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Arcs / arbalètes
Par Tarquin le 25/10/2001 Ã 20:17:00 (#491789)
Par exemple, un infiltrator ne peut utiliser que les arbalètes alors qu'un scout est limité aux arcs... Les info sur ces objets pourront déterminer mon choix. :p
Merci. :)
Par Alystan le 26/10/2001 Ã 0:30:00 (#491790)
Pour le reste, la question est interressante meme si je ne serai jamais amene a utilise de telle armes je pense.
Par ADLN le 26/10/2001 Ã 14:41:00 (#491791)
Je suis archer et je trouve que c'est lent le systeme d'archerie dans DaoC est assez spécial, n'a rien a voir avec le combat en mélée, mais bon un archer plus y monte de niveau plus il gagne en temps de rechargement, visé et shoot....
pour le moment mon temps est de 3,4 seconde pour un shoot normal et de 7,4 seconde quand j'utilise le skill critical shot je suis level 6 et sur la skill critical j'ai gagner en passant du level 5 à 6, 0.5 seconde (j'étais a 7,9 au level 5)
Par Deixter Moragus le 22/11/2001 Ã 11:51:00 (#491792)
Je serais bien tenté par l'utilisation d'une arbalète (même si elle n'est pas évidente à utiliser au début), parce que j'ai de trop p'tits bras pour arriver à tendre un arc...
Mais avant, j'aimerais savoir à quelles conditions on peut utiliser une arbalète ? (quelles classes, quel niveau, quelles caractéristiques, quel QI, etc...)
Et de plus, est-il facile de changer d'arme en cours de combat ? ("Zut, ils se rapprochent de trop. Où j'ai mis mon épée ? Ahrrr, sort de ce sac, saloper...*Pouf*")
Quelqu'un peut m'aider, ou je remonte ce thread dans un mois ?
(Mais pourquoi y'a pas de nains sur Hibernia ? Sont allés hibernier ailleurs, ou quoi ? )
Par Reine des damnés le 22/11/2001 à 12:37:00 (#491793)
Par aguaress le 22/11/2001 Ã 19:20:00 (#491794)
J'ai donc deux textes assez sympa et qui m'ont aidé avant d'avoir decouvert le jeu donc pour commencer et aussi apres maitneant que je connais un peu le game play, y'a des astuces, ca parle en partie du critical shot, pour l'instant je place un voir 2 tirs au lvl 5 à ma cible, le temps qu'elle me rejoigne en mélée, ou je fais assez mal avec ma "bastard sword" ceci pour l'instant, le choix des fleches est tres important... enfin y'a des astuces .... warf a mon mail aka, demandes lui de te le passer et mail moi si interressée par les textes
boubye
aguaress
Par Brighellany le 22/11/2001 Ã 23:31:00 (#491795)
J'en suis à mon level 6 et "critical hit" fonctionne bien, en plus j'ai un petit familier avec moi , je me régale (qui se dit pet dans le jeu).
(Akasha sur T4C)
Par aguaress le 23/11/2001 Ã 17:56:00 (#491796)
(PLEASE read the FAQ and/or have some basic knowledge of the game mechanics before reading this guide, or else a few terms may be confusing)
DISCLAIMER: I have only ever played my classes in this style. I rarely, if ever, do anything with stealth... that is not to say stealth is bad. In fact, stealth can be just as deadly in PvP as the bow you carry. I, however, always choose to play the "good" rouge; no sneaking, no pickpockets... just Trap detection and disarmament, along with a high output of offense (at any range) at the cost of Defense. That's just me... it's why I was a ranger in EQ, and again here. If this style of play is not for you, then please ask elsewhere for your strategy guide... in fact, I think I am the only ranger who deals exclusively out of stealth, so if you talk to just about any other ranger anywhere, they will be happy to advise on the proper use of deception and surprise.
To start with, you will have to choose your class. Duh ? You have three options of people you want to play as, if you want to be a ranger: Celt, Elf, and Lurikeen.
