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Please note that this guide assumes you already know about Combat power (CP) and basic information regarding player stats. If you don't, i recommend you first take a look at Falaflame's guide or the Mabinogi Wikia. I might add that I may be a little biased towards elven archery, since I did not fully try the human version. If there is anything that seems to miss, please do tell me. (Information and pictures from the Mabinogi Wiki have been used to complement this guide.) 1. Overview Archery is a talent restricted to Humans and Elves to use. Its main focus is to help support the melee players on the front line, with the main goal of themselves staying out of harm's way. It emphasizes fighting with ranged weapons, such as Bows and Crossbows. It was meant to be one of the talents in which elves would shine, but it turns out instead that both races are somewhat on equal footing due to skill and ability differences. The giant way of using ranged attacks, on the other side, is Javelin Throwing with an Atlatl, using the Throwing attack skill. I will cover this part down below after Human and elven archery for easier reading and general comprehension, since it is not a talent in itself. Now let's have a look at those skills: Ranged Attack: The Basic archery skill. You need either a Bow or a Crossbow equipped, as well as the correct projectile (Arrows and Bolts respectively) to use. It enables, like its name says, to attack from a ranged distance. The type of weapon you have equipped will affect said range. It is noteworthy that Bows in general have a better range than crossbows. The skill's aim bonus does not affect Crash shot or Magnum Shot. Ranged Attack and all Archery fire can be dodged with the Evasion skill, also usable by some monsters and enemies, like the Cessair in Saga. Note: Players with high latency might not have their aiming meter synchronized with the server. Race Particularities: Elves: Shoots two arrows per shot. If one arrow misses, the other will miss as well. It is possible to put an enemy in deadly with the first shot and to finish them with the second one. If an enemy uses Defense, only one arrow will hit. (Both arrows are still used) Can run while the skill is charged, as well as to charge the skill while running. Can use the skill on a mount.Elves cannot use it while mounted on a pet that can use flight, with the exception of Pegasi, Dragons and the Crystal Deer The aiming Meter goes up to 100%. If the opponent is standing still, max aim meter is 100%. If the opponent is walking, max aim meter is 95%. If the opponent is running, max aim meter is 90%. If the character is moving, max aim meter is 50%. Aiming at 70% or higher has an increased chance to hit, despite what is listed. How much is increased is currently unknown. Humans: Shoots one arrow per shot.The enemy will not be knocked back with a single shot. It is possible, however, to knock back with multiple shots. The aiming Meter goes up to 100%. If the opponent is standing still, max aim meter is 100%. If the opponent is walking, max aim meter is 95%. If the opponent is running, max aim meter is 90%. Occasionally an enemy may be just outside the player's range despite the game showing them as in range, causing your attacks to miss. Aiming speed multiplier increases with higher rank. Stunning with this skill triggers most monsters to attempt to use a basic attack on the player. Critical hits will reset the monster's AI instead. This is dependent on the Monster's AI. Magnum Shot: The smash equivalent for archery. It has a slower aim draw, but it is considerably more powerful and will knock back your opponent, unless they have range resistance or knockback immunity. Uses one missile per shot. Note: Will not knock down opponents using Defense with a Shield equipped, given the shot does not kill or place the target into Deadly status. Starting from Rank 5, Magnum Shot can cause Splash Damage. Race differences: Elves: Elves can use Magnum Shot while Mounted, but the Mount will be slowed to a walking pace while the skill is active. The slowdown can be avoided by setting a waypoint before loading Magnum Shot. Shorter cooldown compared to humans. Support Shot: Weakens the enemy and makes them vulnerable for a short period of time, increasing the damage done by the next melee attack, fighter attack, or Flash Launcher that strikes