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[Build Guide] Archer Striker


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#1
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So I finally got a better mic setup for recording with this video.

Now, obviously many of you already know a lot of the information in this video, and a lot of it has already been covered in other guides. I'm largely posting this on here for feedback and/or discussion.

Without further delay, here it is:

 

Synopsis:

 

This guide builds the Archer as a Striker. A striker is a role focusing on mobility and single-target burst DPS. This build also throws in a pinch of crowd-control as well to add a bit of flavour.
 
The archer is well known as one of the best Strikers in Inquisition, as the mixture of several high damage abilities and low cool downs allows for much higher overall  DPS compared to other classes built for more pure single-hit damage, like the Assassin Striker I show-cased was in a previous build guide.

Let me know what you all think!

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#2
Zorinho20_CRO

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I end up using choosing same three skills in every build-Long shot,Leaping shot,MoD.

I am not big fan of sleeping bomb,so I usually stick with Explosive shot(it is free and I like knockdown effect).



#3
DrKilledbyDeath

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I end up using same three skills in every build-Long shot,Leaping shot,MoD.

I am not big fan of sleeping bomb,so I usually stick with Explosive shot.

Same, I find archer is one of the classes that I never change the moves I take.



#4
Zorinho20_CRO

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Same, I find archer is one of the classes that I never change the moves I take.

He is not versatile as the Hunter,but he is damn good at pew pew.



#5
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I end up using same three skills in every build-Long shot,Leaping shot,MoD.

I am not big fan of sleeping bomb,so I usually stick with Explosive shot(it is free and I like knockdown effect).

 

The most powerful skill the Archer possesses is Opportunity Knocks. Hands down. Spamming three Leaping Shots back-to-back at point-blank range against the Demon Commander (pre-nerf) was one of the best DAIMP highlights I've seen.

Aside, I have been extremely unimpressed by Explosive Shot. Nearly as much as Full Draw.

Knockout Bomb is amazing... And not just for the ability to turn the Red Templar Commander into a narcoleptic joke, either.

Knockout Powder, on the other hand, is completely useless.



#6
DrKilledbyDeath

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Perhaps I will try the bomb. I had been leveling my archer again and was wondering what ability I could swap out, we'll see if I like it.



#7
Zorinho20_CRO

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The most powerful skill the Archer possesses is Opportunity Knocks. Hands down. Spamming three Leaping Shots back-to-back at point-blank range against the Demon Commander (pre-nerf) was one of the best DAIMP highlights I've seen.

Aside, I have been extremely unimpressed by Explosive Shot. Nearly as much as Full Draw.

Knockout Bomb is amazing... And not just for the ability to turn the Red Templar Commander into a narcoleptic joke, either.

Knockout Powder, on the other hand, is completely useless.

Well,Explosive shot saved my hide few times and it's free,so it's not all that bad(in my book).

Full draw on the other hand is big disappointment.It simple doesn't bring  enough to the table.Double full draw was another thing,though.



#8
DrKilledbyDeath

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I've actually come to dislike the slight delay to fire explosive shot so I am open to swapping it out.



#9
Guest_Mortiel_*

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I've actually come to dislike the slight delay to fire explosive shot so I am open to swapping it out.


That and the damage is poor. It's not quite crowd-control but not quite damage. That's why I use Knockout Bomb. It's a solid crowd-control skill and sets up combos. With Long Shot, Leaping Shot, and Mark of Death for damage, it balances nicely.

#10
Sidney

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ES is free, easy to spam and the knockdown is really the highlight of it. I've used it as an opening salvo many times just to knockdown a bunch of archers and then follow with long shot.

I've not used knockout powder or bomb. Do they have any range or are they like an archer version of mind blast?

#11
DrKilledbyDeath

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ES is free, easy to spam and the knockdown is really the highlight of it. I've used it as an opening salvo many times just to knockdown a bunch of archers and then follow with long shot.

I've not used knockout powder or bomb. Do they have any range or are they like an archer version of mind blast?

The powder (assuming this is what alchemists have and I haven't confused the names) has a good range, it feels like stonefist, shoots a projectile out and puts them all to sleep.



#12
Sidney

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Ok, well if has ranged ability that makes a difference. I was assuming it would be more of an short range escape plan than a weapon.

#13
Sulaco_7

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If the striker's purpose is single-target burst DPS, wouldn't it be better to take Full Draw?  Full Draw gives you the highest single target burst damage out of all his abilities (besides MoD).



#14
Senor Pez

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If the striker's purpose is single-target burst DPS, wouldn't it be better to take Full Draw?  Full Draw gives you the highest single target burst damage out of all his abilities (besides MoD).

 

Before they fixed the double Full Draw bug, yes. After, no.



#15
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The powder (assuming this is what alchemists have and I haven't confused the names) has a good range, it feels like stonefist, shoots a projectile out and puts them all to sleep.


Bomb is the AoE grenade you throw, and is shown in the video here if you want to see what it looks like.