The Celt has the highest STR rating (for carrying purposes) and the highest CON rating (for higher HP counts over time). This is my personal choice for reasons I will describe later.
The Lurikeen has the highest DEX and QUI ratings, so they will be the best rangers at dealing out damage. If I weren't a Celt, this would be me.
The Elf falls in between the other 2 choices in all categories... however, it is not a 1 to 1 rate: the elf sacrifices 5 extra points out of STR and CON and has them in INT instead. Since INT is of no current use to a ranger, for all intents and purposes, these 10 points have gone to waste.
Translation: if you want to live the longest, be a Celt. If you want to be the most damaging ranger you can be, be a Lurikeen. And unless you have some incredible desire to RP an Elf (which don't forget in this game means RP'ing that you have a distaste for Celts and Firbolgs and no nature ties whatsoever), you'd best off playing one of the other two. Of course, having written this, Mythic will implement some way to make INT useful to a ranger... ;P.
1.2 Starting Points
Ok, you get to divide up 30 points. Given the way the game works, that means you can either put:
10 into 3 different stats
15 into 1 stat and 10 into another
18 into one stat.
The first and second are valid choices, but the 3rd is rather... stupid IMO. Since this is my strategy guide, and I get to say what I think works best, here is my recommendation:
Choose 15 into DEX and 10 into QUI for maximum damage output, or
10 into both DEX and QUI, with the other 10 split between STR and CON as you see fit for a more balanced character. (I will be going 10 each into DEX, QUI, and CON)
Note: your primary skill is DEX, meaning you will gain 1 point of Dexterity every level after you become a Ranger at level 5. Your secondary stat is QUI, so you will gain 1 point every other level after 5. And your tertiary stat is STR, so you will get a point every 3rd level after 5... assuming the ranger bug is fixed ?. That is why I chose a celt and dumped 10 points into CON... since their DEX and QUI will be going up quickly and their STR will go up slowly, I decided to pick a class that had higher starting STR and CON than DEX and QUI.
1.3 The First 5 Levels
Just fight stuff, but make sure you talk to your stalker trainer after each level to see if any quests have opened up for you. Also, at level 3, make sure you upgrade your weapon from the newbie dagger you are given to something that cons yellow to a level 3. Don't worry, you will have the money. Also, the newbie monsters will drop pathetic armor, but armor nonetheless, so you should have at least some armor by level 3. You shouldn't need to worry about your armor till you upgrade from Stalker to Ranger (AKA level 5)
Do not spend any skill points for your first 5 levels. Wait until you have changed into a Ranger before doing so. That way you will have your Bow skill available to train some of the points from your first 5 levels into.
1.4 Equipment Even though I am an archer class, I don't find myself dying OR spending enough on arrows to ever end up in money troubles. Figures. As such, you should be able to afford all con-yellow equipment all the time. Exception: Quest stuff works well while it's blue too, so don't chuck any quest equipment until it's either been blue for 5 levels or it goes green. If you do end up in a money pinch, go find some green con mobs to knock over for lots of easy money. 2.0 Skill Point Choices 2.1 Introduction Ok, my divisions here are going to be heavily bow centric... this is unavoidable. Playing a ranger who has no bow training is not an option... Rangers may do decent melee damage if trained properly, but not as much as Blademasters, and given Rangers also have worse HP ratings than most Druids, trying to be a tank is a dead end. And since you need to have a bow skill equal to or near your experience level if you ever want your Critical Shot skill to be useful, I just say go all out. 2.2 The Survivor (*giggle*)
be a Celt
MAX BOW
High pathfinding skill (75-85% of your level)
Training in 1 weapon of your choice (blades or pierce), to a level of your choosing, but no less than 30% of your level.
*I giggle because expecting a ranger to tank under any circumstance is pretty funny... but for PvE purposes, if done right, it can be effective*
The theory behind this is you will be using a Shield in your offhand. This has a tradeoff effect: the downside is, your melee will be rather low. The upsides are that at least a shield will block a small amount of attacks at you, but more importantly if you choose to only do 30-40% training in the weapon skill, you will have some points left over. Given the other skills are pretty covered, this means you, indeed, will have a small Stealth ability. It won't help your PvE much, and most good enemy thieves will be able to see you in PvP anyway, but its still better than having no stealth if you plan on trying to hide from PvP opponents. Do note: the Pierce6 skill is pretty decent, and has no lead-up, so you will still be doing some fair melee damage, just not as much as...
