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e: lots of damage, 300% attack speed, concealment is broken AF...
This is so cute :)
I do not think they need a hard nerf or anything, but they might be a tad over the top right now. I did not use concealment (too fiddly for my tastes) and simply blasted and tumbled my way through the dungeons.
I guess it is the combination of strong, ranged offense, reliable ressource (as long as combats do not drag on too long), solid defenses and high mobility works out to something that has few weaknesses. It is *fun*, though, so I would rather see more classes be fun to play like this one instead of archer getting gutted.
You know, I'm not even sure I'm complaining. It's just that I never had this "oh so easy" feeling before with Tome, and I'm by no means a min-maxing or try-hard player. I even use auto-explore, for crying out loud...
Should I invest into tree, that work only for marks? Should I get bow or sling + shield?
I went heavy into exotic munitions and used the poison arrows exclusively as my special ammo sustain. This gives an extra aoe ability that weakens enemies and heals you during the first turns.
As for early priorities, I usually try to get aoe skills to useful sizes/ranges first on all classes that use those, and archer is no exception. Similarly, reaching a usable duration on strong debuffs like the silence arrow is very important against single, strong enemies.
Besides this, get a bunch of passives and shoot away, using your superior mobility when you start getting into trouble. Tumble is extremely good once you put a few points in it to up the range to 4 or 5 spaces.
Getting a large sight range is btw very helpful with archers, as is of course upgrading to a bow with a better range than the starting 6-7.
Beginning mid-game, a typical vault opening with 20 mobs including 3 rares behind it looked like this:
- open door
- activate shielding rune (costs no turn, but can be substituted by pre-buffing before opening the door with item shields, regen infusions or similar stuff)
- if needed to get in full range of most of them, tuble in (costs no turn)
- fire explosive shot, fragmentation shot and volley and if close enough even scatter shot in usually that exact order, costing 2-3 turns at most since archery with a good bow and some attack speed is extremely fast. If possible, try to center the volley on a mob marked by one of the first two shots for double the fun.
- by now you are usually out of arrows or nearly so because volley (especially double-volley) tends to use a bazillion arrows. But you also should be out of enemies by now, so that evens out. Any remaining rare+ mobs are dealt with by using called shots and if needed pinning shot. By the time you are done with that, your first abilities come off cooldown again. Oh, and sometimes, you can even use the headshot because you have nothing better to do or need some stamina.
If things ever look bad at the beginning of your turn and your defense abilities are mostly used up, use either a movement infusion or tumble or disengage or escape to simply hop around the next corner and win a few turns for cooldowns, arrows, stamina and life to recover. By the time they catch up, you can blast again.
Stuff I did not level:
Cat: Combat Techniques
The last one is of course theoretically powerful, but we have such a good speed and so many other powerful categories to spend points on already and do not need anything else from here
Cat: Combat Veteran
I like to put one point into stamina and one into hp regen early on and later pull them out, but that is a convenience gimmick, not something relevant. Can be safely ignored.
Stealth stuff
I dislike fiddly stuff, so I did not learn this. It is pretty good, though, if you do not mind the added few clicks.
Stuff I did find underwhelming:
Reflexes - Shoot down
You can usually dance or tank most shots anyways. It was sometimes handy when moving up a long corridor against something that shoots - but then, it usually only gets to shoot at most once because tumble+shooting should kill it quickly enough. It can be fun and is not a bad skill, though. If you use it, keep it at 2 points, that gives you 3 projectiles per use, which is more than enough.
Reflexes - Sentinel
Seems bugged? I never got it to do anything at all.
Marksmanship - Flare
1 Point is allright since sometimes a dread or something just will not become visible and is tough enough to still be alive after your 3-4 aoe spells. Pretty useless most of the time, though.
For reference, that is my char:
http://te4.org/characters/187747/tome/fc0b3262-e971-408a-bf6d-b53402a25e67
Generally pretty good advice, but this last part is really wrong, with all due respect. Shoot Down is what allows you not to kill yourself with your own arrows, which probably used to be the highest mortality cause for pre-patch archers. The reduced projectile speed is also very good.
Sentinel just destroys dangerous casters. It is definitely not bugged.
By the way, this tree is probably one of the best for this class. This and Concealment (which honestly is not fiddly at all) make the archer what it is.
Of course, I should have mentioned that as a one-point-wonder, Shoot down is pretty much mandatory as soon as you take any aoe skill. I was only talking about the active part of the skill, which is rarely of consequence and can be safely left at 1 or 2 points.
Sentinel simply did not work for me. At all. I tried it a few times, because on paper it sounds amazing, but it simply did nothing. It activated, the log said something about it - and thats it. Never saw any effect afterwards. Given that called shots usually is enough to scrap any caster, that was luckily not a problem.
e: it also means you win every ranged duel because you put their shoot on CD for 4 turns
As I said before, I know what it *should* do. It did not.