[Apr 25th 2018] New classes have been added to the skill simulator!

CBT2 - Ranger3/Fletcher2 - High AOE Burst, Good Single Target Burst

Created by GLScarves on Nov 2nd 2015 (Last Updated: Jul 2nd 2016).
This is a public build.
24
Warning, this guide will most likely be oudated since it was written during Closed Beta 2 in Nov 2015. Feel free to look over it as a rough starting idea.

Boltonsquad's guide ( http://www.tosbase.com/tools/skill-simulator/build/xdsm1mvlbx/ ) is pretty similar albeit updated version of mines for the release version. Go see his! +he has alot more detail.

There will not be any updates for the foreseeable future from me. I've start playing a monk now.

====================

For Skill allocation order, remember you can save your skill points. For the November 2015 CBT2, you can easily reset your skill points (but this seems like a cash shop item in a full release).

Consider saving your points, maxing only Barrage + Steady Aim in the Ranger Tree for the first two Circles (Multishot+Barrage+Steady Aim are strong enough to last you). Put one point into High Anchoring if you desire. Maxing out Barrage/Steady Aim/Spiral Arrow/Bounce Shot leaves you with 5 spare points in the end.

If you save your points and max only Steady Aim and Barrage as a Ranger until you hit Circle 3 (or reset your skill trees once you hit rank 4/Circle 3), you can immediately level up Bounce Shot and Spiral Arrow to max (both skills are weak at level 1, but get extremely strong per level since each level adds more hits landed).

Remember from the Archer Master, there is an attribute that you can max at Circle 1 that increases your damage against flying enemies. At max rank the bonus is 100%. Once this is fully upgraded and you get rolling (and if the enemy is a flying type), it's not uncommon for you to one-shot mobs with your skills, or annihilate entire mob packs with a single barrage. Bosses that are flying attribute will die very fast.


Stats
===========================
Keep to a 3:1 Dex:Str ratio. You gain roughly +1% crit chance for every 2.33 crit rate you have (subtracted by -1% crit chance for every 2.33 crit resist your target has).

Critical hits become the bulk of your damage.
However eventually once your crit rate gets high enough, it's better to allocate to STR which increases base damage and critical hit damage. In theory, if the enemy has 0 crit resist, 233 crit rate = 100% crit chance. So eventually you'll hit a point where investing in Dex isn't worth it anymore (because your crit chance is so high anyways where the investment of stat points isn't worth it), so when you approach around 70%-80% crit chance (around 163-186 crit rate, not counting enemy crit resist) consider breaking the 3Dex:1Str ratio and just invest into strength. However remember mobs crit resist numbers (and that this number will most likely increase as you progress) so invest into Dex every so often to keep up your crit chance.

Spend more of your points into strength while leveling, (it's fine to get to about 50 STR, then start putting all your points into dex). Early on, your crit rate won't be that great, so investing into strength at first eases the leveling process.

For survivability (CON and Health), in this build you should be focusing on leather armor and evasion (both in terms of the actual in-game stat and your own ability to run around and evade mob and boss attacks). Even without putting any points into CON, you should be perfectly fine in surviving (as long as you keep moving and don't remain a standing target). Your evasion should be good enough to the point where as long as the attacks are physical based, you can even face-tank (to some degree) mobs and even bosses as their attacks miss you. Not recommended though, but for the most part the attacks that you don't evade while moving should mostly be evaded by the in-game defense stat.

Remember, enemy magic skills cannot miss and you cannot evade them. Mobs that are mages are priority to kill first and you have to avoid the boss attacks that are magical-based (physical-based boss attacks can hilariously miss, leading to the case where you can face-tank bosses for a while as they miss 5 giant slam attacks in a row).

I've solo'ed all the quest content for the most part without difficulty so you don't really have to be forced into parties to finish quests and beat bosses if you don't want to.
-----------



Barrage
===========================
Barrage has a shotgun-like effect, where it fires multiple projectiles that spread out over distance, but the projectiles can overlap for multiple hits. Fire off barrage as close as possible to a giant pack of enemies for maximum damage so all projectiles overlap as much as possible.

