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(→‎Ongoing Debates: double shot is removed, only left arrow blow)
 
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{{All Game Nav|game=MapleStory|custom={{MapleStory/TOC}}{{MapleStory/TOC/Jobs}}{{MapleStory/TOC/Jobs/sub|Bowman}}}}
{{Header Nav|game=MapleStory|custom={{MapleStory/TOC/Jobs}}{{MapleStory/TOC/Jobs/sub|Bowman}}}}
 
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==Stat build==
==AP Build==
Unlike other classes, Bowmen do not have any "special" stat distributions. Nearly everyone just follows the following formula:
It is best to add all your points into DEX. Luckily, the Auto-Assign can do that.


Bowman: STR = level + 5
==Skill Build==
XBowman: STR = level
===First Job===
*Skills:
**Critical Shot (20)
**Archery Mastery (15)
**Arrow Blow (20)
**Double Jump (10)
;Optimal build
First, add 1 point into Arrow Blow and 3 into Double Jump, the latter for mobility. Max Double Jump for the extra jumping distance. Next, max Archery Mastery for the extra shooting distance, as well as Speed and Avoidability. Next, max Critical Shot for the extra Critical Rate. Finally, raise Arrow Blow to 19, as chances are, you won't be using it much in the next job advancement.


What does this mean?
Note, for the skill tables, the numbers are listed respectively. For example: Double Jump, Archery Mastery|1, 2|10 (Max), 2| means Double Jump has 1 SP added, totaling to 10, and Archery Mastery has 2 SP added, totaling to 2.


{| border="2" cellpadding="5"
{|{{prettytable|notwide=1}}
!Level !! Bowmen Str !! XBowmen Str
!Level!!Skill!!New SP!!Total SP
|-
|10||Arrow Blow, Double Jump||1, 3||1, 3
|-
|11||Double Jump||3||6
|-
|-
|20 || 25 || 20
|12||Double Jump||3||9
|-
|-
|25 || 30 || 25
|13||Double Jump, Archery Mastery||1, 2||10 (Max), 2
|-
|-
|30 || 35 || 30
|14||Archery Mastery||3||5
|}
 
And so on. Pretty simple stuff.
 
Luck should ''' ALWAYS''' be 4, and INT should '''ALWAYS''' be 4. If you started with 5 luck or int, you won't be perfect, but you won't be too bad off either, But a '''perfect''' archer has 4 points.
 
Everything else goes into DEX.
 
There are Strengthless Archers, who use a war bow until level 35, where they get a Maple Bow, and at 43 use a Maple Soul Searcher. The last strengthless bow is the level 65 Bow of Magical Destruction. The problem with this is that the few bows are all very rare and thus cost massive amounts. In addition, unlike an assassin, Dex doesn't do as much for an archer as LUK does for a sin, so these really aren't worth the trouble.
 
Additionally, other archers opt for an "early high str" build, by getting off of maple island with 25 dex and 35 str, and then they use a melee weapon till level 16 (increasing only dex). In the long run however, this build ends up just like the cookie cutter.
 
== First Job Skill Build==
The main decision required when going down the path of an archer, is whether or not to get Final Attack.  The choice of going FA or FAless will have an impact on how many skill points are allocated for each skill, even in the first job, so you must choose early. If you want FA, then choose the FA Build. If you don't want it, choose the FAless build. For more info on Final Attack, checkout [[#The Greater Archer Debate: FA or FA-less? | The FA or FA-less Debate]].  As Bowmen and Crossbowmen are very similar in skills, the basic build for both classes is the same.
 
Irrespective of whether you choose to have Final Attack or not, the first job build is essentially the same. For the most part, order does not matter, as long as the skill points end up in the right place at level 30. Here is a general path archers with little money should go down:
* 3 {{MapleStory/Skill|Bowman|Archer|The Blessing of Amazon}} (to unlock Eye)
* 8 {{MapleStory/Skill|Bowman|Archer|Eye of the Amazon}}
* 20 {{MapleStory/Skill|Bowman|Archer|Critical Shot}}
* 1 {{MapleStory/Skill|Bowman|Archer|Arrow Blow}} (to unlock Double Shot)
* 20 {{MapleStory/Skill|Bowman|Archer|Double Shot}}
* 9 {{MapleStory/Skill|Bowman|Archer|Focus}}
 
With this build, Range is maxed immediately, allowing you to stay away from the monsters and prevent being hit. Critical Shot is maxed next, adding to average damage but still saving money on MP. Double Shot is next, as by this time enough funds should have accumulated that MP potions won't be a problem. Focus is merely to hold the remaining points left over, though the Avoidability it adds is useful.
 
Those who are rich by level 10, through funding from another character or by finding a scroll early, can choose to go the more expensive path and max their active skills first.  They would max Double Shot as soon as possible, and then max Critical Shot for the most damage as soon as possible, at the expense of range and lots of money spent on mana potions. Range should always come first, though.
 
== Second Job Skill Builds ==
After completing the first job, the second job unlocks many new powerful skills.  Unlike the first job build order here is important, as it takes much longer to get to level 70.  Having chosen between getting Final Attack or not, you should now execute your decision and follow the appropriate section.
 
=== Final Attack Build ===
If choosing to raise Final Attack in the second job, this is how your skills will look like after you are done with them.
 
{|table border="1" cellpadding="5" cellspacing="0" align = "left"
|+ '''First Job Build (FA archer)'''
|{{MapleStory/Skill|Bowman|Blessing of Amazon}} || 3
|-
|-
|{{MapleStory/Skill|Bowman|Eye of Amazon}} || MAX (8)
|15||Archery Mastery||3||8
|-
|-
|{{MapleStory/Skill|Bowman|Critical Shot}} || MAX (20)
|16||Archery Mastery||3||11
|-
|-
|{{MapleStory/Skill|Bowman|Focus}} || 0 or 9
|17||Archery Mastery||3||14
|-
|-
|{{MapleStory/Skill|Bowman|Arrow Blow}} || 10 or 1
|18||Archery Mastery, Critical Shot||1, 2||15 (Max), 2
|-
|-
|{{MapleStory/Skill|Bowman|Double Shot}} || MAX (20)
|19||Critical Shot||3||5
|}
 
{|table border="1" cellpadding="5" cellspacing="0"
|+ '''2nd Job FA Build'''
|{{MapleStory/Skill|Bowman|Mastery}} || 19
|-
|-
|{{MapleStory/Skill|Bowman|Final Attack}} || MAX (30)
|20||Critical Shot||3||8
|-
|-
|{{MapleStory/Skill|Bowman|Booster}} || 15
|21||Critical Shot||3||11
|-
|-
|{{MapleStory/Skill|Bowman|Soul Arrow}} || 5
|22||Critical Shot||3||14
|-
|-
|{{MapleStory/Skill|Bowman|Arrow Bomb|Bomb or IA}} || MAX (30)
|23||Critical Shot||3||17
|-
|-
|{{MapleStory/Skill|Bowman|Power_Knock-Back|PKB}} || MAX (20)
|24||Critical Shot||3||20 (Max)
|-
|-
|Free Point || 2
|25||Lightning Punch||3||4
|}
 
;Build Order
* 1 {{MapleStory/Skill|Bowman|Arrow Bomb|IA or Bomb}}
* 19 {{MapleStory/Skill|Bowman|Mastery}}
* 6 {{MapleStory/Skill|Bowman|Booster}}
* 2 {{MapleStory/Skill|Bowman|Soul Arrow}}
* 30 {{MapleStory/Skill|Bowman|Final Attack}}
* +14 {{MapleStory/Skill|Bowman|Arrow Bomb|Bomb or IA}} (for 15 Bomb total)
* Save up 10 to 15 points, and get +15 {{MapleStory/Skill|Bowman|Arrow Bomb| Bomb or IA}} (for 30 Bomb total)
* 20 {{MapleStory/Skill|Bowman|Power Knock-Back}}
* 15 {{MapleStory/Skill|Bowman|Booster}} and 5 {{MapleStory/Skill|Bowman|Soul Arrow}}
 
Variations: You can get 20 PKB instead of saving up points. Some people opt for a longer booster/SA combo earlier, and get 9 booster and 3 Soul Arrow.
 
