A basic overview of practical usage of currently known archer skills.
Here is a basic overview of the practical usage of currently known archer skills with my commentary. This piece is not intended to cover basic values and numbers, but rather to explain general pros, cons and situational purposes.
Want to know more about their attacks, movement, recovery and utility skills? Read on.
Your basic starter attack. Use it as a filler while feeling out more optimal shots which may require more setup, for efficiency in regard to MP (Mana Points) consumption or as a finisher when nothing stronger is required.
A high MP consumption and low damage skill that has the benefit of homing on and hitting multiple targets. If you are having trouble landing shots, need to hit a target without line-of-sight, or for whatever reason have the need to simultaneously hit multiple targets which are spread out, use this skill. Due to its low MP/damage efficiency, other skills are almost always preferable if it is practical to connect them. The release of this skill may be delayed after queuing targets, but if you are attempting to move cancel the animation, doing it too early will result in no skill activation.
Can be charged for higher burst damage, and higher levels of the skill allow you to move with a 50% speed penalty instead of being locked into stationary state. Space yourself to release it at maximum range for good opening hits, or charge it while backing away from a snared or knocked down opponent to regain distance. Upon release, it provides a small backstep effect which not only helps in kiting, but is also cancelable, to shave off some recovery time and gain additional distance and positioning.
Similar to Focused Shot, except penetrates through targets. The effective width of the shot is quite narrow, but you may rely on it in the event of having to bypass body blocking or simply having a convenient lineup. Has the same mini backstep effect, which is also cancelable.
Chain of Shot
This may very well replace normal shot as your primary attack. It has the flexibility to be single shot, or be held for rapid firing rate. Fires a series of quick shots followed by a short recovery delay such that it is not completely continuous. May be stopped at anytime but then you must suffer the recovery delay. Great for applying constant pressure and going for interrupts and knock-downs. Requires steady and accurate tracking while maintaining the reticle's hit confirmation circle.
Page 1: Attacks
Page 2: Movement/Recovery, Utility/Situational