Yul Archer guide — Yul Archer, Goddess of Destruction
A class guide to Yul Archer for Lineage 2 Goddess of Destruction: how to complete Awakening, which skills to take, what to wear and where to level. This guide covers all the main questions about playing the Yul Archer class. The guide is current for Goddes of Destruction Chapter 1 - Awakening. You can leave your questions/suggestions in the comments.
Contents |
Choosing a race
So, you've decided to play an archer, and the first fundamental question you face is choosing a race. I recommend 2 options: Dark Elf and Orc (if you have a Stone of Destiny, or as a dual class). The Dark Elf is better suited for PvE and PvP 7x7 thanks to the highest base STR (92) and the racial skills Wild Haste (removes all debuffs, makes the character untargetable for 5 sec. and raises Speed by 30), Dark Abilities (raises STR by 1 at night), Sharpness (raises Critical Damage by 208). The Orc is better suited for the Olympiad and mass PvP thanks to the highest base CON (87), MEN (41) and the racial skills Immortal Endurance (when taking damage while HP is below 20%, grants invulnerability for 5 sec.; the effect triggers once every 5 minutes) and Ferocity (for 60 sec. raises Atk. Spd. by 17% and lowers P. Def. by 15%). The other races don't have such optimal sets of stats and racial skills, though they're viable too.
Tattoos
An archer needs to boost STR as much as possible, so all 3 dyes should go into it; which dyes to buy depends only on your budget — ideally you should have 3 Legendary Dye Lv. 5 - STR.
Subclass skills
Definitely worth learning:
- Subclass - MP/Time Reduction Lv. 3. Reduces skill cooldowns and their MP. consumption by 3%
- Subclass - P. Def./M. Def. Increase Lv. 6. P. Def. +90, M. Def. +90.
- Use the remaining 3 certificates as you like on Subclass - Atk./Casting Spd. Increase or Subclass - Critical Rate Increase.
Armor, weapons
- The armor set is chosen by level and budget and unsealed for Enhancement; also, from 95 to 99 you can have an extra Seraph set unsealed for Death. This set is good for leveling thanks to the "Skill attack +6%" bonus. Attribute in armor isn't critical for leveling, but I recommend having at least 120 resistance to the attribute of the mobs you level on.
- Bow or crossbow? The answer is here: http://forums.goha.ru/showthread_0_0_t724878. Definitely put the SA on Focus, since it's the only possible bow SA that gives a noticeable bonus. To explain: the damage boost SA adds too little P. Atk. compared to the archer's total P. Atk. and skill power. I also recommend leveling up to level 95 with an S80 OE bow instead of the Apocalypse Shooter. 300 attribute in the bow is a must for PvP and raids, but if your current goal is to level up faster, you can skip the bow attribute. As for the element, I advise Earth or Holy (Holy is more versatile).
- Enchanting the bow and set to +4 and higher doesn't give a significant boost, so you don't have to bother with it until level 99.
- For the Olympiad you'll need the Doom Heavy Set +6, the Staff of Evil Spirits (SA - Blessed Body), the Hell Knife (SA - Mental Shield) and Freya's Spirit Cloak.
Jewelry
- The rings should be for crit damage in any case, even at the expense of M. Def. Budget option: Queen Ant's Ring + Baium's Ring; ideally: Octavis's Ring + Earth Wyrm Heart Ring. If money is really tight, at first for leveling AQ + Olympiad Hero's Ring will do.
- For leveling/PvP, earrings are best taken for maximum M. Def.; for the Olympiad I recommend Istina's Earring + Antharas's Earring / Immortal Zaken's Earring, since, contrary to the opinion that epic earrings were seriously nerfed and are useless, they still give a boost to stun and stun defense.
- The necklace is best Valakas's (especially since it's now quite affordable due to its low price), though Istina's Necklace is also a good option in terms of M. Def. I don't advise wearing Frintezza's Necklace, since it has very little M. Def. and its bonuses are mediocre by modern standards.
Hair Accessory
There are 2 hats suitable for an archer:
- Demon Circlet (P. Atk.) +5% P. Atk. — lets you push P. Atk. to the max and, accordingly, deal maximum auto-attack damage. More effective in PvP and on raids.
