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

Critical Boss Killer

Created by DarkNova on May 30th 2016 (Last Updated: Nov 8th 2017).
This is a public build.
94
This build has been deleted by the owner. It will be completely removed in the future if the owner doesn't revert the deletion. If you want to keep this build use the "Copy Build" function.
Updated: 2017 11 08 --- v.11

v-
... .11 : November revision

... ... .10 : Revised information, stats, etc.
... ... ... .a : Some more revisions to the guide, e.g. gear
... ... .9 : Initial update to Rework release. Some info corrected. Diagrams (temporarily) removed.
... ... ... .a : Some fixes to structure and editing.
... ... .8 : New diagrams created; guide proof-read and edited; old info corrected
... ... .7 : Rank Reset options visited; fixes and changes; many revisions overall; diagrams to return next update
... ... .6 : Gear changes, specifically gem; skill rotations expanded.
... ... ... .a : Stat allocations updated to reflect gem changes.
... ... .5 : Rank 8 initial; impressions.
... ... ... .a : Fixed some layout, fixed Magic Arrow: Silence change. (Turn it off for 5s.)
... ... ... .b : Removed "Superior Greytis" for real. Whoops! Thanks DoNotAnimals/mkaeda.
... ... .4 : Rank 8 considerations, minor fixes, updated diagrams
... ... ... .a : Removed obsolete information in Conclusion, added note about Archer 2 skill point allocation
... ... .3 : Build has been merged with old Ranger 3 build, with new calculations and info.
... ... ... .a : Minor: Addendum to Barbed Arrow; minor changes to layout
... ... ... .b : Minor: Fixing Equip Progression diagram; thanks to LostSmile for a correction.
... ... .2 : Stat allocation updated.
... ... ... .a : Minor change: details on stats, alternate build in conclusion
... ... ... .b : Minor update: Diagrams added. Guide will be updated soon, merging from Ranger 3 build. Attributes added, but needs explanation later.
... ... ... .c : Added detail about Cloaking for boss attack rotation. Merge soon
... ... .1 : Initial draft.


Contents · #_TOP

1. Introduction
- - - - #INTD - - - -
Modified: 2017-05-17
2. Play Style & Class Characteristics
- - - - #PSTL - - - -
Modified: 2017-07-11
3. Skill Leveling Order, Choices, and Digest
- - - - #SKCH - - - -
Modified: 2017-11-08
4. Stats
- - - - #STDX - - - -
Modified: 2017-07-11
5. Classes and Attributes
- - - - #ATRB - - - -
Modified: 2017-11-08
6. Gear Comparison
- - - - #GRPG - - - -
Modified: 2017-11-08
7. Monster Cards
- - - - #TCGX - - - -
Modified: 2017-11-08
8. Boss Attacking Rotation
- - - - #BSDG - - - -
Modified: 2017-11-08
9. Considerations and Practice
- - - - #RNKU - - - -
Modified: 2017-11-08
X. Conclusion
- - - - #_END - - - -
Modified: xxxx-xx-xx


---

Introduction
#INTD


Hi, I'm Nova, a Fletcher-Hackapell on Klaipeda under the name DarkNova, and I propose this build if you're interested in maximizing your damage as an Archer for killing bosses and other tough targets. While this build started off as a logical replacement for Ranger 3-Fletcher builds, Critical Rate is no longer a topic to discuss with certainty. Instead, you will learn the nuances of these class choices, and the reasoning behind some of the decisions, as well. This is not a guide that must be followed; rather, it's a repository of Fletcher knowledge for you who may be interested in the class. Sections 4 through 9 will offer general Fletcher advice. The rest will be more focused on aspects of Fletcher and Hackapell, in varying degrees of specificity; they may not apply to you.

---

Play Style & Class Characteristics
#PSTL


This class may or may not be for you. Once you get Magic Arrow you're a formidable opponent against bosses, but on that same note, your DPS will heavily revolve around dropping a Magic Arrow and firing debuffs to boost that sustained DPS. If you don't like being what is essentially a turret in most cases, you may want to look into a more active class. Fletchers are really good at one thing, though: killing stationary targets. Moving ones are slightly harder to deal with but can be dealt accordingly if you predict and know how far they travel on a given attack. This game has fairly easy, recognizable tells for bosses and you can use them to your advantage. If you are good with all of these characteristics in consideration, all the better! Good luck!

Do keep in mind, this is not a good choice for a beginner or a multi-purpose class.


---

Skill Leveling Order, Choices, and Digest
#SKCH

---
Unless otherwise noted, you can refer to the skill build on this page for my recommended distribution.

Archer
Circle 1:
Oblique Shot (1/5)
Multishot (1)
Swift Step (5/5)
Readers' discretion: put points into Full Draw or Oblique Shot, or save for Archer 2.
Full Draw (1/5)
Circle 2:
Swift Step (10/10)
Heavy Shot (1)
Readers' discretion: all other points are for reader to decide.
Heavy Shot, Kneeling Shot, etc.

1. Multi Shot (1)
Multi Shot no longer scales in hit count with levels; skill investment strictly raises damage. Multi Shot is fine for level 1. It will not be effective for offense past Rank 1.

2. Oblique Shot (4)
You do not have better points to invest. Kneeling Shot is clunky with this build. You can max Full Draw, Swift Step, and Heavy Shot, and still be left 4 points. Oblique Shot's scaling is quite appropriate now.

3. Kneeling Shot (0)
You do not need to use Kneeling Shot at all.

Ranger
Circle 1:
Barrage (5/5)
Steady Aim (5/5)
High Anchoring (5/5)
Circle 2:
Readers' discretion: this is one of my 3 recommended Rank 4 picks. You do not need to take this. Your other choices are Wugushi 1 and Scout 1.
Steady Aim (10/10)
Barrage (10/10)
Time Bomb Arrow (1/10)
High Anchoring (9/10)

1. Critical Shot (0) - Applicable only for Circle 2, Rank 4.
This skill is single target but not special at all. If you are filling in for auto attacks, please use Oblique instead. Critical Shot provides no apparent improvement in exchange for its SP cost, especially if you're following this build. This is because you will already be hitting critical hits frequently. This is not much stronger than a regular auto-attack, anyway.

2. Time Bomb Arrow (0 or 1) - Applicable only for Circle 2, Rank 4.
Time Bomb Arrow is an unusual skill in that it is two hits: the first hit attaches a payload that detonates shortly after. Generally, this is not helpful since the skill's explosion sends enemies flying. This disrupts party flow for dungeons and grinding. It does have its use, though. If you can land it on a target, it will without fail stagger the target, inflicting Strike damage (effective vs. Plate Armor). This can be handy for both solo-play and PVP. You can ignore it, nonetheless; you won't be affected much, since this is a PVE build at heart.

Scout
Readers' discretion: this is one of my 3 recommended Rank 4 picks. You do not need to take this. Your other choices are Wugushi 1 and Ranger 2.
Circle 1:
Cloaking (5/5)
Flare Shot (5/5)
Camouflage (4/5)
Flu Flu (1/5)

1. Flu Flu (1/5)
1 point for the effect on debuff count.

Wugushi
Readers' discretion: this is one of my 3 recommended Rank 4 picks. You do not need to take this. Your other choices are Ranger 2 and Scout 1.
Circle 1:
Wugong Gu (1/5)
Zhendu (1/5)
Needle Blow (5/5)
Wugong Gu (5/5)
Detoxify (3/5)
Bewitch (1/1)

1. Detoxify (3/5)
Detoxify removes poison debuffs and grants immunities according to level of this skill. Level 3 includes Black Death Steam/Plague Vapors.

2. Zhendu (1/5)
Arguably the least relevant of the three poison debuffs for Wugushi 1, it's low effort and low yield. One point is fine for the poison resistance reduction effect.

3. Bewitch (1/1)
It's a one-point skill. Zhendu 2/5 does not offer anything significant to warrant ditching a skill. Bewitch inflicts "Confusion" (stun) on all Wugushi-poisoned targets within your line of sight. However, this skill has a deceptively small range.

Fletcher
Circle 1:
Bodkin Point (1)
Broadhead (1)
Crossfire (1)
Readers' discretion: put points into either below, or save for Fletcher 2 for Magic Arrow.
Barbed, Bodkin
Circle 2:
Magic Arrow (5/5)
Readers' discretion: put points into either below, or save for Fletcher 3 for more Magic Arrow and Divine Machine Arrow.
Barbed, Bodkin
Circle 3:
Magic Arrow (10/10)
Divine Machine Arrow (5/5)
Barbed, Bodkin

1. Barbed Arrow, Broadhead, Bodkin Point, and Crossfire
Important!

• I suggest max Bodkin Point. It returns as a reliable source of damage with bonus to defense shred (which Archers now naturally lack). It's also 0 CD, unlike many skills that were formerly 0 CD but became 5 OH, 10s CD. The defense shred goes as high as 15%, and 17.5% with maximum attribute. However, the defense shred might still be bugged.
• Broadhead's damage was considerably lowered. While you cannot use it for nice additional damage, you can however use it in tandem with Prison Cutter Cards (+15% damage against bleeding targets). I suggest minimally 1 point.
• Crossfire is moderate for AOE spread, but its hitbox is still problematic, and it has a prohibitively high SP cost for repeated use, if fully invested. I would suggest none at all. This build is specifically for single-target, so Crossfire has no merit.
• Barbed Arrow remains strong for a filler skill. It may not be 0 CD anymore, but you will not have a chance to be stuck on waiting for Barbed Arrow, anyway. I would suggest putting all the remaining points into this. In my build, I have 13.

