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sanctorium
10-22-2009, 03:24 PM
(Um...I didn't realized I was on an alt account. o.o My main account is Convent.)
(Sorry, it's been a year, I didn't realize that Sak already made a guide to this. ^^; *really embarrassed* I hope you still still read, I believe I covered more in-depth and about more topics)

Archer Strategies Guide

,.-'`Since early January of 2008 I've been playing the archer class. After a long while of soloing, participating in single-kill parties, and participating in AoE parties, I believe I've learned a few tricks to playing the archer class in an effective manner. Since soloing is kinda a long bummer (and I've been doing it so long it's almost second nature now), I spent a lot of time analyzing and thinking about strategies and ways of how to solo even 3 or 4 monsters at once. So...here is my reported progress.

Before I start, I must comment that most of these techniques were acquired from experience/trial-and-error and not simply from theory. If the technique I explain I haven't tried yet, I'll report it in the technique description. `'-.,
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Table of Contents:
Basic Training Techniques (Post 1)
-->Kiting
-->Aggro Zones and their Importance in Archer Training
-->Fighting Two Monsters at Once
-->Fighting Three Monsters at Once
-->Fighting Four Monsters at Once
-->Fighting Magic-Casting Monsters
Partying (Post 2)
-->Single-Kill Partying
-->Binding in an AoE Party
Misc (Post 2)
-->Suggestions about HP and MP Pots
In-Depth Stuff (Post 3)
-->The Square Map Rule
-->Drag Lag
-->Poison Stalling

Basic training Techniques`'-.,.-''-.,.-'`'---->
KITING--------------------------------------------------
Skills required: Ankle Bind and an attack (Wind Blow)
How to do: Ankle Bind the monster from a distance, and as it slowly tries to run at you, whittle down its HP using Wind Blow.
Full description:
````When you first turn scout at level 45, you have the basic tools of a scout: Ankle Bind and Wind Blow. Using these two, you can perform the most basic form of training as an archer. This is Kiting, which is named so (I believe) because either the scout or the monster is the "kite", attached by the range of the archer's attack.
````The main thing to note between these two skills is the range of the archer. It's almost like you have an invisible circle around your archer, and anything that gets in range of that is viable to being attacked.
````That being said, it can also be copied over to the monster. With the range of the archer it's almost like there's an invisible circle around the monster, and if you get within that circle, you can attack it. This is also important in noting because of what you can do with an archer.
````When you're kiting in a map with a consistent amount of monsters throughout (as in, there aren't large concentrations of monsters in any given area, though this almost never actually never happens), you can "swing" from one monster to another as you kite. When you first attack a monster, you slowly "walk around" the monster as you stay outside the range of the monster's attack while keeping the monster within the range of your arrows. Then, when the monster dies, you'll be on the other side of the monster, and more likely within the range of another monster.
````In essence, it's like combining the deal of running around the maps and killing monsters into one. If you just stood there, you'd have to take the time to run to the next monster after you were done with the first. In practice, you can feel the actual pace of killing going faster. Personally, it goes too fast for me and I have a hard time trying to speed up my mind to follow my archer.
````The pros of this strategy include the speed. If you can handle it or believe it improves the speed of your training, it could really help. There are many more cons, however. Firstly, it works a lot less often in an open area and works better in a map that runs more like a line, since it eliminates the possibility of being attacked from either side. Also, because the swing throws you into an aggro zone*, you're more likely to get hit by aggros. This is more helpful in lower levels of scouthood because in lower levels you don't get hit for as much. The higher levels you get into, the maps start becoming denser with monsters and start hitting harder.
----*Refer the next section on aggro zones