Knockout Powder is the close ranged single-target, and is absolutely useless.
 

Ok, well if has ranged ability that makes a difference. I was assuming it would be more of an short range escape plan than a weapon.


Knockout Powder was, I imagine, designed as some panic-button skill. The character tosses a handful of sleeping powder in a small cone in front of you and will only hit a single enemy. The  cost is low and the cool down is not horrible, but the skill itself is.

Knockout Bomb was designed with more offense in mind, as you throw a grenade that explodes for a small AoE radius to put enemies to sleep. It's cost and cool down are similar to Powder, but Bomb is useful at any range.
 

Before they fixed the double Full Draw bug, yes. After, no.


While the double Full Draw did do a lot of damage, I still hated it. The animation of the skill is so bloody slow, and the damage it insanely conditional.
 

If the striker's purpose is single-target burst DPS, wouldn't it be better to take Full Draw?  Full Draw gives you the highest single target burst damage out of all his abilities (besides MoD).


Yes, this archer build was devised as a Striker with, as I said at the beginning of the video, a little crowd-control for a bit of flavour.

Now follow my reasoning here:

I have the Enhanced Long Shot ring, as I mentioned in the video, which eclipses Full Draw's damage by a large margin since you realistically to not get to hit many enemies with full health in a normal match. Furthermore the long casting animation and longer cool down make it overal inferior to Long Shot. 

Leaping Shot can actually do a large amount of damage at close range and is a good evasion skill, but that's not where it shines: Leaping Shot's multiple arrows each can critically hit, and this each can trigger Opportunity Knocks. Therefore it is not in competition with Full Draw.

But let's get down to it: Mark of Death tallies up the damage from all sources against a single target for eight seconds, then does all of that damage a second time to the target all at once. To make it more silly, Mark of Death can even critical hit that damage, dealing even more damage. You want to talk about burst DPS? Mark of Death is king, as no matter what ability to compare it against, it can either do the same damage or more as that ability.

Short answer: Never go Full Draw unless you enjoy the animation or like the "sniper" feel of it. I might add that such reasons are just as legitimate as anything I just stated here.



#16
ALTBOULI

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I don't understand why you wouldn't go for mercy killing if you spec knockout bomb A guaranteed crit on a sleeping target would effect your damage and sustainability far more than a lot of the other archer passives.  


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#17
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I don't understand why you wouldn't go for mercy killing if you spec knockout bomb A guaranteed crit on a sleeping target would effect your damage and sustainability far more than a lot of the other archer passives.  

 

A fair observation! I did make mention of it, but with Sneak Attack I have a 50% chance for a critical hit when flanking with the Bow of the Griffon or 100% chance when using Punched By The Maker or The Last Word. Since I find myself hitting enemies on the flank quite frequently (between my strafing and the enemies randomly turning to the side), Mercy Killing would be rather redundant. I realistically land critical hits on about 70% of the damage I output, and that is with only 20 Cunning (ten rogue promotions). People with more Rogue promotions will likely see much higher numbers. It's the same reason I stopped using Knife In The Shadows on my Assassin.



#18
stribies

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If the striker's purpose is single-target burst DPS, wouldn't it be better to take Full Draw?  Full Draw gives you the highest single target burst damage out of all his abilities (besides MoD).

Never take up full draw. The animation time is ridiculous and it eats up 65 stamina. Within those 3 seconds or whatever you spent on longshot, I probably could be doing two longshots (if the group is critting enough) or longshot + explosive shot and my longshot will be off cooldown by the time explosive is done. Where as if I used full draw, I don't get to take advantage of opportunity knocks which actually works for you even if you're the only one hitting the mobs. 

 

Longshot is just better in just about every situation. It's very rare when you're faced with 1 mob. And when you are, leaping shot will do superior damage to a full draw and likely be off cooldown when your animation is done. Not to mention pincussion will ramp up the leaping shot's damage so high that not even bosses live long when you're spaming it. 

 

My build is similar to mortiel's. But... I don't take up marked for death or knockout bomb. Mainly because I find that both skills are too situational for me to spend a skill point on. If there were higher hp mobs like dragons, then marked for death would be a must have. But for now, everything in perilous just melts with longshot spam and over 60% base crit chance.



#19
Drasca

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A fair observation! I did make mention of it, but with Sneak Attack I have a 50% chance for a critical hit when flanking

 

I have higher sneak attack % from better stats, and I still prefer Mercy Killing because enemies are more likely to be sleeped (shock/weaken combo or KO BomB) or panicked (firewall / WH), for the guaranteed critical hit as opposed to the % based AND positional requirement based

 

I sometimes swap out ES for evade now a days, as everything dies too quickly for MoD to matter, including bosses. MoD is still sometimes recommended for lesser geared teams, but Evade is always recommended as a clutch skill.