=== FA-Less Build ===
{|border="1" cellpadding="5" cellspacing="0" align = "left"
|+ '''First Job Build (FALess archer)'''
|{{MapleStory/Skill|Bowman|Blessing of Amazon}} || 3
|-
|-
|{{MapleStory/Skill|Bowman|Eye of Amazon}} || MAX (8)
|26||Lightning Punch, Flash||3||7
|-
|-
|{{MapleStory/Skill|Bowman|Critical Shot}} || MAX (20)
|27||Arrow Blow||3||10
|-
|-
|{{MapleStory/Skill|Bowman|Focus}} || 9
|28||Arrow Blow||3||13
|-
|-
|{{MapleStory/Skill|Bowman|Arrow Blow}} || 1
|29||Arrow Blow||3||16
|-
|-
|{{MapleStory/Skill|Bowman|Double Shot}} || MAX (20)
|30||Arrow Blow||3||19
|}
|}


{|border="1" cellpadding="5" cellspacing="0"
===Second Job Skill Builds===
|+ '''2nd Job FA-Less Build'''
After completing the first job, the second job unlocks many new powerful skills.  Unlike the first job build order here is important, as it takes much longer to get to level 60.  Having chosen between getting Final Attack or not, you should now execute your decision and follow the appropriate section.
|{{MapleStory/Skill|Bowman|Mastery}} || 19
 
===Final Attack Build===
 
 
{|table border="1" cellpadding="5" cellspacing="0"
|+ '''2nd Job FA Build'''
|{{MapleStory/Skill|Bowman|Hunter|Mastery}} || MAX(10)
|-
|-
|{{MapleStory/Skill|Bowman|Final Attack}} || 0 (none)
|{{MapleStory/Skill|Bowman|Hunter|Final Attack}} || MAX (20)
|-
|-
|{{MapleStory/Skill|Bowman|Booster}} || MAX (20)
|{{MapleStory/Skill|Bowman|Hunter|Booster}} || 10
|-
|-
|{{MapleStory/Skill|Bowman|Soul Arrow}} || MAX (20)
|{{MapleStory/Skill|Bowman|Hunter|Soul Arrow}} || 10
|-
|-
|{{MapleStory/Skill|Bowman|Arrow Bomb|Bomb or IA}} || MAX (30)
|{{MapleStory/Skill|Bowman|Arrow Bomb|Arrow Bomb}} || MAX (20)
|-
|-
|{{MapleStory/Skill|Bowman|Power_Knock-Back|PKB}} || MAX (20)
|{{MapleStory/Skill|Bowman|Physical Training|Physical Training}} || MAX (5)
|-
|-
|{{MapleStory/Skill|Bowman|Focus}} (from first job) || MAX (20)
|{{MapleStory/Skill|Bowman|Quiver Cartridge|Quiver Cartridge}} || MAX (1, automatically assigned, does not affect total SP)
|-
|-
|Free Point || 1
|{{MapleStory/Skill|Bowman|Covering Fire|Covering Fire}} || MAX (10)
|}
|}


;Build Order
;Build Order
* 1 {{MapleStory/Skill|Bowman|Arrow Bomb}} or {{MapleStory/Skill|Bowman|Iron Arrow}}
* 1 {{MapleStory/Skill|Bowman|Arrow Bomb|Arrow Bomb}}
* 19 {{MapleStory/Skill|Bowman|Mastery}}
* 1 {{MapleStory/Skill|Bowman|Covering Fire|Covering Fire}}
* 6 {{MapleStory/Skill|Bowman|Booster}}
* 10 {{MapleStory/Skill|Bowman|Hunter|Mastery}}
* 2 {{MapleStory/Skill|Bowman|Soul Arrow}}
* 6 {{MapleStory/Skill|Bowman|Hunter|Booster}}
* +14 {{MapleStory/Skill|Bowman|Arrow Bomb}} or {{MapleStory/Skill|Bowman|Iron Arrow}} (for 15 IA/Bomb total)
* 20 {{MapleStory/Skill|Bowman|Hunter|Soul Arrow}}
* Save up 10 to 15 points, and get +15 Bomb (for 30 Bomb total){{MapleStory/Skill|Bowman|Arrow Bomb}} or {{MapleStory/Skill|Bowman|Iron Arrow}}
* 5 {{MapleStory/Skill|Bowman|Hunter|Physical Training}}
* 20 {{MapleStory/Skill|Bowman|Power Knock-Back}}
* 20 {{MapleStory/Skill|Bowman|Hunter|Final Attack}}
* Max out {{MapleStory/Skill|Bowman|Focus}}, {{MapleStory/Skill|Bowman|Soul Arrow}}, and {{MapleStory/Skill|Bowman|Booster}} at the same time.
* +19 {{MapleStory/Skill|Bowman|Arrow Bomb|Arrow Bomb}} (Max Bomb)
* Free Point is spent in {{MapleStory/Skill|Bowman|Mastery}} or {{MapleStory/Skill|Bowman|Blessing of Amazon}}
* +5 {{MapleStory/Skill|Bowman|Covering Fire|Covering Fire}} (Level 6)
* +4 {{MapleStory/Skill|Bowman|Hunter|Booster}} (Max Booster)
* +3 {{MapleStory/Skill|Bowman|Covering Fire|Covering Fire}} (Level 9)
 
Variations: Some people opt for a longer booster/SA combo earlier, and get 10 booster and 3 Soul Arrow.


== Third Job ==
;Explainations
*1. A bowman is a job that in the beginning of first job, has mobbing skills. Adding your first skill point into the mobbing skill is needed for a bowman to strike many monsters. Bowman's have random damage in the beginning of the game and usually hit extremely high to average. Maxing out mastery is needed to balance out this weakness of bowmans. With critical, the range of bowman attacks will be even larger making Mastery and Expertise crucial to any bowman.
*2. Booster, for bowmans, increases speed of attack, but increased level doesn't effect the speed that comes with it. Leveling booster up to six would make it so that booster doesn't run out so quickly, but still have a fairly good attack speed.
*3. Leveling up Arrow Bomb at the start is a waste of money. Instead, letting it be level 20 at the end is the best efficient plan. Level 1 allows it to be your first mob skill and 20 is its maximum level to defeat stronger monsters at higher levels. You do not need to be that strong at low levels.
*4. Soul Arrows also increase your total Attack, increasing your damage. Also increases your duration, so instead of levelling Arrow Bomb you can add Soul Arrow first to increase damage.
*5. Physical Training is needed as it boosts 30 Strength and Dexterity, indirectly increasing your damage.
*6. Finally, contribute all points into covering fire, and booster at the same time. Covering Fire is the only move that improves with levels, so focus your attention on covering fire but leave it at Level 6 first since Level 7 requires 5 MP for the skill instead of 3. Level booster too. You should max all moves except covering fire by level 60 as it is used mostly as a mobility skill with its terrible damage of 100% at Level 9, which is quite useless by the time you reach 3rd Job as you will get way better skills.


=== Currently Agreed points about 3rd job ===
==Third Job==
===Currently agreed points===
*All 3rd job archer skills are great, which makes the 3rd job builds difficult, since not all skills can be maxed.
*All 3rd job archer skills are great, which makes the 3rd job builds difficult, since not all skills can be maxed.
*Strafe, and Arrow Rain/Eruption are must-max skills. Strafe is both faster and stronger than any other skill you will get, and Arrow Rain/Eruption covers your "minimum range" skill.
*Arrow Blaster is a must-max skill. Arrow Blaster is both faster and stronger than any other skill you will get and with its turret, it can be useful even in 4th job as its speed is the same as hurricane, increasing your hits per second by around 50% easily.
*Mortal Blow is an underrated skill. Its purpose is NOT to do its instant kill on the enemy, but instead, to replace the bow whack animation.  
*Mortal Blow is an underrated skill. Its purpose is to do its instant kill on the enemy.
*Arrow Rain/Eruption is extremely useful, and should be put up to at least level 28.
*Focused Fury/Pain Killer both adds abnormal status resistance passively, so they should also be maxed.
*Snipers should get '''ONLY''' 21 Ice Shot. No more, no less. The reason is that it is not best to use Ice Shot as a main mob attack, but to freeze the mob for 3 seconds. 21 points in Ice Shot is the lowest possible investment to give 3 seconds of freezing.
*To increase survivability, max Hookshot since it gives 40% HP at max level (4% per level)
*Reckless Hunt: Bow may decrease survivability (-40% DEF) but its damage boost is great (40 ATT, 40% Damage)
*The minimum build for 3rd job archer skills:
*The minimum build for 3rd job archer skills:
30 strafe
20 Arrow Blaster
20 mortal blow
15 Marksmanship
30 arrow rain/eruption
<br />20 Focused Fury/Pain Killer
15 eagle/hawk
<br />15 Phoenix/Frostprey
12 puppet
<br />10 Reckless Hunt: Bow
(21 ice shot for snipers)
<br />1 Inferno/15 Explosive Bolt
almost all archers would have at least theses skills, and they form the most basic build for any 3rd job archer. How the rest of the skill points are allocated depends on the player, and they are covered in the following section.
<br />10 Hookshot
<br /> Minimum 1 Evasion Boost
Almost all archers would have at least these skills, and they form the most basic build for any 3rd job archer. How the rest of the skill points are allocated depends on the player, and they are covered in the following section.


