Difference between revisions of "Archer"

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(Strategy)
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Archers are the embodiment of physical ranged damage. You'll want to keep your distance from monsters, and shoot them on sight. Your damage output is determined by [[Dexterity]] and [[Strength]] (for bows), or Dexterity and [[Cunning]] (for slings), your Physical power, your talents, and your ammo's base damage.
 
Archers are the embodiment of physical ranged damage. You'll want to keep your distance from monsters, and shoot them on sight. Your damage output is determined by [[Dexterity]] and [[Strength]] (for bows), or Dexterity and [[Cunning]] (for slings), your Physical power, your talents, and your ammo's base damage.
  
If this is your first time as an Archer, you need to learn how reloading works. Your quiver (or pouch) has a finite capacity for shots, but you can refill it by using the [[Reload (talent)|Reload]] talent. Once you activate Reload, you'll get back 1 unit of ammo every turn while standing still or moving around. The reloading will stop when you attack something. Higher talent levels in [[Bow mastery (talent)|Bow mastery]] or [[Sling mastery (talent)|Sling mastery]] will increase the rate of reloading.
+
If this is your first time as an Archer, you need to learn how reloading works. Your quiver (or pouch) has a finite capacity for shots, but you can refill it by using the [[Reload (talent)|Reload]] talent. Once you activate Reload, you'll get back 1 unit of ammo every turn while standing still or moving around. The reloading will stop when you use any talent, including instant cast inscriptions. Higher talent levels in [[Bow mastery (talent)|Bow mastery]] or [[Sling mastery (talent)|Sling mastery]] will increase the rate of reloading.
  
 
Resting or autoexploring will also refill your quiver/pouch.
 
Resting or autoexploring will also refill your quiver/pouch.
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;Bow/sling mastery
 
;Bow/sling mastery
:This multiplies the damage of pretty much every talent you use, so it should get high priority.
+
:This multiplies the damage of pretty much every talent you use, so it should get high priority. Increased reload speed is also a must have in early game, when quivers are tiny.
  
 
;[[Steady shot (talent)|Steady shot]]
 
;[[Steady shot (talent)|Steady shot]]
:Single-target damage multiplier, 3-turn cooldown. You'll use this a lot.
+
:Single-target damage multiplier, 3-turn cooldown. You'll use this a lot, so you want it maxed soon. Weapons that lower its cooldown to 2 will greatly enhance your damage output.
 +
 
 +
;[[Rapid shot (talent)|Rapid shot]]
 +
:When maxed out, it not only gives you the highest possible damage per turn (assuming you have the accuracy and quiver to make most of the shots), but will also let you apply debilitating effects "in between" turns and will give you many more chances at dodging enemy projectiles due to the way ToME projectiles work. In most cases it's better than Aim.
  
 
;[[Aim (talent)|Aim]]
 
;[[Aim (talent)|Aim]]
:This talent looks like crap because of the "cannot move" restriction, but it's actually extremely good, because it's instantaneous to cast and remove. When you find a spot where you want to stand and deliver, activate this, and fire away. If you want to move away, simply turn it off.
+
:This talent looks like crap because of the "cannot move" restriction, but it's actually quite good, because it's instantaneous to cast and remove. When you find a spot where you want to stand and deliver, activate this, and fire away. If you want to move away, simply turn it off. You'll want either this or Rapid shot maxed out, depending on your crit chance and quiver capacity.
  
 
;[[Piercing arrow (talent)|Piercing Arrow]]
 
;[[Piercing arrow (talent)|Piercing Arrow]]
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;[[Pinning shot (talent)|Pinning shot]]
 
;[[Pinning shot (talent)|Pinning shot]]
: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. (With the line of sight change in 1.0.0RC1, he may be able to return fire if he has ranged attacks of his own. But if he's pure melee, he's helpless.)
+
:Stops stuff, but not for long. You'll want to use it before escaping, in corridors or against a wiggly enemy (snake rares).
  
 
;[[Scatter shot (talent)|Scatter shot]]
 
;[[Scatter shot (talent)|Scatter shot]]
:Scatter shot is great for stunning opponent groups, but BE CAREFUL, as you can hit yourself!
+
:Scatter shot is great for stunning opponent groups, but BE CAREFUL, as you can hit yourself! Note that it uses only 1 arrow, unlike [[Volley of arrows (talent)|Volley of Arrows]].
 +
 
 +
;[[Relaxed shot (talent)|Relaxed shot]]
 +
:Your best way of regenerating stamina. [[Quick recovery (talent)|Quick recovery]] is a waste of points for Archer.
  
