Power increased to 150. Chance to Poison Target increased to 40%.
    ☆ Deadly Poison 8 : 12
    Ability Power 130. Damages 1 enemy with physical damage. 25% chance to poison Target for 20 seconds.
    Combo Effect: When used after Hunt, Ability Power increased to 160. Chance to Poison Target increased to 40%.
    This is the ability set notorious for being useless. I’m not going to deny this. Poison calculates as a percentage[5%] off of the enemy’s current HP. This means that as your party DPSes the boss down, you will get less and less damage from the ticks; there aren’t enough benefits to choose these abilities over the Circle Snipes. If perhaps poison wasn’t calculated as it was and did some consistent damage, this set would be made viable. Fatal and Physical Testament can proc on this set.


    Charged Abilities: [Boosted by Heart of the Charged]
    ☆ Charged Shot 4 : 10
    Ability Power 110. Damages 1 enemy with magic damage. Reduces Target’s Magic Attack by 10% for 40 seconds.
    Combo Effect: When used after Hunt, Ability Power increased to 140. Target’s Magic Attack reduction increased to 20%.
    ☆ Charged Snipe 5 : 11
    Ability Power 120. Damages 1 enemy with magic damage. Reduces Target’s Magic Attack by 10% for 40 seconds.
    Combo Effect: When used after having used Hunt, Ability Power Increased to 150. Reduction in Target’s Magic Attack increased to 20%
    ☆ Charged Rain 25 : 15
    Ability Power 70. Damages 1 enemy and its adjacent enemies with physical damage. Chance to hit 1-3 times.
    How to know if your archer is bad: They used Charged shot.

    Contrary to popular belief, this set isn’t useless EVERYWHERE. Despite the high ability power, the descriptions forgot to mention that the skill takes several seconds to cast. During these seconds, your character is rendered immobile and helpless. However, Charged shot offers an amazing magic attack debuff, especially against super strong magic attacking allies. The debuff can be stacked up to 80% and is the archer equivalent to the soldier’s physical attack debuff via Clash ability set.
    Fun Fact: If you cast one of these abilities before an enemy in GvG switches out, you could possibly kill them because the cast time is so slow. :3


    Healing Wind Abilities: [Boosted by Heart of Healing]
    ☆ Healing Wind 20 : 15
    Heals 1 ally for 5% of their maximum HP every 5 seconds for 30 seconds.
    ☆ World Tree’s Blessing 40 : 20
    Heals 1 ally and its adjacent allies for 5% of their maximum HP every 5 seconds for 30 seconds.
    While these abilities are mostly neglected outside of the colosseum in favor of Cleric heals, these two abilities can rack up BP points in the arena like crazy. When a proc occurs on this ability, it will bump up the regen rate to 40%. With a frequent tics every five seconds, out damaging the healing rates would be quite difficult. If either is cast before the start of a unison, the team can heal in between the hits of each monster, increasing your team’s survivability rate.


    Buffs and Debuffs:
    ☆ Defensive Buffs:
    ★ Forest Guardian 15 : 12
    Increases the Magic Defense of 1 ally and its adjacent allies by 10% for 60 seconds.
    ★ Spirit Guardian 25 : 15
    Increase Magic Defense of all allies by 10% for 60 seconds.
    ★ Soul Guardian 35 : 20
    Increase Magic Defense of all allies by 20% for 60 seconds.
    ☆ Wind of Courage: 40 : 25
    Increases the Attack and Magic Attack of all allies by 20% for 30 seconds.
    ☆ Balancing 40 : 20
    Removes Buffs from all enemies.
    Literally no one I know uses the Defensive buffs. This is mostly traced to the generic buff set of two Valkyries, rendering the defensive boosts useless in PvE. Wind of Courage, on the other hand, is useful in PvP for a Crystal Assault, especially on first assault when the team has yet to unison. It is also useful to add onto existing unison buffs if your guild did not achieve minimum 70% buffs to both attacks. Also, Balancing is god. Soldiers take it to wipe unison buffs in PvP, and monster buffs in PvE (rendering some incapable of one-shotting your team). Ex. Hecatoncheir [Hand to Victory], Dies [Harvest Time], Hraesvelgr [Sacred Tree’s Blessing]
    Last edited by Mosaic; 10-02-2015, 03:09 PM.
    Sleeper.

