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[Guide]General Guide For Force Archer(Ask All You Need To Ask Here) [size="2"]Credits to HinZiYi, ILuvToFk, Cardial, TapCo,

(unrated)<(thats what i rmb ba) and many others that who taught me and gave me precious advice on playing an FA. First of all, i would like to clarify that all the guide lines here are based on my personal experience and may vary from you view. Tips and Pointers from All are welcome as we can exchange our experience and knowledge here. I know that there were alot of words here and might be blurring your eyes, but please read through them carefully. I may not have the exact answer for you in this guide as it is just a general guidelines for you to understand more about FA. This guide only gives you a general view of what FA really have in their sleeves. There are 3 kinds of FA who were building as: 1. Full Amp FA, which neglect all critical rate, critical damage and pump on AMP and Magic Attack ONLY. Though some of them pump rate on them also. This kind of FA is not something you want to bumped into when they are in Twin-Gunner Mode stacking with Battle Aura and Art Of Sniping. 2. CD FA, in which they focus only on their Critical Damage and find as many ways as possible to increase their Critical Damage. Naturally, CD FA need Critical Rate so that their Critical Damage can be more effective. 3. Hybrid FA, this FA balance up their Critical Damage and AMP to get the best out of them. One Example, Cardial. He uses crafted Amp Orbs with slotted Critical Damage. In this, he can balance out the bias between Muti-Shooter and Twin Gunner(Explaination is in below thread). __________________

Last edited by leeyuan1992; 14-Aug-2011 at 03:18 AM..

07-Dec-2010, 12:40 PM

#2 Skills, Special Skills, Upgrade Skills and Runes

leeyuan1992
Regular Member Forum Explorer

Skills
Core Skills for FA (must learn): Ascending according to Skill Rank)

Join Date: 30 Jan 2008 Posts: 2,683 Rep Power: 4

Attacking Skills: Critical Shot, ShadowShot, Gravity Distortion, Shooting Star, Sonic Shooter Buff Skills: Repulsive Armor, Eagle Eye, Mana Condense, Vital Force, Vital Bless, Trusting Arrow, Art of Healing, Art of Sniping Healing Skills: Greater Heal, Mass Heal Optional Skills for FA (should learn but not must): Ascending according to Skill Rank) Attacking Skills: Aqua Lance, Terra Lance, Fire Lance, Poison Arrow, Stone Cannon, Aqua Cannon, Wind Cannon, Fire Cannon, Crystal Cannon (Drilled Shot and Prismatic Arrow are not advisable) Buff Skills: Precision, Lower Defense, Sharpness, Resist Intention

Special Skills
Arranged according to BS level training 1. Battle Aura: 6 codes are available and each codes give different visual effects but same bonus stats. 2. Multi-Shooter: First Battle-Mode available for use for FA. Enable users to shoot up to 4 targets at once regardless of target's position as long as the target is within your shooting distance. Cancel all secondary effect of your skills, E.g. Piercing, Area, etc to Single-Target Skill. Critical Damage biased. Multi Shooter yield more damage for CD FA compare to Amp FA. Shooting Star is restricted during this battle mode 3. Combo Start: A combo battle mode that enable users to cast skills at a consecutive manner if skills are used at the right time. 4. Twin-Gunner: Signature of Force Archer. Enable users to aim two targets at once with blinding attacking speed. Amp biased, Amp FA yield more damage in this battle mode than CD FA. 5. Fatal Shot: Skills specially designed for Twin-Gunner. Only able to use when TwinGunner mode is applied. Specifications: Unknown.

Upgrade Skills
There are 3 types of upgrade skills combination commonly used by FA: 1. PVP combination: Vitality Mastery, Force

Control, Defensive Sense, Ruling Force, Damage Absorb, Sixth Sense 2. Pve combination: Vitality Mastery, Force Control, Ruling Force, Damage Absorb, Reflex, Sixth Sense 3. Anti-Mana freeze combination: Vitality Mastery, Mana Mastery, Force Control, Defensive Sense, Ruling Force, Damage Absorb all these combinations is not fixed and can be change according to one's preference

Runes
Highly recommended Essense Rune upgrade for FA: Skill Exp Rune, HP Rune, Defense Rune, Str Rune, Int Rune, Dex Rune. runes mentioned above is highly recommended as it is cheap (maybe or except HP rune) and highly supportive for FA. HP Rune particularly. As we know, Force Archer HP pool is quite low compared to other classes and HP rune will be an excellent upgrade to make up for its low HP pool. Skill Exp Rune is particularly handy while solo-ing dungeons and leveling as it increases the SP regeneration while in combat. Many would ask that "my skill rank already maxed and what for i still need skill exp rune?" the catch is that Skill Exp not only gives extra skill experience but it boost your SP regeneration as well. As for Defense Rune and the other 3, there's no need to explain anymore right? Recommended Essense Rune upgrade for FA: Magic Attack Rune, Magic Amp Rune, MP Rune, (after the on-coming patch, Critical Rate and Critical Damage Runes as well) Other Essense Runes that useful to FA: Party Exp Rune, Exp Rune, Resists Runes
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Last edited by leeyuan1992; 08-Dec-2010 at 02:12 PM..

07-Dec-2010, 12:40 PM

#3 Choice of Weapon & Accessories

leeyuan1992
Regular Member Forum Explorer

Weapons
As you would know from Force Archer discription, their mastery rather than destruction, unlike wizards, are of control of force. Thus, Force Archer can never yield the same result as Wizards in Wizards' choice of weapon. Because of this, we must improvise to overcome this gap between Wizards and Force Archers. Likewise, Wizards can hardly excelled in the weapons of our choice.

Join Date: 30 Jan 2008 Posts: 2,683 Rep Power: 4

First of All, I want to emphasis greatly on how important that basic Magic Attacks means to Force Archer. Firstly, because of Twin-Gunner mode that using normal attack as the primary attacking methods, Magic Attack is almost as important as your senses. For Example, you may experienced that during Mission War, your Twin-Gunner can deal and slumping one-digit damage to your target. this is because that your low base magic attack is not enough to pierce your target's high defense armor thus the damage deal is extremely minimum. Therefore, the Basic and Foundation weapon for Force Archer will be either Mithril Orb + 8 with slotted Magic Skill Amp< >Mithril Orb + 8 with slotted 20% Critical Damage. These weapons are cheap enough and easily procured. But that two would be the stepping stone for you to go further and enable you to hunt quickly in good earning dungeons like Vocanic Citadel, EoD B2F, FT B1F etc. one method of reaching it is buying it at +0 and slowly upgrade it to that level. As for the choice between orbs and crystals, between amp and Critical DMG. it just simply down to your own preference. Of course, Orb gives better Magic Attack base, but trust me. The difference is not as much as you think they are.

Accessories
As I've mentioned them in above thread, there are Amp, CD and Hybrid FA. Thus, the choice of rings will also vary from it. However, my recommendations are not the only way of playing FA. Amp FA: ok lets start with the easiest ones. since you're applying full Amp to it, thus, Critical Rate and Critical Damage is neglected. It Focus only on Amp and Magic Attack as this two complement each other. Basic: 4 Ring of Sage + 9 Ultimate: 4 Ring of Sage + 10 of course, some may want Critical Damage to make themselves feel better because they score blue colour damage. Basic: Mergaheph's Ring, Ring of Luck + 1, 2 Ring of Sage +9

Better: Mergaheph's Ring, Ring of Luck + 1, 2 Ring of Sage + 10 Best: Mergaheph's Ring, Ring of Luck + 2, 2 Ring of Sage + 10/Mergaheph's Ring, 3 Ring of Sage +10 (Side math (Assuming you use mithril grade weapons): "Basic" Critical Rate: 41%; "Best" Critical Rate: 46%/31%) CD FA: this is also an easy build. all you care is pump up your Critical rate and Critical Damage. Basic: Mergaheph's Ring, Ring of Luck + 1, 2 Critical Rings + 1 Better: Mergaheph's Ring, Ring of Luck + 1, 2 Critical Rings + 2 / Ring of Sage + 10 Best: Mergaheph's Ring, Ring of Luck + 2, 2 Critical Rings + 2 / 2 Ring of Sage +10 Hybrid FA: this is the hardest breed of FA to play as you need to balance up your critical damage and amp. Hybrid FA usually take Critical Rate as their opportunity cost, therefore, Hybrid FA usually uses only one ring that improves Critical Rate Basic: Mergaheph's Ring, 3 Ring of Sage + 9 / 3 Critical Ring + 1 Ultimate: Mergaheph's Ring, 3 Ring of Sage + 10 / 3 Critical Ring +2 (Side Math: neglecting pet bonuses, Hybrid FA will only have 31% Critical Rate.) However, i would like to advise you that Critical DMG should not be lower than 100% it was quite important as well even though FA need alot of Amp.
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Last edited by leeyuan1992; 14-Aug-2011 at 03:26 AM..

07-Dec-2010, 12:41 PM

#4 Combo Start

leeyuan1992
Regular Member Forum Explorer

This is the the Essense of FA here. What FA are better than others and what others will not have is here. So, read carefully ho. The first edge FA have over other classes is that FA's lances and cannons are fastest and the most painful skill among other class ( As in DPS[Damage Per Second] ) note that the Stone Cannon of FA have a whooping 105% Amp. Its ****** alot man, don't hesitate. LEARN IT During PVP, Critical Shot, Shadow Shot, Terra Lance, Stone Cannon, Shooting Star is the choice for most experienced FA's

Join Date: 30 Jan 2008 Posts: 2,683 Rep Power: 4

since this 5 skills deal the most damage in PVP. In PVP, never ever use slow casting skills such as Shooting Star, Gravity Distortion or Sonic Shooter as Opener as they are very slow and doesn't deal spectacular damage like Assasinate, Shield Splinter, WhirlWind, Lightning Slash, etc. Even if you are confident that you will win the duel, don't try it, the result of the duel may be otherwise. The catch for FA to beat other class in PVP is that you are faster than your opponent in reducing each other's HP to 0. Thus, try to repeat Critical Shot and Shadow Shot during PVP in case opponent's HP is still half remaining or your opponent is dying fast. During Missiong War, i would advise that not to use Critical Shot against other players as Critical Shot's low Amp count can hardly pierce through other people's armor. Even with the extra 105% Critical Damage, it still hardly able to live up with the damage of cannons. Moreover, FB with full mithril + 8 set stack with bm1+legacy weapon is super-duple thick and hard to deal with. As Cardial has said in the previous thread in Forca Archer's section, Cannons is recommended during Mission Wars because its have increased Amp since the latest patch. Cannnons makes it easier for FA to smash other people's defense and have a good nice punch to them. Furthermore, Group clashes in tight areas of the map are score-grounds for FA. Cannons have an area limit of 2 thus enabling you to contact multiple targets and thus clearing the paths faster and more effectively for tankers in front compared to lances. Furthermore, in open areas like the field just outside Main Base or Centre, Multi-Shooter Mode will be advisable as people are spreaded all over! For that reason, MultiShooter will have an edge as it can have multiple targets inside your shooting range. For the extra information, it is the job of FA and WI to look out for your friend's legacy weapon so that they won't fall into the hands of the opponent. So FAs, don't run until your last comrade falls. For PVE, or in other words, stunlock combo, FA have many variations and was not fixed to any form or arangements. The catch for achieving stunlock during combo mode for FA is 2 Skills, Gravity Distortion and or Sonic Shooter. the count down of stun duration starts after you finish casting the skills. Here are some examples of PVE stunlock i've used or tested in my many months of experiment. Gravity Distortion as Stunner Skill: GD(9)>S.Star(9)>AquaC(20)>FireC(20)>Shadow S.(20)>repeat GD(9)>Crit. Shot(20)>Shadow S(20)>AquaC(20)>Prismatic Arrow(15)>repeat GD(9)>S. Star(9)>Sonic S.(9)>Shadow S.(20)>repeat GD(9)>StoneC(20)>FireC(20)>CrystalC(20)>AquaC(20)> Shadow S.(20)>repeat Sonic Shooter as Stunner Skill: Shadow S.(20)>Sonic S.(9)>StoneC(20)>FireC(20)>AquaC(20) There are also some suggested PVE stunlock by Omikotsu several posts below, and they are working well against UMD 02Cornus in Pontus Ferrum as well. However, I must add that

having more hits in a stunlock cycle enables you to leech more HP during the stun-phrase! Stunlock for FA have many more versions and those are the only ones i used during my course of trainning. I cannot guarantee them make perfect stunlock but as far as i know, whenever i keep some distance from the mobs, they won't be able to touch me. Thank You for you time in reading this guide. I know it is simple but all the basic knowledge i know for an FA i knew and learnt are already there. Below will be guides for FA to solo dungeons like any other classes who are able to do it. Like the previous thread i started, Other class can do it, why not FA? If you have question or doubt about playing FA, feel free to ask here. Alot pros like Cardial and Ahlong are willing to answer you. Of course i will answer too as I'm the TS
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EXP Bonus Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% Bonus

Skill EXP Bonus Level Bonus

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10

+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Party EXP Bonus Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% Bonus

Pet EXP Bonus Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 5% 10% 15% 20% 25% 30% 35% 40% 45% Bonus

Lv10

50%

Alz Drop Amount Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Lv13 Lv14 Lv15 37% 2% 4% 7% 9% 12% 14% 17% 19% 22% 24% 29% 32% Bonus

Alz Drop Rate Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Lv13 1% 2% 4% 5% 7% 8% 10% 11% 13% 14% Bonus

Lv14 Lv15

Alz Bomb Rate Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Lv13 Lv14 Lv15 22% 1% 2% 4% 5% 7% 8% 10% 11% 13% 15% 16% 17% Bonus

Attack Rate Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 15 30 45 60 75 90 105 120 135 150 165 180 Bonus

Lv13 Lv14 Lv15

195 210 225

Defense Rate Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Lv13 Lv14 Lv15 15 30 45 60 75 90 105 120 135 150 165 180 195 210 225 Bonus

Down Resistanse Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 1% 2% 3% 4% 5% 6% 7% Bonus

Knockback Resistanse Level Lv1 1% Bonus

Lv2 Lv3 Lv4 Lv5 Lv6 Lv7

2% 3% 4% 5% 6% 7%

Stun Resistanse Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 1% 2% 3% 4% 5% 6% 7% Bonus

STR Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 1 2 3 4 5 6 7 Bonus

DEX Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 1 2 3 4 5 6 Bonus

Lv7

INT Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 1 2 3 4 5 6 7 Bonus

HP Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Lv13 Lv14 Lv15 10 27 44 61 78 95 112 129 146 165 182 199 216 233 250 Bonus

MP Increase Level Lv1 Lv2 Lv3 10 27 44 Bonus

Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Lv13 Lv14 Lv15

61 78 95 112 129 146 165 182 199 216 233 250

Attack Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Bonus

Magic Attack Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 +1 +2 Bonus

Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12

Defense Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 1 3 5 6 8 9 11 12 14 16 17 20 Bonus

HP Absorb Limit Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 +1 +2 Bonus

Lv11 Lv12 Lv13 Lv14 Lv15

MP Absorb Limit Increase Level Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Lv13 Lv14 Lv15 +1 +2 Bonus

HP Absorb Increase Level Lv1 Lv2 Lv3 1% 2% 3% Bonus

MP Absorb Increase Level Lv1 Lv2 Lv3 1% 2% 3% Bonus

Sword Skill Amp Level Lv1 Lv2 Lv3 Lv4 1% 2% Bonus

Magic Skill Amp Level Lv1 Lv2 Lv3 Lv4 1% 2% Bonus