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Old 04-20-2010, 08:55 AM   #4
Cookies
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In-Game Name: McGiggles, Beani, Awesomesauce
Current Level: 54,53,47
Server: Apoline + Legel
Posts: 7
Cookies is on a distinguished road
Different Aspects of Fighting

Partying vs Solo
As anyone in the game you are given two choices. You can solo and earn experience and many other things by yourself, or party with random strangers or friends and earn experience and many other things as a group. Which you choose depends upon you. Many times you might find yourself soloing, but don't let that turn you away from the game, many good things can happen when you do solo. Others you may find amazing parties, or not so amazing ones, either way I'm sure you will enjoy them. ^-^ Party or Solo, which it be?

*Partying*
-Work as a team. Many parties will have a cleric, but don't rely to much on them for they should pay attention to the tank.
-Sp consumers. As an archer you find you will go through a lot of sp. Make sure to stock up on Sp stones & sp pots.
-Aggro Masters. As an archer you may find you grab the attention of the monsters a lot. Stock up on hp stones always, this is a must if you wish to survive.
-Less drops & more experience. Hopefully your party puts it on sequential otherwise you won't be getting any drops. Depending where you go you'll find you make a ton of experience this way, but sometimes it isn't always the case. Due to grabbing aggro you have the risk of dying and not earning as much experience.
-Buffs. Aim and Evasion. Your two friends. Though you may be an archer you will find much use for this two. If you go to high leveled places you will find both of these quite useful. Vitality would be a great thing too in case you grab some aggro.

*Soloing*
-Slow & tedious. This is a slower method, but you may find it enjoyable versus a party. You don't earn quite as much experience, but you do earn quite a lot of items.
-Hp & Sp are a must. Always stock up on Hp & Sp stones. You will regret if you don't. Pots are also recommended if you get into a tight squeeze.
-Buffs. Keep with you defense & vitality all the time. You will find great use for them. The occasional aim scroll and evasion scroll are also nice.

Soloing is what many archers tend to do since many choose mages over archers, but do not fret. Archer soloing is quite enjoyable and relaxing. As an archer many tend to not feel rushed to level. Soloing gains you the knowledge of what your archer can and can not do versus partying. It allows the player to really get to know their archer. This also gives you a chance to make some good money.

It builds up awareness for the archer, understanding of one’s limitations, and allows one to explore what an archer is. Soloing is something that can be taken as enjoyable or boring. Not every archer was meant to solo. It can be very monotonous at times, but you may find that you get to meet more people by doing this. You also don’t feel tied down to a duo partner or a party. It allows you to save money while making money and ample experience.


AoE

AoE- Area of Effect
A complicated system. AoE may or may not be the best route for some parties, but with a good tank and cleric AoE is quite simple. As an archer you play a major role in the AoE party. Your first AoE skill is multi-shot. Though it may be a bit weak in some peoples' eyes, it is actually a very useful AoE skill. Also with the use of Nature's protection you are at the top of many AoE parties. You as an archer, have more defense then mages allowing you to be able to gather larger mobs.

When you gather the mobs, you will use nature's protection right when you near the tank. Have him/her then use devastate since you mostly AoE the higher the level you are. You may get hit a few times so a speed scroll is recommended to give a slight speed boost so you get hit less often. The best thing from then is to put a DoT on each monster you've pulled. Once that is done target the one the tank is killing and prepare to use multi-shot.

Multi-shot has been given a major makeover and is now a lot faster. This compensates for the weak damage it gives. Every 7 seconds you can use this AoE. Though it may take little damage off over time the many times you use it, the damage builds up. Yes it isn't better then what mages may have, but it is something quite useful. On top of the DoTs and other skills, the multi-shot is an ample AoE skill. Later when you hit level 51 you get an AoE poison skill. This allows you to stick a DoT on more then one mob. This also allows you to skip having to pick out each monster there is and begin just attacking the one the tank is killing.

You don't have to attack the one the tank is attacking though, but it is much recommended since you may or may not catch aggro. Catching aggro isn't necessarily a bad thing, but it can leave you a dead archer if you don't know what you are doing. Depending on where you are killing you probably shouldn't be dealing damage to other mobs unless it is your DoT skill. In the case that you do catch aggro you want to promptly use nature's protection so as it will lose your attention quickly. If you are waiting for the cool down, since to a different monster and use hp stones as much as you can.