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      #3


      Marksman Unique Abilities:
      ☆Imaginary Shot 6 : 12
      Ability Power 80. Damages 1 enemy five times with magic or physical damage chosen randomly. Chance to Miss.
      ☆Jinx 15 : 14
      Ability Power 100. Damages 1 enemy and its adjacent allies with magic damage. 50% chance to curse [Prevent Healing] target for 30 seconds.
      ☆Burkesnipe 13 : 15
      Ability Power 110. Damages one enemy with once physical and once magic damage. Ignores target’s Physical and Magical Defense.
      These new abilities are what brings the new twist to the Archer skill set. It is important to note though, that Physical and Magical Testament cannot proc on Imaginary shot [Fatal still can], as the damage chosen is random. However, Imaginary procs on Heart of the Phantom, a weapon specifically for this skill. Many archers see Imaginary Shot as inferior to High Circle Snipe as the “non miss” passive does not apply to it. However, it does not require hunt, and therefore has a much faster cast speed. This makes it perfect for sniping down someone before they get healed.
      Jinx is useful in both PvE and PvP. In GvG, it prevents heals, and is the perfect block to World Tree’s Blessing. Meanwhile, when fighting monsters, it prevents things like Hraesvelgr’s healing ticks from Sacred Tree’s Blessing, which can be helpful towards clearing Ultimate Labyrinth faster.
      Burkesnipe fundamentally is a great skill as it completely ignores defense. It is good for shooting down the tankiest of enemies, such as soldiers, Golems, and Red Passa Kings. The Crystal in GvG is also a great target :3

      New!♕Plusing, Infusions, and Trumpets:

      With the new update, it's fair game to add this section real quick as I have time.

      ☆As an archer, you have the wonderful capability of taking advantage of both +s on your weaponry. In doing so, you have more to gain from it than most other classes. [Soldier actually has the most to gain from plusing if they went pure defense for tanking.]

      After the standard issue of +198ing a monster to use for Unison in guild battles, most likely an Alice if you're a Crystal Breaker, you should move onto your weapons. While weapons can be phased out quickly, they also obtain the % boosts from your marksman passives as they are bows. I would only reccomend +ing up a weapon if you are certain you won't replace it and intend on infusing it even. Otherwise, the best use for your +ing would be another Alice.

      [Ex. I have Shinatobe, and an Alice +ed up for monsters and a Divine Dragoon Bow as well as an Aqueor Bow at +198. I will be infusing these two bows, but I will be putting my +ing on a placeholder object for now, as until the Alice Trumpet comes out I do not know how I wish to arrange my weapons. [If I keep my Alice trumpet on constantly I may have to feed it items for infusion such as my Shinatobe Gentian, for which I will mourn. If I get impatient I may end up using these +es on another Alice.]

      ☆ Infusions was a recent updates, and of course, Infuse them all <!> Anything you have dupes of, you may as well do that when you find free time. Just make sure you have enough to be able to sacrifice to improve one. [Ex. If you only have 6 bows, and 1 of them is a dupe, don't infuse it and leave yourself with five bows!] Infusion is already well explained so I won't do that here. If you don't have a dupe, you have to be very certain of what you want to infuse, because now you also need to use the currency of tears, which are actually quite limited, as the quests for farming them haven't come out. There are currently only 4 that have been given out.

      ☆There is a new update which involves the blessing skills. Alice will give a 5% to each attack stat when you obtain her Weapon [100 medals], Dress and Hat [Rare drops from Dungeon]. They must be UR'd [orbs farmed from the preceding and overlapping event Flora] using two orbs each. The weapon will be 26 cost at UR and is pretty good. I personally recommend it when it comes out. Also, as the armor and such are farmable you can infuse them too <!> [That would be 14 Orbs though]

      Common Questions:

      Imaginary Shot or High Circle Snipe?

