slinger

Spoilers for this Class

Slinger

Slingers and Archers should really try to find a better launcher ASAP. So for slingers it's cured leather sling, and archers it's an ash bow. This increases your base damage, and generally makes you a lot stronger.

So starting in trollmire, it is a definite option to go out to Derth to try to pick up a 2nd tier launcher, which you should be able to use (16 dex) even on lvl 1. (They cost 5-10gp).

Important skills:
  • Steady shot, every archer/sling MUST max this.
  • Bow/sling mastery, there is some tough choices early, but by level 20 this should probably be maxxed.
  • Pinning shot is great because if you can get the enemy around a corner, and pin him, you can fire away at him, for lots of turns, and he can't do much.
  • Scatter shot is great for stunning opponents around the corner, but BE CAREFUL, you can stun yourself!!!
  • Disengage - At least 1 point early. And definitely more later on. You need space between you and your opponents.
  • Track - You need to know where they are, to stay out of their missle attacks, or to avoid them sneaking up on you.

Also pick that weapons mastery... you need to each shot to hit, because else you need to retreat, which could get you into other kinds of trouble.

Phase door and teleport runes are pretty much required (one of them), though you may want to try get Antimagic early, so then you'll need to be without them for 10 levels. (Worth it IMO).

Also, if you are going to wield ammo, makes sure that the ammo's lowest damage is higher than the "power" of your launcher, else the ammo's physical damage will reduce.

Heave makes sense, but I haven't played with it yet.

Critical Shot not as important, as your higher cunning will increase your natural chance to crit.