AGGRO ZONES AND THEIR IMPORTANCE IN ARCHER TRAINING-----------------------------------------------------
Reference: All About Aggros (http://www.outspark.com/forums/showthread.php?t=78334)<--My guide on Aggros. I'll reference concepts in it a lot, so you might want to skim it first.
Full Description:
````When you're training, you'll be leaving cleared aggro zone behind you. It's important to an archer to train within this region that was just cleared, especially if you're backing up from being attacked, because of our naturally low defense.
````When training, note where you just were and where you need to go. In more complicated maps than just a corridor or line type, you need to make sure that when you're training, you don't back up a hill into an area where you haven't just been in, because the chances of running into an aggro and making your situation worse is very, very high.
````When manipulating multiple monsters, it's even more important because you will get to your limit. Even if you drag the monster across your "safe from aggros" zone and to the other side, don't be afraid to run past the monster to get to the other side of them and drag them back. If you do this quickly, the monster won't have a chance of hitting you. And what's worse?: One monster hitting you once that you have control of, or running into a zone that has 3 aggros waiting to kill you?

FIGHTING TWO MONSTERS AT ONCE---------------------------------------------------------
Skills required: Ankle Bind, Wind Blow, and Brambleway
How to do: When Ankle-Binding one monster, Brambleway the area of that monster when another monster becomes within range (preferably away from other monsters to prevent fighting too many monsters at once). Continue fighting the first monster, alternating between the two monsters with Ankle-Bind starting with the monster you aren't fighting. Also, if Brambleway also cools down before you finish both, use it to stall them further.
Full Description:
````When you finally get level 66 and earn the life-saving skill, Brambleway, you're ready to take two monsters at once. Brambleway's slow-down lasts long enough that if you use Brambleway on two monsters, immediately ankle bind one of them, and then ankle bind the other when AB cools down, you can layer the two means of binding so you eventually have a very steady juggle going. Technically this is possible with only Ankle-Bind, but because Ankle-Bind doesn't slow down a monster as much as Brambleway does, it becomes very difficult to perfectly get ankle bind in time (4 seconds cooldown after the first strike and another 4 seconds cooldown when you alternate, by the time you return to the first monster it's already been released from the first ankle bind).
````IMPORTANT NOTES: First, Brambleway and Ankle Bind layer. If you Ankle Bind slows down a monster by a certain amount. In comparison, Brambleway slows it down more. And the two together makes the monster almost incapable of movement.
````The reason why you want to Ankle Bind on the monster you aren't fighting first when you can is because it'll slow it down even more than the other Brambled monster. Thus, on the battlefield, the monster you're fighting won't have the layer going on and will be running toward you faster than the monster you aren't fighting, becoming more prominent as the other is left behind. This way the other one doesn't come between you and the monster you're fighting. (Hopefully that's understandable, that's a bit confusing! xD)
````It's also VERY important that you kill ONE MONSTER first, and then go back into single-kill mode. If you try to kill two at once by alternating, you're stuck suspending them longer, need to manipulate them for longer, and risk running into even more aggros (because even though they're slowed down, they still do move, and you have to move with them).
````Also, once you have Reticle Trap, DO NOT USE THIS to fight multiple monsters. If you use RT, you run the risk of hitting even more, non-aggro monsters into the mess as you drag your two puppets along. Also, the damage you deal with RT is generally less than half of the amount of damage you use with Wind Blow. And finally, using RT you will end up wasting a bunch of arrows and MP.

FIGHTING 3 MONSTERS AT ONCE---------------------------------------------------
Skills required: Ankle Bind, Brambleway, Wind Blow
How to do: There are two ways to do this:
First way: Fight two monsters at once and simply tank the third. You can also use a spare second to ankle bind the 3rd monster (using the first bind you use after you use bramble to suspend the first two monsters). This way you aren't tanking as long. If you've got a fair amount of HP potions on you, this is probably easiest.
Second way: Start out with fighting 2, and brambleway and ankle bind to your best judgement. Note the amount of time each monster has before either Bind wears off. Utilize Brambleway's AoE effects to your best ability.
Full Description:
````This is a bit less tested, however because I train often in AoE maps it does happen occasionally. This is definitely not something you want to put yourself into as a normal training practice, simply because it begins just to be stalling with binds.
````The first way is the safest given the circumstances. If you choose to do this, remember that you CANNOT warp when you're being attacked, so judge wisely when you can and can't juggle 3 at once.
````The second method is dangerous, because theoretically it's impossible; Ankle Bind and Brambleway have cooldowns too long to juggle 3 at once without getting hurt at some point in time. This involves sporadic ankle binding and using Brambleway to your best advantage. Here's where I don't have enough experience with this. I've done it successfully a few times, but it was adrenaline pumping my brain to remember which monster had what Binding on it, and for how long. Then I'd just ankle bind whichever had the longest count until Brambleway cooled down. By then I had already killed one monster and it became fighting 2 again.
````The same rules apply here as in fighting 2. DON'T Reticle Trap, keep it within a non-aggro zone, and fight only one at once. This is even uncommon in AoEr's respawns, so it's not practical to practice. Once you get to being able to fight 2 without problem, then you should be able to fight 3 without dying.

FIGHTING 4 MONSTERS AT ONCE---------------------------------------
Skills required: Ankle Bind, Wind Blow, Brambleway, Stone Edge
How to do: Fight 3 monsters at once, and Stone Edge the 4th.
Full Description:
````There really isn't a trick to this, because Stone Edge is the perfect suspension tool. It's not any different than fighting 3. I haven't done this myself because I'm not yet level 86, however I don't believe it would do anything different.

FIGHTING MAGIC-CASTING MONSTERS----------------------------------------
Skills Requied: Ankle Bind, Wind Blow
How to do: While fighting, when you see the initial pentacle appear below your character's feet when you fight, either move or step out of range of the monster/person you're fighting. It will cancel the attack because the target will then be designated as "out of range" before it can strike.
Full Description:
````Fighting magic-casting users is a great threat to most anyone, mostly because MEN increases magic defense, however it's almost useless for everyone; no one can put enough stats in MEN to increase magic defense to a fair amount, and at high levels MEN is even useless for the classes that use MEN. Because of this, if you happen upon something that can cast magic, you need to know how to fight it, instead of just running away or tanking it.
````When fighting anything or using any skill of any kind, the target of that skill gets a small, golden pentacle below it just before the skill causes its effect. I believe this goes for all classes, and monsters also. Whenever these skills that target another object are called upon, however, they require the object to be within range. Things that are out of range can't have the skill put on them.
````Monsters sometimes have this but their ranges are much smaller than the long-ranged classes of Solstice. This makes it possible to solo a magic monster without ever getting hit because you can be spending much of your time attacking out of the monster's range. If you happen to get targeted, just step out of range again and the attack might cancel (if you did it quick enough, before the attack officially initiates).