==== Debates ====
===Plausible Skill Builds===
;Thrust Debate (no thrust, 5/10 thrust, 20 thrust)
Note: These are not really well-written and that it is not limited to just these skill builds.
Thrust is well known to be a good skill. The problem with the skill is that it is passive, meaning it is permanent, and according to various sources, it becomes next to impossible to go through levels while having a massive speed boost that cannot be deactivated. The "thrustless" party claims that thrust is totally unnecessary, as speed equips can do the same, and the skill points are better spent on a more powerful skill. 5 thrust makes the point that the last few points of all 3rd job skills are extremely inefficient, and the difference of not-maxing skills and maxing skills is not much.
:All archers agree that maxing Thrust is a bad idea. Most would say that any Thrust is a bad idea. The maximum speed any class can have (on foot) is 140%, or +40 speed. With scrolling of shoes and overalls, Haste from Thieves, and speed items like the Golden Hinkel (+10 Speed), Dark Arund (+10 Speed), and Metus (+12 Speed), it is feasible that maximum speed can be reached any number of ways besides wasting SP on Thrust.


;Inferno Debate (Rangers only)
====Ranger====
Inferno is an attack that, when maxed, does 150% fire damage to 6 enemies. This is more powerful than Arrow Bomb and has the added advantage of not stunning mobs. This means that monsters weak to fire will get hurt 225% damage (150% * 1.5 elemental damage), while monsters strong to fire will resist the damage by the same 1.5 rate, but in reverse. That means that if the max damage is 150%, a fire-based enemy would receive 150% divided by 1.5, which is 100%.
;Build A (Recommended for funded)
#Arrow Blaster (20) - Must max since you will still use it even at 4th Job.
#Marksmanship (20) - Additional Damage
#Inferno (20) - May be good for its damage overtime
#Phoenix (10) - Summon skill, additional damage
#Focused Fury (20) - Increase status resistance
#Reckless Hunt:Bow (10) - While you lose 40% DEF, you damage taken increases barely like around 15% more? And then you get 40% damage and 40 ATT boost.
#Hookshot (10) - More HP and mobility
#Mortal Blow (4) - Instant Kill chance only instantly kills monster below the HP limit and the chance is too low to even activate. By then you would have already killed the monster before the skill could even activate.
#Evasion Boost (10) - Dodge rate increase and 100% critical rate if you dodge


Additionally, Arrow Rain does more damage than Inferno. Supporters demonstrate that Inferno is an arrow based attack, while Rain is an area based attack; they have different uses. Inferno is a ranged attack, and can hit monsters across the screen. Rain on the other hand, can only hit monsters in the immediate vicinity. Granted, the horizontal range for Rain is still massive, but not as massive as Inferno's horizontal range.
;Build B (Recommended for unfunded)
#Arrow Blaster (20) - Must max since you will still use it even at 4th Job.
#Marksmanship (20) - Additional Damage
#Inferno (20) - May be good for its damage overtime
#Phoenix (10) - Summon skill, additional damage
#Focused Fury (20) - Increase status resistance
#Reckless Hunt:Bow (10) - While you lose 40% DEF, you damage taken increases barely like around 15% more? And then you get 40% damage and 40 ATT boost.
#Hookshot (10) - More HP and mobility
#Mortal Blow (10) - Instant Kill chance instantly kills monster below the HP limit and the chance is quite reasonable to activate for high levels.
#Evasion Boost (4) - Dodge rate increase and 100% critical rate if you dodge. However your 4th job Illusion Step gave 30% dodge rate no matter what and this skill increases only the base dodge rate. Level 1 evasion boost also gives you 100% critical chance after dodging.


Another argument for Inferno is that the fact that it can't stun/freeze or otherwise cause flying enemies to sink posing a threat to those below makes it a great skill for destroying the minions summoned by Zakum and other bosses.
;Variations
Evasion Boost and Mortal Blow are deemed as the 'optional' skills since their impact is not really heavy.
*Mortal Blow instant kill monsters below 30% HP at 10% chance, so if you deal very good damage you would have instantly killed the monster. If 1 hit takes away about 60% of the monster's HP, the monster will never go below 30%, rendering this skill useless since if you hit again the monster simply dies (120% of HP taken off)
*Mortal Blow does not work on boss monsters (such as Knight C/D/E in Future Ereve)
*Evasion Boost increase may be too insignificant. Average dodge rate at low pevel is about 25% at 1000 avoidability. Level 4 evasion boost gives 18% more so the total evasion rate is about 29.5% but Level 10 evasion boost gives only 30% more which makes it 32.5% in total, which is 3% extra for every 25% base evasion rate.
*Critical rate boost after dodge is the same for all levels.
*When you hit 100% critical rate this skill is almost useless (apart from evasion rate increase, which is insignificant).


Inferno is obviously quite strong on monsters weak to fire. There are more monsters in the game that are weak to fire than any other element. Some high level monsters that are trained on, like Bains, have a resistance to fire. On the other hand, most monsters in El Nath are weak to fire due to the cold environment. In Ludibrium, there are a few Viking ships that archers generally train on that are also strong to fire. Areas of Leafre in the Ice Mountain are full of monsters weak to fire. So there would be a wide variety of monsters Inferno would be useless to, and still a good variety of monsters that Inferno would be the best mob skill in the game.  
====Sniper====
#Marksmanship (20) - Increase damage
#Hookshot (10) - Increase HP and mobility
#Pain Killer (20) - Increase status resistance
#Reckless Hunt:Crossbow (10) - With Aggressive Resistance, 50% avoidability makes you vulnerable to get hit about 50% more often but damage taken is reduced by Aggressive Resistance anyway. Boost critical damage.
#Dragon's Breath (9) - Level 10 Dragon Breath costs more MP for a miniscule damage boost
#Aggresive Resistance (10) - 60% damage reduction, which increases survivability by alot.
#Frostprey  (10) - Summon, increase damage
#Mortal Blow (5) - Damage is so high you do not really need this skill to kill the monster.
#Explosive Bolt (20) - Deals ridiculously high damage to the first target (700% base +200% first target)
#Evasion Boost (10) - Dodge rate increase helps to cover part of the lost evasion due to reckless hunt.


===Outdated Builds===
These builds are remained here as they are references to the above builds, to a certain extent. The above builds are also adjusted after taking into account current game state and the olden game state.


;Puppet Debate (18 Puppet vs. 20 Puppet)
====Springers' build====
While a relatively minor debate over a measly 2 skill points, archers know that they must spend every skill point as wisely as possible. Both 18 and level 20 puppet last for a full minute, but level 20 puppet has 6000 HP instead of 5000. 5000 HP for a puppet is a lot, as puppets have godly defense. People for Level 20 Puppet feel that perhaps a new monster in the future will be released, and that 1000 extra HP points could mean the world. Level 18 puppet supporters claim that barely any monsters can take out a level 18 puppet before time runs out anyway. Some even advocate a lower level, like 10 or 12.
This is a possible but untested build for a Ranger:
#Strafe(20) - Must-max skill, main attack -
#Arrow Rain(20) - Good for closer ranges-
#Inferno(20) - Elemental advantage on some monsters, long range mob skill -
#Phoenix(10) - High chance of stun, pre-requisite for Phoenix -
#Puppet(10) - Must-max skill, makes you able to actually survive as well as taking less damage at 4th job (Elite Puppet)-
#Mortal blow(15) - Insta-kill and recover HP and MP= YAY -
#Evasion Boost (10) - Critical hit for 1 sec after dodging! -
#Drain Arrow (10) - Lesser pot consumption, time to save $$$! -
Springers,Demethos, GlobalMS


;Hawk/Eagle Debate (16 vs. 21 vs. 29 SP points)
====IsaacGS's Third Job Build====
Hawk's stun rate is 90% at level 16, 95% at level 21, and 99% at level 27. Additionally, the amount of hits Hawk gets before it disappears goes up as well, so many archers are planning to get at least 21 hawk. Level 29 hawk/eagle may seem like a waste at first; however, it can be viewed that whenever level 21 would have missed, level 29 had a 80% chance of working, and if level 16 would have not stunned, level 29 would have a 90% chance of working. The main argument is that in one-on-one combat, like when fighting a Gatekeeper, the difference between stun and no stun can mean the difference between life and death. Also, with the advent of fourth job, a minimum of 15 Hawk is required in order to be able to get the Phoenix summon at all. This has become one of the most hotly contended points in the community as of late.
For Rangers:
#Strafe (20)
#Arrow Rain (20)
#Inferno (20)
#Phoenix (10)
#Puppet (10)
#Mortal Blow (15)


;Inferno or Mortal Blow
There are 124 points available for Third Job, levels 60 to 100.
With so many good skills, some archers feel that they need to cut corners to cover all the skills necessary. Since a minimum of 5 Mortal Blow is required to access Arrow Rain, that gives a 40% activation rate, which is sufficient to some. Others say to get it to 10 or 11, which gives a 50%-52% activation rate. With new Fourth Job Skills like Dragon Pulse, which can push monsters away at a 100% success rate, some feel it is worthless now. Inferno, with all the strengths and weaknesses listed above, is often filled with points that would go into Mortal Blow.
Some skills are practically required. Strafe, Arrow Rain, Puppet, and Hawk are very important skills. Strafe becomes the primary attacking skill practically as soon as it is acquired. Arrow Rain is great for attacking monsters located above or below, and it's also good for attacking when monsters mob around. The best use for both Rain and puppet is to use Rain to aggravate monsters and then setup a puppet outside of their reach. Inferno serves this purpose well also. For characters with Final Attack, level 20 inferno has the same 130% damage as Arrow Bomb, making it a good option on Fire neutral monsters, and much more powerful on fire weak ones. Phoenix, when used in one on one combat, practically renders a monster helpless at max. It can launch another attack to re-stun monsters before their old stun wears off, making them unable to react. Mortal Blow provides a good backup in case monsters spawn too close. Thrust, while not a ''bad'' skill, is by far the worst in the ranger skill book.
 