If you do die, do not fret. Asking for a revive in the middle of an AoE is not the way to go. It will get you swiftly kicked from many parties. You want to wait until they have all the monsters under control. If your party has two clerics then you probably will either have a better chance of surviving or getting a revive in the middle of the attack.

A much debated topic at hand is between archers and mages. It is said mages are overpowered, but on the contrary they are not overpowered. They just have a uniqueness to them that archers don’t. Archers are a DoT class, but as mages supposedly have a DoT now at a higher level, it seems that archers have lost their identity per say.

Many parties will choose archers over mages and vice versa. AoE parties are something to gain large amounts of experience in a short amount of time. It takes a skilled archer to pull this off, but you can do it by simple taking the time to understand your archer and the party you are in.

Duoing and Its Aspects
As an archer duoing can be an enjoyable thing. You can duo with any class do your balance to be either tank or DD. Whether you tank while a mage deals ample damage or DD while a fighter tanks charge, you'll be set to be either a tank or a DD.
Whenever you duo you will have to have a lot of hp pots even if you have a cleric, they won't always be there to save you.

*Fighter Duo*

A fighter duo is a lot of fun in many opinions. Though it is expensive, it can be quite rewarding. With a fighter duo both members must have tons of hp pots & sp pots. A fighter must know how to keep aggro well otherwise the archer will get hit. This type of duo isn't for the weak archers. This is a good duo if you are to go with fighter friends or find a random person and can't seem to find a cleric. It is recommended to have a defense scroll and vitality scroll. You will find you get ample experience and items while duoing with a fighter.

*Mage Duo*

Probably the fastest duo there is. With two DDs it is no wonder why it is so quick. Though this is the most expensive duo to do. You will have no healing power and must tank since many mages can't. Though this is most likely the funnest duo to do since it takes skill. With your DoTs and the mages powerful hits the monsters go down quick. Sadly you probably can't go to any high leveled areas. Defense, evasion, and vitality are a must in this duo. It can't be quite rewarding. Make sure your mage has a defense and vitality in case he/she catches aggro on a monster.

*Cleric Duo*

Duoing with a cleric is probably the most profitable & most rewarding. Though this time you may need to be the tank since not all clerics can hold aggro well. Don't fret though archers can be tanks or DD, just use a vitality and defense scrolls. Make sure to bring plenty of hp pots because depending where you go the cleric won't always be able to heal fast enough. This duo allows you to go to higher leveled places. Make sure your cleric has plenty of hp pots in case he/she aggros the monster with his/her heal. Aim scrolls are recommend depending where you are going.

*Archer Duo*
If you can't find a cleric, fighter, mage, or get into a party, why not party with an archer? You have to be kidding me that an archer can't find a party. That is bogus! Archers make fine parties together. An archer duo, enjoyable fun experience. Two fast DDs killing one monster or more. There are so many possibilities to an archer duo. A tad expensive unless you do it correctly. It can earn you quite a lot of experience and items.

Noted by GiroHiro:
Tactic: Juggling
Requirements: 2 Archers with Nature Protection skill
This tactic is specially for archers only and its goal is to kill the mobs without getting hit often from them.

[2 archers] vs. [1 hard MOB]
The mobs has to be melee type (close combat).. because 'NP' against range creatures doesn't work.

Archer 1 - Pull the mob with dots and run past Archer 2, when there's enough range between you and Archer 1 use 'NP'. Likely you will receive a hit from the mob. MOB will turn and go after Archer 2.

Archer 2 - Attack while Archer 1 pulls. Do not follow Archer 1, and make sure there's distance between you and MOB. After Archer 1 has used 'NP', the MOB will turn around and go the distance between you and Archer 1.

~This causes there to be less damage done to the two archers. It also causes the mob to get confused.~

- Use 'NP' properly: the mob has to be within the dome.
- MAX range between you and MOB doesn't work. Make sure you're not too far.
- You'll need a lot of space to do this, so look out at your surroundi
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