the enemy by a fixed percentage. Blaze's damage, both the initial blow and explosion, are affected by Support Shot. Hydra Transmutation's tick damage is also affected by Support Shot. An enemy hit by Support Shot is stunned for 4 seconds. Using the skill on an already weakened target will overwrite the effects of the previous support shot. The aiming speed of support shot is increased by your rank in Ranged Attack. Support Shot does not affect the Knockdown Gauge of an enemy. If Support Shot is used against an enemy who is in the process of being knocked back, the enemy's recovery animation will be skipped. Attacks from a summoned Golem will not count towards Support Shot's melee attack. Crash Shot: A skill that fires an arrowhead, which senses enemies using the same principle as an Ice Mine. If the arrowhead detects nearby enemies when it pierces your target, it will detonate, splintering its fragments to hit other enemies. Remember to aim at enemies at the center of a crowd. If there are no other enemies around, the arrowhead will not detonate. Fragments are released one second after the initial hit only if there are other targets within the explosion radius. Explosion radius is based on the target's location just before the fragments are released. Fragments will not target Barrier Spikes. Targets hit by the fragments will not aggro the user. If the initial target is still alive after detonation, it will be pushed back and take damage equal to:(Initial Target Fragment Damage * # of Enemies Hit) + 100%. Critical Hit calculation for the initial hit and fragments are separate. Ignores enemy protection. Urgent Shot: A safeguard skill that is meant to be used when the user misses a shot. Once activated, it will fire a shot that will knock back the enemy. After use, it will also increase the aiming speed of your next attack, including Magnum shot and Crash shot. The player has 3 seconds to use the skill after a miss or it will cancel. Unlike other Archery Skills, Urgent Shot has no aim time, meaning that shot cannot miss. The shot is also instantly fired upon use. This also prevents Evasion and Luck's passive evasion from avoiding Urgent Shot. However if the target moves out of the weapon's effective range as the skill is being used, Urgent Shot will miss. Critical Hit: Passively increases the chance to land Critical hits. Bow Mastery: Passively increases bow aim speed and minimum/maximum damage. Crossbow Mastery: Passively increases Crossbow aim speed and minimum/maximum damage, Critical chance, and Armor Pierce when using crossbow weapons.. The critical bonus from this skill, as well as the master title, will be applied to the player's magic critical provided they have a crossbow type weapon equipped. Human- Exclusive: Arrow Revolver: The human version of Final Shot. The user charges up 5 arrows they can use at once, until the skill's effect wears off. Be aware, if you are knocked down while the skill is used, it will cancel out. Each shot fired successively will obtain a damage percentage bonus. As such, when a user shots off 5 arrows successively at rank 1, the fifth shot will do 190% of a normal arrow's damage. Each shot must be aimed separately. The firing delay between each shot is dependent on the weapon's Attack Speed. Should the weapon's durability reach 0 before all shots are fired, it is still possible to fire off the remaining number of missiles. The skill can be loaded again if the user has less than 5 missiles remaining. This will reset the number of shots available to 5. While the skill is loaded, the user will be slowed to a walk.Using a Crossbow allows the user to run freely. Arrow Revolver's cooldown restarts after every shot. The cooldown only applies to loading the skill, and not the individual shots. Starting at Rank 5, the first shot gains an aim bonus; the aiming meter starts at the number listed, greatly improving aiming speed. Elf-Exclusive: Mirage Missile: Fires an arrow/bolt that afflicts the target with the mirage status effect, steadily draining their HP over time while decreasing their Movement Speed. The mirage can spread to other nearby enemies. Antidote potions cannot cure the poison effect, as it is not the same than regular poisoning. Mirage damage can be increased with higher Intelligence and Dexterity. If the target is killed by the arrow/bolt, the mirage effect will still spread to surrounding enemies, however