===IsaacGS's Third Job Build===
For Rangers:
#Strafe (30)
#Arrow Rain (30)
#Inferno (30)
#Silver Hawk (29)
#Puppet (20)
#Mortal Blow (12)
There are 151 points available for Third Job, levels 70 to 120.
Some skills are practically required. Strafe, Arrow Rain, Puppet, and Hawk are very important skills. Strafe becomes the primary attacking skill practically as soon as it is acquired. Arrow Rain is great for attacking monsters located above or below, and it's also good for attacking when monsters mob around. The best use for both Rain and puppet is to use Rain to aggravate monsters and then setup a puppet outside of their reach. Inferno serves this purpose well also. Hawk, when used in one on one combat, practically renders a monster helpless at max. It can launch another attack to re-stun monsters before their old stun wears off, making them unable to react. Mortal Blow, while not maxed, still provides a good backup in case monsters spawn too close. Thrust, while not a ''bad'' skill, is by far the worst in the ranger skill book.


For Snipers:
For Snipers:
#Strafe (30)
#Strafe (20)
#Arrow Eruption (30)
#Arrow Eruption (20)
#Blizzard (21)
#Blizzard (15)
#Golden Eagle (30)
#Frostprey (10)
#Puppet (20)
#Puppet (10)
#Mortal Blow (20)
#Mortal Blow (15)
There are 151 points available for Third Job, levels 70 to 120.
There are 124 points available for Third Job, levels 60 to 100.
Some skills are practically required. Strafe, Arrow Eruption, Puppet, and Hawk are very important skills. Blizzard is only useful for the freezing aspect, so 21 points (3 seconds of freeze) is good enough. Strafe becomes the primary attacking skill practically as soon as it is acquired. Arrow Eruption is great for attacking monsters located above or below, and it's also good for attacking when monsters mob around. The best use for both Eruption and puppet is to use Eruption to aggravate monsters and then setup a puppet outside of their reach. Eagle, when used in one on one combat, practically renders a monster helpless at max, though it is not as important for Snipers since they can freeze with a 100% chance. It can launch another attack to re-stun monsters before their old stun wears off, making them unable to react. Mortal Blow provides a good backup in case monsters spawn too close. Thrust, while not a ''bad'' skill, is by far the worst in the Sniper skill book.
Some skills are practically required. Strafe, Arrow Eruption, Puppet, and Hawk are very important skills. Blizzard is only useful for the freezing aspect, so 21 points (3 seconds of freeze) is good enough. Strafe becomes the primary attacking skill practically as soon as it is acquired. Arrow Eruption is great for attacking monsters located above or below, and it's also good for attacking when monsters mob around. The best use for both Eruption and puppet is to use Eruption to aggravate monsters and then setup a puppet outside of their reach. Eagle, when used in one on one combat, practically renders a monster helpless at max, though it is not as important for Snipers since they can freeze with a 100% chance. It can launch another attack to re-stun monsters before their old stun wears off, making them unable to react. Mortal Blow provides a good backup in case monsters spawn too close. Thrust, while not a ''bad'' skill, is by far the worst in the Sniper skill book.


== Anti-Builds ==
====TruZen's Third Job Build (Sniper)====
#Strafe (20)
#Eruption (20)
#Snapfreeze Shot (15)
#Frostprey (10)
#Puppet (10)
#Mortal Blow (15)
#Evasion Boost (10)
I agree with IsaacGS on many points, but I really do feel that evasion boost can't be denied. You'll notice that I withdrew points from Frostprey. A 100% success rate of stunning isn't a huge difference from a 100% chance. The same goes for a 20 second drop in duration of frostprey and a 10 hit drop. The biggest deterrent is that frostprey can't be controlled on which enemy it hits. Snipers have Snapfreeze shot which can compensate for the loss of stuns (elemental monsters depending).
A 30% dodge increase can eliminate the reliance on pills and def equips/weapons. Elimination of pill reliance will save money and there are still 3 different types of Neschere (100 xbow). Only one of the 3 types adds speed.


When newbies begin this game, they come in and think they can do better than the guide. This should be encouraged, but if you wish to wander from the path, at least know which paths that you should be warned against. Now the following are all controversial whether or not they are bad or not, but they aren't the cookie cutter for a reason.
====DragonForceX's Ranger Build====
#Strafe (20)(MAX)
#Mortal Blow (5)
#Arrow Rain (20) (MAX)
#Puppet (5)
#Frostprey (10)
#Puppet (10)(MAX)
#Mortal Blow (15)(MAX)
#Evasion Boost (10)
#Inferno (15)


However, if an archer is willing to sacrifice power, speed, efficiency, for uniqueness, go ahead with one of these builds.
I totally agree with TruZen's build, but I'm just here to edit the order a bit. The skills which are required for survival are Strafe, Arrow Rain, Puppet and Golden Eagle. First, max Strafe, which is a HUGE improvement from Double Shot. Then, put 5 on Mortal Blow because it is a pre-requisite for Arrow Rain. Max Arrow Rain then, because it is a mob skill which can still be used at close ranges. 5 Puppet comes next, once again for a pre-requisite, for Frostprey. Put 10 on Frostprey which has a sufficient 100% freeze rate which is extremely helpful. Next you finish off Puppet, which is essential for survival, when you're not partied with a DK with HB. Your puppet has godly defense, so it ensures safety. Mortal Blow comes next and it is helpful when a strong monster suddenly spawns right onto you and Puppet can't save you. Evasion Boost isn't too essential, but its still useful as it allows you to use your scrolls on something else, and its also feels better when you know you can dodge more than anyone else. Inferno comes last, because in my opinion, it is the most useless skill. Apart from being long ranged and having a possibility of an elemental advantage, the damage is pathetic, and cannot be used close ranged like Arrow Rain can.  


=== The max AB build ===
====Trinityblast's Strafeless Third Job Build====
DS has been proven time and time again to be stronger, contrary to the information that Wizet gives us. DS does 460% damage with critical, while AB does a flimsy 360% with critical. The pros this build has is simply Knockback instead of power; high-leveled enemies don't flinch unless they are hit by one massive hit.
For Rangers:
 
#Strafe (1)
It should be added here that AB and DS have the same "armor break" value. Armor of the monster effects this skill just as much as DS, except DS is still stronger.
#Arrow Rain (20)
 
#Inferno (20)
Note : There seems to be much controversy about these facts. I assure you; they are true. After spending hours shooting Snails, Iron Hogs, and Werewolves; the only conclusion possible is that AB's max damage is 360%, with DS's max damage at 460%. If anyone wishes to contradict this statement; please submit a screenshot of Arrow-Blow doing more than 400% damage with your stat window up. (Ex: Damage Range 300 to 400 damage, a screenshot of AB doing 1600 damage on Snails is all that is necessary to disprove this fact) Thank you.
#Phoenix (10)
 
#Puppet (10)
=== The max AB and max DS build ===
#Mortal Blow (15)
Ah, you hate FA, but now where do you put the points? The obvious choice is into AB. While it seems like a good idea at first, just know that you will only find AB useful at one monster, Cargos (in OMS anyway). Every other monster does not require knockback because they are either too slow, or have suitable sniping spots, or Bomb/FA can handle them fine, or simply: DS would KB them anyway.
#Evasion boost (10)
 
The explanation for this is due to the recent updates in KMS. In KMS, many of the bowmen skills were upgraded, inferno being one of them. Currently in GMS, inferno hits for about 520% with 100% DOT for 6 seconds besides the elemental attribute. In KMS, the updates made inferno upgrade with a 4th job skill, Ultimate Flame Shot. Additionally, it was given a 6 second burn effect that burns the affected monster by 100% of the maximum damage in the damage range per second. This is considered to be of great use on higher HP monsters during 4th job when hurricane is still weak. Whether it is useful once hurricane can mow down monsters is a subject of debate. The reason why this build maxes everything but strafe is because strafe is almost entirely replaced by hurricane. Because bowmen can train with maxing arrow rain alone at typhons after windraidering from level 70-80 until fourth job, it is very easy to forgo strafe without suffering any major consequences training-wise. The build here is highly reliant on the fact that GMS will get the updates that KMS did, but that can be considered questionable.
If you max both, you will find that you will not be using AB that much at all.
 
