This is a guide
that'll help you understand your bow rogue. I will make this guide easy
to understand even if I need to spell it out for you. 8D
Just a few things I want to say, everything here is my opinion.
It is in no way a fact. I just want to help all the newbies that may
have trouble starting and giving them a general guideline on how bow
rogues work. I will not add any sort of formula (Not that I have any
lol) or calculations to this guide. It might confuse some people and I
suck at math. No laugh. D8
Everyone has their own opinion, and if you wish, I can add your opinion to this guide as well.
TABLE OF CONTENTS
+Updates
+Build paths
+First Job -
Rogue
+Second Job -
Voyager
Ruffian
+Third Job -
Archer
Scout
+Fourth Job -
Ranger
Rune Walker
Treasure Hunter
+Fifth Job -
Arch Ranger
Temper Master
Entrapper
+Build (STR or DEX?)
+Tips and tricks for leveling
+Links
Updates
June 30th, 2009 - Finished basic outline of guide. Next update: Tips and tricks section and to spice this guide up!
July 1st, 2009 - Adjusted the guide a bit.
Nothing major. Will re-read to fix up any spelling errors. (too lazy
now) Next update - Tips and tricks section, spelling errors (if any)
and a little surprise.
July 4th, 2009 - Must update this guide
because it's the 4th of July! (America's Independence Day) Just a small
update. Adding info on the successor-predecessor class system (I made
the name up. 8D) Luna has under the Build path's AoE section.
And another small update which is of no importance. Next major update -
Tips and tricks section (I know, I'm lazy.) If you have any, please
don't hesitate to tell me and I will add it to the guide! Still
wondering if I should add that little surprise. I bet some people would
shoot me because it might get annoying after a while. We'll see!
July
17th, 2009 - Alright, this update is to include some more links under
the Links section. I will add Tips and Tricks section next update as my
Internet was down last week. I might even add an Armor section (No
weapons, as that's a pain in the behind :<) Fixed some spell error
and other miscellaneous stuff.
July 19th, 2009 - Added one
more path under the Build Path section. A special thanks for Super for
pointing it out as I totally didn't think of it. xP A few more tiny
changes.
Sept 12th, 2009 - 9-11 was yesterday, 2 hours and 46
minutes ago. Just wanted to take a moment here and pray to the people
that have died - May you rest in peace. Anyways, I lazy. Just updated
the Entrapper section. And a little mistake, TH does not get Fatal
Touch. Gosh, can't believe I had that there the whole time!
Build Path
HUMANS: They start off with more STR.
ELVES: They start off with more DEX.
Humans
get Burning Rage, which is a buff that increases attack by %. It's one
of the main reasons people go humans because it's awesome. Adds 6%
attack at level 1, 12% at level 2 and 20% at level 3.
Elves
however, only get a defense buff. It's not as useful, but the elf
specific classes are awesome with their critical (and other) party
buffs. (:
Elf specific jobs - Scout, Rune Walker, Temper Master.
I will list 'Elf' in the beginning if a path includes an elf specific
job.
Important:
The reason why I didn't list any 6th tier jobs is because every path
(usually) ends with Soul Eye. There is Arch Breezer (Elf-specific) but
as an elf bow rogue, I still think it's best to end with Soul Eye. You
get good pvp skills and high leveled buffs as a Temper Master so it's
best to change to Soul Eye to get Fire Arrow (If you didn't go Rune
Walker), a very very long range with Elastic Bow and whatever awesome
skills Soul Eye has.
Unless Arch Breezer has some wtfhaxlolol
skills (And not just higher levels in your party buffs with like 2 more
bow skills or something), I highly suggest you take Soul Eye. Of course
there currently isn't any information on the 6th tier job yet, so no
one can really say what's best.
Recommended path
Popular path
Rogue>Ruffian>Archer>Treasure Hunter>Arch Ranger
In this path, you will excel in both pve and pvp. You can 1v1 fine and also AoE. Now to explain it a bit -
Ruffian:
Why change to Ruffian when it's a dagger class? Simple - for the buffs!
Detect Hole and Blindside are both very useful. The skills you get as a
Voyager are pretty useless and aren't used too much in the lower levels.
Archer: You will get all your skills you missed as a Voyager but at higher levels along with others.
Treasure
Hunter: Ah, another dagger class? WHY!? Again, to get higher level
Detect Hole and Blindside but that's not all - you also get Extortion.
This badarse buff gives an increase to DROP RATE. Lovely. You also get
Stealth which a VERY BIG assest in pvp. Hunter Blast and Hunter Smoke
are non-weapon specific AoEs so you can use them even with a bow.
Hunter Blast does a LOT of damage. Leveling as a Treasure Hunter is not
at all hard compared to a Ranger, mind you.
Arch Ranger: Again, you
get all your skills you missed as a Ranger but at higher levels along
with other skills which I will mention in the below section.
Popular path #2 -pvp-
[Elf] Rogue>Voyager*/Ruffian>Scout>Treasure Hunter>Temper Master
In
this path, you will excel in pvp even more due to Temper Master getting
very high level party critical buffs, Casting Foil which puts enemies
to sleep and Illusion Attack that stuns and has a high attack power.
You have the option of choosing between Ruffian and Voyager. Going Ruffian means you will not have any AoEs until 75. Go Voyager to get Piercing Shot, your only AoE for a while. Suggest Voyager.
Scout: Critical party buffs (Whispering Wind)
Treasure Hunter: Stealth and Hunter Blast, Extortion.
Temper Master: Casting Foil, Illusion Attack, higher critical buffs.
Pure Elf path -1v1-
[Elf] Rogue>Voyager*/Ruffian>Scout>Rune Walker/Treasure Hunter*>Temper Master
You
will get higher leveled critical buffs every class change. You also get
Fire Arrow at Rune Walker, which you can't get at Temper Master. A good
1v1 path.
You have the option of choosing between Ruffian and Voyager. Going Ruffian means you will not have any AoEs until 75. Go Voyager to get Piercing Shot, your only AoE for a while. Again, suggest Voyager.
Scout - Rune Walker - Temper Master: Critical buffs. Increases in level per class range.
Rune Walker: Gets Fire Arrow which Temper Master doesn't. Gets Casting Foil and Illusion Attack early as well.
