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Perfect World archer guide

2010 - 1 - 25

There is a brief guide, to provide assistance for new archers lacking direction. I will try to avoid in-depth analyses to prevent this becoming prohibitively long.Besides Perfect World guides, our company also offer you with cheap Perfect World gold and  Perfect World power leveling. We have enough stock on them. If you need, Thepowerlevel is your best choice.

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STATS:
There are two standard approaches as follows:

'Pure':
Per 5 attribute points:
4 Dexterity
1 Strength

This is really the build I would reccommend, the strength enables you to wear the best light armor at each level, and dexterity gives you all the damage you could ever dream of. A lot of people would argue that a build with no vitality is lacking in survivability, but as an archer, the best defense is killing everything before it reaches you.


Hybrid:
Per 5 attribute points:
3 Dexterity
1 Strength
1 Vitality

I guess this is the build if you are just not comfortable with a complete lack of vitality. It grants you a greater capacity for taking hits, but the reduced dexterity will mean monsters are able to beat on you longer. Note that while a 'pure' archer, may decide later to add vitality to his build and become a hybrid; a hybrid archer can not become a 'pure' archer (without expensive restatting).
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EARLY SKILLS (L1-45):
This is in no way intended to be an all-inclusive skill guide; it may act as a basis for furthur reading, the following early skills are intended to be choices you won't soon regret, and spirit you won't feel you have wasted. If an early skill is not mentioned here, generally leave it at level 1 (or don't train it at all if it's not a prerequisite).

-Frost Arrow (max)
Low mana cost, high damage, slows target -- whats not to like?

-Lightning Strike (max)
Exceptional metal damage you will come to rely on.

-Blazing Arrow (max)
Constant percentage addition of fire damage while active.

-Bow Mastery (max)
Damage...

-Winged Blessing (max)
Range -- the furthur you are, the safer you are, every metre counts.

Knockback Arrow (Lvl.1)
Buy time before the monster reaches you by forcing it back 12 yards. Distance does not increase with furthur points, so generally leave this at level 1.

Winged Pledge (max)
Exceptional melee range damage.

Winged Shell (to taste)
Damage absorption, MP recovery. Maximizing this ability is optional, if you are short on spirit, using a slightly out-of-date rank could be well advised, and is far better than sacrificing offensive capability (maximum -1, or maximum -2). The chi cost of this ability will often conflict with Frost Arrow, so you may not get to cast this as much as you would like to.

Aim Low (Lvl. 1)
Short stun, very useful, however ability costs a spark, preventing you from casting it very often.
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COMBAT TIPS:
For best results, initiate combat at maximum range. Find the skill patterns that best suit commonly appearing situations, and try to avoid taking damage altogether. A standard opening sequence might look something like:
Frost Arrow > Lightning Strike > Knockback Arrow > Regular Shot > Regular Shot > Lightning Strike

Ranged attacks suffer a melee penalty when targets get too close, this is not experienced however by Lightning Strike, and Winged pledge, so rotate between these abilities if a target reaches you. A melee cycle might look like:
Winged Pledge > Lightning Shot > Winged Pledge > Regular Attack > (and repeat)

If you find yourself continually having cash flow problems, hovering on the poverty line -- you might want to consider the following:
An archers killing expenditure is directly linked to the rate of mana potion usage, meaning if you are having problems with money, try to use less mana. If you have a strong base attack (from a strong weapon coupled with high dexterity), your ability usage can be cut in half, and still be effective. Here is a mana conservation rotation I have used from time to time:
Frost Arrow > Regular Shot > Regular Shot > Knockback Arrow > Regular shot to finish

As there is an "Air to Ground" damage penalty, avoid attacking land targets while in flight -- even if they are attacking another player who is on the ground.
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EQUIPMENT BASICS:
The archer wears LIGHT armor, providing a balance of magic and physical defenses for minimal strength, and no magic requirement. Generally only wear armor that features physical and all 5 elemental resistance stats.

Your weapon is your best friend, and the one piece of equipment that REALLY counts, try to get your hands on the best possible weapon at each level bracket, and update it usually every 5 levels or so. Bows, crossbows and slinghsots are largely equivalent, so use whatever is best for raw damage. You can save money by using rank one ammunition, as the minor advantages of higher ranks are overshadowed by the dramatic increase in price.
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AND THE CONCLUDING PART...
Stay alert, the sleepy archer can find himself dead and disgruntled, with 5% less experience in a matter of seconds. Enjoy some serious damage, like only an archer can; and bring glory to our mighty class.

Perfect World archer guide
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