2.3 The Ginsu Machine
This is me in a nutshell. It goes like this:
Very High pathfinding (80% +)
A high dual wield rating
Use Piercing weapons (even though you will have no training)
You will not have a whole lot of points left over, even at level 50, if you go down this route, so stealth is out. In fact, you also probably won't be seeing much in the realm of a Weapon skill either. The theory on this is, and I can attest it works well: you will be swinging so fast and dual wielding so regularly that, even though the damage variance on your swings will be great (between 25% and 125% of your potential per swing), the additional damage provided by the Damage Adding spell you get with your incredible pathfinding skill will add a huge amount of damage over the course of a fight. Under ideal conditions, I can solo a con blue mob without firing a single arrow first and still come out at 30-50% health; unfortunately, conditions are rarely ideal, which is why I can't rely on a fight without my bow.
2.4 Ginsu V2
A slight variation to the above choice:
MAX BOW
Very high pathfinding skill
an even split between dual wield and blades (about 25% of your level in each)
If you really must insist on using blades instead of piercing weapons, try this setup. Since blades do more damage but swing slower, you are going to want your swords to do more average damage than you care about for your piercing weapons, since most of their extra damage comes from the damage-add spell.
My choice: Ginsu, v1. At level 50, I hope to have:
50 bow
43 pathfinding (so I get the final run-speed increase buff)
24 dual
5 pierce (and I have 2 points left over... maybe I'll drop them into stealth after all ?).
Any of the above choices are suitable for the remainder of this guide, just be aware of your limitations based on which way you choose. I.E. if you pick the Shield route, you probably won't be doing much melee in a group environment, etc.
3.0 PvE 3.1 Introduction
Ok, just by you playing a ranger, you have predetermined your life as an archer in PvE. That being the case, most solo battles go like this:
You line up a critical shot;
You fire a critical shot;
you fire off 2-3 more arrows as the mob runs at you;
You whip out the weaponry once it closes;
You finish off the injured opponent up close with your blinding speed attacks.
If you are good and have a fast connection, there is a second option:
You line up a critical shot;
You fire a critical shot;
You fire off 2-3 more arrows at the approaching mob;
You take one hit, so that the mob thinks it is "meleeing" you (and therefore is less likely to run away from anti-kite code);
You sprint away;
When your sprinting is near to run out, you turn around;
You fire 2-3 more arrows at the mob, which is enough to kill it.
I don't do this myself, but I have heard numerous reports of it working, so I am going to feel safe in saying you can do this.
Rangers, I might add (and archers in general) are the very best choice to kill casting mobs; your bow not only does good damage, but it also interrupts their attempts to nuke you (which they must stand still for). In some cases, you can kill casters without taking a single hit.
Solo, for maximum kills with minimum downtime, you will want to fight High Blue cons in normal situations, and low yellow cons in ideal situations (ideal = they are weak to your bow and/or melee weapon, while your armor is strong to their attacks). In both cases your chances of dying are extremely minimal.
As part of a group, you will have a different role. Group dynamics vary hugely, but here is my experience:
A) If your group is fighting casting mobs, you will be the star. Your long-range attack will continuously interrupt a mob's attempts to cast a spell at you, which they must stand still to attempt; so not only will you be doing heavy damage, but you may even outright kill the casting mob. If nothing else, the caster will be in severe pain when it reaches your group.
B) If your group is fighting melee-type mobs, you will be responsible for doing considerable damage; but you will want to make sure you do NOT outdamage the tanks of your group. It is their job to take the hits, and if you do too much damage, you will quickly find out why it is not YOUR job to take the hits. Seeing as most groups tend to fight monsters somewhat higher in level than anyone in the group, only a few attacks from one can ruin your day. Any ranger can fill this role with his bow; the ginsu ranger can also do it with his melee.