the killing blow may knock the enemy away from others and outside of the mirage range. Mirage damage ticks every 3 seconds. The shock effect will also spread to nearby monsters in "sleep" states (e.g. Mimics, Sulfur Golems, etc.) without "waking" them. Mirage damage cannot score criticals, only the initial arrow. Mirage damage can kill the target. Mirage damage bypasses Mana Shield and Invulnerability. The user has to stand still to aim, and will be forced to walk if they move with the skill up. Final Shot: The elven Final Hit. Teleportation time and the duration of the skill gets better with higher ranks. The user can use shift+ clicking to teleport somewhere while the skill is in use. While active: The aiming speed of all Archery Skills is increased. The user gains an immunity to stun from enemy archery attacks. When used, a green bar appears under the HP bar, representing Final Shot's duration. The bar temporarily disappears when loading any Archery Skill. As of Renovation update, using teleportation will not reduce the skill's time anymore. Starting at Rank 5, Ranged Attack will start aiming at 50%. Cannot be used on a Mount. Falcon Transformation Mode: Hidden skill: Spider Shot: Requires the Apprentice Trapper talent, which consists of Archery, Tailoring and Carpentry talents. Sets a Spider Trap in the shape of a spider web. It will tangle up enemies, immobilizing them. The trap will break after a short time or if it's damaged. Hit the trapped enemy with a ranged attack right away for greater Critical Damage. Must be equipped with a Bow or a Crossbow to use the skill. Requires Spider traps in the player's inventory to use. These can be made via Handcrafting thin thread balls. They can also be bought at the Tir Chonaill General shop keeper, Malcolm, at the price of 10k for 10. Any damage done to a trapped enemy will destroy the trap and free the target. Spider Shot does not aggro targeted enemies. Attacking a trapped enemy will not guarantee a critical hit at a 100% rate. Skill range is equal to attack range of the weapon used. Like Urgent Shot, Spider Shot has no aim time. The skill is instantaneously loaded and fired, and cannot miss. Additionally, Elves cannot use Spider Shot while on a mount. 2. Goals: Master or Usefulness? Archery is a talent that is very easy to obtain the master talent for, at least for elves. Functionality is already embedded in it due to its mechanics. Regarding human archery, the process of obtaining Arrow revolver makes this skillset a little harder for humans to use until they get the skill. To reach master: Elves: Humans: Tips: For elves, try to get final shot and mirage missile as soon as possible. They are both key skills to have to train the talent, and final shot especially is easy to train and will award you a lot of talent experience. Support shot can be trained for the last few steps until master. For humans, it might be hard to obtain arrow revolver, but it is as with the elves's final shot: relatively easy to train, and gives a lot of talent experience. Additionally, while you focus on getting the pages for the skill, you will be able to train the other main ones. Likewise with elves, support shot can be trained for the last few steps until master. For usefulness: Elves: Humans: The Bow/Crossbow masteries are there by choice only. If you use bows more often, then you can let crossbow mastery out, and vice-versa. Mirage missile is especially useful as it can affect monsters that are otherwise invulnerable to normal damage, like the Arc Lich or the Magic golems in Longa desert dungeon. *In the case of Critical hit, it is good to note that it doesn't only affect ranged attack, but also Close Combat and Lance ones. Due to the skill's nature, your critical hit percentage will also raise, which is good no matter the weapon you use. Spider shot is entirely up to your preferences, but while the skill's original aim was good, I personally do not find it useful enough to bother to rank. Training tips: For all the CP-dependant skills: You might want to have CP-reducing gear handy, either a Jackal or a Raccoon Cub-enchanted outfit. This will make your training considerably easier the farther you get in the skillset. Support shot: Use it as often as you can, since it is a heavily grindy skill. Your efforts will be worth it though. Support/Magnum or Support/Ranged attack is usually a good combo. It is possible to train