*The
reason Treasure Hunter is listed here is for Extortion. It's a good
skill that any class, build will use and love. Choosing either Rune
Walker or Treasure Hunter are fine, but since this is a pure Elf path,
we'll stick with Rune Walker. :3
Alternative Elf DD in party with Support
[Elf]Rogue>Ruffian>Archer/Scout*>Rune Walker>Entrapper
*I
highly suggest Archer over Scout for this. If you went Scout, you'd
need to wait until Rune Walker to be able to AoE. Going Archer also
gives you one more AoE. So by the end of this path, you'd get 5 AoEs in
total.
Alright, a path that does well as a damage dealer in
parties with lots of support buffs. It's actually thanks to Super for
reminding me. -haven't studied too much about Elves D=-
I've
already said Archer is more suggested for this so you can start being a
damage dealer in parties early. Your real turning point would be Rune
Walker when you get all your sexy party buffs (At a decent level) along
with Fire Arrow. Not only are you a good DD with 3 AoEs at your
disposal, your party buffs (Critical buff, critical damage buff and
movement speed buff) will make most tanks choose YOU over other DD,
especially that extra 20 movement speed. <3
Entrapper gives
you 2 more AoEs which just helps your more as a DD (Unsure if the
'Traps' are AoE or not). Along with Extortion at max
level which is totally awesomesauce and with higher critical passives
YOU will be awesomesauce. And of course, Stealth. This path can pvp
quite well with Casting Foil, Illusion Attack and Stealth.
AoE
Rogue>Ruffian/Voyager>Archer>Treasure Hunter>Arch Ranger
Same path as the popular path mentioned above. Ruffian/Voyager here are both fine. Ruffian suggested.
{Voyager: +1 AoE}
Archer: +1 AoE ^(+2 if you went Ruffian)^
Treasure Hunter +2 AoE
Arch Ranger: +2 AoE
=6 AoEs in total. MORE THAN ENOUGH.
^:
The reason you would get 2 AoEs at Archer if you went Ruffian is
because in Luna Online, the 'successor' of a class can get all the
skills from it's predecessor. What this means is, you would get all
your Voyager skills as an Archer even if you went Ruffian. The two AoEs
would be 1 from an Archer (Ice Rain) and the other from Voyager
(Piercing Shot). You do not get any bow AoEs at Ruffian because it is a
dagger class.
*Why Ruffian is suggested more than Voyager:
Frankly, the Voyager skills suck. You will hardly use them at lower
levels. Ruffians get critical buffs that work with bows as well. And
their class passive adds critical damage. If you went
Ruffian>???>Treasure Hunter, the class passive of critical damage
will multiply. (A bit hard to understand, but if you look at the upper
right of the skill calculator (Link in the Link section) you'll know
what I mean.
*Why Treasure Hunter? - Because it's awesome. If
you're human, you won't get much critical buffs, but if you hybrid into
Treasure Hunter, you will get high leveled Detect Hole and Blindside,
giving you the critical boost you need. Hunter Blast is an AWESOME AoE
skill and can be very useful in pvp. Stealth is handsdown, awesome in
pvp and if you want to explore high leveled maps. Also it's a dagger
class, and you will get critical damage as a class passive.
Not recommended path
Pure path
Rogue>Voyager>Archer>Ranger>Arch Ranger
The
pure path for bow users. There is nothing 'special' about this build.
You buffs and passives will level up normally and you get a few
offensive skills every job change. I do not recommend this - hybriding
into other classes for their skills is much better.
I'm not
saying this path is bad, but you won't get much benefit from it. If you
want Fire Arrow early, feel free to change to Ranger! (Or Rune Walker
if you're an Elf. That way, you'll also get critical party buffs.)
There
are endless possibilties to what class you want to change to. I'm not
going to write every single one of them. These are the more popular
paths but feel free to experiment!
First Job
I
will copy and paste old information since same thing applies, but any
new skill I will bold. I will underline things that have changed or
things you should probably take note of.
Rogue
(Skills go in no particular order)
Offensive:
+1 Power Shot******
MAX Needle Shot*
Buffs:
MAX Zephyr
Passives:
MAX Blindside (Crit)
MAX Death Sign (Crit damage)
MAX Bow Training (Obvious )
MAX Long Shot (Increases your attack range. WORKS WITH SKILLS.)
MAX Burning Rage (If human)* [Increases your attack by %, very useful]
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
*****Here's a little pro tip if you haven't started your character yet -
Leave
Power Shot (Your main offensive skill) at level 1. Why? You'll save a
buttload of MP. Level 1 Power Shot only uses 9 mp, when maxed it uses
29 mp. That's 20 mp right there. The attack rate doesn't increase that
much so it's highly suggested to leave at 1 to save a LOT of money. Just level it to 10 when you're 40 to get Double shot, your next main offensive skill, at third job.
*Needle
Shot: Some people say why add a melee skill if our main advantage is
being ranged? Needle Shot is a a very good skill when bossing due to
the bleed. It can also be used in certain situations for example, when
a monster spawns next to you, you can Needle Shot it and then kill
another monster while the bleed kills it. Allowing you to kill 2
monster at the same time. Sweet 8D. It does a lot of damage too.
*Burning
Rage: A must for any humans, but elves get Nature's Shield which is
less effective (Increases defense). Not only does it drain your already
low mp, you wouldn't really need defense. If you plan on AoEing, get
Nature's Shield, if not, leave it.
Second Job
Voyager
(Skills go in no particular order)
Offensive:
MAX Power Shot [at 40] (READ THE ****** ABOVE, not curse, but the asterisks lol)
MAX Needle Shot (Reason stated above)
+1
Piercing Shot (Your only AoE skills until 40. Leave it at 1. It's good
for Dating Dungeons and if you plan to do some small AoEs at 40 [Ice
Rain+Piercing Shot])
+1 Pounding Shot (A skill that can stun. Useful
for boss. Maxing this is optional, but only do it at higher levels!
It's a great pvp stunner skill too - has similar stun rates to Illusion
Attack (Elf) but twice the range.)
+1Hamstring: Slows enemies. Pretty useful for bosses. I highly suggest just leave it at 1.
Buffs:
MAX Zephyr
Passives:
MAX Death Sign
MAX Bow Training
MAX Long Shot
MAX Burning Rage (If human)
MAX Fatal Touch (Crit damage buff)
MAX Quick Move (Increases movement speed. Not very useful now since it's only 1 minute. It becomes 2 minutes at level 2)
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Ruffian
(Skills go in no particular order)
Offensive:
MAX Power Shot [at 40] (READ THE ****** ABOVE, not curse, but the asterisks lol)
MAX Needle Shot (Reason stated above)
Buffs:
MAX Zephyr
Passives:
MAX Blindside
MAX Burning Rage (If human)
MAX Detect Hole (Crit)
MAX Quick Move
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
+_+_+:
Voyagers get level 2 Death sign and level 1 Blindside. Ruffians get
level 2 Blindside and level 1 Death Sign. Ruffians do not get Bow
Training.