      Well, let's look at the pros and cons of this. Let me straight say, in my eyes, it's completely situational. There is no "right" or "wrong" skill. It is personal choice and this should be highlighted.


      Imaginary:

      Pros:

      ☆ Faster Cast Speed [Due to not Needing Hunt]
      ☆ Doesn't need Hunt
      ☆ Has Higher Ability Power Values than a Hunted Circle Snipe

      Cons:

      Originally posted by Ace View Post
      Imaginary Shot is a joke of a move as it is right now because it does not benefit from deadeye or Heart of the Archer. Its only use is situationally, not for raw DPS.
      ☆ Needs a seperate weapon skill [Heart of the Phantom] that was limited time [iirc]
      ☆ Accuracy Boost does not work on this Skill
      ☆ Misses a lot
      ☆ Magical and Physical Testament cannot proc
      ☆ Is a marksman skill, so cannot be used if you temporarily switch to another class. Also costs more proficiency to obtain.


      High Circle Snipe:

      Pros:

      ☆ Works with Heart of the Deadeye, a skill most archers have that also works with Lethal Strikes. Deadeye is a very common ability on weapons.
      ☆ Accuracy Boost applies to this Skill
      ☆ Magical and Physical Testament can Proc
      ☆ Higher AP per hit, so clears defense barriers easier
      ☆ Takes relatively few proficiency to get, and most everyone has it.

      Cons:

      ☆ Slower Cast Speed [Due to using Hunt before hand]
      ☆Far lower AP value without Hunt
      ☆Hunt is necessary


      While this seems one sided, both are viable skills, though it is recommended that people with more Deadeye abilities go with High Circle Snipe. Imaginary tends to shine more in GvG when you want to cast a skill quickly, especially when finishing a target or rotating three skills as a crystal assault.



      What about Hunt?

      And on the quoting spree I go, since all the mathematicians of this forum said it better than me. However, one thing they didn't bring up [Which I'm also pretty sure I'm the only that cares about it] is the chance to null magic damage hunt gives. It saves lives~~


      Note: Some of the quotes are slightly edited to take out the argumentative edge, but their points are untouched.

