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    Miavii's Updated Force Archer Guide

    Introduction




    The Force Archer [FA]

    What's good about this class?

    -Astral Weapon: Astral Bow
    Increases Magic Attack, Attack Rate, Critical rate and Range as it levels. (Range will remain + 1)

    -Healer
    Has increase heal % buff, individual heal and party heal.

    -Long ranged Skills
    1~7 to 1~9 add +1 from Astral Bow and +1 from eagle eye. Can total skill Range of 1~11
    BM2 Normal Attack has +1 range increase

    -Fast Casting Skills
    As fast as 1.3 seconds cast time on lances


    What's the downside?


    - FA's begins early stages as a squishy and party reliant class.

    Why?

    -HP and DEF are quite low
    . So at often times it will be difficult grinding and dueling, especially at early levels. Early low levels (below 120) is probably the toughest stage of a Force Archer's life.


    Other things to know about a FA

    • Moderate MP
    • Average Attack and Defense Rate
    • Have one spell that causes HP down effect [Poison Arrow]
    • Have three spells that cause stun [Gravity Distortion, Sonic Shooter and Arrow Barrage]
    • Have one spell that stuns and disable target from dashing and fading
    • Have two debuffs [Lower Defense and Blind]
    • Have quite a number of active/passive buffs including one Party buff [13 total but only 5 can be shared to other players]
    • One skill that removes unmove/root debuffs
    • One special buff that greatly increases Evasion and Def rate

    EQUIPMENT



    This is a pretty common set up. Your FA will be good to go having the following equipment listed.


    • HELMET: 2 slot 16% Critical Damage Helmet (Battle helm of Annihilation) (Amp, Critical Damage or Critical Rate on slot/s) or an ALTERNATIVE 2 slot 7% Amp increase Helm (Battle helm of Outrageous)
    • SUIT: 7-8% Amp Battle Suit (Amp or HP on slot/s)
    • GLOVES: 7-8% Amp Battle Gloves (Amp, HP steal or MCR on slot/s)
    • BOOTS: 7-8% Amp Battle Boots (Amp or HP on slot/s)
    • AMULET: Amulet of Pain +5 and up or Battler +6 and up
    • RINGS 1: Ring of Sage +7 - +10 or Critical Ring +1 - +3 (Leth Tyrant's ring will replace one of these if acquired)
    • RINGS 2: Mergaheph's/Killian's Ring or Ring of Luck +1 - +3
    • BRACELETS: Bracelet of Sage +3 - +8
    • CAPE: Epaulet of Sage +6 - +8 (Special Capes: SIGmetal, DreiFrame, Archridium)
    • CHARM: Minesta's Charm +3 - +7
    • BELT: Belt of Damp +1 - +4 or Belt of Vital +1 - +4
    • BOARD/BIKE VEHICLE:K-Red Board (from Cash shop or Trade Giftbox)


    Armor grades are a priority as DEF and HP are two of our weaknesses. Higher grades obviously yield better defense and hp stats than lower ones. (Archridium>Drei Frame to Forcium>SIGmetal>Terra Grace> Osmium and so on)

    Craftsman/Forcium armors are widely used end-game armors in
    this current generation followed by SIGMetal. These two armors are abundant in shops therefore I would highly suggest as armors to invest for as an end game pick.


    • WEAPONS: 2 slot 16% Critical Damage Increase (Orb or Crystal of Annihilation), 2 slot 7% Magic Skill Amp Increase (Orb or Crystal of Outrageous)


    Just like armor grades, weapons are the same when it comes to providing better stats - the higher the grade the better Magic attack at the highest upgrade you can get. But we should look at the weapon's qualities like the way we should look at HELMETS such as the stats in and outside the slots. Orbs/Crystals of Annihilation or Outrageous are one of the top epic gradeweapons most FA's choose. These weapons provide good amounts of critical damage, amp and critical rate increase.



    HELMETS and WEAPONS should be extended to improve your FA's damage and chances of critical hits.

    Whether to add critical rate or Amp attribute is your decision, their importance are pretty much the same. In the end a 40% critical damage/ 7% critical rate or 24% Critical damage 7% amp and 7% critical rate is what you'd want to aim to have as weapons and helm.




    Work in Progress...


    SKILL SETTINGS

    Novice Rank

    Attack Skills: Get Power Shot and Fire Arrow. You can combo with these two skills when you learn combo mode.

    Sub Skills: Get Regeneration and Fade Step.

    Passive Skills: Get Vitality Mastery and work on mastering it.

    Apprentice Rank

    Attack Skills: Get Critical Shot and drop Power Shot. Critical Shot will be one of your strongest skill, its an amp dependent skill - damage improves with more magic amp.

    Sub Skills: Get Dash and Precision.