(PLEASE NOTE that in the above examples, basic grouping smarts still apply. If your group is fighting against a melee and a caster at the same time, and someone mezzes the caster, then hit the melee-mob instead until the mez breaks.)
3.2 Special Exception Groups
(1 ranger + 1 snare/rooter/mezzer) "The pincushion"
This is probably the most fun a ranger can have. Target monsters will be those that con a high orange to you and your partner. The plan is simple: You critical shot a mob, hit it 2 more times, and then the snare/rooter/mezzer does his thing, you turn around and run 20 paces, rinse and repeat. This theoretically could be used on mobs of any level, but since you DON'T want to run the risk of the snare/root/mez failing, a high con orange is usually the best choice.
3.3 Potential Problems
The anti-kite code. Please don't press your luck by running to the absolute maximum range of your bow every time the mob is snared... there is a good chance the mob will turn and run after your first arrow rather than come at you again. Solution: Get just enough distance that you can plunk a 2nd arrow into the mob if indeed it decides to turn tail. A 2nd arrow usually convinces the mob to charge you again if it had initially decided to run.
The Call for Help. OMG this can't be stressed enough... do not ever use this method to pull mobs out of a camp where they can call for assistance. The called help will usually be able to out-melee both you and the snare-backup combined.
Bring-A-Friend code is usually not an issue, since most mobs only do this for groups of 3 or more.
3.4 The Melee Showoff (1 ginsu ranger + 1 healer) Again, target mob is high orange. Play this like you would any solo fight, just make sure your healer isn't stoned. With the downtime reduction provided by the healer and the damage potential provided by you, you and he will usually both do better in this method than if you both soloed. 3.5 The Firing Squad (any number of Rangers + 1 optional bard)
There are 2 target level opponents for this: High level solo enemies (the more rangers the higher the target), or groups of enemy casters similar or just slightly lower in level to your group.
Critical shot is a skill that can not be used on mobs once they have aggro'ed on someone; however, there is a delay between when you fire your bow and when the arrow lands, and mobs don't aggro until it does... so a well trained group of archers can all fire off their critical shots at the same time. The optional bard is there to donate his damage-add song, which i think stacks with your damage-add buff for even more incredible output.
In the case of a high-level solo mob, the method should be obvious by now, but the plan is that the mob dies before it reaches you. If the mob does not die before it gets to you, don't give up hope yet... the ranger who is currently being hit should turn on his Escape Speed buff, run the mob to about the extent of the ranger on the bows of the rest of the group, and then circle the group allowing the other rangers to plunk more arrows from long range. If the mob then charges the center again, have the old target return to the central group and the new target pick up where the old target left off. If all of the rangers exhaust their Timer-based Speed boosts... then you either had the worst accuracy in history, or you chose to attack a mob just a tad too high for you. In any case, if the bard is still with you, do not, repeat, not let him heal you guys. That will just draw the mob toward him, and since his speed song doesn't work if he is being hit, he will be in dire trouble.
In the case of enemy caster groups, just have each ranger pick a target and try and drop him from range like normal soloing vs. casters. Any ranger who finishes his target can then assist one of the rangers who missed a shot. If you think this is a waste of time for EXP purposes, think about this: let's say your group is 4 people, and you attack a group of 4 casters. Although you each individually only got credit for 1 (4 kills / 4 groupmates) kill, you:
a) had a safety rope you don't normally do in the form of groupmates,
b) will probably have less downtime as a result of a) above, but best of all...
c) just got credit for 4 "group" bonuses, since grouped mobs can give out bonuses as
high as 40% the EXP take for the mob alone.
3.6 Heavy artillery (a large number of nukers and rangers + 1 optional bard)
Target monsters: small groups of casters similarly leveled to you. If "the pincushion" is the most fun a ranger can have, "Heavy artillery" is the most fun pure-long-ranger-damage classes in groups can have. If you haven't guessed by now, this just involves finding groups about ½ your group's size of mostly casters and assigning every 2 of you to every 1 of them (for best results, 1 ranger and 1 nuker per target). The mobs fall flat, your group hardly takes a hit, and if you have the optional bard, mana-regenerating downtime will be minimal.