Also because of the Shotgun-effect, if you fire Barrage at a boss enemy at close range, you can get all the arrows to hit the same enemy for high damage. I tried this in PVP duel against a friend (small size target rather medium/large bosses) and the shotgun effect was still extremely devastating at close range.

Barrage effectively is your bread and butter skill (strong AOE and strong single target). It requires you to be in close range for maximum effectiveness though (like a shotgun in a FPS game).

There is a purchasable attribute from the Master that adds knockback onto this skill. However this may be a bad thing. If you knock the mobs back, you're putting them at a further range from you. Since Barrage is just like a shotgun blast, you're lowering your damage if the enemy is further away.
-----------



Full Draw (Archer)
===========================
Still in the midst of trying to figure this out and if it's worth it, but there is a skill attribute you can purchase to level up from the master that reduces the enemy physical defense when hit by Full Draw (up to 50% reduced physical defense at max rank 5 attribute).

This is a side thing you may want to consider, but I'm having difficulties whether it's working or not.
-----------



High Anchoring
===========================
You can put one point into this if you want (take one point out of critical strike) while leveling for another skill for AOE until you get Bounce Shot. However compared to bounce shot and barrage, it pales. Plus it requires charge-up which can be interrupted (if you're soloing content, this skill is almost unusable if you're fighting mobs that use ranged attacks frequently like archer mobs).
-----------



Steady Aim
===========================
If you're fighting tough mobs (bosses for example) or want to make it easier to kill off a pack of mobs with a single blast with barrage, activate this buff first.

It lasts long enough that you can fire barrage 4 times before it runs out. (Barrage is a skill that has 2 charges, you can fire off twice before cooldown kicks in).
-----------



Multishot
===========================
A decent Single Target skill (and poor AOE skill that can be used in an emergency). Rotating this + Barrage during Steady Aim is your DPS skill rotation during boss fights ( with the addition of Spiral Arrow once you hit Rank 4)
-----------



Spiral Arrow
===========================
Once you hit rank 4, this along with Barrage becomes your primary single target skills (along with Multishot).

Max this out ASAP (it's worth saving skill points just to get this to level 5 immediately when you rank up). At level 1, this skill is pretty bad, but each level adds another hit. This skill scales very well with levels.

It'll cost about 45,000 (ish) silver in total, but max-rank from the Ranger Master the attribute bonus that increases critical chance (Not critical rate). For 45,000 silver, you add +30% critical chance (pure crit chance) on top of your existing critical rate to this skill.
-----------



Bounce Shot
============================
Barrage is still your best AOE to be honest, however when fighting mob packs, Bounce Shot gives you a good skill in addition to barrage.

Don't bother using this in a single-target situation (however if you're fighting a boss with backup mobs, or adds, you can use this skill to hit the boss and other enemies if you want).

Just like Spiral Arrow, it's bad at level 1 but it scales extremely well with level because you hit more per cast. Max this ASAP.
------------



Critical Shot
============
Honestly, this was only allocated because there were spare points after maxing the core 4 skills (Barrage, Steady Shot, Spiral Arrow, and Bounce Shot).

You can fire this off while everything else is on cooldown for a single target situation, but you'll consume your MP very quickly and might not have any MP when your core skills are back.

You can split the 5 points in this skill to High Anchoring if you want. Or the Time Bomb if you want to try it. Warning, Time Bomb is not an AOE skill.
----------



Skill Rotation
=============
Single Target
Steady Shot -> Spiral Arrow -> Barrage -> Multishot -> Cooldown wait (use autoattacks) -> Barrage -> Multishot

Steady Shot duration will end after this rotation. Repeat when Steady Shot comes back up.
=============
Multi Target AOE
Barrage -> Bounce Shot

If you're facing particularly tanky mobs and you're not doing enough damage, activate Steady Shot before popping off your skills. If you got High Anchoring, use it after Barrage and Bounce Shot. If you want, you can use Multishot as an AOE (but it's a bit fiddly and pretty bad at hitting multiple mobs).


=====
As for Fletcher...

I'm still leveling through the Fletcher class, so I don't think I got enough experience to explain this yet. I'll update this eventually.