    Passive Skills:
    None


    Regular Rank

    Attack Skills: You can choose to get Explosion Shot, its strictly for PvP - this skill has a 3 minute cooldown time because of its special effect that can root (disable targets from dashing, fading or blinking) thus it can be used to chase dashing/fading/blinking targets. Get Fire lance, Freezing lance and Terra lance and work on mastering these skills.

    Sub Skills: Blind is an optional debuff that decreases a target's attack rate.

    Passive Skills:GetEagle Eye and Force Control and work on mastering these skills as you progress.


    Expert Rank

    Attack Skills: You can choose to get Stone Cannon (more damage less range) or Crystal Cannon (less damage more range). I would personally prefer "range over damage in pvp" and "damage over range for pve". Cannons have more cast time compared lances so cannons should pretty much be used in PvE.

    Sub Skills: Get Lower Defense and work on mastering it.

    Passive Skills: None


    A. Expert Rank

    Attack Skills: Shadow Shot is optional. This skill has a decent down effect which can be part of an effective dps combo for pvp and pve.

    Sub Skills: Get Sharpness and Vital Force and work on mastering these buff skills.

    Passive Skills: None


    Master Rank

    Attack Skills: Drilled Shot is optional. You can use it to delay mob damage in pve or have fun using it as a fancy skill in pvp if you want to mess around like taunt your targets before they die. It makes people mad so definitely not a skill of choice for peace makers.

    Sub Skills: Get Greater Heal (You get to heal now) and Vital Bless and work on mastering these buff skills.

    Passive Skills: None


    A. Master Rank

    Attack Skills: None

    Sub Skills: None

    Passive Skills:
    Get Thrusting Arrow and work on mastering it as you progress, this will improve the knock back effect of your skills.

    G. Master Rank

    Attack Skills: Get Gravity Distortion and master this skill as you progress - this will be your first stun skill.

    Sub Skills: None

    Passive Skills:
    Get Art of Healing to enhance your healing, Sixth Sense to improve a significant amount of defense rate, Ruling Force for more magic attack and Damage Absorb to improve your defense. Work on mastering these passive upgrades as you progress to improve your endurance.


    Completer
    Rank

    Attack Skills: Get Shooting Star and master it as you progress. This skill can be the deadliest and weakest, it will require you to be well acquainted with its use. The damage changes by number of targets you hit. This will be your strongest finisher if you use it on an individual (one target).

    Sub Skills: Get Mass Heal and Quick Move and master them as you progress. You can now heal a party. Quick is a short buff that significantly increases and improves your evasion. This can be utilized for survivability on both PvP and PvE.

    Passive Skills:
    None

    Transcender Rank


    Attack Skills: Get Sonic Shooter and Arrow Barrage and master them as you progess. These two skills are your final stun skills and can be considered as secondary PvP finishers. Their damage wont change by number of targets hit like Shooting Star thus making them good substitutes on multi-target combos.

    Sub Skills: Get Art Of Sniping - a short buff that greatly increases your Critical Damage hit but disables you from moving around.

    Passive Skills: None



    COMBO SETTINGS

    PvP (duel)

    Work in progress...


    PvE -






    Work in progress...


    Aura, Battle Modes 1, 2 & 3 and the special Skills

    "Aura Mode"






    Upon completion of level 10 rank up test, you will obtain Battle Aura. Battle Aura has 6 aura codes, which are Water, Ice, Fire, Lightning, Earth and Wind.
    There is no stat difference between these Aura Codes, they're merely graphical appearance.



    Work in progress...


    • Aura can be stacked with Battle Mode 1 and 2 at later levels.
    • Aura is the only power up that can combo with shooting star and sonic shooter
    • Aura mode adds crit rate and crit damage.

    BATTLE MODE 1 "M U L T I SHOOTER"


    Work in progress...








    Things to know about Multi Shooter.

    • It changes the limit of your attack spells to 1, regardless whatever spell it is. Piercing effect is also lost during Multi Shooter.
    • It splits a spell damage and hits a number of targets within range. A maximum of 4 targets only. A good skill to demonstrate this effect is Gravity Distortion. Lure ten mobs and you'll notice only four of those ten will get hit.
    • Shooting star cannot be used during Multi Shooter.


    BATTLE MODE 2 "T W I N GUNNER"











    Upon completion of level 50 rank up test, you will obtain Battle Mode 2: Twin Gunner.
    Twin Gunner adds ATK, MATK, Def, Def rate, Atk rate and HP restore.


    Work in progress...


    FA Battle Mode 2 special Skill: F a t a l Shot


    Work in progress...




    FA BATTLE MODE 3 "L A U N C H E R PUNISHER"


    Work in progress...


    GUIDE will be updated soon
    Last edited by MamaMiaYoe; 10-28-2013 at 04:38 PM.
    In another dimension...Miavii is still alive
    https://www.youtube.com/watch?v=ku4vL17sEEU&edit=vd

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