+_+_+: Death Sign would be a the skill you would get
if you change to bow using classes. Blindside is the skill you would if
you change to dagger using classes.
Third Job
Archer
(Skills go in no particular order)
MAX
Double Shot (Level 11 Power Shot) [You may leave it at level 1 to save
MP usage, but in the end you'll max this. Level it as you see fit. :3]
MAX Piercing Arrow (Level 11 Needle Shot) [The reason is stated above. Very useful skill.]
+1/MAX
Ice Rain (Leave this at level 1 in the beginning. If you find it useful
and plan to AoE, max it. But level 1 should suffice.)
Buffs:
MAX Zephyr
Passives:
MAX Death Sign
MAX Bow Master
MAX Long Shot (Or leave it at 4. Level to 5 only gets you 0.5m more range)
MAX Fatal Touch
MAX Quick Move
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Pounding Shot - If you like the stun, add it. In the future, you will level this skill as a stunner for pvp.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
Scout
(Skills go in no particular order)
MAX
Double Shot (Level 11 Power Shot) [You may leave it at level 1 to save
MP usage, but in the end you'll max this. Level it as you see fit. :3]
MAX Piercing Arrow (Level 11 Needle Shot) [The reason is stated above. Very useful skill.]
Buffs:
MAX Zephyr
MAX Whispering Wind (Crit PARTY buff. Totally love <3)
Passives:
MAX Blindside
MAX Death Sign*
MAX Bow Mastery
MAX Long Shot
MAX Fatal Touch
MAX Quick Move
MAX Detect Hole
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Pounding Shot - If you like the stun, add it. For Elves, I suggest just leave it at level 1.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Side Step - If you want more evasion
Nature Aid - Heals your own hp - Lol at Cooldown.
Enhanced MP - I really have no idea if it'll be useful though. Same goes for Mana Control. =/
Nature's Shield/Nature's Mind - If you plan on AoEing maybe? Adds physical and magical defense respectively. Both drain your mp.
*The
Elf specific jobs (Scout, Rune Walker, Temper Master) are hybrid
classes. They are capable of both using a dagger and bow. This is why
they have both Blindside (Dagger classes) and Death Sign (Bow classes)
although at a lower level. And Detect Hole.
You will notice the level of Bow Mastery is the same when you're Voyager>Scout.
This
is because the Elf specific classes (Scout, Rune Walker and Temper
Master) are hybrid classes and have lower leveled buffs and passives.
They have 1 level lower Zephyr than the other classes.
Fourth Job
Ranger
(Skills go in no particular order)
Offensive:
MAX Double Shot
MAX Piercing Arrow
MAX Fire Arrow (Hella nice AoE.)
+1 Rapid Arrow (I don't know if you should max this, but level as you see fit. Knocks back enemies. 8D)
[MY SUGGESTION] MAX Pounding Shot (level 20) (A very good stunner for pvp)
Buffs:
MAX Zephyr
Passives:
MAX Death Sign
MAX Bow Mastery
MAX Fatal Touch
MAX
Quick Move (Now it's 5 minutes. Should be a decent skill to have when
leveling. 14% movement speed. NEXT LEVEL, the movement speed is capped
at 15% but duration still increases.)
MAX Fast Reload (Increases attack speed)
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
Long Shot - It's best to leave it at 4. Anthing past level 4 only increases in roughly 0.5m.
Rune Walker
(Skills go in no particular order)
Offensive:
MAX Double Shot
MAX Piercing Arrow
MAX Fire Arrow (Hella nice AoE.)
MAX Illusion Attack (It stuns. Can be a good skill to have in pvp.)
Buffs:
MAX Zephyr
MAX Whispering Wind
[b]MAX Whispering Fire (Crit damage PARTY buff)
MAX Whispering Stream (Movement speed PARTY buff)
MAX Casting Foil (Puts foe to sleep and may silence. Good for pvp)
Passives:
MAX Blindside
MAX Death Sign
MAX Bow Mastery
MAX Fatal Touch
MAX Quick Move (Level 4, 4 minutes. 13% movement speed.)
MAX Detect Hole
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Side Step - If you want more evasion
Nature Aid - Heals your own hp - Lol at cooldown.
Enhanced MP - I really have no idea if it'll be useful though. Same goes for Mana Control. =/
Nature's Shield/Nature's Mind - If you plan on AoEing maybe? Adds physical and magical defense respectively. Both drain your mp.
Long Shot - It's best to leave at 4. Anything past level 4 only increases in roughly 0.5m)
Slack - Slows speed =|
<blockquote class="uncited">Thanks gaiku for pointing this out!
</blockquote>
[ALTERNATIVE
INSTEAD OF ILLUSION ATTACK] MAX Pounding Shot (Level 15.) [Both
Illusion Attack and Pounding Shot stuns. Level 20 Illusion Attack has
the same stun rate as level 15 Pounding Shot. Illusion Attack will do
more damage, but Pounding Shot has twice the range. The reason I would
suggest this as an alternative for Illusion Attack is because of its
long range. But keep in mind, you
won't have enough skill points to max BOTH Illusion Attack and Pounding
Shot. It might be better to stick with Illusion Attack. (:
Treasure Hunter
(Skills go in no particular order)
Offensive:
*Treasure Hunters do not get additional levels in Double Shot or Piercing Arrow*
MAX Double Shot (If you haven't already)
MAX Piercing Arrow
MAX Hunter Blast (Very Powerful AoE! Good in pvp too)
MAX Hunter Smoke (Your other non-weapon specific AoE)
Buffs:
MAX Zephyr
Passives:
MAX Blindside
MAX
Quick Move (Level 5, 5 minutes. 14% movement speed. NEXT LEVEL, the
movement speed is capped at 15% but duration still increases.)
MAX Detect Hole
MAX Extortion (Drop rate buff. One of the main reasons to go Treasure Hunter 8D)
MAX Stealth (You become invisible while lowering movement speed. Great for pvp. The other reason to become Treasure hunter. =p)
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
*You will save a lot of skill points at Treasure hunter. SAVE THEM!*
+_+_+:
Treasure Hunter does not get Bow Training or Long Shot. Also, if you
went Archer>Rune Walker, you will notice your Bow Mastery is the
same level. That is because the Elf specific classes (Scout, Rune
Walker and Temper Master) are hybrid classes so they have lower leveled
buffs and passives. They have 1 level lower Zephyr than Ranger and
Treasure Hunter. Same thing applies if you're Voyager>Scout.