 
;[[Disengage (talent)|Disengage]]
 
;[[Disengage (talent)|Disengage]]
:At least 1 point early. And definitely more later on. You need space between you and your opponents.
+
:At least 1 point early. You need space between you and your opponents. Problematic to use when you really want to, though.
 +
 
 +
;[[Track (talent)|Track]]
 +
:You need to know where they are, to stay out of their missile attacks, or to avoid them sneaking up on you. Scales nicely with cunning, not so good for bow users.
  
:[[Track (talent)|Track]]
+
;[[Precise strikes (talent)|Precise strikes]]
:You need to know where they are, to stay out of their missile attacks, or to avoid them sneaking up on you.
+
:By endgame, you can expect about 20% crit chance from this talent. Great for Rapid shot users, who take a heavy hit to both crit chance and accuracy. Aim users might be able to hit 100% crit chance even without it. Requires you to unlock a tree that you'd want anyway.
  
Also pick up some [[Combat accuracy (talent)|Combat Accuracy]]. You want each shot to hit, because otherwise you need to retreat, which could get you into other kinds of trouble.
+
Also pick up some [[Combat accuracy (talent)|Combat Accuracy]]. You want each shot to hit, because otherwise you need to retreat, which could get you into other kinds of trouble. Add more if you lag behind ever-increasing enemy defense.
  
 
Phase door and teleport runes are pretty much required (one of them), unless you're going for [[Antimagic]]. (An antimagic build is probably not the easiest choice for this class.) A [[inscriptions|movement infusion]] would also be highly desirable for more reliable escapes.
 
Phase door and teleport runes are pretty much required (one of them), unless you're going for [[Antimagic]]. (An antimagic build is probably not the easiest choice for this class.) A [[inscriptions|movement infusion]] would also be highly desirable for more reliable escapes.

Revision as of 15:30, 3 June 2013

Archer
Metaclass Warrior
Locked No
Starting Life 110
Life Rating +0
Stat Modifiers
Strength +2
Dexterity +5
Constitution 0
Magic 0
Willpower 0
Cunning +2

Description

Archers are dexterous ranged fighters, able to pin their foes to the ground and rain down a carpet of arrows on them.

Skilled archers can fire special shots that pierce, cripple or pin their foes. Archers can become good with either longbows or slings. Their most important stats are: Dexterity and Strength (when using bows) or Cunning (when using slings)

Starting Equipment

  • Elm Longbow
  • Quiver of elm arrows
  • Rough leather armour
  • Rough leather sling (off set)
  • Pouch of iron shots (off set)

Talents

Class
Type Name Mastery Locked Talents
Techniques Archery Training 1.3 No Steady Shot Aim Rapid Shot Relaxed Shot
Techniques Archery Prowess 1.3 No Flare Crippling Shot Pinning Shot Scatter Shot
Techniques Archery - Bows 1.3 No Bow Mastery Piercing Arrow Dual Arrows Volley of Arrows
Techniques Archery - Slings 1.3 No Sling Mastery Eye Shot Inertial Shot Multishot
Techniques Combat Techniques 0.9 Yes Rush Precise Strikes Perfect Strike Blinding Speed
Techniques Combat Veteran 0.9 No Quick Recovery Fast Metabolism Spell Shield Unending Frenzy
Cunning Dirty Fighting 1.0 Yes Dirty Fighting Backstab Switch Place Cripple
Generic
Type Name Mastery Locked Talents
Techniques Combat Training 1.3 No Thick Skin Armour Training Combat Accuracy Weapons Mastery
Techniques Field Control 1.0 No Disengage Track Heave Slow Motion
Cunning Survival 1.0 No Heightened Sense Charm Mastery Piercing Sight Evasion

Strategy

As of beta 32, Archers and Slingers are merged into a new "Archer" class. The choice of weapon specialization and stat distribution is up to you. Press q to switch between weapon sets (this costs a turn). You probably want to unlearn the auto-assigned talent in the other weapon tree, to get the class talent point back.

As of 1.0.0RC1, line of sight between characters is symmetric. If you can see it, you can shoot it. And if you can see it, it can see you (and shoot you). This gives an enormous power boost to ranged attack tactics, and makes those poor knuckle-dragging melee characters even weaker than they were before. MWA-hahaha!

Archers are the embodiment of physical ranged damage. You'll want to keep your distance from monsters, and shoot them on sight. Your damage output is determined by Dexterity and Strength (for bows), or Dexterity and Cunning (for slings), your Physical power, your talents, and your ammo's base damage.