There are a few rouge archers that go against the crowd and believe AB is better than Focus however.
 
=== The no/low-PKB build ===
While [[User:Dragontamer | Dragontamer]] is going down this build, he recommends no one else follow the path unless they know what they are doing. PKB is one of THE most important skills for an archer. At level 1 and 2, this skill does nearly nothing, but by level 20, you can start killing monsters with reasonable efficiency with this skill, let alone sliding them. PKB is the only melee attack an archer gets till at least level 70, so this skill should not be skipped at all.
 
Again, due to the mysterious nature of PKB, there is no argument that is solid in fact. Despite Wizet's claim of +40% Knockback, PKB does not do +40% knockback, and most arguments bank on this fact. Everything with this debate is purely speculation. No facts or experiments have been gathered.
 
This build replaces the cookie cutter FA build, and gets 2 PKB instead of 20, and max Booster and Soul Arrow.
 
=== The no-Bomb or Iron Arrow or 15 Bomb/Iron Arrow Build ===
Some archers believe Bomb and IA is overrated. While they are welcome to this opinion, at least know what you are missing out on. First off, {{MapleStory/Skill|Bowman|Iron Arrow}} grows '''much''' stronger between level 15 and 30, so do not let level 15 IA fool you in its strength. Same thing for {{MapleStory/Skill|Bowman|Arrow Bomb}}, in addition to the stun. A weak Iron Arrow and Arrow Bomb may suffice in the very short run, but in the long run, maxing is key.
 
Yes, 2x mana does seem like a lot more money spent over nothing, but the higher level you are, the more money you make and the less and less that extra mana costs. These are the *unique* skills that XBowmen and Bowmen get, so do it justice and actually max out these skills.
 
Lets put it this way: when you are level 10, you are glad to have 10k in your pocket, and spending more than 600 mesos was considered an investment.
Then at level 20, you add a zero to that. You are glad to have 50k to 100k in your pocket, and spending more than 6000 mesos is an investment.
 
As you advance in levels, the bigger this difference gets. At high levels (60+) millions are no longer a big figure. And you would gladly spend more on arrow bomb for the massive 30% (Bomb) or 80% (IA) extra damage.
 
== Ongoing Debates ==
 
=== Conclusions of the first Great Archer Debate: AB vs. DS ===
Background: There have been a great many debates on archer forums across many forums. The following conclusion came from the Sleepywood forums, and there is a great amount of evidence behind this conclusion:
 
Double Shot is stronger than Arrow Blow in all circumstances and better than Arrow Blow in almost all circumstances.
 
* Critical is +100%, not 200%, and Critical may occur for every arrow you shoot. Hence maximum damage of Arrow Blow is 260% + 100% = 360%. Maximum damage of Double Shot is (130% + 100%) * 2 = 460%.
* As a result, DS has a higher average damage(~340% damage) than AB(~300%) has, rendering the AB skill weaker for BOTH Hunters and Xbowmen. Furthermore, having only one shot, AB is unstable (dealing either high — 40% chance of 360% damage or low — 60% chance of 260% damage) while DS is more stable with two shots (DS, when activated, has 48% chance to deal average damage, which is one critical and one normal hit, hence the stable damage. Take note that this 'average' damage is 360% damage, equal to a critical shot AB. Furthermore, DS has 16% chance to deal 460% damage, which rocks).
* DS has a higher average damage than AB (340% compared to 300%), a higher max damage (460% compared to 360%), and an equal minimum damage (both 260%).
* On higher-level monsters, DS is still stronger than AB despite the weapon defense of the monster, since defense is applied BEFORE the damage multiplier. This will be discussed more thoroughly in the formulae section.
* Rebuttal: At low levels, i.e. 30, attacking a stone golem with DS often results in 1 damage per arrow. However, AB will produce minimum damages of more than 100 damage. Analysis of this phenomenon indicates that weapon defense is applied AFTER the damage multiplier. Further confirmation can be derived by observation that AB's damage is MORE than 260% of a normal attack, indicating again that defense is applied AFTER the damage multiplier.
* The only saving grace of AB is the ability to knockback. Because AB has higher damage in one hit, it is much easier to flinch higher-level monsters with AB. However, knockback ability alone is not enough to warrant maxing AB instead of DS.
* Despite all the flaws of AB compared to DS
* Arrow Blow gives you 141% damage with just 1 point in it for a cheap-but-effective attack for your first point when you become a Bowman. Pursuing it further makes no sense because Double Shot accomplishes a different effect, and 1 point of AB is complimentary to DS, which you should pursue.
 
Ultimately, it should be noted that regardless of whether a player invested in AB or DS or both, once the player reaches level 70 and invests in Strafe, AB and DS will hardly be used, so even if a player does invest in the "wrong" skill, getting Strafe will more or less rectify that.
 
=== The New Job One Debate: AB vs. Focus vs. Blessing ===
 
Note: This section is currently incomplete.
 
Alright, so we proved that DS > AB, but that still doesn't answer whether to get blessing, focus, or AB for your free 9 points. It should be noted that whatever you do, some archers consider these 9 points to be a waste anyway, so there is no massive disadvantage any way you go. Additionally, just because a build is cookie cutter doesn't mean it is the "best" either.
 
Pros for Blessing:
* Passive -- No worries about casting or anything. Once you place points in here, you forget them, and they will always work to your favor
* Stacks with Cleric's bless -- Unlike focus, Blessing stacks with the skill "Bless" assuming you are with a cleric.
** Rebuttal: It is difficult to find a cleric, and archers hit most targets at 100% accuracy before they can even break the armor of enemies, so accuracy is generally a non-issue.
 
Cons for Blessing:
* Archers have highest accuracy in the game, blessing does virtually nothing for an archer.
* You gain about 2 levels worth of accuracy, every level you gain you basically get free accuracy + the fact you got dex
* Opportunity cost for active Avoidability (aka, focus) or 10 AB.


Pros for Focus:
====Radical Soloing Sniper build====
* Offers a potential of 20 avoid (9 if you go for the 9 focus build).
DISCLAIMER: This build is constructed based on what I know of 3rd job Snipers. I have a crossbowman, which I intend to use this build for.
* Works great in FA-less build, as you can use points in 2nd job to finish off focus.
#Mortal Blow (5)  
Firstly, Mortal blow is required to unlock your 3rd job mobbing skill, Arrow Eruption. Secondly, if you train smartly, monsters can't get close enough to you to trigger a bow-whack.


Cons for Focus:
2.Strafe (20) (MAX)
* Active -- for you lazy people, you have to cast this skill.
** Rebuttal: You don't have to cast it if you don't want to, only cast it if you feel it will make a difference. Example: Stone golems have very low accuracy, so using focus in Stone Golem temple is a good idea. Basically, if you need it, it is there for you.
* Costs MP with no direct offensive output.
** Rebuttal: MP costs is minimal compared to DS.
*You don't max this until 2nd job. Till then, you have 9 focus
** Rebuttal: 9 avoidability is still a lot.
*Opportunity cost for AB if you get Final attack
** Rebuttal: 10 AB without final attack is too pathetically weak to train with
* May increase chance of 'false hit' when used in conjunction with puppet


Pros for 10 AB:
Strafe will be your main solo attacking skill so it is a must max. Strafe can do a maximum of 400% damage and 1200% damage with Critical Shot applied to all 4 arrows. Strafe will also be your main bossing skill.  
* Offers a cheaper alternative to your level 20 DS, 9mp for MSea (someone, check this please was it 9 or 10 ???) and 7 for OMS.
* MP efficiency! This attack has the most MP efficiency of all Bowman skills if you get Final attack.
** Rebuttal: Mana is cheap at level 50 and above, and by that point, killing efficiency takes priority over money-efficiency.
*** Rebuttal-Rebuttal: Bowmen use lots of mana at lower levels and are easily one of the poorest classes early on; having a cheaper skill that still does comparable damage is a nice advantage.
**** Rebuttal^3: There is always "Normal" attack that uses no mana; although it is weaker.
* Best synergy with FA. FA enhances this skill with a lot more damage.


Cons for 10 AB:
3.Puppet (10) (MAX)
* Pathetically weak in comparison to DS.
* In MSEA, level 1 AB costs 6 mana for ??? (MSEA archers, please fill out what the most efficient level for AB is.)
* Opportunity cost for Focus.


=== The Greater Archer Debate: FA or FA-less? ===
Some people think that maxing puppet is a waste of SP. They believe that leaving puppet at 9 is enough. With the release of Time Temple in MSEA, 1k more health for your puppet can't be better. With the release of Elite Puppet, level 10 Puppet is required.
Unlike the AB vs. DS debate, a conclusion has not yet been reached. FA and FA-less have many pros and cons for and against both of them; this coupled with the fact that FA is a very "feel" based attack makes this is a difficult topic to discuss in the archer community.


Just know full well that if you go either FA or FA-less, the other half of the archer population will think you are stupid!
4.Blizzard (1)


Reasons to get Final Attack:
This skill can freeze monsters solid, reducing your dependence on freeze from Frostprey
* You are fine with 5 Soul Arrow and 15 Bow Booster.
** This should probably be explained in more depth. Soul Arrow and Bow Booster work as timer skills. Adding points to them does not increase their effectiveness as they only really decrease how often you cast these skills. The mana cost for both of these skills is negligible, and by using 5 SA /15 BB, you are already gaining back the mana cost by natural mana regeneration (both skills last 150 seconds at those levels, so you gain back 45 mana; BB and SA combined only costs 30 mana and 15 hit points at those levels).
* You wish for more damage/time.
** Final Attack increases your shots/time quite a lot. Final attack is fired at least 2x faster than DS, and so your bow shoots much faster as FA comes out.
* You want to save mesos.
** Final Attack is a free skill that activates 60% of the time when maxed. This means that instead of firing your DS, which costs 16 mana, 60% of the time you will shoot something for free. This gives loads of savings in mana potions.
* FA has no minimum range.
** If Final Attack activates, you won't "bow-whack". You will always fire FA, no matter what the distance between you and your enemy.
* FA knocks back enemies when DS cannot.
** While many archers agree that knockback is not a necessary feature, they do agree that it is a nifty little feature of FA. DS damage is split over two weaker shots, while FA is one strong shot. This means that enemies that require 1000 damage dealt to them at once to be "flinched" or "KBed" may not be KBed by DS, and have a much higher chance of getting KBed by FA.
* FA does not fire when you jump shot with a bow. However, you may need jump shoes or activate booster for it to not activate (For Hunters, +1 Jump is all that is required). Furthermore, because XBows are slower, FA may still fire with an XBow. The amount of jump required to not activate FA on an XBow is around +13.
Reasons to '''NOT''' get Final Attack
* To max out SA and Bow Booster.
* When you skip FA, you get your mob skill much earlier on, and Iron Arrow/Arrow Bomb are very potent on large mobs of weak enemies, the main thing you will train on during those early levels.
* You dislike FA itself; that is, you think the skill makes you worse and not better.
** There is a valid argument to this. FA is a double-edged sword. While it does increase your damage/second, your mobility and control over your character is reduced — you lose control of your character during that 1/3 of a second when FA is fired. FA-less archers also note that while FA is firing, your crowd-control skills such Bomb or IA may be delayed (and in general, their effectiveness is lowered).
*FA can get you mobbed if it gets activated. The delay can cause you not to turn quick enough if there is an enemy behind you, alas, causing damage.


Facts
5.Frostprey (10) (MAX)
* FA does not activate when using 3rd job skills.
** This sounds bad, but it is also good. Strafe does so much damage in the 3rd job that it beats DS/FA in all respects, including speed and power. If final attack activated in 3rd job skills, you'd be weaker. So it is a good thing it goes away.
* FA always hits only one enemy. (It may even end up hitting a monster you didn't even provoke, such as when the skill activates and a monster spawns right in front in that same period of time.)
* DS is more powerful than FA. See DS vs. AB debate; the rules in the debate apply to FA as well. FA receives only +100% from Critical Shot, and thus the max damage is 350% damage. But because FA is faster than DS and is a free shot, FA is more mana/damage efficient and damage/time efficient.
* The delay of FA is between .3 and .35 of a second for bows, it is unknown what the delay is for XBows. For some, this is too long, others, it is not noticeable, which contributes to the controversy of this skill.


Dragontamer believes that as a rule of thumb, Hunters should get FA, while XBows should not. Hunters are much faster than XBows, and thus the lost time from FA is easily made up by the speed of your bow. This does not mean that it is a bad idea to be FAless if you are a Hunter or to get FA if you are an XBow however.
Frostprey will freeze monsters for you, reducing your pot costs.


=== Common Myths ===
6.Arrow Eruption (20)
'''Myth:''' Arrow Blow is better than Double Shot


Arrow Blow does less damage than Double Shot, as it only has one chance of hitting critical.
My decision to leave Eruption at 20 is because the seal chance will be 60% for 4 seconds. It can hit 10 monsters.


: It should be noted that most people don't understand how this works. Critical does +100% damage; not x 200% damage. This is a very big difference in AB vs. DS damage calculations. If AB gets a critical, it does 260% + 100% damage, or 360% damage. If DS gets 1 critical, it does 130% + 130% + 100% damage, or 360% damage. If DS gets 2 criticals, it gets 460% damage.
7.Evasion Boost (10)
: Similarly speaking, Arrow Blow does not "armor break". That is; DS and AB take in the same amount of armor from the enemy. For example: Iron Hogs may remove 300 damage from arrow-blow, but it will only remove 150 damage from each double shot. It has been tested; and the amount of armor removed is proportional to the % damage. So Power Strike, which does 260% damage, will take in 260% more armor than a normal hit. Same with Arrow Blow, Double Shot, final attack. The only attack that this may not work with is Arrow Bomb, PKB, and "Spread" Final attack on warriors; but tests in this area have been too few and no conclusion has been reached yet, as the damage formulas for these attacks are unknown. Note: When you do a critical shot with AB, the "armor" value is 360% higher than normal.
:With these two facts; it is easy to see that DS will always do at least the same amount of damage as arrow blow; add in the critical damage, and DS does an average 12% more damage than Arrow Blow. Arrow blow is only better in the few cases of "flinch", aka "KB" or knockback. If you don't know what I'm talking about, shoot a few shots at Stone Golems, and notice they can only be "flinched" if you do 1000 damage.
: Arrow Blow DOES have an advantage over Double Shot, in that it's damage per MP rate is 21.4%/MP, higher than the damage per MP rate of Double Shot (21.25%). However, the advantage is VERY slim, and the advantage of being able to kill monster faster outstrips the damage/MP rate by at least 10 to the exponent of 10 times.


'''Myth:''' Arrow Blow is just as good as Double Shot because of knockback
Lowering your dependence on parties, A lv 10 Evasion Boost grants you a +30% dodge chance increase, giving you a god-like
bonus. Evasion Boost should be added at the end of the 3rd job.


The only monster where knockback (KB) will matter is Cargos. At taurospears/tauromacis, they charge lightning even if you KB them. Zombies is same thing. Golems are too slow. Yetis and Yeti/pepes are slow, and Earthquake will still hit even if you KB them. DS will KB every other monster.
This is completly theoretical, and anyone who chooses to use this build can end up screwing themselves.
A 1st point into Blizzard is absolutely necessary at lv 70 for the 1 sec freeze. Next, Strafe is maxed, followed 5 into Puppet. Then put 5 into Mortal Blow, unlocking Eruption. After that, max Eruption for power, followed by Eagle, then Blizzard. Maxing Puppet after that, your last points should go into Evasion Boost for a dodge boost that comes in handy during soloing as mobs will generally hit you with a miss hit.


[NOTE] While arrow blow is weaker than doubles hot in terms of damage, its knock back ability may also be insignificant, it must be noted that double shot will be completely replaced by strafe while arrow blow retains some use. If you choose arrow blow, you will suffer the less damage but eventually have an greater array of skills.
==Anti-Builds==
When newbies begin this game, they come in and think they can do better than the guide. This should be encouraged, but if you want to try, make sure you have the basics right.
Some of the basic skills are:
*Archery Mastery
*Bow Mastery
*Soul Arrow
*Marksmanship
*Arrow Blaster, Hurricane/Snipe
*Sharp Eyes
*Maple Warrior


~ You can always skip focus and get Arrow Blow anyway, and if you don't get FA then you have the points to finish it later.
Note: You do not really have to max all these skills since every individual has its own needs. However these skills are essential since without them your character will have a higher chance to fail.
The skills listed above are the most essential ones that should not be meddled whereas skills that are deemed essentia, such as double jump, is not listed since they can be meddled without causing too much damage to the character.


'''Myth:''' I only need 15 Bomb/IA or 10 DS/AB


30 Bomb or IA is MUCH better than 15 bomb/ia. Additionally, the money "saved" in mana pots is near nothing compared to the money you will spend on your equipment, which will be many millions at higher levels.
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Latest revision as of 14:22, 29 August 2015

AP Build[edit]

It is best to add all your points into DEX. Luckily, the Auto-Assign can do that.

Skill Build[edit]

First Job[edit]

  • Skills:
    • Critical Shot (20)
    • Archery Mastery (15)
    • Arrow Blow (20)
    • Double Jump (10)
Optimal build

First, add 1 point into Arrow Blow and 3 into Double Jump, the latter for mobility. Max Double Jump for the extra jumping distance. Next, max Archery Mastery for the extra shooting distance, as well as Speed and Avoidability. Next, max Critical Shot for the extra Critical Rate. Finally, raise Arrow Blow to 19, as chances are, you won't be using it much in the next job advancement.

Note, for the skill tables, the numbers are listed respectively. For example: Double Jump, Archery Mastery|1, 2|10 (Max), 2| means Double Jump has 1 SP added, totaling to 10, and Archery Mastery has 2 SP added, totaling to 2.

Level Skill New SP Total SP
10 Arrow Blow, Double Jump 1, 3 1, 3
11 Double Jump 3 6
12 Double Jump 3 9
13 Double Jump, Archery Mastery 1, 2 10 (Max), 2
14 Archery Mastery 3 5
15 Archery Mastery 3 8
16 Archery Mastery 3 11
17 Archery Mastery 3 14
18 Archery Mastery, Critical Shot 1, 2 15 (Max), 2
19 Critical Shot 3 5
20 Critical Shot 3 8
21 Critical Shot 3 11
22 Critical Shot 3 14
23 Critical Shot 3 17
24 Critical Shot 3 20 (Max)
25 Lightning Punch 3 4
26 Lightning Punch, Flash 3 7
27 Arrow Blow 3 10
28 Arrow Blow 3 13
29 Arrow Blow 3 16
30 Arrow Blow 3 19

Second Job Skill Builds[edit]

After completing the first job, the second job unlocks many new powerful skills. Unlike the first job build order here is important, as it takes much longer to get to level 60. Having chosen between getting Final Attack or not, you should now execute your decision and follow the appropriate section.

Final Attack Build[edit]

2nd Job FA Build
Mastery MAX(10)
Final Attack MAX (20)
Booster 10
Soul Arrow 10
Arrow Bomb MAX (20)
Physical Training MAX (5)
Quiver Cartridge MAX (1, automatically assigned, does not affect total SP)
Covering Fire MAX (10)
Build Order

Variations: Some people opt for a longer booster/SA combo earlier, and get 10 booster and 3 Soul Arrow.

Explainations
  • 1. A bowman is a job that in the beginning of first job, has mobbing skills. Adding your first skill point into the mobbing skill is needed for a bowman to strike many monsters. Bowman's have random damage in the beginning of the game and usually hit extremely high to average. Maxing out mastery is needed to balance out this weakness of bowmans. With critical, the range of bowman attacks will be even larger making Mastery and Expertise crucial to any bowman.
  • 2. Booster, for bowmans, increases speed of attack, but increased level doesn't effect the speed that comes with it. Leveling booster up to six would make it so that booster doesn't run out so quickly, but still have a fairly good attack speed.
  • 3. Leveling up Arrow Bomb at the start is a waste of money. Instead, letting it be level 20 at the end is the best efficient plan. Level 1 allows it to be your first mob skill and 20 is its maximum level to defeat stronger monsters at higher levels. You do not need to be that strong at low levels.
  • 4. Soul Arrows also increase your total Attack, increasing your damage. Also increases your duration, so instead of levelling Arrow Bomb you can add Soul Arrow first to increase damage.
  • 5. Physical Training is needed as it boosts 30 Strength and Dexterity, indirectly increasing your damage.
  • 6. Finally, contribute all points into covering fire, and booster at the same time. Covering Fire is the only move that improves with levels, so focus your attention on covering fire but leave it at Level 6 first since Level 7 requires 5 MP for the skill instead of 3. Level booster too. You should max all moves except covering fire by level 60 as it is used mostly as a mobility skill with its terrible damage of 100% at Level 9, which is quite useless by the time you reach 3rd Job as you will get way better skills.

Third Job[edit]

Currently agreed points[edit]

  • All 3rd job archer skills are great, which makes the 3rd job builds difficult, since not all skills can be maxed.
  • Arrow Blaster is a must-max skill. Arrow Blaster is both faster and stronger than any other skill you will get and with its turret, it can be useful even in 4th job as its speed is the same as hurricane, increasing your hits per second by around 50% easily.
  • Mortal Blow is an underrated skill. Its purpose is to do its instant kill on the enemy.
  • Focused Fury/Pain Killer both adds abnormal status resistance passively, so they should also be maxed.
  • To increase survivability, max Hookshot since it gives 40% HP at max level (4% per level)
  • Reckless Hunt: Bow may decrease survivability (-40% DEF) but its damage boost is great (40 ATT, 40% Damage)
  • The minimum build for 3rd job archer skills:

20 Arrow Blaster 15 Marksmanship
20 Focused Fury/Pain Killer
15 Phoenix/Frostprey
10 Reckless Hunt: Bow
1 Inferno/15 Explosive Bolt
10 Hookshot
Minimum 1 Evasion Boost Almost all archers would have at least these skills, and they form the most basic build for any 3rd job archer. How the rest of the skill points are allocated depends on the player, and they are covered in the following section.

Plausible Skill Builds[edit]

Note: These are not really well-written and that it is not limited to just these skill builds.

Ranger[edit]

Build A (Recommended for funded)
  1. Arrow Blaster (20) - Must max since you will still use it even at 4th Job.
  2. Marksmanship (20) - Additional Damage
  3. Inferno (20) - May be good for its damage overtime
  4. Phoenix (10) - Summon skill, additional damage
  5. Focused Fury (20) - Increase status resistance
  6. Reckless Hunt:Bow (10) - While you lose 40% DEF, you damage taken increases barely like around 15% more? And then you get 40% damage and 40 ATT boost.
  7. Hookshot (10) - More HP and mobility
  8. Mortal Blow (4) - Instant Kill chance only instantly kills monster below the HP limit and the chance is too low to even activate. By then you would have already killed the monster before the skill could even activate.
  9. Evasion Boost (10) - Dodge rate increase and 100% critical rate if you dodge
Build B (Recommended for unfunded)
  1. Arrow Blaster (20) - Must max since you will still use it even at 4th Job.
  2. Marksmanship (20) - Additional Damage
  3. Inferno (20) - May be good for its damage overtime
  4. Phoenix (10) - Summon skill, additional damage
  5. Focused Fury (20) - Increase status resistance
  6. Reckless Hunt:Bow (10) - While you lose 40% DEF, you damage taken increases barely like around 15% more? And then you get 40% damage and 40 ATT boost.
  7. Hookshot (10) - More HP and mobility
  8. Mortal Blow (10) - Instant Kill chance instantly kills monster below the HP limit and the chance is quite reasonable to activate for high levels.
  9. Evasion Boost (4) - Dodge rate increase and 100% critical rate if you dodge. However your 4th job Illusion Step gave 30% dodge rate no matter what and this skill increases only the base dodge rate. Level 1 evasion boost also gives you 100% critical chance after dodging.
Variations

Evasion Boost and Mortal Blow are deemed as the 'optional' skills since their impact is not really heavy.

  • Mortal Blow instant kill monsters below 30% HP at 10% chance, so if you deal very good damage you would have instantly killed the monster. If 1 hit takes away about 60% of the monster's HP, the monster will never go below 30%, rendering this skill useless since if you hit again the monster simply dies (120% of HP taken off)
  • Mortal Blow does not work on boss monsters (such as Knight C/D/E in Future Ereve)
  • Evasion Boost increase may be too insignificant. Average dodge rate at low pevel is about 25% at 1000 avoidability. Level 4 evasion boost gives 18% more so the total evasion rate is about 29.5% but Level 10 evasion boost gives only 30% more which makes it 32.5% in total, which is 3% extra for every 25% base evasion rate.
  • Critical rate boost after dodge is the same for all levels.
  • When you hit 100% critical rate this skill is almost useless (apart from evasion rate increase, which is insignificant).

Sniper[edit]

  1. Marksmanship (20) - Increase damage
  2. Hookshot (10) - Increase HP and mobility
  3. Pain Killer (20) - Increase status resistance
  4. Reckless Hunt:Crossbow (10) - With Aggressive Resistance, 50% avoidability makes you vulnerable to get hit about 50% more often but damage taken is reduced by Aggressive Resistance anyway. Boost critical damage.
  5. Dragon's Breath (9) - Level 10 Dragon Breath costs more MP for a miniscule damage boost
  6. Aggresive Resistance (10) - 60% damage reduction, which increases survivability by alot.
  7. Frostprey (10) - Summon, increase damage
  8. Mortal Blow (5) - Damage is so high you do not really need this skill to kill the monster.
  9. Explosive Bolt (20) - Deals ridiculously high damage to the first target (700% base +200% first target)
  10. Evasion Boost (10) - Dodge rate increase helps to cover part of the lost evasion due to reckless hunt.

Outdated Builds[edit]

These builds are remained here as they are references to the above builds, to a certain extent. The above builds are also adjusted after taking into account current game state and the olden game state.