#20
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I have higher sneak attack % from better stats, and I still prefer Mercy Killing because enemies are more likely to be sleeped (shock/weaken combo or KO BomB) or panicked (firewall / WH), for the guaranteed critical hit as opposed to the % based AND positional requirement based

 

I sometimes swap out ES for evade now a days, as everything dies too quickly for MoD to matter, including bosses. MoD is still sometimes recommended for lesser geared teams, but Evade is always recommended as a clutch skill.

 

You give people the wrong impression of Evade, I think. Let me clear the air a bit and explain that I tried Evade extensively between the Archer, Hunter, Assassin... And have decided to never use it again:

 

Evade is only reliable when you are the host. If you are off-host (client), at best it will infrequently lag (which usually leads to your death), and at worst it is downright abysmal: Evading away from and enemy only to be rubber-banded back right into that enemy's sword... The upgrade is even more unreliable. 

Furthermore, statistically only 25% get to be the host in a given match. I pick my builds based off what is usable for any given player, host/client, high/low gear, many/few promotions, etc. As such, I cannot in good conscience pick a skill that is only usable by 25% of players.

Regarding Sneak Attack, as I said, people are under a assumption that unless they move around directly behind the enemy group, they are not "flanking". I pointed out to several people I've played with that people hit flanking attacks a lot more frequently than they might think, even when attack head on.

Zealots and RT footsoldiers randomly turn to the side before charging you, archers turn and run if you get too close... but my favourite are demons. The Despair Demon does the little twirly evade? Yeah about 70% of that animation sees her flank exposed if you are facing her. The Pride Demon slaps his lightening whip at you, but first reaches across his body, exposing his flank (if you are facing him). There are other examples I cannot think of off-hand. This is all stating hypothetical if you are standing in front of the enemy and do not move.

But let's tackle another thing: The assumption that position requires careful planning and/or strategy. That is actually not true. I mean, yes, planning and strategy are always smart to employ, but are by no means needed to flank with the archer. All you do is start firing basic attacks and strafe, occasionally throwing in a Long Shot when available. You will find that the manner in which the enemies flow and change directions is rather mechanical and easily to manipulate simple by walking sideways, meaning that even solo you will be hitting flanks a vast majority of the time. It's especially easily, as you should be strafing anyway, so you are not really doing anything you would not normally do.

In hindsight, I should have really put all of this flanking stuff in the strategy section of the video... Thanks, Drasca. Now that's going to eat at me for days.  <_<



#21
ALTBOULI

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A fair observation! I did make mention of it, but with Sneak Attack I have a 50% chance for a critical hit when flanking with the Bow of the Griffon or 100% chance when using Punched By The Maker or The Last Word. Since I find myself hitting enemies on the flank quite frequently (between my strafing and the enemies randomly turning to the side), Mercy Killing would be rather redundant. I realistically land critical hits on about 70% of the damage I output, and that is with only 20 Cunning (ten rogue promotions). People with more Rogue promotions will likely see much higher numbers. It's the same reason I stopped using Knife In The Shadows on my Assassin.


Mercy Killing would only be redundant if Sneak Attack guaranteed a Critical hit, with sneak attack you have to factor in the chance of actually registering as a flank attack and then the % chance of it actually being a critical hit which is also dependent on the number of times you have promoted. Without looking at the Archers passives in much detail I would probably try and get both but if I had to decide between one or the other then I would get the one that Guaranteed a Critical hit.

Also in regards to Evade your suggesting that it is unusable off-host which is not true. While it is not nearly as reliable off host, the ability can still work provided that your on an adequate connection. Its still usable but you have to be a lot mkre careful how you use it off-host i.e. the timing needs to be perfect

#22
xROLLxTIDEx

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I'm with Altbouli on evade. I think it is awesome. I use it on/off host without problems and I now use it on EVERY rogue class.
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#23
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Also in regards to Evade your suggesting that it is unusable off-host which is not true. While it is not nearly as reliable off host, the ability can still work provided that your on an adequate connection. Its still usable but you have to be a lot mkre careful how you use it off-host i.e. the timing needs to be perfect

 

That's... uh... not what I'd call reliable. Reliably means it works in a consistent manner. If you are hosting, it is consistent. If you are off-host, it may or may not be usable. Most often, though, it's not usable from the experience of myself and several other players with which I discussed the topic.

Aside, timing needs to be good regardless, especially if you want to make use of the upgrade.  B)



#24
Jbrizzy84

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I like to have evade and leaping shot for survivability in perilous, sometimes when fighting more than one demon commander, you need the extra evasion because leaping shot may still be on cd. If you live the pug life like me, i go with es, ls, leaping shot and evade. don't need mod, kill too fast. But I have promotions too

#25
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I like to have evade and leaping shot for survivability in perilous, sometimes when fighting more than one demon commander, you need the extra evasion because leaping shot may still be on cd. If you live the pug life like me, i go with es, ls, leaping shot and evade. don't need mod, kill too fast. But I have promotions too

 

First question: What game mode allows you to fight more than one Demon Commander? Seriously, that sounds amazing!

Second question: Why does your Leaping Shot have a cool down? (I'm kidding, but it does sometimes feel that way with Opportunity Knocks)