Archer Guide
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== Kiting == | == Kiting == |
Revision as of 00:52, 30 October 2008
Contents |
Kiting
Kiting is basically a hit-and-run technique. Just attack the monster, and keep hitting him. If he gets too close, then run away at a safe distance, and hit the monster again. Repeat this technique until the monster is down. Then run until your spells have recharged and attack the monster again.
Archer Building: Basic and Advanced Tips
As an archer, you WILL find that your defence is of...a lacking nature. It is difficult to train without a party, but yet it only becomes more difficult to get a party when you reach higher levels.
To avoid disappointment with your archer, first off, when training it is important to ask yourself what type of training you see yourself doing, and then which stats to assign. There are many variations to builds, so there'll be no need to lecture you on where to put your stats, but essentially, you should follow two strict builds as a base:
25 SPR: Rest STR
It is important to get the initial 25 SPR (which takes from level 1-20 to get). Why? Because it gives you a good 5% crit rate on top of your weapon, as well as extra Mag Def and SP. Now, after level 20, you can do whatever you want, but it is recommended you go with STR, for better attacking power. It adds up later on.
Pure SPR Build
This build is controversial: You get an amazing amount of SP, crit, and good Mag Def, but on the other hand you lack some of the power of your STR build brethern. If you can afford equips to make up what you will lack (which really isn't that costly), then you should consider taking this build.
In the two above builds, you can obviously variate your stats. If you want more def, add END, if you want more Aim and Evade, add Dex, but know that Evade is useless in KQ's, and you can always make evade scrolls, which are equally useless. An extra 100 evade doesn't mean that monster is going to miss you even twice as much, but an extra 29 def from a t1 scroll drops damage by about 30 points. You're an archer, not a ninja, and the aim and evade you get from leveling alone is plenty.
Another thing that should be mentioned is that SPR FROM WEAPONS AND ARMOR DOES NOT ADD TO CRIT RATE. So don't think you can replace it just like that. This is the main reason for getting at least 25 SPR on an archer, for the crit rate you crave. STR, END, and DEX all add the same things when they come from weapons and armor, but SPR only adds that lovely Magic Defence, and SP. So keep that in mind when building your archer. It's not as costly as it might seem, as long as you're careful with your money.
So when you go out into the World of Fiesta, keep it in mind that SPR is essentially important to you. Keep in mind that yes, you do lack defence properties, but you also have the gift of range, Damage Per Second, and the lowest level AoE attack out there (even if it's useless). An Archer is a complicated class to understand. Hopefully, this miniature build guide has helped and you can always ask a fellow archer for help. I'm sure they'd be glad to do so.
How to Lure
Ok, in this guide I will tell you how to 'lure' with an archer so that your party can get to the enemy without attracting a massive train. First you will need The following: - A Bow/Crossbow - Natures Protection - A good party - HP/SP stones - A buff (optional but recommended if in a high lvl area)
First find a good spot for your team to rest, preferrabley somewhere where enemies don't spawn, but are near to where they do so the 'puller' can pull with ease
Once you've done that its time to select your victim. Make sure your party is ready, then shoot your target with a normal shot, to provide less aggro. However if your party is high lvled then you can do a poison shot or bleed, etc. so as to provide extra damage
As soon as you have shot run back to your party with the monster following
Then walk by the main Tanker, who should use Snearing Kick (or any variation of Taunt) to attract the aggro to them. Then IMMEDIATELY use Natures Protection to destroy any aggro the monster has against you.
Now that the enemy is fighting your party its time to step in and deal as much damage possible with poison etc. Hopefully your party will keep aggro, if not then use natures protection again if it comes after you. Now all you need to do is keep on fighting until he is dead :)
You have just successfully lured. Yayz ^_^
Just a few tips:
If your fighter doesn't use taunt then DON'T run away as you will probably just get more enemies on you, (although if you are right next to a gate to another field then you can go through it to avoid the enemy). If the above case happens just stand still and use Natures Protecion and HP/SP stones until your party manages to attract aggro
If you dont understand what aggro is look below.
Aggro, I have it
Every monster has aggro. Basically, aggro (meaning aggravation) determines which Player a monster will attack. The more you attack a monster, the more aggro it will have against you, until it reaches a maximum. Assume that the maximum aggro a monster can have is 99, in which case it will come after you and attack you until you die, or until you run long enough for it to get bored (which is a very long time). This means that you probably have to fight the monster, or lower it's aggro somehow, which is where your level 20 questable skill comes in.
Using natures protection puts the enemies aggro toward you at 1 making you the lowest threat possible.
When a fighter uses Taunt they gain a lot of aggro. See a connection here? By using nature's protection, you can successfully party without becoming the main target, since as an archer you will tend to do more damage than fighters, therefore pulling aggro off of them.
Also, make sure when using nature's protection that THE MONSTER MUST BE INSIDE THE FANCY DOME THAT APPEARS FOR IT TO WORK PROPERLY. Otherwise you're just putting on a lightshow.