      Originally posted by vzReo View Post
      Hunt out of the meta? Hahahaha sure, Why not. I too would prefer an archer trying to touch me with a 60 ap attack
      In fact in terms of ap, hunt is the strongest ap to cost ratio by a heck of a lot out of every skill in the game. If you would actually do the very simple math, you would find out that it's much more cost effecient to use hunt in your dps rotation.
      Originally posted by clooxe View Post
      With that most popular build, bringing LS without Hunt?
      Let's put in some numbers
      An archer with 40k atk/matk and a target with 30k def/mdef
      Without Hunt: LS would deal 3660 damage per arrow without procs, for a total of 21960 if all of them hit
      With Hunt: LS would deal 6780 damage per arrow without procs, for a total of 40680 if all of them hit
      Almost twice as much damage. All with spending just 2 more cost.
      Who needs to save cost when you have EE? Well, in terms of DPS you'd have to wait for 6 seconds to cast LS again when you could have done the same amount of damage if you just used hunt. If you have the kronos weapon you won't have to use EE that much either.
      I'd like to point you to a post where i discussed why replacing the 2 circles isn't optimal for DPS.
      The only reason you'd use the other skills is if the situation calls for it and/or you won't play the role of DPS.
      Originally posted by Fujin. View Post
      Hunt is an additional 120 AP of damage for 2 cost. Calculating miss rate, that's an average of 84 AP of damage added directly on top of your attack. This additional 120 AP is not reduced by defense, as your hit count does not increase (unless your enemy would have reduced over 60AP worth of damage).
      If you think dealing 42 AP per cost is a bad idea... you're wrong. Hardly any ability in in this game even has half of the cost efficiency of Hunt. Almost every single attack ability in the game rests between 12 to 21 AP per cost. That's why Hunt is such a broken ability and remains to be so. Now if you stack this on top of both Lethal Strikes and HCS...
      The only reason why an archer shouldn't use Hunt is so they can have a more flexible ability bar. If you're carrying Jinx, Burkesnipe, Wind of Courage, heals, etc. for utility purposes, you don't have room for Hunt.
      The only scenario where an Archer without Hunt will outdamage is when they are cost dumping with three attacks, but they will sorely do much less damage per cost.
      As for the PvP scenario, the reason why it works to not have hunt at crystal assault for back row archers is entirely because people are disregarding cost efficiency to deal as much damage as possible within a 45 second window after collecting 50+ cost by not participating in the front lines.
      TL;DR: Hunt is superior. Only reason people don't bring it is to cram very inefficient raw damage due to excess cost pool or to carry additional utility for the team.
      Originally posted by Berserker View Post
      You will reach a point in the game where you actually do LESS [burst] bringing Hunt vs bringing a 3rd offensive ability.
      The meta in this game revolves around 1 turning guild crystals and beating the record for Ultimate Labs. In terms of end game content, thats is pretty much the highest difficulty activities you can do.
      Or for the sake of flexibility, Hunt can be dropped in favor of a second utility. (Ether ex + Purifying Light, Balancing, Heal)
      Hunt is no longer a mandatory skill for an archer.
      And as far as cost issues go, Ether Exchange or Haste fixes that problem.
      Nerd Stuff:
      Originally posted by Fujin. View Post
      Here's the link to the thread it's from!: ​http://forum.a-tm.co.jp/forum/unison...s-calculations

      In Conclusion:

      Archer is a highly versatile class. You have options and choices, and play how you personally want using the abilities in the class, and even the ones from other classes. Despite the abundance of glass cannon archers, there is more than one way a person can play archer. The most efficient archer is not only one who brings dps but also support to the table. They make great team players, and it is up to style and preference as to what abilities one may carry.
      Last edited by Mosaic; 11-14-2015, 06:37 PM.
      Sleeper.

      Comment


        #4
        I should be hired as a full-time editor XD

        Great guide and extremely informative. Please sticky this along with the other Class 101 threads, Admin.
        IGN: Carmine I Ecchi I Risqué

        Home is where the heart is--with family and friends.

        Comment


        • Mosaic
          Mosaic commented
          Editing a comment
          Too bad I put it in the wrong place lel

        #5
        You missed Alice and Quetz for monsters which, (especially the first), is extremely crucial. Also hunt is pretty outdated with the new meta.

        Add-ons (in no chronological sequence):
        • Adding the above, regardless of cost efficiency 30 cost pets, unless your name is Lychi, (and even then), you WILL need Alices if you want to be successful in the endgame.
        • Mention that the most popular PvE build which is Cure/EtherEx/Lethal/Imaginary.
        • Also a correction: Balancing doesn't remove Hp/Regen (you mentioned it affected Hraesvelgr but it doesn't).
        • Burkesnipe not worth using in GvG during to high animation time, cost, and cooldown.
        • Poison is actually pretty strong is you abuse the gimmick correctly, shoutouts to the JP players who beat Ult Lab in under 5 mins using it (pre 4th ring).
        • This sentence about Wind of Courage is incorrect: "It is also useful to add onto existing unison buffs if your guild did not achieve minimum 70% buffs to both attacks", I think you meant "if your guild did not achieve the maximum of 80% buffs to both attacks"
        • Referring to Charge Snipe: "Contrary to popular belief, this set isn't useless everywhere". I think you meant to say "skill" instead of "set".
        • Reflect not only deals the percentage of the damage that was to be taken but also nullifies that portion.
        • A last note just for fun (and I know you just threw it out there for the hell of it): Jinx is highly not recommended for Ult Lab.
        My Two Cents on Archer:
        Don't Be Greedy and You Won't Ever Die from Reflect

        Also you can tell I've been extremely bored from how picky I am today =3

        PS: RIP Berserker's Ultimate (as well as now probably also the shortest) Guide to Archers.
        Last edited by Omega; 09-30-2015, 11:19 PM.
        Too casual for signatures...