Springers' build[edit]

This is a possible but untested build for a Ranger:

  1. Strafe(20) - Must-max skill, main attack -
  2. Arrow Rain(20) - Good for closer ranges-
  3. Inferno(20) - Elemental advantage on some monsters, long range mob skill -
  4. Phoenix(10) - High chance of stun, pre-requisite for Phoenix -
  5. Puppet(10) - Must-max skill, makes you able to actually survive as well as taking less damage at 4th job (Elite Puppet)-
  6. Mortal blow(15) - Insta-kill and recover HP and MP= YAY -
  7. Evasion Boost (10) - Critical hit for 1 sec after dodging! -
  8. Drain Arrow (10) - Lesser pot consumption, time to save $$$! -

Springers,Demethos, GlobalMS

IsaacGS's Third Job Build[edit]

For Rangers:

  1. Strafe (20)
  2. Arrow Rain (20)
  3. Inferno (20)
  4. Phoenix (10)
  5. Puppet (10)
  6. Mortal Blow (15)

There are 124 points available for Third Job, levels 60 to 100. Some skills are practically required. Strafe, Arrow Rain, Puppet, and Hawk are very important skills. Strafe becomes the primary attacking skill practically as soon as it is acquired. Arrow Rain is great for attacking monsters located above or below, and it's also good for attacking when monsters mob around. The best use for both Rain and puppet is to use Rain to aggravate monsters and then setup a puppet outside of their reach. Inferno serves this purpose well also. For characters with Final Attack, level 20 inferno has the same 130% damage as Arrow Bomb, making it a good option on Fire neutral monsters, and much more powerful on fire weak ones. Phoenix, when used in one on one combat, practically renders a monster helpless at max. It can launch another attack to re-stun monsters before their old stun wears off, making them unable to react. Mortal Blow provides a good backup in case monsters spawn too close. Thrust, while not a bad skill, is by far the worst in the ranger skill book.

For Snipers:

  1. Strafe (20)
  2. Arrow Eruption (20)
  3. Blizzard (15)
  4. Frostprey (10)
  5. Puppet (10)
  6. Mortal Blow (15)

There are 124 points available for Third Job, levels 60 to 100. Some skills are practically required. Strafe, Arrow Eruption, Puppet, and Hawk are very important skills. Blizzard is only useful for the freezing aspect, so 21 points (3 seconds of freeze) is good enough. Strafe becomes the primary attacking skill practically as soon as it is acquired. Arrow Eruption is great for attacking monsters located above or below, and it's also good for attacking when monsters mob around. The best use for both Eruption and puppet is to use Eruption to aggravate monsters and then setup a puppet outside of their reach. Eagle, when used in one on one combat, practically renders a monster helpless at max, though it is not as important for Snipers since they can freeze with a 100% chance. It can launch another attack to re-stun monsters before their old stun wears off, making them unable to react. Mortal Blow provides a good backup in case monsters spawn too close. Thrust, while not a bad skill, is by far the worst in the Sniper skill book.

TruZen's Third Job Build (Sniper)[edit]

  1. Strafe (20)
  2. Eruption (20)
  3. Snapfreeze Shot (15)
  4. Frostprey (10)
  5. Puppet (10)
  6. Mortal Blow (15)
  7. Evasion Boost (10)

I agree with IsaacGS on many points, but I really do feel that evasion boost can't be denied. You'll notice that I withdrew points from Frostprey. A 100% success rate of stunning isn't a huge difference from a 100% chance. The same goes for a 20 second drop in duration of frostprey and a 10 hit drop. The biggest deterrent is that frostprey can't be controlled on which enemy it hits. Snipers have Snapfreeze shot which can compensate for the loss of stuns (elemental monsters depending). A 30% dodge increase can eliminate the reliance on pills and def equips/weapons. Elimination of pill reliance will save money and there are still 3 different types of Neschere (100 xbow). Only one of the 3 types adds speed.

DragonForceX's Ranger Build[edit]

  1. Strafe (20)(MAX)
  2. Mortal Blow (5)
  3. Arrow Rain (20) (MAX)
  4. Puppet (5)
  5. Frostprey (10)
  6. Puppet (10)(MAX)
  7. Mortal Blow (15)(MAX)
  8. Evasion Boost (10)
  9. Inferno (15)

I totally agree with TruZen's build, but I'm just here to edit the order a bit. The skills which are required for survival are Strafe, Arrow Rain, Puppet and Golden Eagle. First, max Strafe, which is a HUGE improvement from Double Shot. Then, put 5 on Mortal Blow because it is a pre-requisite for Arrow Rain. Max Arrow Rain then, because it is a mob skill which can still be used at close ranges. 5 Puppet comes next, once again for a pre-requisite, for Frostprey. Put 10 on Frostprey which has a sufficient 100% freeze rate which is extremely helpful. Next you finish off Puppet, which is essential for survival, when you're not partied with a DK with HB. Your puppet has godly defense, so it ensures safety. Mortal Blow comes next and it is helpful when a strong monster suddenly spawns right onto you and Puppet can't save you. Evasion Boost isn't too essential, but its still useful as it allows you to use your scrolls on something else, and its also feels better when you know you can dodge more than anyone else. Inferno comes last, because in my opinion, it is the most useless skill. Apart from being long ranged and having a possibility of an elemental advantage, the damage is pathetic, and cannot be used close ranged like Arrow Rain can.

Trinityblast's Strafeless Third Job Build[edit]

For Rangers:

  1. Strafe (1)
  2. Arrow Rain (20)
  3. Inferno (20)
  4. Phoenix (10)
  5. Puppet (10)
  6. Mortal Blow (15)
  7. Evasion boost (10)

The explanation for this is due to the recent updates in KMS. In KMS, many of the bowmen skills were upgraded, inferno being one of them. Currently in GMS, inferno hits for about 520% with 100% DOT for 6 seconds besides the elemental attribute. In KMS, the updates made inferno upgrade with a 4th job skill, Ultimate Flame Shot. Additionally, it was given a 6 second burn effect that burns the affected monster by 100% of the maximum damage in the damage range per second. This is considered to be of great use on higher HP monsters during 4th job when hurricane is still weak. Whether it is useful once hurricane can mow down monsters is a subject of debate. The reason why this build maxes everything but strafe is because strafe is almost entirely replaced by hurricane. Because bowmen can train with maxing arrow rain alone at typhons after windraidering from level 70-80 until fourth job, it is very easy to forgo strafe without suffering any major consequences training-wise. The build here is highly reliant on the fact that GMS will get the updates that KMS did, but that can be considered questionable.

Radical Soloing Sniper build[edit]

DISCLAIMER: This build is constructed based on what I know of 3rd job Snipers. I have a crossbowman, which I intend to use this build for.

  1. Mortal Blow (5)

Firstly, Mortal blow is required to unlock your 3rd job mobbing skill, Arrow Eruption. Secondly, if you train smartly, monsters can't get close enough to you to trigger a bow-whack.

2.Strafe (20) (MAX)

Strafe will be your main solo attacking skill so it is a must max. Strafe can do a maximum of 400% damage and 1200% damage with Critical Shot applied to all 4 arrows. Strafe will also be your main bossing skill.

3.Puppet (10) (MAX)

Some people think that maxing puppet is a waste of SP. They believe that leaving puppet at 9 is enough. With the release of Time Temple in MSEA, 1k more health for your puppet can't be better. With the release of Elite Puppet, level 10 Puppet is required.

4.Blizzard (1)

This skill can freeze monsters solid, reducing your dependence on freeze from Frostprey

5.Frostprey (10) (MAX)

Frostprey will freeze monsters for you, reducing your pot costs.

6.Arrow Eruption (20)

My decision to leave Eruption at 20 is because the seal chance will be 60% for 4 seconds. It can hit 10 monsters.

7.Evasion Boost (10)

Lowering your dependence on parties, A lv 10 Evasion Boost grants you a +30% dodge chance increase, giving you a god-like bonus. Evasion Boost should be added at the end of the 3rd job.

This is completly theoretical, and anyone who chooses to use this build can end up screwing themselves. A 1st point into Blizzard is absolutely necessary at lv 70 for the 1 sec freeze. Next, Strafe is maxed, followed 5 into Puppet. Then put 5 into Mortal Blow, unlocking Eruption. After that, max Eruption for power, followed by Eagle, then Blizzard. Maxing Puppet after that, your last points should go into Evasion Boost for a dodge boost that comes in handy during soloing as mobs will generally hit you with a miss hit.

Anti-Builds[edit]

When newbies begin this game, they come in and think they can do better than the guide. This should be encouraged, but if you want to try, make sure you have the basics right. Some of the basic skills are:

  • Archery Mastery
  • Bow Mastery
  • Soul Arrow
  • Marksmanship
  • Arrow Blaster, Hurricane/Snipe
  • Sharp Eyes
  • Maple Warrior

Note: You do not really have to max all these skills since every individual has its own needs. However these skills are essential since without them your character will have a higher chance to fail. The skills listed above are the most essential ones that should not be meddled whereas skills that are deemed essentia, such as double jump, is not listed since they can be meddled without causing too much damage to the character.