The reason for similarly leveled targets is because higher level targets have a tendency to
resist caster's magic far too often. Oranges may be ok to try, but reds are out.
4.0 PvP 4.1 Player vs. Player Tactics
Ok, so if you are reading to this point, you know that you have no real stealth to deal with. That being the case, you will fall painfully short of your stealth-specc'ing brethren in terms of the "lurking sniper" style of play. If you plan on soloing in PvP, do it in areas where the range on your bow can be used to its advantage. If both you and your target see each other at the same time, your bow will be your victory or your defeat. True, hiding in tree-cover may help cover you from your enemies, but you will find even more often that while you were sneaking around behind trees, you just got snuck up on by a stealth-specc'ed opponent.
Your general solo role will be the scouting of enemy movements, as well as troop harassment and the occasional slaughter of solo opponents who decided to sit down after killing a nearby mob . (this happens more often than you may think...)
My brother has shown me multiple times that even his paladin can surprise people from behind trees, but be aware you are asking to be sniped. It's happened to him too.
Anyway, enough pessimism. Let me tell the big advantage to *not* sneaking around.
The lurkers have a habit of not being buffed. Why? Because to cast a spell they have to drop their cloak of stealth, which would usually be fatal to them. You on the other hand will always be buffed, meaning you can carry huge amounts of arrows and fire with greatly improved DEX numbers, not including your Damage-add. You can usually drop non-buffed archers and casters of equal or lower levels in this method; the caster will be suffering from chronic Interruption syndrome, and unbuffed archers will have longer drawtimes than you do.
Also, piercing rangers will have an interesting surprise in store for casters who think they are smart by sprinting into melee (interrupting your bow use), and then quick-casting a spell to knock you on your rear. Your buffed piercing speed is usually faster than even a quickcast spell! This may not interrupt them, but you will still get off a few swings before their spell fires, and mages have a tendency not to be able to take melee very well in the first place...
But still, solo assassination is not going to be the specialty of a non-stealth specc'ed ranger. If you are following this strat, and deep recon is not your cup of tea, then you will be happy to know you will be VERY welcomed in hunting parties (the ginsu rangers are a tad more useful than the Shield type though). You have more to bring to a group than rangers with stealth, since most large groups don't go around hiding their archers. You will be responsible for the stopping of enemy mages (surprise ;P), and the interruption of opposing healers.
More specifically why you will be wanted:
A) Roots are rather useless against you. If they root one of your tanks, that guy is dead in the water. If they root you, you just pull out your bow and plunk at anyone and everyone. If the only people attacking you are the opposing casters, you should be able to hold your own... if tanks are on you as well, you should feel honored that you are that dangerous, as well as be happy in the knowledge that your tanks are probably free to go smash the guy that rooted you so he can't do it again, and you can sprint to safety before firing even more long-range death.
B) You are a Long-range damage machine with Reinforced armor. True, your lower HP than most and non-usage of Scale armor means that you can't take a whole lot, but you can still take 2-3X what a mage can. If a RvR skirmish turns into a long-range battle, archers are the best choice for either side for this reason. Your self-AF buff helps in this area too.
C) You are melee Death to enemy archers. Want to really surprise that scout you are having a firefight with? Activate your Speed spell to close to melee range in a hurry, and demonstrate to him the penalty Shields take against guys who Dual-wield. Odds are the opposing tanks and healers are busy trying to get your group's tanks off of their nukers, and won't worry as much about your skirmish with the Scout. As for opposing Midgard Hunters... I wouldn't have believed this myself, but my ginsu ranger does more melee damage over time than my equal level (and fully spear-specc'ed) hunter does because of the Damage-add spell. As long as the hunter doesn't have a pet smacking you around from the side at the same time, all it takes is 1 missed spear swing from a hunter to turn a melee war of the Archers in your favor. (Conversely, 1 Critical hit from a hunter's spear may as well be instant death, but such is the way of Random Number Generation ). Besides, Not only am I the only ranger I know who doesn't put points into stealth, I was also the only Hunter I know who fully spear-and-beastcraft specc'ed rather than bow. Most hunters won't have close to 100% training in spear, and the ones who do either have no bow training or buffs sub-par to yours.