Fifth Job
Arch Ranger
(Skills go in no particular order)
Offensive:
MAX Double Shot
MAX Piercing Arrow
MAX Fire Arrow (Hella nice AoE.)
+1 Rapid Arrow (I don't know if you should max this, but level as you see fit. Knocks back enemies 8D)
+1/MAX Smoldering Shot (It's a good AoE skill but with no special effects. Maxing this or not is completely your choice)
+1/MAX
Magic Shot (Your next spammable skill. I have no idea what higher level
bow rogues prefer so again, leveling it or not is completely your
choice.)
[MY SUGGESTION] MAX Pounding Shot [Level 25 - or leave at level 20] (A very good stunner for pvp)
Buffs:
MAX Zephyr
Passives:
MAX Death Sign
MAX Bow Mastery
MAX Fatal Touch
MAX Fast Reload
MAX Elastic Bow (Increases your attack range again!)
MAX Burning Rage (If human) [Level 3 Burning Rage! <3]
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
Long Shot - It's best to leave it at 4. Anthing past level 4 only increases in roughly 0.5m.
Quick Move - Level 7, 7 minutes but only 15% movement speed only.
Temper Master
(Skills go in no particular order)
Offensive:
MAX Double Shot
MAX Piercing Arrow
MAX Illusion Attack (It stuns. Can be a good skill to have in pvp.)
+1/MAX
Magic Shot (Your next spammable skill. I have no idea what higher level
bow rogues prefer so again, leveling it or not is completely your
choice)
Buffs:
MAX Zephyr
MAX Whispering Wind
MAX Whispering Fire
MAX Whispering Stream
MAX Casting Foil
Passives:
MAX Blindside
MAX Death Sign
MAX Bow Mastery
MAX Fatal Touch
MAX
Quick Move (Level 6, 6 minutes. 15% movement speed. 15% speed is the
max this skill will get. Leveling it further will only increase its
duration.)
MAX Detect Hole
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Side Step - If you want more evasion
Nature Aid - Heals your own hp - Lol at cooldown.
Enhanced MP - I really have no idea if it'll be useful though. Same goes for Mana Control. =/
Nature's Shield/Nature's Mind - If you plan on AoEing maybe? Adds physical and magical defense respectively. Both drain your mp.
Slack - Slows speed =|
Whispering Steps - Increases evasion. It's a party buff though. Your choice.
After
a post pointed out by Sephiroth, you can also add 1 point into Wind
Barrier for pvp. Wind Barrier immobilizes the enemy at 100% at level 1
and it's ranged (about half of Double Shot). HOWEVER, it needs 21 SP at
level 1 and YOU NEED TO EQUIP A DAGGER. Yeah, you need a DAGGER.
Exactly how effective this skill will be in pvp (due to having to
switch), I do not know. Adding this skill will be completely for pvp
and up to you, but don't blame me if it turns out for the worse! D8<
<blockquote class="uncited">Thanks gaiku for pointing this out!
</blockquote>
[ALTERNATIVE
INSTEAD OF ILLUSION ATTACK] MAX Pounding Shot (Level 20.) [Both
Illusion Attack and Pounding Shot stuns. Level 25 Illusion Attack has
the same stun rate as level 20 Pounding Shot. Illusion Attack will do
more damage, but Pounding Shot has twice the range. The reason I would
suggest this as an alternative for Illusion Attack is because of its
long range. But keep in mind, you
won't have enough skill points to max BOTH Illusion Attack and Pounding
Shot. It might be better to stick with Illusion Attack. (:
Entrapper
(Skills go in no particular order)
Offensive:
*Entrappers do not get additional levels in Double Shot or Piercing Arrow*
MAX Double Shot (If you haven't already)
MAX Piercing Arrow
MAX Hunter Blast (Very Powerful AoE! Good in pvp too)
MAX Hunter Smoke (Your other non-weapon specific AoE)
Buffs:
MAX Zephyr
Passives:
MAX Blindside
MAX Quick Move (Level 7, 7 minutes. 15% movement speed.)
MAX Detect Hole
MAX Extortion (Drop rate buff. One of the main reasons to go Entrapper 8D)
MAX Stealth (You become invisible while lowering movement speed. Great for pvp. The other reason to become Entrapper. =p)
MAX Burning Rage (If human) [Level 3 Burning Rage! <3]
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
****Entrapper gets
2 trap skills. I have no idea what they really do, but just based off
the skill calculator, it isn't an AoE. So I don't know if it is worth
getting them or not... Ice Illusion fails with next to no range and
requires a dagger.
Once again, remember folks, you'll save a
lot of skill points as an Entrapper! I suggest you save them, but this
time around, the choice of wasting is completely up to you. 6th job is
a long way so it's better to have some fun with teh skillz!****
Build - STR or DEX?
There
are lots of debate about which is better. But I'll try to keep it
simple. Both these builds have their pros and cons. Endgame wise,
they're both equally powerful.
STR -
Increases your
physical attack power. In other words, increases the power of your
skills. It's very easy to level as a full STR early in the game. In
endgame, you can reinforce your equipment with critical and DEX and
still get a fair amount of crits.
STR also increases your critical attack power. Even with 70% crit, you'll be very deadly.
DEX -
Increases critical rate. It should be very easy to get max crit rate at higher levels.
Increases evasion. However, lacks in attack power.
People have many different opinions on what is better, and it depends on your playing style.
But
you can't overlook the fact that a majority of the players (Be it on
this version of Luna or others) are full STR. This doesn't mean full
DEX sucks, but it means you get more advantages as a full STR.
I
would personally suggest you start off as full STR. If you don't like
it, you can stat reset to full DEX at higher levels. (You'll get a free
stat reset, so don't worry)
Full DEX are harder to level in the
beginning levels (I was one in CBT) and don't shine until the higher
levels. STR rogues however, are great from the beginning to the end.
If
you want more information, I will post a link to a thread where there
is a debate about STR or DEX in the Link section. It's locked due to
flaming, but you can still get some information from it.
that'll help you understand your bow rogue. I will make this guide easy
to understand even if I need to spell it out for you. 8D
Just a few things I want to say, everything here is my opinion.
It is in no way a fact. I just want to help all the newbies that may
have trouble starting and giving them a general guideline on how bow
rogues work. I will not add any sort of formula (Not that I have any
lol) or calculations to this guide. It might confuse some people and I
suck at math. No laugh. D8
Everyone has their own opinion, and if you wish, I can add your opinion to this guide as well.
TABLE OF CONTENTS
+Updates
+Build paths
+First Job -
Rogue
+Second Job -
Voyager
Ruffian
+Third Job -
Archer
Scout
+Fourth Job -
Ranger
Rune Walker
Treasure Hunter
+Fifth Job -
Arch Ranger
Temper Master
Entrapper
+Build (STR or DEX?)
+Tips and tricks for leveling
+Links
Updates
June 30th, 2009 - Finished basic outline of guide. Next update: Tips and tricks section and to spice this guide up!
July 1st, 2009 - Adjusted the guide a bit.
Nothing major. Will re-read to fix up any spelling errors. (too lazy
now) Next update - Tips and tricks section, spelling errors (if any)
and a little surprise.
July 4th, 2009 - Must update this guide
because it's the 4th of July! (America's Independence Day) Just a small
update. Adding info on the successor-predecessor class system (I made
the name up. 8D) Luna has under the Build path's AoE section.
And another small update which is of no importance. Next major update -
Tips and tricks section (I know, I'm lazy.) If you have any, please
don't hesitate to tell me and I will add it to the guide! Still
wondering if I should add that little surprise. I bet some people would
shoot me because it might get annoying after a while. We'll see!
July
17th, 2009 - Alright, this update is to include some more links under
the Links section. I will add Tips and Tricks section next update as my
Internet was down last week. I might even add an Armor section (No
weapons, as that's a pain in the behind :<) Fixed some spell error
and other miscellaneous stuff.
July 19th, 2009 - Added one
more path under the Build Path section. A special thanks for Super for
pointing it out as I totally didn't think of it. xP A few more tiny
changes.
Sept 12th, 2009 - 9-11 was yesterday, 2 hours and 46
minutes ago. Just wanted to take a moment here and pray to the people
that have died - May you rest in peace. Anyways, I lazy. Just updated
the Entrapper section. And a little mistake, TH does not get Fatal
Touch. Gosh, can't believe I had that there the whole time!
Build Path
HUMANS: They start off with more STR.
ELVES: They start off with more DEX.
Humans
get Burning Rage, which is a buff that increases attack by %. It's one
of the main reasons people go humans because it's awesome. Adds 6%
attack at level 1, 12% at level 2 and 20% at level 3.
Elves
however, only get a defense buff. It's not as useful, but the elf
specific classes are awesome with their critical (and other) party
buffs. (:
Elf specific jobs - Scout, Rune Walker, Temper Master.
I will list 'Elf' in the beginning if a path includes an elf specific
job.
Important:
The reason why I didn't list any 6th tier jobs is because every path
(usually) ends with Soul Eye. There is Arch Breezer (Elf-specific) but
as an elf bow rogue, I still think it's best to end with Soul Eye. You
get good pvp skills and high leveled buffs as a Temper Master so it's
best to change to Soul Eye to get Fire Arrow (If you didn't go Rune
Walker), a very very long range with Elastic Bow and whatever awesome
skills Soul Eye has.
Unless Arch Breezer has some wtfhaxlolol
skills (And not just higher levels in your party buffs with like 2 more
bow skills or something), I highly suggest you take Soul Eye. Of course
there currently isn't any information on the 6th tier job yet, so no
one can really say what's best.
Recommended path
Popular path
Rogue>Ruffian>Archer>Treasure Hunter>Arch Ranger
In this path, you will excel in both pve and pvp. You can 1v1 fine and also AoE. Now to explain it a bit -
Ruffian:
Why change to Ruffian when it's a dagger class? Simple - for the buffs!
Detect Hole and Blindside are both very useful. The skills you get as a
Voyager are pretty useless and aren't used too much in the lower levels.
Archer: You will get all your skills you missed as a Voyager but at higher levels along with others.
Treasure
Hunter: Ah, another dagger class? WHY!? Again, to get higher level
Detect Hole and Blindside but that's not all - you also get Extortion.
This badarse buff gives an increase to DROP RATE. Lovely. You also get
Stealth which a VERY BIG assest in pvp. Hunter Blast and Hunter Smoke
are non-weapon specific AoEs so you can use them even with a bow.
Hunter Blast does a LOT of damage. Leveling as a Treasure Hunter is not
at all hard compared to a Ranger, mind you.
Arch Ranger: Again, you
get all your skills you missed as a Ranger but at higher levels along
with other skills which I will mention in the below section.
Popular path #2 -pvp-
[Elf] Rogue>Voyager*/Ruffian>Scout>Treasure Hunter>Temper Master
In
this path, you will excel in pvp even more due to Temper Master getting
very high level party critical buffs, Casting Foil which puts enemies
to sleep and Illusion Attack that stuns and has a high attack power.
You have the option of choosing between Ruffian and Voyager. Going Ruffian means you will not have any AoEs until 75. Go Voyager to get Piercing Shot, your only AoE for a while. Suggest Voyager.
Scout: Critical party buffs (Whispering Wind)
Treasure Hunter: Stealth and Hunter Blast, Extortion.
Temper Master: Casting Foil, Illusion Attack, higher critical buffs.
Pure Elf path -1v1-
[Elf] Rogue>Voyager*/Ruffian>Scout>Rune Walker/Treasure Hunter*>Temper Master
You
will get higher leveled critical buffs every class change. You also get
Fire Arrow at Rune Walker, which you can't get at Temper Master. A good
1v1 path.
You have the option of choosing between Ruffian and Voyager. Going Ruffian means you will not have any AoEs until 75. Go Voyager to get Piercing Shot, your only AoE for a while. Again, suggest Voyager.
Scout - Rune Walker - Temper Master: Critical buffs. Increases in level per class range.
Rune Walker: Gets Fire Arrow which Temper Master doesn't. Gets Casting Foil and Illusion Attack early as well.
*The
reason Treasure Hunter is listed here is for Extortion. It's a good
skill that any class, build will use and love. Choosing either Rune
Walker or Treasure Hunter are fine, but since this is a pure Elf path,
we'll stick with Rune Walker. :3
Alternative Elf DD in party with Support
[Elf]Rogue>Ruffian>Archer/Scout*>Rune Walker>Entrapper
*I
highly suggest Archer over Scout for this. If you went Scout, you'd
need to wait until Rune Walker to be able to AoE. Going Archer also
gives you one more AoE. So by the end of this path, you'd get 5 AoEs in
total.
Alright, a path that does well as a damage dealer in
parties with lots of support buffs. It's actually thanks to Super for
reminding me. -haven't studied too much about Elves D=-
I've
already said Archer is more suggested for this so you can start being a
damage dealer in parties early. Your real turning point would be Rune
Walker when you get all your sexy party buffs (At a decent level) along
with Fire Arrow. Not only are you a good DD with 3 AoEs at your
disposal, your party buffs (Critical buff, critical damage buff and
movement speed buff) will make most tanks choose YOU over other DD,
especially that extra 20 movement speed. <3
Entrapper gives
you 2 more AoEs which just helps your more as a DD (Unsure if the
'Traps' are AoE or not). Along with Extortion at max
level which is totally awesomesauce and with higher critical passives
YOU will be awesomesauce. And of course, Stealth. This path can pvp
quite well with Casting Foil, Illusion Attack and Stealth.
AoE
Rogue>Ruffian/Voyager>Archer>Treasure Hunter>Arch Ranger
Same path as the popular path mentioned above. Ruffian/Voyager here are both fine. Ruffian suggested.
{Voyager: +1 AoE}
Archer: +1 AoE ^(+2 if you went Ruffian)^
Treasure Hunter +2 AoE
Arch Ranger: +2 AoE
=6 AoEs in total. MORE THAN ENOUGH.
^:
The reason you would get 2 AoEs at Archer if you went Ruffian is
because in Luna Online, the 'successor' of a class can get all the
skills from it's predecessor. What this means is, you would get all
your Voyager skills as an Archer even if you went Ruffian. The two AoEs
would be 1 from an Archer (Ice Rain) and the other from Voyager
(Piercing Shot). You do not get any bow AoEs at Ruffian because it is a
dagger class.
*Why Ruffian is suggested more than Voyager:
Frankly, the Voyager skills suck. You will hardly use them at lower
levels. Ruffians get critical buffs that work with bows as well. And
their class passive adds critical damage. If you went
Ruffian>???>Treasure Hunter, the class passive of critical damage
will multiply. (A bit hard to understand, but if you look at the upper
right of the skill calculator (Link in the Link section) you'll know
what I mean.
*Why Treasure Hunter? - Because it's awesome. If
you're human, you won't get much critical buffs, but if you hybrid into
Treasure Hunter, you will get high leveled Detect Hole and Blindside,
giving you the critical boost you need. Hunter Blast is an AWESOME AoE
skill and can be very useful in pvp. Stealth is handsdown, awesome in
pvp and if you want to explore high leveled maps. Also it's a dagger
class, and you will get critical damage as a class passive.
Not recommended path
Pure path
Rogue>Voyager>Archer>Ranger>Arch Ranger
The
pure path for bow users. There is nothing 'special' about this build.
You buffs and passives will level up normally and you get a few
offensive skills every job change. I do not recommend this - hybriding
into other classes for their skills is much better.
I'm not
saying this path is bad, but you won't get much benefit from it. If you
want Fire Arrow early, feel free to change to Ranger! (Or Rune Walker
if you're an Elf. That way, you'll also get critical party buffs.)
There
are endless possibilties to what class you want to change to. I'm not
going to write every single one of them. These are the more popular
paths but feel free to experiment!
First Job
I
will copy and paste old information since same thing applies, but any
new skill I will bold. I will underline things that have changed or
things you should probably take note of.
Rogue
(Skills go in no particular order)
Offensive:
+1 Power Shot******
MAX Needle Shot*
Buffs:
MAX Zephyr
Passives:
MAX Blindside (Crit)
MAX Death Sign (Crit damage)
MAX Bow Training (Obvious )
MAX Long Shot (Increases your attack range. WORKS WITH SKILLS.)
MAX Burning Rage (If human)* [Increases your attack by %, very useful]
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
*****Here's a little pro tip if you haven't started your character yet -
Leave
Power Shot (Your main offensive skill) at level 1. Why? You'll save a
buttload of MP. Level 1 Power Shot only uses 9 mp, when maxed it uses
29 mp. That's 20 mp right there. The attack rate doesn't increase that
much so it's highly suggested to leave at 1 to save a LOT of money. Just level it to 10 when you're 40 to get Double shot, your next main offensive skill, at third job.
*Needle
Shot: Some people say why add a melee skill if our main advantage is
being ranged? Needle Shot is a a very good skill when bossing due to
the bleed. It can also be used in certain situations for example, when
a monster spawns next to you, you can Needle Shot it and then kill
another monster while the bleed kills it. Allowing you to kill 2
monster at the same time. Sweet 8D. It does a lot of damage too.
*Burning
Rage: A must for any humans, but elves get Nature's Shield which is
less effective (Increases defense). Not only does it drain your already
low mp, you wouldn't really need defense. If you plan on AoEing, get
Nature's Shield, if not, leave it.
Second Job
Voyager
(Skills go in no particular order)
Offensive:
MAX Power Shot [at 40] (READ THE ****** ABOVE, not curse, but the asterisks lol)
MAX Needle Shot (Reason stated above)
+1
Piercing Shot (Your only AoE skills until 40. Leave it at 1. It's good
for Dating Dungeons and if you plan to do some small AoEs at 40 [Ice
Rain+Piercing Shot])
+1 Pounding Shot (A skill that can stun. Useful
for boss. Maxing this is optional, but only do it at higher levels!
It's a great pvp stunner skill too - has similar stun rates to Illusion
Attack (Elf) but twice the range.)
+1Hamstring: Slows enemies. Pretty useful for bosses. I highly suggest just leave it at 1.
Buffs:
MAX Zephyr
Passives:
MAX Death Sign
MAX Bow Training
MAX Long Shot
MAX Burning Rage (If human)
MAX Fatal Touch (Crit damage buff)
MAX Quick Move (Increases movement speed. Not very useful now since it's only 1 minute. It becomes 2 minutes at level 2)
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Ruffian
(Skills go in no particular order)
Offensive:
MAX Power Shot [at 40] (READ THE ****** ABOVE, not curse, but the asterisks lol)
MAX Needle Shot (Reason stated above)
Buffs:
MAX Zephyr
Passives:
MAX Blindside
MAX Burning Rage (If human)
MAX Detect Hole (Crit)
MAX Quick Move
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
+_+_+:
Voyagers get level 2 Death sign and level 1 Blindside. Ruffians get
level 2 Blindside and level 1 Death Sign. Ruffians do not get Bow
Training.
+_+_+: Death Sign would be a the skill you would get
if you change to bow using classes. Blindside is the skill you would if
you change to dagger using classes.