Hackapell
Circle 1:
Storm Bolt (1/5)
Skarphuggning (1/5)
Storm Bolt (5/5)
Skarphuggning (5)
Cavalry Charge (1/5)
Leg Shot (1/5)
Readers' discretion: put 4 points into either Leg Shot or Cavalry Charge, or mix it up.

1. Storm Bolt
You need to get this first. It functionally behaves like Buttstroke, except for Hackapell skills. After you've gotten a point in Storm Bolt and Skarphuggning each, you want to raise Storm Bolt again for a longer duration.

2. Leg Shot and Cavalry Charge
Leg Shot hits hard. Cavalry Charge does, too. Both are high utility and now have high damage. You may either invest 4:1 into these skills, or you may save points for Rank 9. You can even skip Leg Shot, as well. This is to your discretion.

---

Stats
#STDX

Since DEX cannot augment Critical Rate stat anymore, many of you may wonder what to do to resolve the issue of stats. With the help of fellow Fletchers, especially Pedro201188, I decided that you have multiple ways to approach stats.

High DEX
e.g. 50 STR, remainder DEX
While DEX no longer provides Accuracy or Critical Rate, DEX is still viable as Critical Attack now scales with Skill Factor. For comparison, STR offers 925 Physical Attack compared to DEX's 2294 Critical Attack. If you choose this stat distribution, be warned that you should seek to gear yourself quite seriously. You will want a 5kg Dumbbell for its 3 STR per stack, 10 max stacks buff. This, along with 4 pieces of Leather Armor, will provide you with the accuracy you lack. For this build, I recommend focusing on Critical Rate stat. Ideally you want to reach around high 500s to low 700s Critical Rate, putting you at about 50%.

: Critical chance = (Your Critical Rate - Target Critical Resistance)^(0.6)
: Target Critical Resistance = (Target Level)/2
: e.g. Lv.330 monsters have 165 Critical Resistance. However, with Cavalry Charge, this becomes irrelevant. High Anchoring also removes up to 75.
: 550 ^ 0.6 = 44.1%
: 750 ^ 0.6 = 53.1%

To achieve my recommended Critical Rate threshold, consider socketing your Sword with 4 Green Gems when you get a 4 slotter. That alone should be plenty. For your Crossbow, I recommend Yellow, Red, or Green, in their order of significance. I recommend either Sissel Bracelets (especially if you just want to go after bosses) or Gladiator Bands/Phadas; both types benefit.


High STR, with research from and thanks to Pedro201188
e.g. 50 DEX, remainder STR
This approach takes maximizing Physical Attack over all other stats. Since DEX in this case is not for augmenting attack speed (except with a couple skills), you may consider investing high STR. Subsequently, you'll build more for Physical Attack than Critical Attack. I recommend Red, Yellow, or Green, in their order of significance for both Crossbow and Sword. This will raise Hackapell damage directly as well. This build is much more in line with consistency and requires fewer resources to be spent on the character overall.

---

Classes and Attributes
#ATRB

Example Alternate Builds
PVP Focus
Archer 2 - Hunter 2 - Fletcher 3 - X
• Heavy on CCs; Mergen strongly suggested for Rank 8 to alleviate the focus on pet vs. Hackapell.
Archer 2 - Ranger 1 - Hunter 1 - Fletcher 3 - X
• Some CCs for Fletcher. Adds moderate absolute critical chance by Coursing.
Archer 2 - Hunter 1 - Scout 1 - Fletcher 3 - X
• Most PVP capable build among this list. Nonetheless, don't forget that Hunter skills have been moderately neutered by CC duration.

Hackapell Focus
Archer 1,2 - Quarrel Shooter 3 - Wugushi, Rogue, or Appraiser - Hackapell
• A Hackapell build that deviates from Fletchers, yet very strong, too. Has high independence from Critical Rate as a stat, yet critically hits often.
Archer 1 - Quarrel Shooter 3 - Fletcher 3 - Hackapell
• I previously did not recommend this build. Now, I recommend it wholeheartedly. Your damage will benefit from your Sword. Your classes allow a greater independence from the Critical Rate stat.

Variations of This Build
Archer 3 - Wugushi 1 - Fletcher 3 - Hackapell
• Ignores Ranger in favor of more Critical Rate from Archer 3 Swift Step. Loses Steady Aim 5 and Barrage 5 but they are not significant.
Recommended distribution: 1 Multi Shot, 15 Swift Step, 10 Heavy Shot, 5 Twin Arrows; player preference on Oblique Shot and Full Draw.
Archer 2 - Ranger 2 - Fletcher 3 - Hackapell
• Original build for this guide. Functions well with higher Steady Aim and Barrage. I recommend high Broadhead on this build, as a side note, for damage boost with Prison Cutter Cards.

About Sapper
I do not recommend Sapper for the purpose of this build. By comparison, all the alternate builds also fit in line with the theme of this build: Boss Killing, or more generally single target killing. Sapper 2 is all you can fit in this build but while Sapper damage has been significantly improved vs. pre-Rework, it's still very insufficient for single target damage. Also considering Sapper is not mount compatible, you are forced to pick something else, usually Mergen. That build is fine on its own but not for boss killing. Both Mergen and Sapper are not single target damage dealers, directly contrasting this build.


Attribute Guideline, in text
---
first key: if it says "max", max; otherwise, aim for the number as level of attribute, whether immediate or long-term goal
second key: higher number = higher importance; 5 is highest priority

Archer
Swift Step: Critical Rate
• Lv Max - 5
• Very important. Don't miss this. 150 Critical Rate is invaluable.
Swift Step: Party Share
• Lv Max - 1
• With upcoming changes, buff limits will no longer be a restriction. Furthermore, Swift Step: Party Share shares Swift Step: Critical Rate as well. When the time comes, make sure to grab this attribute to supplement party play.
Multi Shot: Enhance
• Lv.10+ - 1
• Cheap but the skill is weak.
Multi Shot: Critical
• Lv Max - 5
• Fixed critical chance is always appreciated.
Full Draw: Decreased Defense
• Lv Max - 4
• Decent debuff to "Skewed" targets. You may pass on this if you want, but defense shred is scarce.
Full Draw: Increased Knockback
• 0 or Lv Max - 2
• Per preference. Most people dislike this. You may choose not to get it.
Oblique Shot: Enhance
• Lv.10+ - 1
• A decent skill. Enhance is optional here, because you won't have a chance to use this once you're higher level.
Oblique Shot: Slow
• Lv Max - 2
• Decent debuff but this skill becomes rather obsolete.

Ranger
Barrage: Enhance
• Lv.40+ - 3
• Strong skill and somewhat cheap.
High Anchoring: Critical Chance
• Lv Max - 4
• High Critical Resistance shred.
Steady Aim: Enhance
• Lv Max - 2
• Cheap but very minor.

Scout
Cloaking: Increased Movement Speed
• Lv Max - 5
• This is the best use of Cloaking - to run faster.
Cloaking: Physical Damage
• Lv Max - 5
• Just a small bonus to using Cloaking.
Flare Shot: Enhance
• Lv.40+ - 2
• Flare Shot is quite mediocre. But it's damage nonetheless. I would only invest in this if you have all your other attributes moderately leveled.
Flu Flu: Debuff Count
• Lv Max - 3
• Increases number of debuffs on target. Why not?

Wugushi
Wugong Gu: Continuous Infection
• Lv Max - 5
• This turns Wugong Gu into a spreading DOT.
Wugong Gu: Enhance
• Lv.40+ - 4
• Moderate poison AOE. Enhance increases DOT damage.
Zhendu: Decreased Poison Resistance
• Lv Max - 5
• Augments Zhendu to boost all your poison-related DOTs by reducing poison resistance.
Needle Blow: Enhance
• Lv.40+ - 4
• Strong poison on single target. Enhance increases DOT damage.

Fletcher
Magic Arrow: Enhance
• Lv.70+ - 5 !
• This is your bread-and-butter skill, still. Your primary source of damage, so you are keen to invest into this Enhance.
Magic Arrow: Silence
• Lv Max - 5
• Only increases SP usage now.
Divine Machine Arrow: Enhance
• Lv.60+ - 5
• This skill hits quite hard, so you ought to invest into its Enhance.
Divine Machine Arrow: Shock
• Lv Max - 5
• You reduce the stats of the target through Shock. Small penalty incurred to SP usage.
Barbed Arrow: Enhance
• Lv.60+ - 4
• Barbed is one of your nice filler skills. Very strong on Leather and Cloth targets.
Broadhead: Enhance
• Lv.50+ - 3
• Broadhead has declined in priority. Nevertheless, its bleed damage may be augmented through this.
Bodkin Point: Enhance
• Lv.60+ - 5
• One of your only 0 CD skills, and it inflicts defense shred, too. Very strong at base.
Bodkin Point: Decreased Defense
• Lv Max - 2
• Low priority due to cost and benefit relationship. Only adds an additional 2.5% defense shred at max level.

Summary: Level Magic Arrow: Enhance most importantly, up to a minimum of 60. This is your most important skill up to Hackapell. Everything else is less important.



Gear Comparison
#GRPG

Weapons
Crossbows
Lv.001 - 169+: White-tier
Lv.170: Isbality
• 3 sockets. Small penalty on Beast-types. Strongest Crossbow by design, with Gems considered, until Lv.270.
Lv.170: Grajus
• 2 sockets. Penalty to movement speed (-2) but with its STR, it is significantly stronger than before. Better than Isbality without Gems, and slightly below Isbality when Gems are considered.
Lv.220: Superior & Didel Kracked Shooter
• Superior Kracked Shooter is a good budget weapon.
• Didel Kracked Shooter is better, but requires more investment by time, materials, or money.
Lv.220: Didel Grand Cross
• As odd as this sounds, this Crossbow is amazing for any Archer in this level range. High bonus stats, moderate base stats. If you're QS, this is even better.
Lv.270: Hunting Ground Crossbows, et al.
• Moderately strong but not cheap or easy to hunt. Comes in two tiers: Blue (uncommon) and Purple (rare). Purple ones offer better stats and more bonus stats, but they are much rarer to find.
Lv.315: Silver Hawk - Practonium-tier
• Decently strong and requires far less effort than Regard Horn Crossbow. Lacks the extra attack found in RHC, however, and lacks an extra socket found in RHC as well. Budget option but inferior; nonetheless should not be looked down upon.
Lv.315: Regard Horn Crossbow - Practonium-tier
• Somewhat difficult to farm but well worth it. High stats, and 3 sockets. Needs 2 Practonium.

Swords
Lv.75: Durandal
• OK stats, and 3 sockets. However, due to its low level, it has rather low base attack. It is about on par with Trinity Sword in terms of benefit.
Lv.120: Trinity Sword
• Decent stats, but overshadowed by other Swords primarily because level of weapon now influences base attack much more strongly than before.
Lv.170: Magas Sword
• Good upgrade from Trinity Sword, but not much better. Still only has 2 sockets, and only slightly better base stats.
Lv.170: Imperni Sword
• A rare, 3-socket Sword. Its gimmicky "effect" can be ignored; Squire Repairs will remain the same cost. This was formerly my choice of Sword, but due to its rarity, I could not recommend new players to get this when the Hunting Grounds Swords exist.
Lv.170: Harvester - Hunting Grounds
• High stats, and can come in 3- and 4-socket variants. Highly effective for its high socket count.
Lv.220: Pajoritas Sword - Hunting Grounds
• Can come in 4-socket variants. Better than Harvester for the purpose of PVE. My choice of Sword for most players.
Lv.270: (Purine) Migantis Sword - Hunting Grounds
• Can come in 4-socket variants. Better than Pajoritas, but the grind for one is rough, especially if you're going after the Purine version. Nonetheless, this is a fine choice for end-game.
Lv.315: (Purine) Pevordimas Sword - Hunting Grounds
• Can come in 4 socket variants, like all HG Swords listed above. Best budget choice, and easily end-game quality, especially for the Purine version. Just don't expect it to be an easy hunt.
Lv.315: Pierene Sword - Practonium-tier
• Mediocre Sword for our purposes. Great for defense but we don't need that. The AOE Def Ratio is also something we want to avoid.
Lv.315: Abdochar - Practonium-tier
• Good stats. High emphasis on offense, but lacks a slot compared to Hunting Grounds Swords. However, since Orange-tier/Unique weapons are significantly stronger with refines considered, Abdochar is in fact the current endgame sword for Hackapell.

Bows, Pistols, etc.
Lv.75: Arde Dagger
• The first of many sub-weapons you will undoubtedly encounter. Decent stats but will be obsoleted quickly.
Lv.170: Small Crystaras - Hunting Grounds
• Decent upgrade to Arde. Provides up to 2 sockets.
Lv.170: Alcris - Hunting Grounds
• Good pistol witih 2 slots. Better than Manamana by raw stats, with gem slots considered.
Lv.170: Manamana
• Nice pistol with special anvil effect that augments its refine value. Nonetheless, suffers from only 1 socket. Good utility stats.
Lv.220: Marksman
• Very nice bow with unique effect of reducing target Critical Resistance. Moderate stats, but only 2 sockets compared to the usual 3 on most bows.
Lv.220: Light Gorithos & Hunting Wreech Bow
• Decent bows with 3 sockets. Nothing amazing, but they'll be there for you to use. If you go Hackapell you do not need bows anyway. These will be sufficient if you ever need a bow.
Lv.315: Double Stack - Practonium-tier
• 2-socket pistol. Decent stats but not worth the cost, despite Hackapell having Leg Shot.
Lv.315: Aspana Revolver - Practonium-tier
• Very difficult to farm, but end-game quality pistol. You don't really need this. It is the best pistol, though.

Armor - I recommend wearing 4 pieces of Leather.
Lv.015 - 090: Cafrisun Set
Lv.090 - 169: White-tier or Quest armor
Lv.170 - 270: Eaglestar Leather Set. Drops in Hunting Grounds.
Lv.270 - 330: Hunting Grounds 270~315 Leather pieces.

Notable pieces
Lv.15: Vubbe Fighter Gauntlets
• Leather Gloves
• 10 STR, 2 AoE Atk Ratio
• Only one socket
• Notes: Helps with some of your multi-hit skills, especially with Hackapell. Unfortunately, many Archer skills do not benefit from AoE Atk Ratio.
Lv.15: Nepenthes Gloves
• Cloth Gloves
• 5 DEX
• 2 sockets
• Notes: 5 DEX is decent especially at this level. Also easily obtainable as it's made from a quest reward recipe.
Lv.40: Red Veris Gloves
• Leather Gloves
• 23 Critical Rate
• 2 sockets
• Notes: Low level, high Critical Rate, and not too hard to make.
Lv.75: Soul Chaser Gloves
• Leather Gloves
• 16 Minimum Attack, 43 Critical Attack
• 2 sockets
• Notes: Solid gloves, but they do take awhile to farm.
Lv.75: Shade Runner
• Leather Shoes
• 11 DEX
• Only one socket
Lv.75: Wind Runner
• Leather Shoes
• 3 Move Speed
• 3 sockets
• Notes: Makes you really fast! Great for stacking Monster Gems. But difficult to obtain and expensive to buy.
Lv.170: Eaglestar Leather Gloves
• Leather Gloves
• 257 HP, 19 Critical Rate
• Up to 2 sockets
• Notes: Good piece until higher level HG pieces.
Lv.170: Roxona Plate Gauntlets
• Plate Gloves
• Adds AoE Atk Ratio
• Notes: Although I mentioned this in "Armor", I must stress again: Roxona Plate Gauntlets in particular have a couple unique characteristics. 1. Plate. 2. AoE Atk Ratio.
Lv.270: Hasta Leather Armor
• Leather Top
• 6 STR, 6 DEX
• 2 sockets
• Notes: Good top. Provides stats that are uncommon to armor pieces, let alone a top.
Lv.270: Hasta Leather Gloves
• Leather Gloves
• 8 Evasion, 42 Critical Attack
• 2 sockets
• Notes: Decent stats, similar to Soul Chaser Gloves but with more defense. Fairly cheap.

Accessories
Hair Accessories: prioritize Physical Attack and Critical Attack. These are your two most important stats. Critical Rate is also appreciated. Elemental Attack should be considered, but not a priority. HP and/or either defense may be suitable if your character has issues; but I feel armor refining will solve most of those issues.
• Physical Attack
• Critical Attack
• Critical Rate
• HP
• Elemental Attack
• Physical/Magic Defense

Necklace:
Lv.75: Strength Pendant
• Increases Physical and Critical Attack. Provides more raw offense than Petamion.
Lv.120: Petamion
• +8 ALL Stat. Provides a bit of everything in one.
Lv.170: Max Petamion - requires Petamion
• +14 ALL Stat. Requires Petamion, but also is a good upgrade.
Lv.220: Terrallion
• +13 ALL Stat. Does not require Petamion, but slightly lower stats, in exchange for a bit more Magic Defense.
Lv.120: Agny Necklace
• You may be wondering why this is listed, but it adds minimally 200 Fire Property Attack, more effective than an Arde Dagger or Karacha Dagger, only slightly less than Manamana.

Bracelets:
Lv.75: Gladiator Band - requires Battle Bracelet
• Although you are unlikely to acquire it at Lv.75, this bracelet in particular adds a load of Critical Attack. They also add AOE Atk Ratio, something that Hackapell really can benefit from. STR is also quite useful, something that Gladiator Band provides much of.
Lv.170: Sissel Bracelet - requires Battle Bracelet
• Highly coveted by most physical classes, these grant Critical Rate and a bonus PROC that generates a temporary buff augmenting Physical Attack and Movement Speed at the cost of Physical Defense. If you go full DEX, you will most likely miss enough with these equipped to generate the buff. This is actually to your benefit, not to the detriment of your DPS.
Lv.220: Phada
• Good alternative to Gladiator Band, yet somewhat worse in many regards. Higher Magic Defense, and does not need Battle Bracelet. Requires a bit of a grind to make. Grants moderately better Critical Attack compared to Gladiator Band, but does not grant STR.

Endgame-tier:
Lv.315: Frieno Set
Frieno Necklace
Frieno Bracelet
The 3-set bonus isn't particularly amazing, but the pieces plus the 2-set bonus provides many stats that are beneficial for physical classes, including Hackapell. However, this set is a bit of a grind but will be your ultimate goal.

Gems
Weapon - See Stats (#STDX) - Sword & Crossbow
Sub-weapon - Red (Phys. Attack) - Pistol & Dagger
Top - Red (HP) or Yellow (Physical Defense)
Bottom - Red (HP) or Yellow (Physical Defense)
Gloves - Red (Critical Attack)
Shoes - Yellow (HP) or Blue (Magic Defense)

Monster Gems, by importance in descending order
Lepusbunny - Magic Arrow - Weapon & Glove
Black Colifly - Divine Machine Arrow - Weapon & Boot
Stoulet - Barbed Arrow - Weapon & Glove
Rambear Archer - Broadhead - Weapon & Glove
White Pino - Needle Blow - Weapon & Glove
Mine Vubbe Archer - Wugong Gu - Weapon & Glove
Spion Archer - Barrage - Weapon & Boot
Colifly - Steady Aim - Glove & Boot

Yellow on main-hand always gives more Critical Attack than Red will, by a significant amount. For instance, a Lv.7 Red on main gives 310 Maximum Attack, which really is more like 155 Physical Attack after averaging. Meanwhile, since this build caters to critical focused Fletchers, Yellow's 470 Critical Attack at Lv.7 is greater than the 233 ( ~= 155 * 1.5) Critical Attack output of Red by more than double. Furthermore, Critical Attack now scales with Skill Factor, so it should always be in your favor to stack it.

On the other hand, Red on off-hand makes more sense because the Critical Attack produced by Red (Physical) exceeds that of Yellow's. Let's use Lv.7 again as an example. Lv.7 Red gives 185 Physical Attack, whereas Lv.7 Yellow gives 245 Critical Attack. Red really gives 278 ( ~= 185 * 1.5) on critical, but also adds to Broadhead DoT. This is important to consider, as Red actually gives a very significant boost.

Nonetheless, as Critical Rate is a scarce stat, you may consider socketing your Sword or even Crossbow both with Green Gems. IMHO, a high DEX build benefits greatly and has the highest potential of damage, with the context of Green Gems. This is less relevant if you have Appraiser or Rogue in your build, in case you were looking for Hackapell-specific, yet not Fletcher-related information.

With the changes to defenses, I recommend using Monster Gems (Skill Gems) whenever you can in Armor. One key example is Wind Runner, a pair of 3 slot Leather Shoes; you should always try to socket Wind Runner with Monster Gems given its unusual, very beneficial characteristics. I will strongly recommend Monster Gems in Shoes and Gloves most importantly.

---

Monster Cards
#TCGX


Red Cards:
Prison Cutter (+[⭐]% Total Damage on Bleeding Mobs):
- If you have a high level Broadhead for 100% uptime. Good choice overall.
Velnia Monkey (+[⭐]% Total Damage on Poisoned Mobs):
- If you are Wugushi 1. Wugushi 1 grants 100% uptime on poison if you time your skills well.
Glass Mole (+[⭐]% Physical Attack when using SP potions, 6s):
- Only if you are extremely invested. Would still recommend the above two cards more.
Archers generally do not have other sources of "Total Damage %" so Prison Cutter and Velnia Monkey both offer true 10% per 10⭐ Card.

Blue Cards:
Nuaele (+[⭐]% Magic Defense):
- Expensive but the best card to use.
Gray Golem (+[10*⭐] Physical Defense):
Denoptic (+[10*⭐] Magic Defense):
Golem (+[⭐]% Physical Defense when using HP potions, 10s):
Progola (+[⭐]% Magic Defense when using HP potions, 10s):
- Cheaper alternatives.

Purple Cards:
Gazing Golem ([⭐]% chance to cast Lv.1 Pain Barrier upon being hit):
- Recommending at least two, but you do not need 3.
Rajapearl ([⭐]% chance to inflict Bleed per hit):
- Good if you're using Prison Cutter Cards (Red), on top of Broadhead.
Yeti (+[180*⭐] Max HP):
- 1800 more HP is always nice.

Green Cards:
Ellaganos (+[⭐] DEX):
Netherbovine (+[⭐] STR):
Pick whichever you'd like. STR has a lot of benefit here as it provides Physical Attack and Accuracy.

---

Boss Attacking Rotation
#BSDG


Scouts: Do not use Cloaking in competitive boss fights! It's OK for instanced with just your party, but when you use Cloaking, you lose all contribution to the boss!

Summary:
• Start with this Fletcher rotation: since you have no skills active first, cast Swift Step and Steady Aim. Drop a Magic Arrow and go through Divine Machine Arrow and Broadhead. Apply your debuff skills if you need, and use fillers if you're out of rotations. After the first set of Fletcher skills, begin Hackapell skills, secondary rotations including debuffs and Wugushi, and any fillers, before returning to Fletcher rotation.

• For Hackapell, use Storm Bolt first, and then use either Skarphuggning, Cavalry Charge, or Storm Bolt again. Storm Bolt's debuff now multiplies Hackapell skill damage, a la Musketeer's Buttstroke. Take this into consideration. Storm Bolt also scales according to weapons used. Cavalry Charge should be used whenever its debuff wears off, as well. You may break this into two sets of either Storm Bolt into Cavalry Charge into Skarphuggning, or however you wish; freestyle. Keep in consideration the armor type of the target you're facing. If you are fighting Leather targets, for example, you are OK to use two consecutive Storm Bolts. You must use Cavalry Charge, because its debuff makes scoring critical hits easier.

• For Wugushi, use Zhendu and cast Wugong Gu and Needle Blow, Ideally, wait until all three of these skills are off cool-down. Use them somewhat spaced out (e.g. wait 4 seconds between skill use) if you are using Velnia Monkey Cards.

• For debuffs, you may consider using High Anchoring (or Rapid Fire if QS) to lower Critical Resistance as well.

---

Considerations and Practice
#RNKU


If you are a Ranger 3 Fletcher seeking general advice in here, I can suggest only one advancement path: Hackapell. Hackapell has high synergy with Fletcher (intentionally allows skills mounted), and Hackapell also grants a couple advantages: mobility that you could not take (no room for Scout 1 for sure) and extra sockets and stats from 1H Sword sub (although Gems are probably still calculated as if 1H Sword was mainhand).

Nonetheless, if you follow this build (Archer 2, Ranger 1, X), I still recommend Hackapell. It will prove to be more boss oriented than Mergen, and offers synergy and mobility. You could also opt for Mergen as well for more AoE handling. Keep in mind that Hackapell offers more advantages and doesn't lock new skills to 2H Bow only.

If you are a Scout Fletcher, you should still pick Hackapell. Cloaking does not work with Hackapell or mounting, but do not be deterred. Hackapell has true synergy for Fletcher.

---

Conclusion
#_END


Pick your build accordingly. Don't feel compelled to pick one specifically - use your best judgment, and free style some points as you wish.
Good luck.
Copy Build
Rank 1
circle 1
Archer
5 / 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 5:
Moving Shot Movement Speed: +9%
Evasion: +50
Duration: 300 seconds
SP: 19

Type: Melee / Buff
Cooldown: 36s
1 / 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 1:
Attack: 54% x 10
SP: 9

Type: Missile / Attack
Cooldown: 14s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
0 / 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 1:
Attack: 312%
[Skew] Duration: 6 seconds
SP: 12

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
1 / 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 1:
Attack: 173%
Bounced Arrow Attack: 122%
SP: 10

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
5 / 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 5:
Attack: 228%
AoE Attack Ratio: 10
SP: 40

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
Archer
10 / 10
Swift Step
Archer8 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 10:
Moving Shot Movement Speed: +14%
Evasion: +100
Duration: 300 seconds
SP: 28

Type: Melee / Buff
Cooldown: 36s
1 / 10
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 1:
Attack: 54% x 10
SP: 9

Type: Missile / Attack
Cooldown: 14s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
10 / 10
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 10:
Attack: 466%
[Skew] Duration: 15 seconds
SP: 30

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
4 / 10
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 4:
Attack: 201%
Bounced Arrow Attack: 148%
SP: 13

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword, Musket
0 / 5
Kneeling Shot
Archer14 Focusing Cannoneer14
Kneeling Shot: Enhance
Type: Passive
* Enhances the physical damage increase of [Kneeling Shot] by 1% per attribute level

Lv3 Kneeling Shot required
Kneeling Shot: Critical Rate
Type: Active
* Increases critical rate during [Kneeling Shot] by 40 per attribute level
* Increases SP consumption by 30%

Archer 2nd Circle required
Kneeling Shot: Precise Attack
Type: Active
* Increases critical rate of some Cannoneer skills by 1% per attribute level when in the [Kneeling Shot] state
* Applies to the following skills: Cannon Blast, Cannon Shot, Shootdown, Siege Burst, Cannon Barrage

Cannoneer 2nd Circle Required
Kneeling Shot

Kneel down to improve your concentration. Increases your attack, attack speed and range. Casting Kneeling Shot or jumping will cancel the kneeling state.

Level 1:
Physical Damage: +15
Range: +12.5
Attack Speed: +30
SP: 9

Type: Melee / Buff
Cooldown: 0s
5 / 5
5
Heavy Shot
Archer26
Heavy Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Heavy Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Archer 2nd Circle required
Heavy Shot

[Missile: Bow]
Demonstrate your strength by firing a shot that pushes enemies away.

Level 5:
Attack: 288%
SP: 21

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
Rank 4
circle 1
Wugushi
3 / 1
Detoxify
Wugushi1
Detoxify: Poison Immunity
Type: Active
* Turns characters cured by [Detoxify] immune to Lv 1 Poison debuffs for 4 sec
* Increases SP consumption by 30%

Wugushi 1st Circle required
Detoxify: Level 3
Type: Active
* Allows [Detoxify] to cure Poison debuffs up to Lv 3
* Increases SP consumption by 20%

Wugushi 3rd Circle required
Detoxify

Detoxifies a poisoned ally. If the poison is of a higher rank than the antidote, the duration will be reduced instead.

Level 3:
Duration: - seconds
Consumes Poison Pot Poison
SP:

Type: Melee / Buff
Cooldown: 0s
5 / 5
Wugong Gu
Wugushi14 Wugushi4
Wugong Gu: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Wugong Gu] by 0.5% per attribute level
* +10% added damage at maximum level

Wugushi 1st Circle required
Wugong Gu: Continuous Infection
Type: Active
* Increases duration of [Wugong Gu] infection on an affected target by 1 second per attribute level
* Increases SP consumption by 10%

Wugushi 1st Circle required
Wugong Gu

[Missile: Bow] - [Poison]
Fires a contagious poison arrow. The poisoned target spreads poison around to nearby enemies whenever it is attacked.


Level 5:
128% Attack per 0.5 seconds
[Poison] Duration: 10 seconds
Consumes 7 Poison Pot Poison
SP: 84

Type: Missile / Attack
Cooldown: 25s
Element: Poison
1 / 5
Zhendu
Wugushi7
Zhendu: Decreased Poison Resistance
Type: Active
* Reduces the Poison property resistance of enemies damaged by [Zhendu] by 7 per attribute level
* Increases SP consumption by 10%

Wugushi 1st Circle required
Zhendu

Applies a new deadly poison to your weapon for the next attack.
Damage increases with STR.

Level 1:
Zhendu duration 300 sec
Add. Poison property attack 0
Add. Poison property damage 40
Consumes Poison Pot Poison x100
SP: 64

Type: Melee / Buff
Cooldown: 110s
0 / 5
Latent Venom
Wugushi23
Latent Venom: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Latent Venom] by 0.5% per attribute level
* +10% added damage at maximum level

Wugushi 1st Circle required
Latent Venom

[Missile: Bow] - [Venom]
Fires a poisonous arrow that deals continuous damage for a long period of time. The stronger the poison, the higher the damage.


Level 1:
Attack per sec 43%
Attack per sec increase 3%
Duration 100 sec
Consumes Poison Pot Poison x7
SP: 72

Type: Missile / Attack
Cooldown: 30s
Element: Poison
0 / 5
Poison Pot
Wugushi17
Throw Gu Pot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Throw Gu Pot] by 0.5% per attribute level
* +10% added damage at maximum level

Wugushi 1st Circle required
Throw Gu Pot: Residual Poison
Type: Active
* Maintains [Poison] by 2 seconds per attribute level when enemies move outside the range of [Throw Gu Pot]
* Increases SP consumption by 10%

Wugushi 2nd Circle required
Poison Pot

[Physical] - [Poison]
Create a poison puddle by throwing a pot filled with poison. Any enemy who come into contact with the puddle is poisoned.


Level 1:
0.5 seconds attack 215%
Duration: 15 seconds
Consumes 23 Poison Pot
SP: 60

Type: Melee / Attack
Cooldown: 35s
Element: Poison
Rank 5
circle 1
Fletcher
1 / 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
5 / 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 5:
Attack 472%
Physical defense -5%
Consumes Bodkin Point Arrow x1
SP: 70

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
1 / 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 1:
Attack 339%
Cloth armor targets: 5 hits
Leather armor targets: 3 hits
Plate armor targets: 1 hit
Ghost armor targets: null
Consumes Barbed Arrow x1
SP: 50

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
1 / 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 1:
Attack: 349%
Explosion Attack: 80%
Consumes 1 Hail Mary Arrow
SP: 55

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
Rank 6
circle 2
Fletcher
1 / 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
10 / 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 10:
Attack 578%
Physical defense -10%
Consumes Bodkin Point Arrow x1
SP: 95

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
1 / 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 1:
Attack 339%
Cloth armor targets: 5 hits
Leather armor targets: 3 hits
Plate armor targets: 1 hit
Ghost armor targets: null
Consumes Barbed Arrow x1
SP: 50

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
1 / 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 1:
Attack: 349%
Explosion Attack: 80%
Consumes 1 Hail Mary Arrow
SP: 55

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
Rank 7
circle 3
Fletcher
1 / 15
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
15 / 15
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 15:
Attack 685%
Physical defense -15%
Consumes Bodkin Point Arrow x1
SP: 120

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
13 / 15
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 13:
Attack 562%
Cloth armor targets: 5 hits
Leather armor targets: 3 hits
Plate armor targets: 1 hit
Ghost armor targets: null
Consumes Barbed Arrow x1
SP: 110

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
1 / 15
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 1:
Attack: 349%
Explosion Attack: 80%
Consumes 1 Hail Mary Arrow
SP: 55

Type: Missile / Attack
Cooldown: 10s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
10 / 10
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 10:
Attack: 194% x 25
Duration: 10 seconds
Consumes 1 Magic Arrow
SP: 109

Type: Missile / Attack
Cooldown: 5s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
5 / 5
3
Divine Machine Arrow
Fletcher25 Fletcher7
Divine Machine Arrow: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Divine Machine Arrow] by 0.5% per attribute level
* +10% added damage at maximum level

Need the 3rd circle of Fletcher
Divine Machine Arrow: Shock
Type: Active
* Enemies hit by [Divine Machine Arrow] are afflicted with [Shock] for 10 seconds
* Increases SP consumption by 10%

Need the 3rd circle of Fletcher
Divine Machine Arrow

[Missile: Bow]
Fires an arrow with explosives attached. Upon hitting its target, the arrow will explode after an amount of time and cause collateral damage.

Level 5:
Attack: 1046%
Explosion Attack: 1046%
Duration: 1.5 seconds
Consumes 1 Divine Machine Arrow
SP: 84

Type: Missile / Attack
Cooldown: 20s
Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
Rank 8
circle 1
Hackapell
5 / 5
2
Skarphuggning
Hackapell1
Skarphuggning: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Skarphuggning] by 0.5% per attribute level
* +10% added damage at maximum level

Hackapell 1st Circle Required
Skarphuggning: Enhance AoE
Type: Active
* Increases AoE Attack Ratio of [Skarphuggning] by 1 per attribute level
* Increases SP consumption by 10%

Hackapell 2nd Circle Required
Skarphuggning

[Physical] - [Slash]
Aim at the upper part of the enemy and slash.

Level 5:
Attack: 518% x 4
AoE Attack Ratio: 3
Able to use while riding
SP: 141

Type: Melee / Attack
Cooldown: 20s
Required Stance: BowAndSword
5 / 5
2
Storm Bolt
Storm Bolt: Lightning
Type: Active
* Increases Storm Bolt damage by 50% on frozen or Ice property enemies
* Increases SP consumption by 10%

Hackapell 2nd Circle Required
Storm Bolt

[Physical] - [Pierce]
Push your sword in with great force to attack. The target receives additional damage from Skarphuggning and has a chance to bleed for 10 seconds.

Level 5:
Attack: 660% x3
Debuff Duration: 30 seconds
[Bleeding] Chance: 30%
Able to Use while Riding
SP: 174

Type: Melee / Attack
Cooldown: 18s
Required Stance: BowAndSword
4 / 5
2
Cavalry Charge
Hackapell3 Hackapell8
Cavalry Charge: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cavalry Charge] by 0.5% per attribute level
* +10% added damage at maximum level

Hackapell 1st Circle Required
Cavalry Charge: Enhance
Type: Active
* Increases defense by 10% per attribute level for 5 sec after using [Cavalry Charge]
* Increases SP consumption by 30%

Hackapell 1st Circle Required
Cavalry Charge

[Physical] - [Strike]
Charge forward and deal damage to enemies you come in contact with. Enemies struck by Cavalry Charge become temporarily more vulnerable to critical attacks, increasing the likelihood of a critical hit against them.

Level 4:
Attack: 1307%
AoE Attack Ratio: 5
Able to use while riding
SP: 209

Type: Melee / Attack
Cooldown: 20s
Required Stance: BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword
1 / 5
2
Leg Shot
Hackapell4 Hackapell5
Leg Shot: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Leg Shot] by 0.5% per attribute level
* +10% added damage at maximum level

Hackapell 1st Circle Required
Leg Shot: Decreased Movement Speed
Type: Active
* Increases the movement speed reduction effect of [Leg Shot] by 1% per attribute level
* Increases SP consumption by 10%

Hackapell 1st Circle Required
Leg Shot

[Missile: Gun]
Aim at the target's leg and fire your pistol. The target's movement speed gets momentarily reduced.

Level 1:
Attack: 771%
Enemy Movement Speed -50% for 7 seconds
Able to use while riding
SP: 117

Type: Missile / Attack
Cooldown: 24s
Required Stance: BowAndPistol
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Comments (1068)

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Feb 4th 2018 18:44:44
Hi DarkNova. why you delete this build?
Reply
Dec 26th 2017 05:25:22
Hi DarkNova, any thought of C2 Hackapell with your current build of Archer C2, Ranger C1, Wugushi C1, Fletcher C3, Hackapell C2? im not sure which one need to invest now on hackepell c2 (for pve only). Now currently lv 339. Thank you in advance !
Reply
Jan 3rd 2018 04:21:01
@ichizy

I need to update this build sometime but yes, Hackapell 2 is a good continuation.

My suggestions on points:
Grind Cutter 5 (no reliance on Storm Bolt)
Hacka Pelle 5
Skarphuggning 5 or 10 (depends which you prefer between Cavalry Charge and Skarphuggning)
Cavalry Charge 10 or 5
Storm Bolt 5 (do not touch, need at 5 for duration but no more than that)

I think it's worth noting that Skarphuggning is strong but outclassed by Grind Cutter in every way. Hacka Pelle 5 is necessary to maintain Stamina and SP cost. If you think you can get by with minimum SP reduction, you can go just 1 point in this since Stamina reduction and duration both are fixed. Cavalry Charge does not rely on Storm Bolt now afaik, and it is your only strike melee skill, so I do suggest raising that over Skarphuggning. Storm Bolt's damage does not really increase significantly since it lacks an enhance attribute so I'd consider just keeping that at 5 for its duration.
Reply
Nov 14th 2017 15:50:09
Hi DarkNova, first thanks for creating this guide, its very complete and well made. Second, what do you think is optimal build for hacka atm? What are your toughts on Hacka2 and its recent nerfs?
Reply
Nov 15th 2017 06:05:58
@joaopasquini

Hackapell will remain relevant, in my opinion. Nerf or not, it is still a good contender, and I heard that Grind Cutter (the skill that was nerfed) originally had very high, borderline unreal, skill factor, so a nerf was necessary. Its kit still looks intact, nonetheless.

I have two Hackapells. Both have their advantages and disadvantages:

Rogue 2+ Hackapell: SP heavy. Seriously, I have a Fencer 3 and it chugs less SP than this. Very strong burst. Somewhat reliant on Sneak Hit, but it will often hit critical hits. Very little emphasis on Crossbow in this build.
Fletcher Hackapell: Light on SP: Rogue is the component that has SP issues. Decent sustained damage with Magic Arrow but relies on pinning a target on the Magic Arrow. Lower burst damage (considerably) but better consistent and sustained damage overall.

I have to say that Rogue is more popular but honestly, either build is fine. I do have to say, you shouldn't try for Rogue 3 since SP costs will just keep going up. My Rogue Hackapell's build: Archer 1, QS 3, Appraiser, Rogue 2, Hackapell. Similar skill distribution in Hackapell, but no Leg Shot at all.
Reply
Nov 30th 2017 20:46:42
@DarkNova I created 2 hackapells to try both Rogue and Fletcher builds, and I defintely liked Fletcher over Rogue, I just cant decide about gems on both weapons, I crafted a Regard HornCrossbow and was about to finish an Abdochar but I came across a Purine Pervordimas Sword 4slotter and went with it, I dont know if I should go Full str and red gems on offhand or Full dex and greens, and Which ones should I put on my crossbow. I wished it was easier to run these tests :/
Reply
Dec 2nd 2017 05:08:24
@joaopasquini

For Fletcher, the easier solution is (since Fletcher has very little reliance on Speed Up) go full STR with Red Gems. Honestly, unless you're planning to go all out with gearing (like more than Transcend 8, more like Transcend 10, etc), you could (and should) stick with STR and Red. Rogue Hackapell does benefit a tremendous amount from DEX and Yellow (as my other Hackapell can prove), though. If you prefer Fletcher over Rogue, then I'd just stick with Reds. There really isn't a huge loss either way for this build.
Reply
Oct 13th 2017 20:04:16
hI DarkNova
I play this build but I think it is poor about farm low dmg low Hp. and Magic arrow is really waste Sp.
How can I fix that bro !
I'm lv266 str265 dex42 I haven't sisel and max petamion I'll use Isbality (no gem) and venom dagger

ps. Sorry about poor English and thank you for this build I like it :D but sometime it too hard to farm
Reply
Oct 13th 2017 20:05:25
@idolzieee what gem I should to get? red or green about weapon
Reply
Oct 14th 2017 02:10:47
@idolzieee

Red on your weapons considering your stat distribution.

You should just use lv5 Red on Isbality. You should replace it with a Silver Hawk whenever possible. I'd suggest switching away from Venom too. If not Manamana, a 2 slot pistol like Alcris from Hunting Grounds will be better for the time being.
Reply
Oct 14th 2017 13:38:42
@DarkNova I'm Hackpell can I use pistol & cross bow is good for me? Now I've Migantis Sword 4 socket and Isbality +11 Can you suggest me to buy Manamana or use sword and crossbow
Reply
Oct 19th 2017 00:51:42
@idolzieee

I would not recommend Pistol, tbh, if you are already Hackapell. Stick with the Migantis (gem the sword) and Isbality. You may want to replace the Isbality with a Migantis or Pevordimas as well, before you move onto Silver Hawk. Use Silver Hawk and Migantis Sword until you can afford better weapons, or wait until the upcoming equipment update. Farm for a good 3 slot Crossbow and Sword in that update. Hope that helps.
Reply
Oct 7th 2017 17:38:54
I put only 50DEX and the rest go to STR. and I change my mind I play this chaacterr as main character and invest my silver in equipment.
1.Should I put more to DEX?
2.Should I get phada or sissel.
3.Do Heckapell use sword or pistol more often?
Reply
Oct 10th 2017 09:18:37
@pwonwan

Hi, sorry for the late response.

1. That depends. More DEX is always fine. STR is a good stat to build upon first, if you aren't certain of what to do. DEX is preferable, but for this build, you won't really lose much either way. If you go STR heavy, use Red Gems on all equips. If you go DEX heavy, consider socketing Sword with Green. Otherwise, you're free to decide other stats.

2. Sissel is best for boss hunting, but Gladiator Band (not Phada) is great if you're high/full DEX. 16 STR on one band is very high. Phada provides less than Gladiator Band now, except with Magic Defense. It's easier to obtain but overall less effective. If you were to choose only one, Sissel should be your top consideration. If you have funds to make another set of accessories, I recommend Gladiator Band.

3. Sword almost always. You'll almost never use Pistol unless you invested into Leg Shot (optional).
Reply
Oct 10th 2017 12:13:21
@DarkNova I could make my crit chance up to 600+ with lvl270 purine. Should I re-stat and go for DEX build?
Reply
Oct 10th 2017 20:47:52
@pwonwan

Yeah, that sounds good. I'd consider cutting the Critical Rate stat to 500 or so. Once you pass that, you want to have more Attack Gems than Green. Reasoning: 600 is about 46.4% after Critical Resistance is taken care of. 500 is about 41.6%. You're not losing a lot of Critical Chance. I'd only switch out to mostly Greens again if you have about 4000 Physical Attack or more on one weapon, e.g. Sword.
Reply
Oct 11th 2017 13:15:32
@DarkNova If I really can't find Gladiator band and I got 1 sissel. Should I get another sissel or phada? P.S. I prefer to capable of normal monster hunting. P.S. I got my Isbility with 3 green gem and sword with 3 green gem.
Reply
Oct 12th 2017 05:40:44
@pwonwan

I'd suggest Phada then, if you prefer general PVE, even replacing the first Sissel with another Phada. They're not too bad to make now, so that's a good choice still.
Reply
Oct 5th 2017 20:48:01
Hey man, i'm going for this build on my character and i am currently on Wugushi class.
I wanted to know if the build is good for PvE? I really like Fletcher and Hackapell, but i'm quite new on ToS (Started playing last week) so i wanted to focus most on PvE =)
Reply
Oct 10th 2017 09:13:43
@doug14

Hey, sorry for the late reply.

This build is pretty much PVE only, but it's a specific type of PVE. You won't really find much ability in this class in a "real situation" (against bosses) until you're high level and equipped. But if you're enjoying it right now, just keep at it. If you want a more general PVE Archer build, you could examine Schwarze Reiter builds. They generally do better in standard PVE fare than this one.
Reply
Oct 4th 2017 20:45:20
In my opinion if I change from Rank 8 Hackapell to Mergen
It is ok or not for this build ??
pls reply me back :)
Reply
Oct 5th 2017 00:29:05
@lolza96

You can try it, but I don't recommend it. I've tried Mergen on another character with Falconer and it was at best mediocre. Nothing in this build is incompatible with Mergen but this is all your choice.
Reply
Oct 2nd 2017 04:41:02
I currently follow your guide as full STR. I have some questions.
1. Can I be a dps in ET?
2. Any guide to do cheap way to play this build because I have my fencer that spent a lot of money.
Reply
Oct 5th 2017 00:28:16
@pwonwan

1. For every 5F boss, yes. But be aware that you really can't do much else on the other floors. I've done ET with this build and it was OK as long as someone else covered for AOE DPS.

2. Not really. Maybe start with Hunting Gear armor and sword. Crossbow is a bit important still in this build, so at least be willing to dedicate some money there. (Silver Hawk is a solid choice for this.) Work on attributes as well, but spend as you see fit.
Reply
Sep 28th 2017 17:23:53
hey nova, thanks for the guide. it's hard to find a good hackapell guide out there.

I accidentally built my character into QS3, following the path of QS3 -> Fletcher 3 - > Hackapell. The QS3 running shot is good for Hackapell but i realize i lost the 150 crit rate from Archer 2. How would you do to raise up the crit rate in this case? I guess i might need to use green gems for all my weapons to pull up the crit rate?
Reply
Sep 29th 2017 04:05:43
@shizzy

I wouldn't worry about it too much. Sword is the only one you should consider putting greens into, or if you have a good sword but bad crossbow, the crossbow should be receiving those gems. QS 3 benefits more, IMHO. You have 100% uptime on Critical Resistance nullification (Rapid Fire, plus Cavalry Charge) which is nice. You're just lacking Steady Aim TBH, which isn't a game breaker at all.

You should aim for 400 Critical Rate or so. Any more isn't going to help as much, IMO, for what else you could use those stats on. I hope this helps.
Reply
Sep 29th 2017 17:27:18
@DarkNova thanks for the suggestion!

im curious, what weapon are the skill damage based on? sword or crossbow? or depending on the skills you use? im still not sure what weapons i should go for at the moment since it's a big investment.
Reply
Oct 2nd 2017 02:50:09
@shizzy

You're right, the weapon used depends on the skill. I don't really remember the specifics, tbh. Sword is for Storm Bolt and Skarphuggning. I can't remember if Cavalry Charge is both Sword and Crossbow or just one (if one, most likely Crossbow). I would honestly focus on a good sword first. They're hard to replace and serve you well.

If you want, you can focus on the highest-end sword right now, Abdochar. With your build though, you have slightly more emphasis on Crossbow. Perhaps you should work on a decent (but not like top of the line) crossbow at least, then get a good sword. I can't really suggest a specific crossbow but a HG 270 & 315 sword will work very nicely, 4 slots and/or Purine preferred.
Reply
Sep 25th 2017 08:57:43
Hi DarkNova. Thanks for a good guide. TOS just arrived in my country (only around 2 weeks now). I'm very new here.

Sadly i found your guide when I am doing Archer 1> Ranger 3> Fletcher 2 already. My original plan is to max Fletcher then go Mergen. However, your guide is very attractive.

What would be your suggestion? I saw you write that Fletcher 3 and Hackapelle syncronize beautifully. Can you explain a little bit more?

Also, if this is not too much burden to you, can you tell me what will be the disadvantage I will have that I don't have Archer2 or Scout? I think Swift Step level 5 (or 6 with Divine Might) should be enough as there is only a little gap of CD time. Or does it affect the crit buff?

My goal is to do PvE, dungeon, item farming. No interest at all in PvP.

Thanks for the help. I need your advise so that I can stop and rebuild (If i need to) before it is too late.
Reply
Sep 27th 2017 16:22:23
@Ginsoen

Alright. Sorry for the late response.

- The synergy was actually much more relevant before Hackapell got some big changes. Nonetheless, Fletcher is still a good pair. Hackapell is good single target, and so is Fletcher. Hackapell also lets all Fletcher skills be used mounted. I think that was a pretty good giveaway that Hackapell was intentionally designed with Fletcher, not to mention that Hackapell originally had a mechanic for damage that Fletcher very easily manipulated. (Skarphuggning damage depended on how many Missile hits applied to the target; Magic Arrow fit that job very well.)

- Swift Step, with the Archer 2 attribute, gave Critical Rate (stat). I don't think it's really going to impair anything, to be honest. And Scout 1 is absolutely a poor choice for Hackapell. Flare Shout is low damage, Cloaking cannot be used while mounted (or mounting after casting), Camouflage cannot be used while mounted at all, and Flu Flu, while utility, doesn't particularly help with anything. However, don't really worry about it. The buff provides 150 Critical Rate stat but Archer 2 isn't nearly as important as it was a year ago (for ITOS). With Archer 1, you should be OK. I recommend 5 Swift Step, 1 Multi Shot, 5 Full Draw, 4 Oblique.

- This build is bad at item farming. Sorry to break the truth on that; it's great at single target, but abysmal at any form of AOE. To that, you can easily clear other PVE content like bosses, instances, etc. with this build. Although it's no longer a "top boss DPS" for very competitive ones (Demon Lords) without a lot of investment, it functions very well for any other similar content that I've described. Hope this helps.
Reply
Sep 30th 2017 04:32:46
@DarkNova Thanks Nova. That is very helpful

Ok so I won't be much disappointed with myself for not going Archer 2 anymore. Plus, I am now playing it myself and totally agree with you that in most instant dungeon, missions, I am ranked no.1 for boss DPS. For AoE, thanks to my Ranger 3 bounced shot and barrage can still help a bit... it's hard to use fletcher skill for AoE (I don't lvl up cross fire.) but I have no problem finding PT so far.

I see your point here with Skarphuggning ... I wasn't seeing this in the skill description so I'm not really understand how these two classess will be syncronized. Now that you mention it, I think I might go for Hackapelle eventually.

I am aware of item farming problem... the thing is, ppl suggested me to do SR for item farming, and i don't really like to so far.... now with fletcher i enjoy most part of it.
Reply
Oct 2nd 2017 02:52:54
@Ginsoen

Haha. Fair enough. Maybe try a different farming class if Fletcher down the line doesn't feel satisfying. Other farming classes may interest you:

- Wizard 2, Linker 2, Thaumaturge 2, Featherfoot 2
- Swordsman X, X, Corsair 3, X -- example, Swordsman 1, Peltasta 1, Hoplite 2, Corsair 3, Shinobi
Reply
Sep 17th 2017 21:33:09
Hello there sir, i was wondering with the stats investments i currently have 94 dex and 100 str if i put rest the of stats points on str, cause im planning on stopping at 100 dex and the rest on str, what gems should i use on my weapons? im scared that i might messed up on the stats investments. thank you

P.S is it okay that my dex is over 100?

Reply
Sep 20th 2017 09:05:10
@Pelo

Yes, I actually suggest high DEX on this build. You need money for it to work, and with enough funding, DEX becomes better than STR.

For gems, you could go Reds. They seem to offer good, stable damage and may help the most. I would not suggest Green Gems at this point, though.
Reply
Sep 15th 2017 07:32:12
Nice guide mate, got so much questions solved so thanks for that.
I built an all around pvp/pve hacka and its looking pretty good.
Btw abdochar is the best single target sword cause scales too good with highrefine/hightrans in late game, specially pvpwise.
Reply
Sep 15th 2017 07:46:51
@Atomskcs

Of course! It's definitely on the table to consider, but it is rather costly. Still, once you've reached a part of gear progression that sword is the most beneficial to upgrade, Abdochar is definitely to consider.
Reply
Aug 24th 2017 19:14:04
@DarkNova sir , after card rework what card choice will you get ? also i red in the ktest note that the hitbox of both storm bolt and skarphuggning got wider and longer should i ditch crossfire ?
Reply
Sep 3rd 2017 07:49:01
@87ceeb

Crossfire is pretty bad. I had the chance to test it with the Rank Reset event awhile ago.