(All of the above assume that the battles start out rather even. If they are lopsided... well, even if your group doesn't have a bard, you do have your Speed Boost spell for evac purposes ).
I'm afraid I cannot comment on Large-scale wars at this time, as the only ones that have occurred have been GM driven. I will report on what to do in huge situations when I have some experience in the field.
5.0 Advanced Strategies 5.1 Aquaman
Requirements: you are a lurikeen. If any fights take place near water, you are going to get a chance to show off why being bigger isn't always being better. Lurikeens (and these don't even have to be rangers) can almost completely submerge in bodies of water, meaning that unless they "stand up" to cast a spell or fire a bow, you will have almost no way to find them in the water. Especially if they are wearing a light blue cloak. Just wait for the target of your choosing to turn its back, fire away, and hide back under the water before he turns around to see what hit him.
5.2 Dishonorable Discharge
Requirements: you have No conscience. Finding weakened targets isn't really an advanced strat... but stalking them until they have been weakened by a fight is. This takes cunning, guts, lots of luck, and morals so low you'd cheese-grate a live kitten for a buck. Of course, we all know that the scum of the other realms does the same, so why not do it? ;P.
Given you have no stealth training, this means you have to avoid detection without cloaking yourself. It is best done from the cover of woods, which is where the luck aspect comes in; you have got to hope against hope that there are no lurking snipers in the woods to cut your plans short.
5.3 I have a better disguise than Stealth
Requirements: you are up against newbies to the PvP aspect of the game, you are a Celt, you are fighting Albion, and have a group of your own. This one is loads of fun when it works. Some of the new Armor models in Hibernia look incredible close to Plate, which is a type only found in Albion. What you do is buy a set of this and dye it as "silverish" as you can (or if you know the color of the armor your opponents will be in, that's even better). Also, take off your cloak, that is always a dead giveaway. Tell your group to attack the opposing group, and during the battle run up behind the enemy group close enough so that they can see you, but not close enough they see your floating "celtic ranger" above your head. Then while facing your own group, choose a target in your field of vision and start firing. Said target can be in a very wide angle in front of you so you could be shooting a guy at a 45degree angle to your right while looking like you are firing straight ahead into your own group. Once your cover is blown, activate your speed spell and charge the nearest caster/scout to your position and mince him up, then run back to your own group. It's a shame they haven't animated the looks on the Albion's faces when they've realized what just happened
voila le premier hihi
Par aguaress le 23/11/2001 Ã 17:57:00 (#491797)
In Dark Age of Camelot, archery is treated like neither magical combat, nor melee combat. Instead, it combines some aspects of both, and yet is really its own beast. It is also very different from either combat or magic in that it is a primary skill for some guilds, namely Albion's scouts, Midgard's hunters, and Hibernia's rangers, but is a secondary skill for several others.
Classes for whom archery is a primary skill should be able to do significant damage to opponents with their archery skill, but must use melee skills as well to finish off wounded opponents. The general expectation is that these classes can do anywhere from one-third to two-thirds of the damage to a blue-con mob using their special bow abilities, before needing to switch over to melee combat. However, scouts, hunters, and rangers are not supposed to be able to kill or nearly kill their target creatures before they ever reach the archer. That would make archery far too powerful. The famed Briton longbow and the Norse composite bow are the two bows we know of that are capable of the long range, high-damage archery attacks.
Other classes that can use archery as a secondary skill generally use it as a way to do a little damage from a distance before the opponent can close to melee range. Much of what is said in this guide applies to these "casual archers" as well. The Briton warriors often use shortbows or crossbows to provide this initial punch, as they are easier to train in than the longbow. Archery hasn't really caught hold yet in the Nordic lands, and hunters are really the only guild that uses these long distance missiles. The other Norse warriors tend to favor thrown weapons like spears and axes.
2.0 Gameplay 2.1 Know Your Arrows
Firstly, to avoid some confusion, bows use arrows and crossbows use bolts. Arrows are long, thin shafts with a variety of heads and fletching. Bolts are much shorter and thicker, and again come with a variety of heads and fletching. You cannot use a bolt with a bow, and you cannot use an arrow with a crossbow. The specific combination of head, fletching, and care in finishing affect the performance of the arrow or bolt.
FinishingAccuracy
Rough low
not specifiedmedium
Footedhigh
FletchingRange
Clout short
not specifiedmedium
Flightlong
HeadDamage
Blunt Low (Thrust)
BodkinMedium (Thrust)
BroadheadHigh (Slash)
Arrows and bolts are purchased from vendors in bundles of a score. Your guild trainer will provide you with Rough Clout Blunt arrows for free, or you can buy them from merchants. Eventually you will be able to craft your own arrows, but negotiations are still in progress with the Fletcher's Guild as far as payment for their instruction.
2.2 Range Comparison
It is vital that all archers learn the range their weapons have with the different arrows or bolts. It is equally vital that they learn the ranges of the casters they may fight beside, as well as the ranges of their foes.
Shortbow & CrossbowRange
Clout 14 paces
Normal18 paces
Flight20 paces
LongbowRange
Clout24 paces
Normal28 paces
Flight36 paces
Direct Damage SpellsRange
Normal24 paces
Bolts30 paces
2.3 The Quiver The quiver will be able to hold four bundles of arrows, and should be either a separate window in the user interface, or each slot should be able to be put in the quickey bar for quickly changing the type of arrow or bolt you are using. We must wait for the new User Interface to show us how they actually implement this.
The four bundles of arrows should certainly be sufficient for those using archery as a secondary attack form. However, those who use Archery as a primary attack will most certainly want to carry additional bundles of arrows in their backpack for use when a bundle in the quiver runs low. I would recommend these archers carry no less than one additional bundle of arrows or bolts for each bundle in your quiver. Watch the weight though; scouts, hunters, and rangers need to be nimble on their feet and unencumbered when running down (or from) prey.
2.4 Using Your Bow
To be most effective with your bow, you should put your bow, any bow special abilities, your melee weapon, your shield, and any melee combat styles on your quickey bar. When you spot prey that you want to hunt, creep within range, being quiet so as not to alert your prey. Click the bow icon on your quickey bar to strip your bow out of its oilskin and string it. Click the bow a second time to select an arrow from your supplies, knock, and draw it. Depending on your quickness, you will need to take about 4 seconds to line up your shot. When you feel that you have everything lined up perfectly (there will be a message in your combat window), click again to loose the arrow. If the opponent was far enough away, you can rapidly click again to draw another arrow, aim, and loose it before the charging foe is close enough that you need to switch over to your melee combat gear. This is why you should have your melee weapon and shield on the quickey bar also, as it makes drawing your sword and donning your shield much faster. Don't forget to take your combat stance as well.
At the moment, the arrows first encountered in your packs are the arrows you will shoot. As an advanced technique, line up your initial shot with a flight arrow. While your character is aiming, switch to your normal arrows by swapping the position of your arrow bundles in your packs. Release the first shot and draw the next with the double click described above, and the monster should charge into the normal arrow range by the time you are ready to loose the second arrow. This will allow you to use cheaper arrows most of the time, but still be able to attack at the furthest range possible.
Should your target move out of range, you may quickly change targets by selecting a different opponent that is in view, and attempt to loose at it. Should there be no other opponents in front of you, you may turn to try to find something else, but if you move your feet, your will need to draw again. You have about 15 seconds of holding time while you attempt to find another target before you must relax your draw.
Also note that firing into melee is not recommended. Due to the quick and sudden movements of the combatants, firing into any melee is much more likely to result in a miss than in a hit. When others in your party are meleeing the opponent, you should do so also.