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        • Omega
          Omega commented
          Editing a comment
          vzReo Since when is my knowledge only "well I've seen some archers not take hunt" rofl.

        • Guest's Avatar
          Guest commented
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          Omega since your claim proves you can't do basic math

        • Nemurerumori
          Nemurerumori commented
          Editing a comment
          My face when you say Hunt is useless... sigh.

          Hunt is an additional 120 AP of damage for 2 cost. Calculating miss rate, that's an average of 84 AP of damage added directly on top of your attack. This additional 120 AP is not reduced by defense, as your hit count does not increase (unless your enemy would have reduced over 60AP worth of damage).

          If you think dealing 42 AP per cost is a bad idea... you're wrong. Hardly any ability in in this game even has half of the cost efficiency of Hunt. Almost every single attack ability in the game rests between 12 to 21 AP per cost. That's why Hunt is such a broken ability and remains to be so. Now if you stack this on top of both Lethal Strikes and HCS...

          The only reason why an archer shouldn't use Hunt is so they can have a more flexible ability bar. If you're carrying Jinx, Burkesnipe, Wind of Courage, heals, etc. for utility purposes, you don't have room for Hunt.

          The only scenario where an Archer without Hunt will outdamage is when they are cost dumping with three attacks, but they will sorely do much less damage per cost.

          As for the PvP scenario, the reason why it works to not have hunt at crystal assault for back row archers is entirely because people are disregarding cost efficiency to deal as much damage as possible within a 45 second window after collecting 50+ cost by not participating in the front lines.



          TL;DR: Hunt is superior. Only reason people don't bring it is to cram very inefficient raw damage due to excess cost pool or to carry additional utility for the team.

        #6
        Stickied! Great post

        Signature image courtesy ekichou.

        Comment


        • Ace
          Ace commented
          Editing a comment
          There are also other class 101 guides as well in the Strategy forums! You should consider stickying those, so that we have as much class information as possible!

        • Ateam Admin
          Ateam Admin commented
          Editing a comment
          Done!

          I also moved this thread to the Strategy subforum.

        • Mosaic
          Mosaic commented
          Editing a comment
          Thank you so much :3

          You're dabes

        #7
        Omega

        Okay, now I have my hands on my laptop, I can explain to you what I will and will not pen in. And why I dislike the majority of your points.


        You missed Alice and Quetz for monsters which, (especially the first), is extremely crucial. Also hunt is pretty outdated with the new meta
        ☆For poop's sake, I do believe my full point flew straight over your head. An Archer can be played non-full glass cannon and still be an archer. Alice is "essential" for glass cannoning. However, you can do just as well as an archer running with other monsters as long as you clear a certain threshold of damage. [I would personally put this at 30k.] If this point got missed, perhaps I should bullet point everything in incomplete phrases so people like you can understand.

        ☆As for hunt, well clooxe, Fujin, and Reo nailed you pretty hard on that one, so I won't add on. It just seems that whoever you're getting your archer advice from might need to check their math out.

        Adding the above, regardless of cost efficiency[,] 30 cost pets, [Editing out unnecessary unknown (to me) name drop], you WILL need Alices if you want to be successful in the endgame.
        ☆See the first star above.

        Mention that the most popular PvE build...Cure/EtherEx/Lethal/Imaginary


        ☆Cure is a long skill that's not worth it. Recover should suffice the needs in this set. And while this is a viable set, from what I see, this isn't the most popular.

        Also a correction: Balancing doesn't remove HP/Regen (You mentioned it affected Hraesvelgr but it doesn't)
        ☆Sacred Tree's Blessing also provides a 50% All stats in case you have been ignorant of that. That is what you balance. So yes, balancing does effect Hraesvelgr.