If this is your first time as an Archer, you need to learn how reloading works. Your quiver (or pouch) has a finite capacity for shots, but you can refill it by using the Reload talent. Once you activate Reload, you'll get back 1 unit of ammo every turn while standing still or moving around. The reloading will stop when you use any talent, including instant cast inscriptions. Higher talent levels in Bow mastery or Sling mastery will increase the rate of reloading.

Resting or autoexploring will also refill your quiver/pouch.

Important skills:

Bow/sling mastery
This multiplies the damage of pretty much every talent you use, so it should get high priority. Increased reload speed is also a must have in early game, when quivers are tiny.
Steady shot
Single-target damage multiplier, 3-turn cooldown. You'll use this a lot, so you want it maxed soon. Weapons that lower its cooldown to 2 will greatly enhance your damage output.
Rapid shot
When maxed out, it not only gives you the highest possible damage per turn (assuming you have the accuracy and quiver to make most of the shots), but will also let you apply debilitating effects "in between" turns and will give you many more chances at dodging enemy projectiles due to the way ToME projectiles work. In most cases it's better than Aim.
Aim
This talent looks like crap because of the "cannot move" restriction, but it's actually quite good, because it's instantaneous to cast and remove. When you find a spot where you want to stand and deliver, activate this, and fire away. If you want to move away, simply turn it off. You'll want either this or Rapid shot maxed out, depending on your crit chance and quiver capacity.
Piercing Arrow
Bow-using archers get this, as a beam attack. Extremely useful, but doesn't need multiple-point investment. Also remember that it can be used as a big single-target hit against heavily armored foes, since it pierces armour. Be sure to aim "through" the enemies, as it doesn't continue past your target.
Pinning shot
Stops stuff, but not for long. You'll want to use it before escaping, in corridors or against a wiggly enemy (snake rares).
Scatter shot
Scatter shot is great for stunning opponent groups, but BE CAREFUL, as you can hit yourself! Note that it uses only 1 arrow, unlike Volley of Arrows.
Relaxed shot
Your best way of regenerating stamina. Quick recovery is a waste of points for Archer.
Disengage
At least 1 point early. You need space between you and your opponents. Problematic to use when you really want to, though.
Track
You need to know where they are, to stay out of their missile attacks, or to avoid them sneaking up on you. Scales nicely with cunning, not so good for bow users.
Precise strikes
By endgame, you can expect about 20% crit chance from this talent. Great for Rapid shot users, who take a heavy hit to both crit chance and accuracy. Aim users might be able to hit 100% crit chance even without it. Requires you to unlock a tree that you'd want anyway.

Also pick up some Combat Accuracy. You want each shot to hit, because otherwise you need to retreat, which could get you into other kinds of trouble. Add more if you lag behind ever-increasing enemy defense.

Phase door and teleport runes are pretty much required (one of them), unless you're going for Antimagic. (An antimagic build is probably not the easiest choice for this class.) A movement infusion would also be highly desirable for more reliable escapes.

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

Some talents that need explanation:

  • Dual Arrows: Oddly, this has no stamina cost. You select a square region containing (ideally) two or more enemies. The game will select two of these and fire arrows straight at them. Prior to beta 34, you must have direct line of sight to each of them, without any "shoot past the enemy" tricks, since the game will not use them. As of beta 34, this is much more powerful, as it will pick optimal firing routes for each monster.
    • If one of the enemies is occluding the other, there is a chance that the arrow intended for the rear enemy will be fired first, and will hit and kill the front enemy; then the arrow intended for the front enemy will be fired at the spot where the front enemy was, and will stop there, never reaching the rear enemy. Therefore, this talent works best if your targets are not lined up behind each other (unless you aim at the rear two out of a group of three or more).
    • Dual Arrows can be targeted on yourself, for example if you are in a narrow corridor with an enemy on each side. Targeting the region that includes both enemies and yourself will cause an arrow to fire at each enemy. You'll have to say yes to the "really target yourself" confirmation prompt, but you won't hit yourself.
  • Volley of Arrows works much like Dual Arrows. The arrows do not magically hop over intervening enemies/obstacles; this does not work like Fireflash or other traditional ball spells. With the firing path optimization in beta 34, this talent became way stronger; previously, a great deal of the time, most of your opponents weren't hittable because straight-line paths to them would hit obstacles.
  • Scatter Shot on the other hand does jump over obstacles. It is, essentially, a ball spell that instantiates a stunning arrow/shot in each tile.

Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler