SovernWarriors

Would you like to react to this message? Create an account in a few clicks or log in to continue.

    For Rouge That Using Bow

    kaziru
    kaziru
    Supreme
    Supreme


    Posts : 63
    Join date : 2009-12-13
    Location : In Asia

    For Rouge That Using Bow Empty For Rouge That Using Bow

    Post by kaziru Mon Dec 14, 2009 2:40 pm

    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. For Rouge That Using Bow Icon_lol 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 For Rouge That Using Bow Icon_razz)
    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.

      Similar topics

      -

      Current date/time is Thu Mar 28, 2024 4:23 pm