![]() These are my skills at level 67, which seem to serve me rather well. ![]() Expect a lot of your gold to go to upgrading and obtaining astrals, so save up your exchange points for things like Holy Force (PATK) and Enhanced Determination should you need either while playing. This is what my standard astrals are at level 60: PATK, Crit, PDEF, MDEF, Determination and Goddess Blessing (purple or higher versions of all), though the critical astrals are always PATK, Crit and Determination. Archers depend on critical hits to generate extra rage to use skills, and Will Destroyers of all kinds disable critical hits. ![]() DO NOT EQUIP ANY VERSION OF WILL DESTROYER! To do so will weaken the character so much as to be almost unplayable. For archers, PATK and Crit are the primary stats, so make sure to have these two constantly equipped. Should I reach level 70, will continue this section.Īs of level 25, the astral panel unlocks and adds another way for players to boost their statistics. These two dungeons will likely be where the archer will need to grind to obtain the items to synthesize level 50/60 equipment and legendary stones.īy this point, the archer should be closing in on all skills, and likely able to tank dungeons 10 or more levels lower than their own in Nightmare difficulty. Expect your party mates in Garden of Death and Moonevil Den to want you to use Scatter Shot frequently to avoid party wipes against the bosses, so make sure you have at least one point in that skill. Talents open to further allow slowing of level gain so the player can catch up on various aspects ( building and research upgrades, for example), which is better dealt with by Ginger's guide. The level 35 arena set is relatively easy to obtain, and adds an additional 30 starting rage when 3 of the 4 pieces are equipped.įrom level 50 to 70 is where the biggest variety of archer builds can be found, from those focused on Player vs Player (PvP), World Boss (WB), and those concentrated on the environment and multiplayer dungeons (PvE). Ideally from level 20 and onwards, an archer should be looking for opportunities to obtain full equipment sets, either from grinding catacombs or through the arena shop. Personally I more or less rushed, and took a while to develop later after reading Ginger's excellent slow levelling guide here: ![]() This point is where the player has to decide whether to rush up to level 45/50 or take it slow. As you have until level 24 to reset your skills, play around with them a bit, see what you like, but have as many unlocked as you can, or plan for future development. Do not use socketing rods that you receive, as you'll want them for later equipment (usually level 40/50 legendary or level 55 sets for left side, ring and jewelry level 50 sets and higher). During this time, attempt to clear all quests and campaign stages regardless of if you have stamina left to open things for your first several days of play. In the beginning levels (more or less until level 20) expect that gear will be whatever you are lucky enough to obtain as drops from defeated enemies. Expect to be placed in the rear row often in multiplayer parties, especially if one or more knights are present. Your team mates will look to you to inflict rapid, heavy damage to enemies, to boost the damage output of the group in general, and with time, to remove pesky buffs your enemies use. If you wish to take a beating as tank or if you want to throw spells, this is not the class for you, although you can with time and effort work towards being a tank as an archer. The role of this class is more or less straightforward, damage and multiple negative effects on enemies. Feel free to ignore portions or all of this treatise, as you are the one playing the character, not me. That and to contribute to internet pollution. The point of this guide is to help archer players to be better than just attempting to feel their way through things, as I did until doing some research.
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