- Rabbit Ears (STR) +3 STR — the P. Atk. boost is lower, but it raises the chance for skill mastery to trigger. More effective at the Olympiad and in AoE/lethal leveling.
For the Olympiad it's good to have Raccoon Ears (CON), Angel Halo (M. Def.), Angel Halo (P. Def.).
Belt, shirt
The archer is a class that should ideally have all 3 kinds of PvP belts, but as priority no. 1 I advise making the belt for Defense during PVP; the main argument is that dead people don't kill. Second, the belt for auto-attack (for PvP where you aren't really controlled, and for the Olympiad against some opponents). And last, you can make the belt for skill attack, mainly for fights against tanks at the Olympiad.
The shirt should be Olf's at +6 or higher.
Augments
The best augment in the main weapon is the passive Damage Reflection Lv. 3. Among the decent passive augments for an archer, Duel Might Lv. 10 and STR +1 should also be noted, but they can't compare with reflect.
Among active augments the best is again Damage Reflection Lv. 3; Lesser Celestial Shield Lv. 1 and Heal Lv. 10 are also extremely useful. Decent active augments are Skill Refresh Lv. 3 and Duel Might Lv. 10.
Leveling 85-99
From level 85 I advise leveling in the Harnak Underground Ruins on floor 3, and if you're not leveling there with your constant party, the optimal party composition is: Healer, tank, chant, summoner, 2 mages and an archer (i.e. you). The leveling is AoE, of course. Given the raised mob levels, you can level there from 85 to 90. I consider the alternative, the Seed of Annihilation, worse in XP and less convenient. For solo leveling the Altar of Evil is fine, but know that party leveling in the Ruins is much faster and more profitable. I also advise going into the solo instance Nursery (SoA) on cooldown — get buffed by a Chanter and level by gathering mob packs; you can ignore Magmeld's quest — the leveling there is worth more than the quest.
At level 90 there are 2 leveling options — with mages at the party spot in the Fairy Settlement (around the big tree; the archer gathers mobs there with auto-attacks from the cocoons and with Arrow Rain straight from the clearing; the main thing is that the tank manages to take aggro off these mobs, or frequent deaths are unavoidable) or the Garden of Genesis, first below and then in the garden itself. There too it's of course best to level AoE with mages, and you'll already need 2 healers, unlike the Ruins/Settlement. Lethal leveling with fighters is much slower than AoE leveling with mages.
From level 95, move to the Orbis Temple and level at whatever spot you can hold, since there are always wars over the top spots there. Leveling is again based on AoE with mages.
While leveling you face the question of which harmony to level under. If the leveling is purely AoE, I recommend Wizard's Harmony — the damage loss compared to Warrior's Harmony will be almost unnoticeable, and 20% cooldown reduction will seriously raise DPS. If you're leveling with lethals, or in a party with mages your role is killing the tankiest mobs, then in my opinion Warrior's Harmony is more effective.
Skills
I'll start with a question that bothers many right after Awakening — which old skills are worth keeping? You can keep Rapid Shot until level 95, and Dead Eye, Rapid Fire, Aimed Fire, Aiming and Main Target until level 90. Relearn the rest right away.
I won't just list all the skills — you can look at them, for example, here; I'll describe only the main skills with my comments.
- Sniper Stance - Used mainly for lethals on mobs or knocking down a tank's CP at the Olympiad; also sometimes useful in PvP when there's distance between you and the opponent.
- Rapid Fire Stance - Useful first of all for reducing skill cooldowns; it's in this stance that you should cast Bullseye and use Ultimate Evasion or Lightning Shot. The second obvious plus is the run Speed bonus, which makes it useful for simply moving around the map, as well as for running away from/chasing someone. By the way, this is the stance I advise using when leveling in the Fairy Settlement.
- Siege Fire Stance - The main stance for dealing damage.
- Great Archery - A passive skill that got the effect of the former toggle Skill Mastery Focus. It's because of this that Archers' skills "crit" buffs/debuffs so often and reset skill cooldowns.
- Bullseye - It's because of this skill that archers started being "taken" into parties with mages: besides increasing bow damage to the target, it also cuts M. Def. The skill has an unpleasant effect — although it lasts 20 seconds, there's a chance the debuff disappears when the target takes damage, so it quite often falls off much earlier than the full 20 seconds. To speed up its cooldown, use it with Rapid Fire Stance on.
- Concentrated Bullseye - A mass Bullseye, given only at level 99, though it would have come in handy for leveling before that. It works in a 400 range around the target; the cooldown isn't fixed. When it expires on timeout it deals damage with ~30k power.
- Lightning Shot - In PvP and on Raids it's used on cooldown under the RF stance. Best used together with the Third Eye skill. Enchant for Time (+10 lasts 30 seconds).
- Third Eye - A skill that terrifies enemy robes and raids. It greatly increases auto-attack crit damage; together with Battle Rhapsody it makes a robe a one-shot. The cooldown is fixed. Enchant for Time (+10 lasts 1 min 20 sec).
- Ultimate Evasion - Helps you survive a mage assist and gives excellent evasion of skills. Use it under the RF stance. Enchant for Time (+10 lasts 40 seconds).
- Flash - Triggers if there's a hostile target within a radius of 400. Drops targets from you for 5 seconds and increases speed. Helps escape an assist / shake off a mob/raid's aggro for a while; there's an unpleasant effect — when used it also drops the caster's own target, and when the buff wears off the target is dropped again. By the way, it's a magic skill, with everything that implies.
- Distraction - Useful mainly at the Olympiad, but sometimes helps in PvP too; the clone draws aggro decently, but dies in one hit.
- Camouflage - A hide that breaks when you take damage or do any action other than running. The Hawk also breaks it with its actions. Helps drop marks in PvP, escape an assist, shake off a mob/raid's aggro, and is extremely useful at the Olympiad.
- Summon Hawk - the hawk itself is useful only for transfer pain with the matching talisman and the skill *Thunder Wyrm Purification — a cleanse. By the way, this cleanse is reset when the Hawk is resummoned. No point enchanting it.
- Frost Trap - Useful only at the Olympiad and in PvE, where it lands quite well.
- Gravity Trap - Lands worse than Frost Trap; useful mainly at the Olympiad and in PvE during AoE leveling when the tank dies.
- Impulsive Shot - Useful only at the Olympiad, and not against everyone. With chance earrings it lands quite well and rarely drops the target. Enchant for Chance. Enchanting isn't a priority.
- Pinpoint Shot - The main single-target damage skill. It has the nice effect of ignoring 30% of armor, and it's this skill that gets the lethal effect when using Sniper Stance. Enchant for Duel. http://forums.goha.ru/showthread_0_0_t731028
- Recoil Shot - The second most useful skill against a single target; the knockback on the opponent lands quite often and sometimes drops their target. Enchant for Chance.
- Arrow Rain - The main AoE damage skill, with a huge attack angle, which is why it sometimes causes problems while leveling by aggroing "extra" mobs. In PvP it's useful while the tank has aggro. The skill is also very sensitive to the target's height — if the attack target is at a different height from the others, damage is dealt only to the targets at the same height as the main target. Enchant for Duel.
- Heavy Arrow Rain - The second most useful skill for AoE leveling. Enchant for Duel. For leveling at level 98 you can enchant it for Attribute.
- Tornado Shot - A skill with a rather dubious AoE effect. It attacks the target and those in the arrow's path to the target; those standing behind the target or to the sides aren't attacked. It's this skill that has the archers' built-in combo effect — when the target is in the air or on the ground (knockdown), the skill icon is replaced. Enchant for Duel. For leveling at level 98 you can enchant it for Attribute.
- Area Bombardment - An AoE skill with huge power (120k) and a fixed cooldown (10 min), used not on a target but on an area. However, its damage isn't affected by stances or P. Atk., only by the P. Def. of the targets in the area. It casts for 2 seconds, which is why it often gets interrupted. It uses no soulshots. A big plus of this skill is that it doesn't miss, i.e. it's effective to fire it at an opponent's UE.
- Bow Strike - Useful only at the Olympiad, and not often. Enchant for Duel; enchanting isn't a priority.
- Quick Shot - Draws very fast but hits weakly, so it's of little use. Enchant for Duel; enchanting isn't a priority.
- Slow Shot - Lowers the target's speed; of little use. Enchant for Chance; enchanting isn't a priority.
- Foretold Doom - Puts an Accuracy debuff; useful in the CB. Enchant for Chance; enchanting isn't a priority.
Tips in PvP
Survivability
In daily PvP the archer is the main damage force, and their first task is killing mages. Enemy mages usually have the opposite task — to kill you as fast as possible (archers traditionally have very little M. Def.), and very often the outcome of PvP depends on who manages it faster. So it's extremely important, first, to watch the enemy's use of Rhapsody, and second, when an assist on you begins, to use Flash right away and at 97+ go into hide with Camouflage about 30 seconds after the PvP starts to drop the mark from yourself, and then do it on the hide's cooldown. Also don't forget to use Hero's Quick Healing Potion under the enemy's assist — using quick heal pots will greatly increase your survivability. I advise saving Ultimate Evasion for when you use Third Eye, but if there's a non-stop assist on you and Flash/hide are on cooldown, it's time to press the UE button (preferably switching to the RF stance to speed up the cooldown); seeing it on you, the opponents usually switch the assist to someone else. If things are really bad and in any scenario you're target number 1 for the enemy, I advise buffing Knight's Harmony and removing the Sonata of Movement — your damage won't drop much, but your survivability will rise significantly. I don't recommend buffing Wizard's Harmony in PvP under any circumstances — DPS drops too much. It's no accident that I began talking about behavior in PvP with survivability, since that's the first priority and, against experienced opponents, an extremely difficult task — remember, dead people don't kill.
Tank aggro: During the aggro, unload your whole arsenal of AoE skills (Arrow Rain, Heavy Arrow Rain, Tornado Shot) into the tank, trying to position yourself so that they hit your attack target first. To get out of the tank's aggro, also use Flash together with the blinks Lightning Speed and Retreat. This gives you a few seconds of normal shooting, and if the enemy tank is low-skill and/or lagging, you can get out of aggro for a significant time.
When and how we should kill
Almost all the time in PvP we shoot with auto-attacks; if crit procs absolutely refuse to happen, you can throw Arrow Rain into the crowd, and then reflect off someone will surely knock one out. Don't forget to cast Bullseye on cooldown, and if the situation and FPS allow, it's better under the RF stance. As a rule, opponents use a party Celestial about 5-10 seconds after the PvP starts, followed almost immediately by a party UD. And here it all depends on how serious your opponent is — if they're objectively weaker and less experienced, it's worth turning on Third Eye, telling your chanter to use Battle Rhapsody and winning the PvP in 20-40 seconds by wiping out the enemy. By the way, I don't advise using Third Eye under assist — it has a bad habit of getting interrupted. If you're up against an equal opponent, I recommend using these goodies only after the enemy's second party Celestial. After Rhapsody wears off, use Lightning Shot and then use it on cooldown until the end of the PvP (again, preferably reducing the cooldown with the RF stance). Remember that without Third Eye/Rhapsody an archer can't kill serious opponents alone, so in PvP it's extremely important to assist your party members on one target (on which you must remember to cast Bullseye on cooldown). A bit about the optimal tactics for killing an enemy party in PvP: first kill the opponent's 2 DD, then switch to the healers; when one of the killed targets is resurrected, try to kill them again rather than finishing off the current target.
Mass PvP
In mass PvP mages rule, so the archer's top-priority task stays the same — killing them. Your party's task is to pick one enemy party (usually the one running the mPvP picks it for you) that you're able to kill, and to wipe them repeatedly using the same scheme as in a normal 7x7. I won't go into the finer points of running mass PvP with a group of parties, since this guide is only about the archer and their role, so I'll just give a couple more tips. During enemy mass resurrections it's a good idea to throw a couple of AoE abilities into the crowd. Try to stay away from the epicenter of the fight yourself (luckily your shooting range allows it); this will help you avoid numerous mass aggros, black holes and mages' AoE nukes. If the mass PvP takes place where the enemy can't resurrect (sieges, TW), killing the entire enemy party isn't essential — the main thing is to cut down the main DDs (mages first of all). In mPvP I advise always running under Knight's Harmony and canceling the Sonata of Movement.
Olympiad
General thoughts on the archer's role at the Olympiad in Goddes of Destruction: In none of the Lineage II updates did archers become Olympiad farmers. At levels 85-90 I had hoped that I'd finally be able to compete on equal terms with other top representatives of their classes with my gimp, but at 90+ all my dreams were shattered. The reality of today's Olympiad is this: the absolute farmers are summoners, followed by healers and tanks, then warriors and chanters. And the outsiders remain the dagger, the archer and the mage. Yes, you can sometimes kill the farming classes with them, outdoing them in level/gear, but even then you often can't do without luck. In the end, the archer was a pushover until GoD, and remains one. I'll describe the basic principles and little tricks that, with some luck, help you come out ahead on points.
Before the fight: Don't forget to get out the Doom Heavy set, the Staff of Evil Spirits, the Hell Knife, Freya's Spirit Cloak, Blessed Spiritshot: Grade B, extra staffs with useful augments and a set of talismans. Put all of this on your panels, make macros for switching sets, put on Doom Heavy, the SoES, Raccoon Ears (CON), R *your grade* Talisman - HP {Passive}, the Defense belt in PvP, and turn on Rapid Fire Stance. Now you can register. To know who your opponent will be before you fly into the stadium, open the table of current fights (Observe at the Grand Olympiad Manager), and when you're in the fight, press Refresh — you'll be able to find yourself and your opponent in the lists. Still, I recommend having someone who'll read you the opponent's name and class — it'll save you time and nerves. Only once you've flown into the arena, summon the Hawk (you can summon it before the fight, but quite often it doesn't come to the stadium and you have to resummon it), and buff Horn Melody, Drum Melody and Lute Melody at the NPC — these are 3 universal buffs that should be on you in every fight; the remaining 2 depend on the opponent and the situation. All this time, cast Noblesse on yourself from the SoES until Blessed Body Lv. 5 lands. Then switch to your regular set, change your headgear for the opponent, remove the HP talisman, take the Hell Knife and also buff yourself with Noblesse until Mental Shield Lv. 4 lands. Next, depending on the situation, put the augment buff on yourself (if you have Reflect, always use it), use active talismans, put on the Yellow Talisman of Damage Transfer (for TP onto the Hawk), and the fight begins.
Fight against a Feoh Wizard
In fights with mages I recommend buffing Wizard's Harmony (to raise M. Def. and lower skill cooldowns) and Harp Melody (for speed and magic evasion). Put on the Angel Halo (M. Def.) and buff R *your grade* Talisman - M. Def. {Active}. Also put on 2 passive M. Def. talismans (Regular Talisman - M. Def. and R *your grade* Talisman - M. Def. {Passive}), R Talisman - Remove Debuff. If you're up against a serious opponent, get the Blue Talisman - Divine Protection ready. Instead of the passive M. Def. talisman you can wear the Red Talisman - Life Force, but you can't always use it in a fight. The tactic against mages is quite simple: try to kite their skills Mage's Spirit, Double Casting and Sudden Obstacle. Blinks, traps, Flash, Distraction, Camouflage and Lesser Celestial Shield (augment) will help with this. If you get the Death Breath debuff from a mage, remove it as quickly as possible with the Hawk's skill Thunder Wyrm Purification, the Remove Debuff talisman or the dark elves' racial skill Wild Haste. If you get knocked into the air, first use Ultimate Evasion right away, second remove the debuff with the Hawk's skill Thunder Wyrm Purification (the dark elves' racial skill Wild Haste also works), use the Blue Talisman - Divine Protection, Third Eye, Lightning Shot, Bullseye, switch to Siege Fire Stance and spam skills. In a plain head-on attack without a knock-up, do the same except removing the debuff. It makes sense to try to stun a mage (not of the Human or Dark Elf race) with Impulsive Shot only if you're sure he's below level 97, where the skill Self-Purification appears. If you do everything right, in the vast majority of cases this tactic will bring us victory (you can only lose by catching a stray magic crit on your UE from Elemental Fury). There's also a "berserker" tactic, in which you buff Warrior's Harmony and Guitar Melody and put on the Demon Circlet (P. Atk.). The actions are almost the same as in the previous tactic, only you hit with auto-attacks. This tactic is used against competent mages who can't be baited into pointlessly using Sudden Obstacle; the goal is to leave the mage without MP with a crit and finish him off with a second crit. However, the chances of losing with this build are higher — you'll have practically no M. Def.
Fight against an Othell Rogue
In fights with daggers I recommend buffing Knight's Harmony (+45% P. Def. is the main argument) and Harp Melody (30% crit resistance, accuracy and evasion). Put on the Angel Halo (P. Def.) and buff R *your grade* Talisman - Critical Defense {Active}. Also put on 2 passive P. Def. talismans (Regular Talisman - P. Def. and R *your grade* Talisman - P. Def. {Passive}) + R *your grade* Talisman - Critical Resistance {Passive}. If you're up against a serious opponent, get the Blue Talisman - Divine Protection ready. Instead of the passive crit resistance talisman you can wear the Red Talisman - Life Force, but you can't always use it in a fight. The main tactic: don't turn your back to the dagger; when your target drops, quickly retarget with /targetnext placed on the quick panel; when you get caught in an anchor, immediately use Thunder Wyrm Purification (or Wild Haste if you're a dark elf); don't use AoE skills against a dagger with reflect (you'll kill yourself on the clones); try to kite the dagger's Ultimate Evasion with blinks, traps, Flash, Distraction, Camouflage and Lesser Celestial Shield (augment). When a head-on attack can no longer be avoided, use the Blue Talisman - Divine Protection, Third Eye, Ultimate Evasion, Lightning Shot, Bullseye, switch to Siege Fire Stance, and if the dagger has Ultimate Evasion on, spam skills (since the chance to hit is higher — daggers' UE gives only 40% evasion of skills); if not, hit with auto-attacks. When the dagger has Counterattack on (for 10 sec. evades physical skills and reflects the damage dealt back to the enemy), never spam skills at him — hit only with auto-attacks. It's best to kite the clones (Flash + blink forward or back). Don't forget that you can knock a dagger out of hide with the Light Charge skill. Also remember that Scorpion Poison applies a magic silence, which prevents you from using Flash (as I wrote, this skill is magical). It makes sense to try to stun a dagger (not of the Human or Dark Elf race) with Impulsive Shot. Against daggers, if you do everything right, your chances of winning are ~80%, but there are plenty of possible accidents.
Fight against a Yul Archer
In fights with archers I recommend buffing Knight's Harmony (again, P. Def. is everything in fights against fighters) and Harp Melody (30% crit resistance, accuracy and evasion). Though perhaps instead of Harp Melody you could take Guitar Melody (physical crit power), but that's an option for risk lovers. Put on the Angel Halo (P. Def.) and buff R *your grade* Talisman - P. Def. {Active}. Also put on 2 passive P. Def. talismans (Regular Talisman - P. Def. and R *your grade* Talisman - P. Def. {Passive}) + R *your grade* Talisman - Critical Resistance {Passive}. If you're up against a serious opponent, get the Blue Talisman - Divine Protection ready. Instead of the passive crit resistance talisman you can wear the Red Talisman - Life Force, but you can't always use it in a fight. It's highly desirable for the opponent to get caught in the Frost Trap and aggro the clone — this gives you an advantage. If you can, try to bait the opponent into using UE and the 3rd Eye, and then kite/use Lesser Celestial Shield (augment)/go into hide (don't forget about Light Charge — there's no point using Camouflage standing next to the opponent). But don't count on it too much — a competent opponent won't let you do that. When a head-on clash can no longer be avoided, use the Blue Talisman - Divine Protection, Third Eye, Ultimate Evasion, Lightning Shot, Bullseye, switch to Siege Fire Stance and hit with auto-attacks. The chance to hit is ~40% (while hitting with skills is almost impossible); a crit with a proc will be 10k+, i.e. the opponent goes down in 2 crits. Remove Bullseye from yourself with Thunder Wyrm Purification (or Wild Haste if you're a dark elf); use Flash right after the UD talisman wears off; you can go into hide on the enemy's Flash (the main thing is that the Hawk isn't attacking at that moment, and against a competent opponent it'll give you just a couple of seconds instead of 5). Your chances of winning, if you do everything right and the opponent doesn't use the same tactic, are ~90%.
Fight against a Tyrr Warrior
In fights with warriors I recommend buffing Knight's Harmony and Guitar Melody (this time our crit power matters more). Put on the Angel Halo (P. Def.) and buff R *your grade* Talisman - P. Def. {Active}. Also put on 2 passive P. Def. talismans (Regular Talisman - P. Def. and R *your grade* Talisman - P. Def. {Passive}) + R *your grade* Talisman - Critical Power {Passive}. If you're up against a serious opponent, get the Blue Talisman - Divine Protection ready. Instead of the passive crit power talisman you can wear the Red Talisman - Life Force, but you can't always use it in a fight. Sometimes you meet foolish warriors who use their limits (Berserker and Boost) at the very start of the fight; it's highly desirable for us to kite them with blinks, traps, Flash, Distraction, Camouflage and Lesser Celestial Shield (augment). Get out of various knockdowns, stuns and disarms with Thunder Wyrm Purification (or Wild Haste if you're a dark elf). When a head-on clash can no longer be avoided, use the Blue Talisman - Divine Protection, Third Eye, Ultimate Evasion, Lightning Shot, Bullseye, switch to Siege Fire Stance and hit with auto-attacks. As a rule, seeing UE on you, a competent warrior starts kiting around pillars, and to catch up and deal at least some damage you have to go back to the RF stance. When your UE wears off, you'll have to kite in turn, but don't forget about the warriors' catch-up leaps, so it's better to increase the distance with blinks right away. It makes sense to try to stun a warrior (not of the Human or Dark Elf race) with Impulsive Shot when he isn't under Berserker. Your chances of beating a competent warrior, even if you do everything right, are ~30%.
Fight against an Iss Enchanter
In fights with chanters I recommend buffing Knight's Harmony and either Guitar Melody (if the opponent is objectively weak or the arena is empty) or Harp Melody (if you know you're up against a top chanter who won't let himself be killed — you'll have to kite most of the time). Put on the Angel Halo (P. Def.) and buff R *your grade* Talisman - P. Def. {Active}. Also put on 2 passive P. Def. talismans (Regular Talisman - P. Def. and R *your grade* Talisman - P. Def. {Passive}) + R *your grade* Talisman - Critical Power {Passive}. If you're up against a serious opponent, get the Blue Talisman - Divine Protection ready. Instead of the passive power talisman you can wear the Red Talisman - Life Force, but you can't always use it in a fight. Kite Battle Rhapsody with blinks, traps, Flash, Distraction, Camouflage and Lesser Celestial Shield (augment). Get out of transformation with Thunder Wyrm Purification (or Wild Haste if you're a dark elf). When a head-on clash can no longer be avoided, use Third Eye, Ultimate Evasion, Lightning Shot, Bullseye, switch to Siege Fire Stance and hit with auto-attacks. Keep the Blue Talisman - Divine Protection and Lesser Celestial Shield (augment) for kiting in case you can't win during Third Eye. If HP starts approaching zero, use Flash and use the Red Talisman - Life Force. It makes sense to try to stun a chanter (not of the Human or Dark Elf race) with Impulsive Shot when he isn't under Angel's Hands. Chances of winning are ~75%.
Fight against an Aeore Healer
Healers are almost like chanters — some can be killed, some can only be kited, and top healers with reflect basically can't be beaten. So, if you're up against an outright weak healer or the fight is on an empty arena, buff Warrior's Harmony, Guitar Melody and R *your grade* Talisman - Critical Power {Active}, and put on the Demon Circlet (P. Atk.) and the Normal Attack belt in PvP. If you're up against an experienced healer who also knows the Drum trick, buff Wizard's Harmony, Harp Melody and R *your grade* Talisman - M. Def. {Active}, and put on the Angel Halo (M. Def.). In any case put on 2 passive M. Def. talismans (Regular Talisman - M. Def. and R *your grade* Talisman - M. Def. {Passive}), R Talisman - Remove Debuff. If you're up against a serious opponent, get the Blue Talisman - Divine Protection ready. Instead of the passive M. Def. talisman you can wear the Red Talisman - Life Force, but you can't always use it in a fight. Try to bait the healer into using all their defensive goodies (Celestial Protection, Deep Healing, Brilliant Purification, Crystal Regeneration) without using your own (Third Eye, Lightning Shot). All these goodies should be kited with blinks, traps, Flash, Distraction, Camouflage and Lesser Celestial Shield (augment). It's also desirable for the healer to summon Lumi — this will cut their healing power. It's best to remove the Mark of Lumi debuff right away with the Hawk's skill Thunder Wyrm Purification, the Remove Debuff talisman or the dark elves' racial skill Wild Haste. About 40-50 seconds after the fight starts, use Third Eye, Ultimate Evasion, Lightning Shot, Bullseye, switch to Siege Fire Stance and hit with auto-attacks. Crits under all this + a proc will be 10k+, which lets you kill the healer in 2 crits. Keep the Blue Talisman - Divine Protection and Lesser Celestial Shield (augment) for kiting in case you can't win during Third Eye. If HP starts approaching zero, use Flash and use the Red Talisman - Life Force. It makes sense to try to stun healers (not of the Human or Dark Elf race) with Impulsive Shot if they're without the Tree of Life or far from it. Chances of winning against a competent healer are ~50%; against top healers they tend toward zero.