        Burkesnipe not worth using in GvG [due?] to high animation time, cost, and cooldown.
        ☆Refer to point one. Also, I put it as an option for what it can be used as. This guide is a set of options, not a set fast on how you MUST do it. That comes later, if ever.

        Poison is actually pretty strong [if?] you abuse the gimmick correctly. [Unnecessary words]
        ☆ Yes, now please, explain that gimmick. Also, no one is going to be consistently using it. This is a guide for everyday archers that you will encounter in dungeons and event quests. I'm sorry if I believe poison has little to no place in such environments without an organized team that is willing to use it.


        This sentence about Wind of Courage is incorrect: "It is also useful to add onto existing unison buffs if your guild did not achieve minimum 70% buffs to both attacks", I think you meant "if your guild did not achieve the maximum of 80% buffs to both attacks"
        ☆ I do mean 70%. If you are running Crystal Assault, unless you have full cost, I suggest to not spend 25 Cost for a measly 10% when instead you can use that cost for attack skills, especially if you carry three like some archers may.

        Referring to Charge Snipe: "Contrary to popular belief, this set isn't useless everywhere
        ". I think you meant to say "skill" instead of "set".
        ☆I refer to the Charged Snipe Skill set.

        Reflect not only deals the percentage of the damage that was to be taken but also nullifies that portion.


        ☆Yes, it does. This is the one thing I think that is actually fully accurate you have said. I'll actually pen this in

        A last note just for fun (and I know you just threw it out there for the hell of it): Jinx is highly not recommended for Ult Lab.


        ☆I'm sorry that everyone cannot be a super OP DPS team :c Jinx can be brought as a back up in case your team messes up to save you from losing lots of time at Hraesvelgr. Also, it is useful for clearing the mobs early on. Once again, Option presented, not force fed down your throat.


        CloudSin


        I'll write up the argument on Imaginary v High Circle tonight for you so you can choose yourself :3 I personally go with High Circle though, just so you know :3
        Sleeper.

        Comment


        • Nemurerumori
          Nemurerumori commented
          Editing a comment
          Every second counts on your single target healing spell.

          For example, basic heal can be casted in response to every single attack at a 45 AP boss, which attacks at a rate of 1 attack every 5 or 6 seconds. If your basic heal is strong enough, you are literally invincible unless the enemy pulls off a one shot critical.

          Recover will only cover 3 out of 4 attacks in succession.

          Cure will only cover half... the boss will attack your party twice before you get off every cure.

          In the event the boss performs two attacks in a row, a player has decent odds of dying. If you played a healer a bit, you'd get what I'm talking about. It doesn't seem like a big deal from a glance, but in actual play, it is a pretty big deal. Cure actually sucks for most scenarios.
          Last edited by Nemurerumori; 10-01-2015, 02:28 PM.

        • Mosaic
          Mosaic commented
          Editing a comment
          Omega

          Crying I just wrote a full thing and lost all of it.

          Condensed version:

          This is the same things I said before, reiterated so that people can see why I didn't include them instead of tucked in a comment. These do seem to be "valid concerns" and thus, are addressed as such. especially since that small comment section became a full "Why Hunt is still Useful" discussion.

          With Cure it's the cast time not the cool down as well :3

          If you have more concerns or issues, please post them. Maybe a few of them [Like the one on reflect] will be something I did forget and needs to be penned in :3

          Apologies if you feel attacked when you're wrong.
          Last edited by Mosaic; 10-01-2015, 02:46 PM.

        • CloudSin
          CloudSin commented
          Editing a comment
          Thanks senpai

        #8
        Omega is right.

        You will reach a point in the game where you actually do LESS dps bringing Hunt vs bringing a 3rd offensive ability.

        The meta in this game revolves around 1 turning guild crystals and beating the record for Ultimate Labs. In terms of end game content, thats is pretty much the highest difficulty activities you can do.