Third Job
Archer
(Skills go in no particular order)
MAX
Double Shot (Level 11 Power Shot) [You may leave it at level 1 to save
MP usage, but in the end you'll max this. Level it as you see fit. :3]
MAX Piercing Arrow (Level 11 Needle Shot) [The reason is stated above. Very useful skill.]
+1/MAX
Ice Rain (Leave this at level 1 in the beginning. If you find it useful
and plan to AoE, max it. But level 1 should suffice.)
Buffs:
MAX Zephyr
Passives:
MAX Death Sign
MAX Bow Master
MAX Long Shot (Or leave it at 4. Level to 5 only gets you 0.5m more range)
MAX Fatal Touch
MAX Quick Move
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Pounding Shot - If you like the stun, add it. In the future, you will level this skill as a stunner for pvp.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
Scout
(Skills go in no particular order)
MAX
Double Shot (Level 11 Power Shot) [You may leave it at level 1 to save
MP usage, but in the end you'll max this. Level it as you see fit. :3]
MAX Piercing Arrow (Level 11 Needle Shot) [The reason is stated above. Very useful skill.]
Buffs:
MAX Zephyr
MAX Whispering Wind (Crit PARTY buff. Totally love <3)
Passives:
MAX Blindside
MAX Death Sign*
MAX Bow Mastery
MAX Long Shot
MAX Fatal Touch
MAX Quick Move
MAX Detect Hole
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Pounding Shot - If you like the stun, add it. For Elves, I suggest just leave it at level 1.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Side Step - If you want more evasion
Nature Aid - Heals your own hp - Lol at Cooldown.
Enhanced MP - I really have no idea if it'll be useful though. Same goes for Mana Control. =/
Nature's Shield/Nature's Mind - If you plan on AoEing maybe? Adds physical and magical defense respectively. Both drain your mp.
*The
Elf specific jobs (Scout, Rune Walker, Temper Master) are hybrid
classes. They are capable of both using a dagger and bow. This is why
they have both Blindside (Dagger classes) and Death Sign (Bow classes)
although at a lower level. And Detect Hole.
You will notice the level of Bow Mastery is the same when you're Voyager>Scout.
This
is because the Elf specific classes (Scout, Rune Walker and Temper
Master) are hybrid classes and have lower leveled buffs and passives.
They have 1 level lower Zephyr than the other classes.
Fourth Job
Ranger
(Skills go in no particular order)
Offensive:
MAX Double Shot
MAX Piercing Arrow
MAX Fire Arrow (Hella nice AoE.)
+1 Rapid Arrow (I don't know if you should max this, but level as you see fit. Knocks back enemies. 8D)
[MY SUGGESTION] MAX Pounding Shot (level 20) (A very good stunner for pvp)
Buffs:
MAX Zephyr
Passives:
MAX Death Sign
MAX Bow Mastery
MAX Fatal Touch
MAX
Quick Move (Now it's 5 minutes. Should be a decent skill to have when
leveling. 14% movement speed. NEXT LEVEL, the movement speed is capped
at 15% but duration still increases.)
MAX Fast Reload (Increases attack speed)
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
Long Shot - It's best to leave it at 4. Anthing past level 4 only increases in roughly 0.5m.
Rune Walker
(Skills go in no particular order)
Offensive:
MAX Double Shot
MAX Piercing Arrow
MAX Fire Arrow (Hella nice AoE.)
MAX Illusion Attack (It stuns. Can be a good skill to have in pvp.)
Buffs:
MAX Zephyr
MAX Whispering Wind
[b]MAX Whispering Fire (Crit damage PARTY buff)
MAX Whispering Stream (Movement speed PARTY buff)
MAX Casting Foil (Puts foe to sleep and may silence. Good for pvp)
Passives:
MAX Blindside
MAX Death Sign
MAX Bow Mastery
MAX Fatal Touch
MAX Quick Move (Level 4, 4 minutes. 13% movement speed.)
MAX Detect Hole
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Side Step - If you want more evasion
Nature Aid - Heals your own hp - Lol at cooldown.
Enhanced MP - I really have no idea if it'll be useful though. Same goes for Mana Control. =/
Nature's Shield/Nature's Mind - If you plan on AoEing maybe? Adds physical and magical defense respectively. Both drain your mp.
Long Shot - It's best to leave at 4. Anything past level 4 only increases in roughly 0.5m)
Slack - Slows speed =|
<blockquote class="uncited">Thanks gaiku for pointing this out!
</blockquote>
[ALTERNATIVE
INSTEAD OF ILLUSION ATTACK] MAX Pounding Shot (Level 15.) [Both
Illusion Attack and Pounding Shot stuns. Level 20 Illusion Attack has
the same stun rate as level 15 Pounding Shot. Illusion Attack will do
more damage, but Pounding Shot has twice the range. The reason I would
suggest this as an alternative for Illusion Attack is because of its
long range. But keep in mind, you
won't have enough skill points to max BOTH Illusion Attack and Pounding
Shot. It might be better to stick with Illusion Attack. (:
Treasure Hunter
(Skills go in no particular order)
Offensive:
*Treasure Hunters do not get additional levels in Double Shot or Piercing Arrow*
MAX Double Shot (If you haven't already)
MAX Piercing Arrow
MAX Hunter Blast (Very Powerful AoE! Good in pvp too)
MAX Hunter Smoke (Your other non-weapon specific AoE)
Buffs:
MAX Zephyr
Passives:
MAX Blindside
MAX
Quick Move (Level 5, 5 minutes. 14% movement speed. NEXT LEVEL, the
movement speed is capped at 15% but duration still increases.)
MAX Detect Hole
MAX Extortion (Drop rate buff. One of the main reasons to go Treasure Hunter 8D)
MAX Stealth (You become invisible while lowering movement speed. Great for pvp. The other reason to become Treasure hunter. =p)
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
*You will save a lot of skill points at Treasure hunter. SAVE THEM!*
+_+_+:
Treasure Hunter does not get Bow Training or Long Shot. Also, if you
went Archer>Rune Walker, you will notice your Bow Mastery is the
same level. That is because the Elf specific classes (Scout, Rune
Walker and Temper Master) are hybrid classes so they have lower leveled
buffs and passives. They have 1 level lower Zephyr than Ranger and
Treasure Hunter. Same thing applies if you're Voyager>Scout.
Fifth Job
Arch Ranger
(Skills go in no particular order)
Offensive:
MAX Double Shot
MAX Piercing Arrow
MAX Fire Arrow (Hella nice AoE.)