Fight against a Sigel Knight
In fights with these warriors I recommend buffing Knight's Harmony and Harp Melody. Put on the Angel Halo (P. Def.) and buff R *your grade* Talisman - P. Def. {Active}; sometimes it's useful to use the Red Talisman of Maximum Clarity against Orc or Dwarf tanks. Also put on 2 passive P. Def. talismans (Regular Talisman - P. Def. and R *your grade* Talisman - P. Def. {Passive}) + R Talisman - Pull Resistance {Passive}. If you're up against a serious opponent, get the Blue Talisman - Divine Protection ready. Instead of the passive P. Def. talisman you can wear the Red Talisman - Life Force, but you can't always use it in a fight. The basis of fighting tanks is kiting, so never let the tank get close; if he pulls you, immediately use a blink forward or back. It's best to start kiting right away, so that the tank, out of helplessness, summons the Lion, cutting his own P. Def. There's no point using traps, since they're quickly cleansed by the Knight's Cubic. At the start of the fight it's best to try to knock off the tank's full CP. with Pinpoint Shot in Sniper Stance. Then switch back to Rapid Fire Stance and kite. The main damage should come from skills, not auto-attacks, and it's important to watch for the tank's use of Knight's Oath, Ultimate Defense, Shield of Faith and Spike Shield — while they're on, there's no point attacking; it's better to save the hide, the Blue Talisman - Divine Protection and Lesser Celestial Shield (augment) for one of his UDs. If HP starts approaching zero, use Flash and use the Red Talisman - Life Force. If you see that you can't out-damage the cubic's healing without dying yourself, kite until the end of the fight. Chances of winning against a competent tank are ~30%; against top tanks with reflect the chances tend toward zero.
Fight against a Wynn Summoner
There are 3 kinds of summoners: the first actively try to kite; the second wear heavy armor and a shield, boost P. Def. to the max and try to damage you; the third kite in heavy armor. And while the first and second can somehow be killed, the third, especially with reflect, can't be. Buff Knight's Harmony and either Harp Melody (against kiting lovers) or Guitar Melody (against bruisers); this is determined purely by experience, so against an unknown summoner I recommend starting with Harp Melody. Put on the Demon Circlet (P. Atk.) and buff R *your grade* Talisman - P. Def. {Active}. Also put on 2 passive P. Def. talismans (Regular Talisman - P. Def. and R *your grade* Talisman - P. Def. {Passive}) + Regular Talisman - M. Def. If you're up against a serious opponent, get the Blue Talisman - Divine Protection ready. The Death Reapers hit with P. Atk. but have a magic AoE attack, plus the summoner himself hits with magic; by experience I found that boosting defense against them is still more effective. If the opponent has an active reflect, never use AoE skills — you'll kill yourself. The task is to bait the summoner into using Summon Barrier, while you use Flash or Lesser Celestial Shield (augment), then use the Blue Talisman - Divine Protection, Third Eye, Ultimate Evasion, Lightning Shot, Bullseye, switch to Siege Fire Stance and hit with auto-attacks. Get out of Banish and Dimensional Shackles with the Hawk's skill Thunder Wyrm Purification or the dark elves' racial skill Wild Haste. If the opponent tries to kite, switch to the RF stance and catch up. It makes sense to try to stun summoners (not of the Human or Dark Elf race) with Impulsive Shot. Chances of winning are ~40%.
The article is copied from the forum thread GoHa.Ru - Guide Yul Archer from A to Z



