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Unlike other jobs, Bowmen do not have any "special" AP distribution. STR does not contribute much to damage and is used primarily for wielding of weapons.
Bows require a STR value of 5 above the Level of the Bow while Crossbows require a STR value equal to the Level of the Crossbow. Because of this, the simplest AP distribution format would be as follows.
Bowman: STR = Level + 5
Crossbowman: STR = Level
Simply put:
| Level | Bowman STR | Crossbowman STR |
|---|---|---|
| 20 | 25 | 20 |
| 25 | 30 | 25 |
| 30 | 35 | 30 |
And so on.
Yet, it must be noted that to maximize training efficiency, STR should be kept to a minimum. When you do not require the STR, do not add it. However, do plan in advance when you will need extra STR and add it at the last few levels to meet your target.
For example:
| Level | Weapon | Bowman Str | AP Distribution |
|---|---|---|---|
| 70 | Hinkel | 75 | - |
| 71 | No change | 75 | Add 5 to DEX. |
| 72 | No change | 75 | Add 5 to DEX. |
| 73 | No change | 75 | Add 5 to DEX. |
| 74 | No change | 75 | Add 5 to DEX. |
| 75 | No change | 75 | Add 5 to DEX. |
| 76 | No change | 75 | Add 5 to DEX. |
| 77 | No change | 75 | Add 5 to DEX. |
| 78 | No change | 75 | Add 5 to DEX. |
| 79 | No change | 80 | Prepare for upgrade. Add 5 to STR |
| 80 | Upgrade to Arund | 85 | Add 5 to STR. Just enough. |
LUK and INT should both ALWAYS be 4. If you started with 5 LUK or INT, you will simply not be perfect, but you will not lose out significantly.
There are STR-less 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 STR-less 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 does not do as much for an Archer as LUK does for an Assassin, therefore, the benefits from going STR-less will be insignificant or non-existent.
Additionally, some Archers may opt for a MELEE build, by getting off Maple Island with 25 DEX and 35 STR. Moving on, they will use a melee weapon till at least Level 16. Eventually, this build will merge back to the normal build at Level 30 for Hunters and Level 35.
There are many skills offered to Archers in the first Job that cannot be maxed by 2nd Job. As such, one must carefully determine which skills to forgo.
There are some essential skills that must be maxed such as the following:
Some skills are alternatives of each other and one must be maxed:
Some skills are pre-requisites of other essential skills and must be learnt:
As the order of learning these skills will have no permanent impact as compared to Improve Max MP Increase and Improve Max HP Increase. Therefore, the order will only affect your training style.
Below is the best recommendation for all new Archers:
Build Order 1: Recommended for the unfunded new Archer
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 AVOID it adds is quite useful in reducing damage taken.
Build Order 2: Recommended for the experienced and funded player
Those who are rich, through funding from another character or sheer luck in getting valuable drops, 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. This comes at the expense of range and lots of money spent on mana potions.
Alternative Build: Arrow Blow
There are Archers who choose Arrow Blow over Double Shot despite its lower damage output. The common reasons for choosing Arrow Blow:
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.
If choosing to raise Final Attack in the second job, this is how your skills will look like after you are done with them.
| Blessing of Amazon | 3 |
| Eye of Amazon | MAX (8) |
| Critical Shot | MAX (20) |
| Focus | 0 or 9 |
| Arrow Blow | 10 or 1 |
| Double Shot | MAX (20) |
| Mastery | MAX(20) |
| Final Attack | MAX (30) |
| Booster | 15 |
| Soul Arrow | 5 |
| Bomb or IA | MAX (30) |
| PKB | MAX (20) |
| Free Point | 1 |
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.
| Blessing of Amazon | 3 |
| Eye of Amazon | MAX (8) |
| Critical Shot | MAX (20) |
| Focus | 9 |
| Arrow Blow | 1 |
| Double Shot | MAX (20) |
| Mastery | 19 |
| Final Attack | 0 (none) |
| Booster | MAX (20) |
| Soul Arrow | MAX (20) |
| Bomb or IA | MAX (30) |
| PKB | MAX (20) |
| Focus (from first job) | MAX (20) |
| Free Point | 1 |
30 Strafe
20 Mortal Blow
30 Arrow Rain/Eruption
15 Eagle/Hawk
12 Puppet
21 Inferno/Ice shot
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.
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. With that said, almost all archers agree that maxing Thrust is a bad idea. Some would go so far as to 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 without investing any SP points into Thrust.
While a couple of equipments in the game give speed bonuses (Bone Helm, IC2), I personally feel that there are some notable trade-offs. First, using a bone helm doesn't give any of the dex bonuses available from archer helms. Also notable is a lower defense. Second, IC2's main draw back is the lower defense and eventually at higher levels the IC2 will be replaced with the pink adventurer's cape, with it's ATK bonus.
I will allow for NX cash users this: Pet Equips. If you have a pet, give it an equip with the most slots possible and 60% it. I currently have a +10 speed husky. A current combination of pet speed, weapon speed, and pills is giving me a 131%. If I throw 5 sp into thrust, I'll have max. Granted, this is the best option for NX users who are going solo for sometime. (See my personal build below)
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%.
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.
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.
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.
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.
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.
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.
For Rangers:
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. For characters with Final Attack, level 21 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. 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 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:
There are 151 points available for Third Job, levels 70 to 120. 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.
I agree with IsaacGS on many points, but I really do feel that thrust can't be denied. You'll notice that I withdrew points from Golden Eagle. A 94% success rate of stunning isn't a huge difference from a 99% chance. The same goes for a 20 second drop in duration of eagle and a 10 hit drop. The biggest deterrent is that eagle can't be controlled on which enemy it hits. Snipers have blizzard which can compensate for the loss of stuns (elemental monsters depending). A +20 speed increase can eliminate the reliance on pills and speed 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.
However, if an archer is willing to sacrifice power, speed, efficiency, for uniqueness, go ahead with one of these builds.
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.
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.
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.
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.
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.
While 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.
The skill itself has its own knockback. It is not added to the bows knockback rate.
This build replaces the cookie cutter FA build, and gets 2 PKB instead of 20, and max Booster and Soul Arrow.
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, 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 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.
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.
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.
Note: This section is currently incomplete.
All right, 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:
Cons for Blessing:
Pros for Focus:
Cons for Focus:
Pros for 10 AB:
Cons for 10 AB:
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!
Reasons to get Final Attack:
Reasons to NOT get Final Attack
Facts
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.
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.
Myth: Arrow Blow is just as good as Double Shot because of knockback
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.
[NOTE] While arrow blow is weaker than double shot 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.
~ 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.
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.
Myth: I only need 19 mastery
This was commonly told in older guides, because the only bonus gained from level 20 mastery is 1 accuracy, which is useless for archers. However, it is now a prerequisite for the 4th job skill (Cross)bow Expertise. One could also max it later with one point from 3rd or 4th job, but this would be a poor waste of SP.