the skill in Shyllien for the requirement ''Successfully use Support Shot without knocking down the enemy'' on Mutant plants, since they cannot be knocked down. The same is true for any carnivorous plant. Be aware that Man-eating plants have a resistance against ranged attacks, and unless you have a bow that exceeds their fireball range, it is a bad idea to use them for training. Crash shot: Since having still/grouped enemies is important for training, Shyllien is a good place to train the skill. For the quest to obtain the skill, you can easily obtain the unknown ore fragments in Hillwen B1. Final shot: Best trained at the foxes in Tir or the mongooses in filia for early ranks. If you do not have CP gear, Tara Shadow missions like ''The Other Alchemists'' or ''Fomor Attack'' are also good places to train. Mirage Missile: The Tara shadow mission ''Their Method'' is a good spot to train the skill up to a certain point. Arrow Revolver: Same as final shot. CP gear will make your training considerably easier. 3. Weapons 3.1 Bows VS Crossbows Choosing what is best for you between a bow and a crossbow entirely depends on how you do things. Crossbows: Pros: Piercing damage, Balance, Critical hit rate are better than Bows. Injury rate may as well be higher. Cons: Not as much variety than Bows, no demonic weapon, Far shorter range. The best Crossbows are also hard to come by for a newer player. Bows: Pros: Long range, Better damage, Variety. Gets a damage bonus if an arrow is shot while the player is near a campfire. Cons: Depending on the type of bow, it may be costly to repair and maintain. Short bows have a smaller range, but retain most of a bow's quality, so if you are unsure, you can try one and see how you prefer to fight with a ranged weapon. In general, using a crossbow will be better if you do things that make you fight in closed rooms, such as Shadow missions or dungeons. Bows, on the other hand, are better if you are out hunting outside in the fields, or in places that cover a wide area. 3.2: Crossbow Types 3.3: Bow types 3.4 Arrow and Bolt Types Any archer wants the best projectiles to be able to make the most of each shot. Here below is a list of each arrow and bolt types. Note that some projectiles are harder to come by than most. Arrows: Bolts: 3.5 Demonic Weapon Demonic Infinity Bow: 16~32 Base damage, 24%~96% Injury Rate, 2400 Range. Requires master Archer to use. Obtainable from Carpentry, or the Saga Episode 6 Box with better rates on Wednesdays, Saturdays or Sundays. Note: While it is a very good bow early on, there are lots of more expensive and rare bows that are arguably better than this one for hard content, depending on what you do want from a bow. It is a good stepping stone until you manage to get such bows, like the Black Dragon Knight's bow or the Bhafel Hunter/Huntress. Those have a smaller range, but deal more damage than the demonic bow. The demonic bow's injury rate is still higher than those two. It is nonetheless a good standalone bow that is relatively easier to obtain. ***Also, getting en Engineer's enchant on it will make the repair costs easier on your wallet. Upgrade Sequence: All upgrades can be made at Nerys in Dunbarton, Meles and Castanea In Filia, or Edern in Bangor. 0~0 : Break Infinite Bow seal - 100,000 g The rest is up to your preferences. Blue or Red Upgrade? Since archery relies more on critical damage rather than Min-Max Damage, it is better to use Red upgrade stones on it. 4. Equipment : The Bohemian Set F set: M Set: Most of this set can be only obtained through killing 'ancient' titled monsters. The equipment set, when the bonus from all the pieces equals to 10, will enhance Both Magnum and Support shot. As such, it is important that you gather pieces that offer 2-3 enhancement with each part. Plus, each time you see an ancient monster, it means more easy training, so go for it! (if you can handle the monster, of course. Wouldn't want you to die trying to fight an ancient sulfur golem for instance, right?) 