Also, be ready to run when using archery to encourage opponents to chase you into an ambush. Many creatures are intelligent, and call for help if they are wounded too severely. The first call for help usually occurs when the mob reaches half health, but sometimes occurs before that. Some creatures also like to bring friends when they are attacked, and they sense that you are leading them to an ambush.
I recommend that new archers find some gray-con mobs to practice upon until they feel proficient. Please search for an area that is being utilized by those less skilled than yourself, as they need their own practice with melee and magical skills. Only by working together can we defend our realm against those who would seek to invade us, and the youngster you help advance today could be your shieldmate tomorrow. Every time you begin to use a longer range arrow, spend about half a bundle checking the range against gray-con creatures also, so that you find the limits of your new arrows' range, and can determine that approximate range when sneaking up on prey.
It is possible for several archers to coordinate their fire. Generally, you should signal to each other which opponent you are choosing to fire upon before drawing your arrows, and whether you will all fire normally or use a special ability. The designated commander will then call for everyone to ready their bow if someone still has their melee weapon out, draw, and loose. This takes significant practice, and should again be practiced until all are proficient in the correct timing. The commander must follow his own commands slightly after giving them in order to match the timing of everyone else in the unit.
If your unit can coordinate fire, every arrow hitting a stationary target will receive a bonus for their lack of vigilance, as well as the cumulative effects of being turned into a sudden pincushion. It is difficult to say, but it appears that the opponent also suffers the multiple opponents penalty to their defense.
2.5 Special Abilities for Primary Archers The first special attack that archers get is a critical shot. Critical shot is especially effective against enemies standing unprotected and/or unaware of your presence through judicious use of your sneak skill. It is not possible to line up a critical shot when your target is moving. In return for taking extra aiming time, you can target a sensitive area on your opponent, doing about double the normal damage. When you first learn this skill, you must take double your normal aiming time to line up this precise shot. As you advance in skill at it, the time it takes to line up this critical shot decreases, and the damage it does relative to a normal shot increases. Each level of critical shot reduces the time it takes (from 2x the normal time for Critical Shot I to 1x the normal time at Critical Shot X) to fire the critical shot. Additionally, the damage done by the critical shot depends on the specialization of the player in his bow specialty. If his specialty equals the level of his targeted creature, the damage is 2x. It goes up and down with this ratio. Clicking again on critical shot while a shot is in process will return to normal shot. Use this if you want to get a shot off quickly and you've already initiated the critical shot process.
At higher levels primary archers will gain the ability to "Longshot" or take aim on an area and depending on the distance and number of targets in that area also hit for more damage.
The most powerful ability is the "Volley" ability. Depending on their level in this ability, archers can throw several arrows down into the ground in front of them, take aim on an area, and then quickly fire off each of the arrows in succession. Several archers performing this ability at the same time on an unsuspecting camp of monsters or group of enemy players will be able to do quite a bit of damage before the fight is even started.
Note that for volley and longshot, you're targeting an area of ground, not a specific target, so you can't get together with a bunch of archers and decide to take out the hardest targets because you're just as likely to hit the targets around them. Volley and longshot are useful for starting off those battles where two groups are on opposite sides of a battlefield.
RAnger:
Races Elf Human Firbolg A character who chooses to be trained to use his hiding/sneaking skills in the outdoors, becoming skilled at tracking and the use of the Celtic recurved bow, as well as dual wield
Level Ability
5th :pathfinding*
Shields (Small)
Recurve Bows*
10th Reinforced Armor
Celtic Dual*
12th Evade II
25th Evade III
Par Duc Visconti le 23/11/2001 Ã 19:36:00 (#491798)
sinon ben mon pc est enfin prét :) l'adsl prend du retard mais on va me préter un 56k bref, vous me verrez bientot ;-)
Par Bibon le 23/11/2001 Ã 20:38:00 (#491799)
Le temps que t'ai ton 56K et ton adsl lol histoire que je dl au moin le jeu
Par aguaress le 24/11/2001 Ã 11:11:00 (#491800)
ca promet la famille lol mouahahhahahhah
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