+1 Rapid Arrow (I don't know if you should max this, but level as you see fit. Knocks back enemies 8D)
+1/MAX Smoldering Shot (It's a good AoE skill but with no special effects. Maxing this or not is completely your choice)
+1/MAX
Magic Shot (Your next spammable skill. I have no idea what higher level
bow rogues prefer so again, leveling it or not is completely your
choice.)
[MY SUGGESTION] MAX Pounding Shot [Level 25 - or leave at level 20] (A very good stunner for pvp)
Buffs:
MAX Zephyr
Passives:
MAX Death Sign
MAX Bow Mastery
MAX Fatal Touch
MAX Fast Reload
MAX Elastic Bow (Increases your attack range again!)
MAX Burning Rage (If human) [Level 3 Burning Rage! <3]
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
Long Shot - It's best to leave it at 4. Anthing past level 4 only increases in roughly 0.5m.
Quick Move - Level 7, 7 minutes but only 15% movement speed only.
Temper Master
(Skills go in no particular order)
Offensive:
MAX Double Shot
MAX Piercing Arrow
MAX Illusion Attack (It stuns. Can be a good skill to have in pvp.)
+1/MAX
Magic Shot (Your next spammable skill. I have no idea what higher level
bow rogues prefer so again, leveling it or not is completely your
choice)
Buffs:
MAX Zephyr
MAX Whispering Wind
MAX Whispering Fire
MAX Whispering Stream
MAX Casting Foil
Passives:
MAX Blindside
MAX Death Sign
MAX Bow Mastery
MAX Fatal Touch
MAX
Quick Move (Level 6, 6 minutes. 15% movement speed. 15% speed is the
max this skill will get. Leveling it further will only increase its
duration.)
MAX Detect Hole
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Hamstring - If you like it add it. I personally suggest to leave it at level 1.
Side Step - If you want more evasion
Nature Aid - Heals your own hp - Lol at cooldown.
Enhanced MP - I really have no idea if it'll be useful though. Same goes for Mana Control. =/
Nature's Shield/Nature's Mind - If you plan on AoEing maybe? Adds physical and magical defense respectively. Both drain your mp.
Slack - Slows speed =|
Whispering Steps - Increases evasion. It's a party buff though. Your choice.
After
a post pointed out by Sephiroth, you can also add 1 point into Wind
Barrier for pvp. Wind Barrier immobilizes the enemy at 100% at level 1
and it's ranged (about half of Double Shot). HOWEVER, it needs 21 SP at
level 1 and YOU NEED TO EQUIP A DAGGER. Yeah, you need a DAGGER.
Exactly how effective this skill will be in pvp (due to having to
switch), I do not know. Adding this skill will be completely for pvp
and up to you, but don't blame me if it turns out for the worse! D8<
<blockquote class="uncited">Thanks gaiku for pointing this out!
</blockquote>
[ALTERNATIVE
INSTEAD OF ILLUSION ATTACK] MAX Pounding Shot (Level 20.) [Both
Illusion Attack and Pounding Shot stuns. Level 25 Illusion Attack has
the same stun rate as level 20 Pounding Shot. Illusion Attack will do
more damage, but Pounding Shot has twice the range. The reason I would
suggest this as an alternative for Illusion Attack is because of its
long range. But keep in mind, you
won't have enough skill points to max BOTH Illusion Attack and Pounding
Shot. It might be better to stick with Illusion Attack. (:
Entrapper
(Skills go in no particular order)
Offensive:
*Entrappers do not get additional levels in Double Shot or Piercing Arrow*
MAX Double Shot (If you haven't already)
MAX Piercing Arrow
MAX Hunter Blast (Very Powerful AoE! Good in pvp too)
MAX Hunter Smoke (Your other non-weapon specific AoE)
Buffs:
MAX Zephyr
Passives:
MAX Blindside
MAX Quick Move (Level 7, 7 minutes. 15% movement speed.)
MAX Detect Hole
MAX Extortion (Drop rate buff. One of the main reasons to go Entrapper 8D)
MAX Stealth (You become invisible while lowering movement speed. Great for pvp. The other reason to become Entrapper. =p)
MAX Burning Rage (If human) [Level 3 Burning Rage! <3]
Optional: (Means if you're going to add these, you're wasting precious skill points D8)
Light
Armor Expertise - Light armor itself doesn't give much defense, and the
archer class doesn't have a high defense either. Even if this skill is
defense by %, the rise in defense is hardly noticeable since we have
low defense to begin with.
Light Evasion - Increases evasion, not
much else. The skills needs 500k to level to 7, so if you plan on
leveling it, you'll probably leave it at 6.
Induce - If you plan on AoEing, but I'd leave it until 4th job or something.
Lace
- IMO, useless. It drains your low mp. You can easily pot the hp lost
from Burning Rage. The hp lost from Burning Rage is hardly noticeable
at higher levels. HP pots are cheaper too.
****Entrapper gets
2 trap skills. I have no idea what they really do, but just based off
the skill calculator, it isn't an AoE. So I don't know if it is worth
getting them or not... Ice Illusion fails with next to no range and
requires a dagger.
Once again, remember folks, you'll save a
lot of skill points as an Entrapper! I suggest you save them, but this
time around, the choice of wasting is completely up to you. 6th job is
a long way so it's better to have some fun with teh skillz!****
Build - STR or DEX?
There
are lots of debate about which is better. But I'll try to keep it
simple. Both these builds have their pros and cons. Endgame wise,
they're both equally powerful.
STR -
Increases your
physical attack power. In other words, increases the power of your
skills. It's very easy to level as a full STR early in the game. In
endgame, you can reinforce your equipment with critical and DEX and
still get a fair amount of crits.
STR also increases your critical attack power. Even with 70% crit, you'll be very deadly.
DEX -
Increases critical rate. It should be very easy to get max crit rate at higher levels.
Increases evasion. However, lacks in attack power.
People have many different opinions on what is better, and it depends on your playing style.
But
you can't overlook the fact that a majority of the players (Be it on
this version of Luna or others) are full STR. This doesn't mean full
DEX sucks, but it means you get more advantages as a full STR.
I
would personally suggest you start off as full STR. If you don't like
it, you can stat reset to full DEX at higher levels. (You'll get a free
stat reset, so don't worry)
Full DEX are harder to level in the
beginning levels (I was one in CBT) and don't shine until the higher
levels. STR rogues however, are great from the beginning to the end.
If
you want more information, I will post a link to a thread where there
is a debate about STR or DEX in the Link section. It's locked due to
flaming, but you can still get some information from it.