Cards:

3x Glass Mole (same effect)
3x Ellaganos (same effect)
3x Gazing Golem (now depends on card level and can stack up to 30% with 3 10*)
3x Denoptic (now 10 MDEF per *)
Reply
Aug 12th 2017 00:00:10
Hello friend, I'm back with a question for you! Do you know exactly how the Cavalry Charge debuff works? Does it reduce the target's crit res to 0?
Reply
Aug 14th 2017 23:41:49
@Theil

Yes, to that effect. Also CCs/stuns targets.
Reply
Aug 8th 2017 20:32:46
Any tips in dealing with bosses that like to use knockdown attacks? It hinders dps so tremendously. Magic Arrow is hard to aim from far, and Hackapell is melee.
Reply
Aug 10th 2017 01:18:13
@Hitokage

Time when the CC happens. Usually they've got CD, so time a Cavalry Charge before the CC. It'll buy you enough time to launch Magic Arrows. I suppose for some bosses that are still very aggressive about CCs, like Starving Ellaganos and one of the Demon Lords, you want to stay back and keep Hackapell skills on the ready, but don't use them impulsively. Cavalry Charge is definitely the one thing you can use to buy time to setup.
Reply
Aug 2nd 2017 11:09:42
Hey thanks for the answer, I'll add our conversation here to follow your style of answering Question from the players. Since I've actually read through 6 pages of this comment section and a lot of my questions got answered from that I think this conversation could help out as well :).

-------------------------------------

I just started TOS and im the kind of guy who studies a game before he starts it.
The Problem with TOS is that it is quite complex and there is limited information on the internet, atleast i haven't found much which answered my Questions.

Since TOS is a game which is rather not forgiving when you make a mistake when choosing Classes/Ranks/Circles I would like to inform myself further before going hardcore at it.

While searching for a propper Endgame Build I found the link to your newest public guide.
While very informative you also stated it is clearly not for beginners. SInce I'm still lacking knowledge of the game, which is very hard to obtain from a starting point of view, I still followed your guide till now.

After some chatting with high LvL's ingame they told me that most Endgame Builds are only possible with fitting gear.
And that I should focus on a Build for farming rather then for Boss Kills when this is my first Charakter.

Makes perfect sense, but since I struggled to find any elaborate Guide to begin with and was happy that I found yours I now am pretty clueless how and my "real new" char should be skilled.

I still want to play Archer - a solid DPS - with whom I can farm propperly to later Equip a new specialized Char for the Endgame Content.

I would really appreciate your help, more precise if you could give me a rundown on which classes and circles to chose and what skill would be important to pick. If my whole mindset which I described is wrong please tell me and how I should look at it.

Pretty much desperate right now, I'm the type of person who just cant play a game without knowing that I'm doing it right, simply not the try and error person, especially when TOS really kicks you in the ass when you realize after 250 LVL's that you made a terrible mistake.

Hope that you can help me
- best wishes Melodia

Answer from DarkNova:

Alright. You want an Archer who specializes in DPS (by your luck, pretty much all Archers are DPS) and does well for farming. Look no further than the SR 3. This build is really bad at anything other than AOE DPS but it's excellent in that regard. You have multiple approaches, but the easiest one is Archer 2, Ranger 3, SR 3. You may also try Archer 2, Ranger 2, Appraiser, SR 3, as that is also popular. However, given my opinion on the matter, Archer 1, Ranger 3, Appraiser 1, SR 3, will provide the most benefit looking forward, especially once Swift Step changes make it to ITOS.

The Boss Killer build I have is definitely not geared towards beginners but I commend you for trying anyway. If you have any questions, please don't hesitate to ask. Although, I don't really check the forums. I typically just check build notifications, so that would be the easier way to ask.
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Aug 2nd 2017 11:55:30
I'd like to thank you once more and really appreciate that you take your free time to answer this whole lot of Questions from us Users!

I actually have a lot more Questions about Archers and this game in general, if you can help me out with that I'd be really happy, but if you dont want to cover general Questions i can understand that as well.

So you did suggest me to go for SR3 with A1R3AP1SR3 beeing the best choice for the future.
Just to confirm, SR3 has great farming potential duo to his massive AOE capabilitys. Is it correct to assume that before entering Endgame you have to grind mobs in order to farm Silver/pre Endgame Gear so you can Equip a Boss Killing Char (I assume World Boss farming is the true Endgame in this game?). One Example would be this guide for that specific Char.
General Question here so I can start the SR3 right now without any doubts ^^

Another General Question does concern the LvL Process, my friend who suggested this game to me said the leveling works as following:
You have threshholds where the exp to lvl up reaches its peak and after you reach it it breaks down and starts anew. Thats what those EXP cards are for he told me, to break through that peak which otherwise would take ages to grind through.
Is this correct? And if yes, where are those threshholds where I can use those EXP cards propperly.

Another Question does concern the Stat System, this friend told me every 5 invested Points you get a Bonus in that category, is this true? From your commends I understands those bones rather come from Rank ups.

Right now I'am at work and my mind is filled with other things so I forgot most of the Questions I had after beeing excited you offered your help to me yesterday :X.
Wont bother you with Questions about Gear right now since I'am nowhere near that beeing relevant, also I have a general idea about gear from the previous comments.

Except for one, why exactly is Crossbow in general better than a Bow (beside Bow beeing superior when fighting flying mobs)

I think before I'll start asking about SR specific things I'll look through some guides on this page, can you maybe suggest me a guide from someone you think made a decent one?

For now thats all, I hope my Questions dont annoy you too much and the longer texts dont bother you ^^.
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Aug 2nd 2017 20:21:13
@Melodia

You are right, the current PVE endgame as of last update is in fact killing bosses. Whether you plan on using the accessories formed by the materials from boss cubes or to sell them, you definitely want a stake in that. You can either go as DPS or support, both are highly recommended for the current top bosses. However, a party composition will not be 1 DPS and 4 support as previously designed; rather, at least 2 DPS and ideally only 2 support at max is the ideal composition.

To get to that point, you'll want resources. The SR build I recommended will fulfill a lot of that; with a farming build, you can effectively gather drops that you may use yourself or sell to the market for funds. SR 3 will require some resources to do well but it is definitely acceptable as a beginner build, especially for your purpose.

Regarding EXP cards, no, that is actually wrong. That -was- true to content a year ago, but 11 months ago, things have only gotten progressively easier. You should always use your cards whenever you feel best. I suggest not using cards once you're able to do dungeons, but that is really the only condition I feel.

On stats, no, not quite; you do not get bonus stats from investment anymore. You do get additional specific stats (like Physical Attack) on specific numbers, such as every 2nd, every 5th, and every 10th for STR, I believe. You also do not get bonus stats from ranking up anymore. That is to say, the stat points you get will always be the same value you invest. TOS no longer has a multiplier to stat investment per rank.

Crossbows are actually not far behind Bow in terms of damage. Also, they have a neat attribute that which people assume to be defense shred from how it's named. Not quite; it adds additional damage on defense, not ignoring it. Still, besides that, you can use off-hand weapons with Crossbows. This includes, for Archers, Daggers, Pistols, and Cannons. Of course, with Hackapell, this specifically means Sword, too. By stats alone, Two-handed Bows start off stronger but the gap becomes ever so close, and that's not counting off-hand weaponry.

I wish I could recommend a guide for you. Unfortunately, the original top TOSBase guide for months, a SR build, vanished. I have another idea on how to help you. I'll PM.
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Jul 31st 2017 11:20:10
Hey Dark I dropped you a private Message. If you rather answere here you can quote my Message without problems. Really hope to hear from you, thanks in advance.
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Aug 2nd 2017 02:24:40
@Melodia

OK I will respond to the PM. Typically I respond to comments on the build itself.
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Jul 29th 2017 19:53:26
:3c
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Aug 2nd 2017 02:24:26
@Sugo nyoro~n
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Jul 21st 2017 18:52:37
Thank you Dark for your effort in updating this guide! It helped me a lot and i believe it will help other fellow fletchers-hackpells out there! Thank you for the tribute on your guide!

I manage to gear me a litlle better and made a new video of siluai mission! Hope it helps others out there!

https://www.youtube.com/watch?v=irx76xkIabw
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Jul 23rd 2017 19:04:02
@Pedro201188

Your contributions are just as appreciated. Thanks!
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Jul 15th 2017 21:11:17
Can you please provide me your best full stats? Dont know how many str, dex,etc I need to put exactly.THANKS
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Jul 16th 2017 06:21:21
@billstaine

By calculations, if you have gear provided (at least a Silver Hawk or Regard Horn Crossbow) and moderate enhances, full DEX is honestly the best by damage. However, full STR isn't a bad idea still, especially with Glass Moles. Nonetheless with the changes to the card system, full DEX will probably continue to outperform full STR or even hybrid STR and DEX.
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Jul 16th 2017 06:44:46
@DarkNova Thanks a lot. By the way. Do you know what build is best for farming/AOE dps?
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Jul 16th 2017 06:53:17
@billstaine

You have two main choices for farming or AOE DPS; SR 3 or Linker Thaumaturge FF.

Archer 2, Ranger 3, SR 3
Wizard 2, Linker 2, Thaumaturge 2, Featherfoot 2
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