5. Enchants Note that this part may be highly incomplete, as I am not that knowledgeable on enchants (and turns out that there are a lot of enchants that are for archery. If you are looking for enchants to enhance a specific skill, I recommend you take a look at the page of said skill on the wiki. At the bottom of it, you'll be able to see related enchants.) If i forgot any major enchants that are unavoidable use on your equipment, tell me! ***Reminder that any enchants rank 5 and above that fails will result in destruction of your weapon/equipment! Prefixes Mirage: Rank 9 Obtained from: Reward for discovering longa ruins Glorious: Rank 8 Obtained From: Bundle of enchant scrolls (Archery), Composite Bow (Shadow Cast city Adv/Hard), Auction Snowfall Rank 8 Sometimes comes on highlander bows and crossbows pre-enchanted from gachapons. Obtained from: Giant alligator, Prison zombies, Auction, Bundle of enchant scrolls (Archery) Swift: Rank 8 Obtained from: Bundle of enchant scrolls (Archery), Mace (Ciar Int HM reward) Nobility: Rank 7 (personalizes) Obtained from: Longa mysterious arrow dungeon Knocking: Rank 5 Obtained from: Peaca abyss, Abb neagh convoy escort shadow mission Interlocking: Rank 4 (personalizes, enchant enabled rank regardless) Obtained from: Belvast hostage rescue Lord mission Suffixes Skilled: Rank C Obtained From: Head Hyena, Seal Merchant, Fomor leather long bow / Fomor elven long bow / Fomor hobnail knuckle (Limited tab of the commerce imp's shop) Ogress: Rank C Obtained from: Short bow (Ogre warrior, Grumbill (orange), secret experiement in the underground waterway reward) Delusional: Rank B Obtained from: Ifrit, Bundle of enchant scrolls, Fiodh Int for Four Cactus: Rank A Obtained from: Emerald magic golem Hitting: Rank 9 Obtained from: Lingering darkness Int/Adv/Hard, Metal skeleton (full armor), Prizon zomies, Red dragon raid Wanderer: Rank 9 (personalizes) Obtained From: Auction Thorn Lotus: Rank 9 (personalizes) Obtained From : Exclusive Enchant Scroll (Balrog) Sniping: Rank 8 Obtained from: Gathering axe (Guardian of Partholon Int/Adv/Hard) Shelter : Rank 6 (Enchant enabled rank regardless) Obtained from : Alban training grounds (Hall of Rangers) Target: Rank 5 (personalizes, enchant enabled rank regardless) Obtained from: White dragon Raid Palm Tree: Rank 5 Obtained from: Guardian of Ruins (Mysterious), Auction Broken Arrow: (Rank 3) Lingering Darness Adv/Hard, Obtain the rare book (adv/hard, G10 Shadow mission) 6.Titles Most of the master titles related to the archery skills give a boost of Dexterity, the stat that archery uses to determine damage. Any other titles that give you a dexterity bonus until you get those titles are also useful. The sniper: Acquire rank 1 in Bow Mastery, Crash Shot, Crossbow Mastery, Magnum Shot, Ranged Attack, Support Shot, and Urgent Shot. (Dex +50, Critical +10%) the Master of Range (Max HP +20, Max SP +30, Str -20, Dex +20, Will -20) the Master of Bows (When equipped with a bow, Max damage +10, Max Stamina +10, STR -15) the Master of Crossbows (Critical +10 when using a Crossbow , Max Stamina +10 , STR -15) the Master of Support Shot (Dex +20, Support Shot's Bonus Melee Damage +30%, STR -20, Will -10) the Master of Final Shot (Dex +30, Will +15, Max HP -15, Str -10) the Master of Crash Shot (Stamina +20, Dexterity +10, Mana +20, Crash Shot Splash Damage +10%, Strength -25) the Master of Spider Trap (Dex +15, Critical +10% , Luck -10) Second titles: Any second titles that can benefit your critical percentage or maximum damage are useful. ------------------- 7. Giant Range Giant's Throwing attack: Requires an Atlatl and Javelins to use. Throws a javelin at an enemy from a distance. This attack automatically sets the accuracy to 90% at ranks F-6. The maximum accuracy raises to 95% at ranks 5-2 and 99% at rank 1. If the target is moving, then the accuracy decreases by 5% if walking, or 10% if running. Players may run while this skill is loading and after it has loaded. The damage formula for Throwing Attack is (Atlatl Damage Range + Javelin Bonus + Strength Bonus + Equipment Damage Enchants) * Rank Multiplier. Every 3 Strength adds +1 to Maximum Damage and every 5 Strength adds to +1 Minimum Damage.Short Javelins add 10 max damage while Long Javelins add 25 max damage. Refer to the Javelins List for other varieties. Can be loaded during Windmill's animation, but can not be used until the animation ends. As a ranged ability, Throwing Attack's effects are shunted by Natural Shield, Charge can block it, and Evasion can dodge the javelin. 7.1 Weapon Types Atlatls: Javelins: 7.2: Titles the Master of Atlatls: Max HP +20, Max SP +20, Str +20, Skill Effectiveness +10%, Dex -25 Since the skill gets a bonus from Strength, any second title that gives strength to your character is good as well.