=====
Copy Build
Rank 1
circle 1
Archer
0 / 5
Swift Step
Archer31
Swift Step: Critical Rate
Type: Active
* Increases critical rate by 20 per attribute level and 5 per [Swift Step] level when [Swift Step] is active
* Increases SP consumption by 50%

Archer 2nd Circle required
Swift Step: Include Party Members
Type: Active
* Applies the effects of [Swift Step] to party members
* Effects only apply to party members when the attribute is ON

Archer 1st Circle required
Swift Step

Temporarily increases movement speed and evasion while moving.

Level 1:
Moving Shot Movement Speed: +5%
Evasion: +10
Duration: 300 seconds
SP: 12

Type: Melee / Buff
Cooldown: 36s
5 / 5
2
Multi Shot
Archer11 Mark
Multi Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Multi Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Multi Shot: Critical
Type: Active
* Increases critical chance of [Multi Shot] by 5% per attribute level
* Increases SP consumption by 10%

Archer 1st Circle required
Multi Shot

[Missile: Bow]
Quickly fires a number of arrows at a targeted area.

Level 5:
Attack: 66% x 10
SP: 16

Type: Missile / Attack
Cooldown: 14s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
2
Full Draw
Archer12 Overwhelming Archer9
Full Draw: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Full Draw] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Full Draw: Increased Knockback
Type: Active
* Increases knockback power of [Full Draw] by 50
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw: Decreased Defense
Type: Active
* Decreases the enemy's physical defense threaded with [Full Draw] by 2% per attribute level.
* Increases SP consumption by 10%

Archer 1st Circle required
Full Draw

[Missile: Bow]
Pull your bowstring back to fire a highly piercing shot. Enemies hit are pinned onto the surrounding terrain.

Level 5:
Attack: 380%
[Skew] Duration: 10 seconds
SP: 20

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
5
Oblique Shot
Archer13 Archer6
Oblique Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Oblique Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 1st Circle required
Oblique Shot: Slow
Type: Active
* Enemies hit by [Oblique Shot] while [Swift Step] is active have a 5% chance per attribute level to be afflicted with [Slow] for 7 sec
* Increases SP consumption by 10%

Archer 1st Circle required
Oblique Shot

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]
Fires an arrow that bounces off of the target to hit an adjacent enemy.

Level 5:
Attack: 211%
Bounced Arrow Attack: 158%
SP: 15

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword, Musket
Rank 2
circle 1
Ranger
5 / 5
3
Barrage
Ranger11 Ranger1
Barrage: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Barrage] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 1st Circle required
Barrage: Knockback
Type: Active
* Enemies hit by [Barrage] have a 10% chance per attribute level of being knocked back
* Increases SP consumption by 20%

Ranger 1st Circle required
Barrage

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]

Fires 5 arrows forward in an arc in front of you.

Level 5:
Attack: 135% x 5
SP: 35

Type: Missile / Attack
Cooldown: 18s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
0 / 5
2
High Anchoring
Ranger12 Ranger31
High Anchoring: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [High Anchoring] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 1st Circle required
High Anchoring: Reduce Critical Resistance
Type: Active
* Enemies hit by [High Anchoring] have their critical resistance reduced by 15 per attribute level for 5 sec
* Increases SP consumption by 30%

Ranger 1st Circle required
High Anchoring: Continuous Fire
Type: Active
* Reduces the cooldown of [Spiral Arrow], [Bounce Shot] and [Time Bomb Arrow] by [targets hit x 1] sec when an enemy is attacked with [High Anchoring]
* Increases SP consumption by 20%

Ranger 3rd Circle required
High Anchoring

[Missile: Bow]
Aim with the tip of your arrow and penetrate through enemies in front of you.

Level 1:
Attack: 187%
AoE Attack Ratio: 6
SP: 24

Type: Missile / Attack
Cooldown: 15s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
0 / 5
5
Critical Shot
Ranger25
Critical Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Critical Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 1st Circle required
Critical Shot

[Missile: Bow] [{img tooltip_speedofatk} Attack Speed]
Fires an arrow with a high chance of critical attack. Increases the caster's critical damage when a critical shot is landed.