        Or for the sake of flexibility, Hunt can be dropped in favor of a second utility. (Ether ex + Purifying Light, Balancing, Heal)


        I too used to enjoy theory crafting numbers in regards to how much damage I can squeeze out as an Archer. Particularly with procs and hunt.

        I too used to advocate for the use of Hunt as a necessary spot in your skill bar.

        But from my personal experience, Hunt is no longer a mandatory skill for an archer.

        And as far as cost issues go, Ether Exchange or Haste fixes that problem.


        This is assuming you have reached end game gear and glass cost distribution and are running difficult content with your guild or competent players.
        Last edited by Berserker; 10-02-2015, 09:52 AM.
        I am a lucky guy to be with the right groups

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        Comment


        • Guest's Avatar
          Guest commented
          Editing a comment
          DPS is a term representing a constant output of damage. you cant have DPS with 3 attacks, as you will run out of cost. the term you are looking for is "burst".

        • Jay
          Jay commented
          Editing a comment
          Lancers do burst damage, not archers

        • Berserker
          Berserker commented
          Editing a comment
          @vzreo

          I wanted to correct you but you're not worth the argument.

        #9
        No one wants to be next to me in quests.. *cries*

        Comment


        • Mosaic
          Mosaic commented
          Editing a comment
          Or Carmine is next to you :^)

        • Dahlia
          Dahlia commented
          Editing a comment
          ^^^^^This

        • Tesuna
          Tesuna commented
          Editing a comment
          Fujin Shinatobe Dahlia fine... ill swap out my heavens breath of loyalty :X

        #10
        Updated and added a section towards the end CloudSin :3


        If you have more questions please ask!
        Sleeper.

        Comment


        • CloudSin
          CloudSin commented
          Editing a comment
          Hmmm just like you said, it is situational. Sometimes I feel HCS would be better than IS and vice versa ;T... I guess I'll just need to experiement a little more for now =w=

        • Mosaic
          Mosaic commented
          Editing a comment
          @CloudSin

          If you want my hard reccomendation:

          HCS for PvE unless you're not taking hunt then IS

          HCS for Crystal Assault if your fourth is a buff.

          IS for PvP.

        • CloudSin
          CloudSin commented
          Editing a comment
          Ah ic, as of now I'm the top dps in my guild and we're more casual so we usually don't have more than 5 on at a time... So i'm usually opening front line so I'll probably take IS xP

        #11
        so i have a question. i only have 1 fatal and 5 dead eyes, is that a bad thing? Am i missing out a lot not being about to use IS?

        Comment


        • CloudSin
          CloudSin commented
          Editing a comment
          HCS and IS are about the same. It's very situational. I find HCS to be more safe and reliable but IS has a really fast cast animation and you don't need hunt either, though at the same time the misses can be so horrible ;-;. Anyway, you're perfectly fine without IS. LS and HCS is perfectly fine.

        • Mosaic
          Mosaic commented
          Editing a comment
          IS isn't NEEDED. As Cloud said below.

          You are not missing out on a lot of things, as when you want to finish off with IS, a good proc usually isn't too needed either.

        • boltthecat
          boltthecat commented
          Editing a comment
          thanks guys!

        #12
        Hi,
        I've been reading this guide since I started playing, a very nice guide

        I have a question about cost allocation on archers.

        I am lv100 at the moment, my cost allocation is 156 86 86 174 with 6 cost remaining.
        I read about how archers should have 6 3 3 6 ratio on gears, but this would make more remaining cost available for me when I got to higher level.

        I do not have high cost weapons atm. What should I do?

        Mosaic : maybe a little update for the guide?

        Comment


        • Mosaic
          Mosaic commented
          Editing a comment
          This is super funny you just said that, since I indeed like just updated it! I did not include a section of that, so I will tag you in it when I do <!>

        • Mosaic
          Mosaic commented
          Editing a comment
          https://forum.a-tm.co.jp/forum/uniso...794-archer-102

          I added it, if you have further questions it's best you comment over there so I can have better access with edits and such c:

        • hebemaru
          hebemaru commented
          Editing a comment
          yayyyyy
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