Level 1:
Attack 217%
Add. critical chance 100%
Max. 5 stacks
Critical damage increases 10% per stack
SP: 18

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
Steady Aim
Ranger14
Steady Aim: Enhance
Type: Passive
* Increases additional damage effect of [Steady Aim] by 2 per attribute level

Lv3 Steady Aim required
Steady Aim: Two-handed Bow Specialization
Type: Active
* Increases the Missile damage of Steady Aim by 50% while the [Steady Aim] buff is active
* Increases SP consumption by 10%

Ranger 2nd Circle required
Steady Aim: Pro Ranger
Type: Active
* Increases the damage of Ranger skills by 50% while the [Steady Aim] buff is active
* Increases SP consumption by 10%

Ranger 3rd Circle required
Steady Aim

Aim at an enemy in a stable posture. Increases the damage of Missile property attacks.

Level 5:
Damage +5%
Add. damage 50
Duration 5 min
SP: 40

Type: Melee / Buff
Cooldown: 25s
Rank 3
circle 2
Ranger
10 / 10
3
Barrage
Ranger11 Ranger1
Barrage: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Barrage] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 1st Circle required
Barrage: Knockback
Type: Active
* Enemies hit by [Barrage] have a 10% chance per attribute level of being knocked back
* Increases SP consumption by 20%

Ranger 1st Circle required
Barrage

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]

Fires 5 arrows forward in an arc in front of you.

Level 10:
Attack: 165% x 5
SP: 53

Type: Missile / Attack
Cooldown: 18s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
0 / 10
2
High Anchoring
Ranger12 Ranger31
High Anchoring: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [High Anchoring] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 1st Circle required
High Anchoring: Reduce Critical Resistance
Type: Active
* Enemies hit by [High Anchoring] have their critical resistance reduced by 15 per attribute level for 5 sec
* Increases SP consumption by 30%

Ranger 1st Circle required
High Anchoring: Continuous Fire
Type: Active
* Reduces the cooldown of [Spiral Arrow], [Bounce Shot] and [Time Bomb Arrow] by [targets hit x 1] sec when an enemy is attacked with [High Anchoring]
* Increases SP consumption by 20%

Ranger 3rd Circle required
High Anchoring

[Missile: Bow]
Aim with the tip of your arrow and penetrate through enemies in front of you.

Level 1:
Attack: 187%
AoE Attack Ratio: 6
SP: 24

Type: Missile / Attack
Cooldown: 15s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
0 / 10
5
Critical Shot
Ranger25
Critical Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Critical Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 1st Circle required
Critical Shot

[Missile: Bow] [{img tooltip_speedofatk} Attack Speed]
Fires an arrow with a high chance of critical attack. Increases the caster's critical damage when a critical shot is landed.

Level 1:
Attack 217%
Add. critical chance 100%
Max. 5 stacks
Critical damage increases 10% per stack
SP: 18

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
10 / 10
Steady Aim
Ranger14 Ranger32
Steady Aim: Enhance
Type: Passive
* Increases additional damage effect of [Steady Aim] by 2 per attribute level

Lv3 Steady Aim required
Steady Aim: Two-handed Bow Specialization
Type: Active
* Increases the Missile damage of Steady Aim by 50% while the [Steady Aim] buff is active
* Increases SP consumption by 10%

Ranger 2nd Circle required
Steady Aim: Pro Ranger
Type: Active
* Increases the damage of Ranger skills by 50% while the [Steady Aim] buff is active
* Increases SP consumption by 10%

Ranger 3rd Circle required
Steady Aim

Aim at an enemy in a stable posture. Increases the damage of Missile property attacks.

Level 10:
Damage +10%
Add. damage 100
Duration 5 min
SP: 60

Type: Melee / Buff
Cooldown: 25s
0 / 5
Time Bomb Arrow
Ranger28 Ranger35
Time Bomb Arrow: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Time Bomb Arrow] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 2nd Circle required
Time Bomb Arrow: Remove Knockdown
Type: Active
* [Time Bomb Arrow] no longer knocks enemies down
* Only applies if attribute is set to ON

Ranger 2nd Circle required
Time Bomb Arrow: Extend Fuse
Type: Active
* Extends the duration of [Time Bomb Arrow] to 4 sec and increases its damage by 200%
* Increases SP consumption by 30%

Ranger 3rd Circle required
Time Bomb Arrow

[Missile: Bow]
Fires an arrow with a bomb attached. Upon hitting a target, the arrow will explode after an amount of time, dealing extra damage.

Level 1:
Attack: 232%
Duration: 2 seconds
SP: 26

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
Rank 4
circle 3
Ranger
15 / 15
3
Barrage
Ranger11 Ranger1
Barrage: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Barrage] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 1st Circle required
Barrage: Knockback
Type: Active
* Enemies hit by [Barrage] have a 10% chance per attribute level of being knocked back
* Increases SP consumption by 20%

Ranger 1st Circle required
Barrage

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]

Fires 5 arrows forward in an arc in front of you.

Level 15:
Attack: 196% x 5
SP: 72

Type: Missile / Attack
Cooldown: 18s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
0 / 15
2
High Anchoring
Ranger12 Ranger31 Ranger34
High Anchoring: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [High Anchoring] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 1st Circle required
High Anchoring: Reduce Critical Resistance
Type: Active
* Enemies hit by [High Anchoring] have their critical resistance reduced by 15 per attribute level for 5 sec
* Increases SP consumption by 30%

Ranger 1st Circle required
High Anchoring: Continuous Fire
Type: Active
* Reduces the cooldown of [Spiral Arrow], [Bounce Shot] and [Time Bomb Arrow] by [targets hit x 1] sec when an enemy is attacked with [High Anchoring]
* Increases SP consumption by 20%

Ranger 3rd Circle required
High Anchoring

[Missile: Bow]
Aim with the tip of your arrow and penetrate through enemies in front of you.

Level 1:
Attack: 187%
AoE Attack Ratio: 6
SP: 24

Type: Missile / Attack
Cooldown: 15s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 15
5
Critical Shot
Ranger25
Critical Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Critical Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 1st Circle required
Critical Shot

[Missile: Bow] [{img tooltip_speedofatk} Attack Speed]
Fires an arrow with a high chance of critical attack. Increases the caster's critical damage when a critical shot is landed.

Level 5:
Attack 264%
Add. critical chance 100%
Max. 5 stacks
Critical damage increases 10% per stack
SP: 30

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
15 / 15
Steady Aim
Ranger14 Ranger32 Ranger33
Steady Aim: Enhance
Type: Passive
* Increases additional damage effect of [Steady Aim] by 2 per attribute level

Lv3 Steady Aim required
Steady Aim: Two-handed Bow Specialization
Type: Active
* Increases the Missile damage of Steady Aim by 50% while the [Steady Aim] buff is active
* Increases SP consumption by 10%

Ranger 2nd Circle required
Steady Aim: Pro Ranger
Type: Active
* Increases the damage of Ranger skills by 50% while the [Steady Aim] buff is active
* Increases SP consumption by 10%

Ranger 3rd Circle required
Steady Aim

Aim at an enemy in a stable posture. Increases the damage of Missile property attacks.

Level 15:
Damage +15%
Add. damage 150
Duration 5 min
SP: 81

Type: Melee / Buff
Cooldown: 25s
0 / 10
Time Bomb Arrow
Ranger28 Ranger35 Ranger36
Time Bomb Arrow: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Time Bomb Arrow] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 2nd Circle required
Time Bomb Arrow: Remove Knockdown
Type: Active
* [Time Bomb Arrow] no longer knocks enemies down
* Only applies if attribute is set to ON

Ranger 2nd Circle required
Time Bomb Arrow: Extend Fuse
Type: Active
* Extends the duration of [Time Bomb Arrow] to 4 sec and increases its damage by 200%
* Increases SP consumption by 30%

Ranger 3rd Circle required
Time Bomb Arrow

[Missile: Bow]
Fires an arrow with a bomb attached. Upon hitting a target, the arrow will explode after an amount of time, dealing extra damage.

Level 1:
Attack: 232%
Duration: 2 seconds
SP: 26

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
3
Bounce Shot
Ranger13 Ranger3
Bounce Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Bounce Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 3rd Circle required
Bounce Shot: Slow
Type: Active
* Enemies hit by [Bounce Shot] have a 3% chance per attribute level to become afflicted with [Slow]
* Increases SP consumption by 30%

Ranger 3rd Circle required
Bounce Shot

[Missile: Bow]
Fires an arrow that splits upon hitting a target to hit other adjacent enemies.

Level 5:
Attack: 426%
Number of Targets: 6
SP: 45

Type: Missile / Attack
Cooldown: 15s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
Spiral Arrow
Ranger6 Ranger30
Spiral Arrow: Critical
Type: Active
* Increases critical chance of [Spiral Arrow] by 13% per attribute level
* Increases SP consumption by 20%

Ranger 3rd Circle required
Spiral Arrow: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Spiral Arrow] by 0.5% per attribute level
* +10% added damage at maximum level

Ranger 3rd Circle required
Spiral Arrow

[Missile: Bow]
Fires a spiraling arrow that deals multiple hits to a target. Using multiple Spiral Arrows on an enemy increases the number of consecutive hits. Spiral Arrow also ignores part of the target's defense.

Level 5:
Attack: 196% x 6
SP: 45

Type: Missile / Attack
Cooldown: 15s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
Rank 5
circle 1
Fletcher
0 / 5
Broadhead
Fletcher11
Broadhead: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Broadhead] by 0.5% per attribute level
* +10% added damage at maximum level

Fletcher 1st Circle required
Broadhead

[Missile: Bow]
Fires a wide broadhead arrow. Inflicts [Bleeding] on the enemy hit.

Level 1:
Attack: 150%
Bleeding Duration: 5.5 seconds
Consumes 1 Broadhead Arrow
SP: 44

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
0 / 5
2
Bodkin Point
Fletcher14 Fletcher2
Bodkin Point: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Bodkin Point] by 0.5% per attribute level
* +10% added damage at maximum level

Fletcher 1st Circle required
Bodkin Point: Decreased Defense
Type: Active
* Further decreases an enemy's physical defense by 0.5% per attribute level when attacked by [Bodkin Point]
* Increases SP consumption by 10%

Fletcher 1st Circle required
Bodkin Point

[Missile: Bow]
Fires a high-penetration bodkin arrow at an enemy. Lowers the defense of struck enemies and nullifies any protective magic.

Level 1:
Attack 387%
Physical defense -1%
Consumes Bodkin Point Arrow x1
SP: 50

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
5
Barbed Arrow
Fletcher17
Barbed Arrow: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Barbed Arrow] by 0.5% per attribute level
* +10% added damage at maximum level

Fletcher 1st Circle required
Barbed Arrow

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]
Fires a barbed arrowhead. Deals a number of hits depending on an enemy's defense type.

Level 5:
Attack 413%
Cloth armor targets: 5 hits
Leather armor targets: 3 hits
Plate armor targets: 1 hit
Ghost armor targets: null
Consumes Barbed Arrow x1
SP: 70

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
5
Crossfire
Fletcher20 Fletcher5
Crossfire: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Crossfire] by 0.5% per attribute level
* +10% added damage at maximum level

Fletcher 1st Circle required
Crossfire: Burn
Type: Active
* 10% chance per attribute level of inflicting [Fire] for 6 sec on enemies hit by [Crossfire]
* Fire damage equals 20% of Crossfire damage
* Increases SP consumption by 10%

Fletcher 1st Circle required
Crossfire

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]
Fires an arrow that, upon hitting an enemy, creates a cross-shaped explosion.

Level 5:
Attack: 425%
Explosion Attack: 100%
Consumes 1 Hail Mary Arrow
SP: 76

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
Rank 6
circle 2
Fletcher
0 / 10
Broadhead
Fletcher11
Broadhead: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Broadhead] by 0.5% per attribute level
* +10% added damage at maximum level

Fletcher 1st Circle required
Broadhead

[Missile: Bow]
Fires a wide broadhead arrow. Inflicts [Bleeding] on the enemy hit.

Level 1:
Attack: 150%
Bleeding Duration: 5.5 seconds
Consumes 1 Broadhead Arrow
SP: 44

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
0 / 10
2
Bodkin Point
Fletcher14 Fletcher2
Bodkin Point: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Bodkin Point] by 0.5% per attribute level
* +10% added damage at maximum level

Fletcher 1st Circle required
Bodkin Point: Decreased Defense
Type: Active
* Further decreases an enemy's physical defense by 0.5% per attribute level when attacked by [Bodkin Point]
* Increases SP consumption by 10%

Fletcher 1st Circle required
Bodkin Point

[Missile: Bow]
Fires a high-penetration bodkin arrow at an enemy. Lowers the defense of struck enemies and nullifies any protective magic.

Level 1:
Attack 387%
Physical defense -1%
Consumes Bodkin Point Arrow x1
SP: 50

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
10 / 10
5
Barbed Arrow
Fletcher17
Barbed Arrow: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Barbed Arrow] by 0.5% per attribute level
* +10% added damage at maximum level

Fletcher 1st Circle required
Barbed Arrow

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]
Fires a barbed arrowhead. Deals a number of hits depending on an enemy's defense type.

Level 10:
Attack 506%
Cloth armor targets: 5 hits
Leather armor targets: 3 hits
Plate armor targets: 1 hit
Ghost armor targets: null
Consumes Barbed Arrow x1
SP: 95

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
10 / 10
5
Crossfire
Fletcher20 Fletcher5
Crossfire: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Crossfire] by 0.5% per attribute level
* +10% added damage at maximum level

Fletcher 1st Circle required
Crossfire: Burn
Type: Active
* 10% chance per attribute level of inflicting [Fire] for 6 sec on enemies hit by [Crossfire]
* Fire damage equals 20% of Crossfire damage
* Increases SP consumption by 10%

Fletcher 1st Circle required
Crossfire

[Missile: Bow] [{img tooltip_speedofatk}Attack Speed]
Fires an arrow that, upon hitting an enemy, creates a cross-shaped explosion.

Level 10:
Attack: 521%
Explosion Attack: 125%
Consumes 1 Hail Mary Arrow
SP: 103

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
Magic Arrow
Fletcher23 Fletcher6
Magic Arrow: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Magic Arrow] by 0.5% per attribute level
* +10% added damage at maximum level

Fletcher 2nd Circle required
Magic Arrow: Silence
Type: Active
* Enemies hit by the flames of [Magic Arrow] will be afflicted with [Silence] by a certain chance. Increases the chance by 10% per attribute level
* Increases SP consumption by 20%

Fletcher 2nd Circle required
Magic Arrow

[Missile: Bow]
Fires an arrow, igniting flames that inflict damage over time on enemies entering the targeted area. Targets that step on the flames receive continuous damage.

Level 5:
Attack: 194% x 15
Duration: 10 seconds
Consumes 1 Magic Arrow
SP: 82

Type: Missile / Attack
Cooldown: 5s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
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Comments (31)

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Apr 22nd 2016 02:10:56
Which weapon is the best choice for this build? c.bow + dagger or 2 hand bow?
Reply
Apr 15th 2016 15:51:05
@Enfyny The thing with Oblique shot is that isn't used endgame due to there been so many options available where as Swift Step will still be viable end game.
Reply
Apr 14th 2016 02:48:59
Don't think this has been updated since beta so information is outdated, skill allocation also seems a little off for example 5/5 in Oblique Shot when you won't use it once you get Bounce Shot is a huge waste and you haven't taken Swift Step at all
Reply
Apr 15th 2016 15:12:17
@Boltonsquad
I always used oblique shot, since it's hit 2 targets and has no cooldown, while Bounce Shot - 15 seconds (and second bounce shot before cooldown didn't help so much), so i preffer Oblique. Swift step is't a major choice for dex-archers, may one point is acceptable for party buff, but i didn't put any points in it and feel pretty good in pve and dungeon, don't bother about pvp yet.
Reply
Apr 10th 2016 12:37:04
1 question only..how does ur fletcher circle 2 already got divine machine skill? isnt that skill only appear on c3 fletcher?
Reply
Apr 8th 2016 04:25:01
Since you wont use many of the later skills, bodkin could be even worth it at 10/10
Reply
Apr 7th 2016 22:43:57
Isn't Bodkin Point 5 minimum good for Fletcher? It has a debuff of reducing -25% (1/4) of the enemy target's physical defense. Anything higher than 5 points is somewhat not needed though, since it's still a good thing to invest into other skills. Bodkin Point may not be the best damaging skill Fletcher has, but the debuff it applies is significant and useful.
Reply
Apr 6th 2016 18:17:59
later*

Why is there no edit button? D:
Reply
Apr 6th 2016 18:16:29
Any why exactly wouldn't it work? You CAN save skillpoints for alter cycles (ofc not cross-"class" but for re-cycling you can)
Reply
Apr 6th 2016 03:06:02
Doesnt matter why if its not working at the end of the day.
Reply
Apr 5th 2016 19:28:32
@swaggertron3000 because he only spent 10 points in ranger c1 and c2
Reply
Apr 5th 2016 16:57:58
There are 4 skills used in the c3 ranger which doesnt work: Barrage 15, Steady Aim 15, Bounce Shot, Spiral Shot. I wonder why no one have noticed it so far.
Reply
Apr 4th 2016 08:10:32
Is this guide is being updated or not?
Reply
Feb 11th 2016 01:43:14
I would go with Bodkin Point.

At level 15+attribute it reduces defense by 80%, that's a lot, and it doesn't have cooldown.

Broadhead works pretty well against monsters that can bleed. If they don't, it's useless.
Since I think bleed damage doesn't scale with level(but with STR), it could help having only one point in it, but I wouldn't bother(with this build, your STR should be much lower than your DEX)
Reply
Dec 5th 2015 20:48:59
broadhead or bodkin point? i mean bleeding or - physical def ? which is good to make enemy more weak if they got same lvl ?
Reply
Nov 17th 2015 20:08:15
Damage wise, Full Draw is really weak, but I think it might be useful in a PvP scenario. Although it's quite hard to hit 2 targets, the 10 seconds skew effect plus the 50% physical defense decrease attribute could make it worth the points. I have not tested it, but it's worth mentioning :D
Reply
Nov 17th 2015 05:09:42
I forgot to say.
I don't have a fletcher, but wouldn't be better to have Broadhead lvl 5 and Bodkin point lvl 5 instead of barbed arrow? i think that his thing of depending on the enemy type is a bit bad.
BUT, Broadhead have an bleeding damage that is really good, i have seen some times, and on bodkin point it says that it leaves the target with less defense, i think this should be good too.
Reply
Nov 17th 2015 05:03:11
I really like the build, I made one archer, but i went to Archer C2 and i dind't like. so i made other characters but now i want to return to archer and i will follow this, is perfect.
Only one thing that i think it would be better.
I had full draw and seriously, i dind't like, first because of the knock back, second because of the damage, was not that great, i prefere to use swift step and then get the attribute of oblique shot that adds slow to enemies, i think is a much better combination.
Plus, it helps to get around mobs when things get a bit difficult.
Reply
Nov 15th 2015 20:42:50
Why add [Oblique Shot: Slow] if it only work while [Swift Step] is activated?
Reply
Nov 11th 2015 09:45:00
So what we need to do, at release see how much is the reset scroll, if you can buy it you should go 2:1 spr:dex and then reset stats to str:dex at high level, if not you need to start making str:dex build now.
Reply
Nov 11th 2015 04:30:38
The SPR build revolves around spamming Oblique shot with the ridiculous amount of MP that you will have. While it shows some promising results, people are predicting eventually (aka the late game) that the Oblique Shot SPR build will be highly lacking compared to the regular Dex/Str builds in damage (especially because buying decent SP potions become easier with more silver drops and better equipment/recipe values).

This is especially due to how well your crit damage and chance will eventually scale.

In the CBT2 (November 2015), we got easy access to stat reset scrolls so feel free to experiment.

However in a full release, you're very likely going to be stuck with your choice unless you're willing to pay real money. So if the SPR build really does fall off badly as people say (and it really most likely will), you might end up screwing yourself later.

A SPR build might be good for farming/grinding for a while, but your damage is limited by skill levels and attribute caps, along with your weapon. You'll eventually hit a wall. Meanwhile a Dex/Str build will eventually be scoring near-constant crits and not be having any of the SP problems people have in the earlier parts of the game so the SPR issue is rendered moot. Even by level 100 and when you reach the second town, as long as they don't nerf the vendor npc sell rates again by 90%, 2-4 equipment/recipe drops alone will net you enough silver to get enough Large MP pots (like 20-30) to last you a while.

Two people with the exact same godlike endgame gear, one with SPR and one with Dex/Str. The Dex/Str will just make the SPR build cry.

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