sanctorium
10-22-2009, 03:26 PM
Partying`'-.,.-'`'-.,.-'`'--------->
SINGLE-KILL PARTYING------------
````There isn't much special about this, because it's generally the same thing as soloing, except you have a tank to save you (usually), or someone else to help. Then it's just up to skill.
````ONE THING I have noticed about this is that long-ranged fighters tend to drag monsters they're fighting onto them. Remember that even though you've got a tank or someone else to protect you and help you fight, don't give up binding. If the monster were to fling itself off of the other person and onto you, you'd get hit, which archers aren't supposed to be doing. ;P
````Also, Reticle Trap isn't very useful in Single-kill parties being under attack. In my experience I've only seen it cause more damage than good, and it makes EVERYTHING attracted to you by the property previously explained.

BINDING IN AN AOE PARTY---------
Three primary jobs of an archer in an AoEr party:
-->Killing Hard-Hitters that the tank can't take
-->Binding and/or Reticle Trapping the mob when killing to speed up killing
-->In maps of MANY monsters (so many that the tank can't attack due to flinch), binders bind to drag the monsters off the tank so the tank doesn't flinch and can attack
````These are pretty simple to understand. Kill Hard-Hitters because their population grows as the randomly chosen respawns respawn more Hard Hitters. This way the map isn't completely populated by Hard Hitters after a while of AoEing.
````When you bind for an AoEr to help kill, Brambleway first, then Reticle Trap. Once you've judged the dragging monsters to be within release time, run off the map so the AoEr tanks them again. If you don't run away, the monsters will be released from Brambleway and you'll get attacked by the mob, usually spelling instant death.
````This doesn't change for the 3rd purpose; it's the same thing, just for an extra reason for the AoEr to want a binder.

-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-`-

Misc`'-.,.-'`'-.,.-'`'-------->
SUGGESTIONS ABOUT HP AND MP POTS--------
````Depending on how often you get hit by monsters, or how much you're fighting multiple monsters at once, carry around 1/5th to 1/3rd of the amount of mp pots you hold. You should never only carry MP pots because you never know when you'll get hit. Personally I carry a little more than 1/3rd of the amount of mp pots I carry because I train in a map that is almost constantly being AoEd, making me very prone to fighting more than one monster at once.
````If you are in a calm, dispersed map, you shouldn't carry too many hp pots, or you'll be weighed down by then. When I was level 45+ training in Belteranin I only carried 20 Weak HP pots on me at any time, for just-in-case-es. I don't believe I've ever carried less than that because even though I tried not to get hit, things still happened, and just as I would run out of hp pots I'd also run out of mp pots. <--That's your goal.
````If you've got weightless pots from the cash shop, go you. :P You don't have to worry about this.

sanctorium
10-22-2009, 03:26 PM
-------,.-'`IN-DEPTH STUFF`'-.,--------
For the archer really looking to deconstruct the gameplay in the their mind, this section features the more in-depth things I've come across.

THE SQUARE MAP RULE------------------
Concept: The SoS Maps, though seemingly free-running, follow a grid system
Understanding: The 4 Cardinal directions and 4 Ordinal directions in a grid system are easiest to travel because each stand-alone object is intended to move across the grid system either up, down, left, right, or diagonally up to the left/right or diagonally down to the left/right.
Usefulness:If you are in any other position in relation to the monster other than the cardinal or ordinal directions, theoretically it will take longer for the monster to get to you. However, it is very difficult to control because when you're attacking a monster when you're out of range of your own arrow, you are dragged via cardinal and ordinal directions toward the monster on the grid system. Usually when calmly soloing you can play with this. It's just an interesting concept.

DRAG LAG--------------------------
Concept: When training, sometimes a lag between the position of your character on-screen and the actual position of the character occurs due to lag.
Understanding: To my knowledge, this most commonly forms just to general lag. Usually you just have to wait for your character's position to be noted by your computer and sent to the server to record the position and move the server's understanding of your character's position to your computer's understanding of where you are.
````The second occurrence of this can happen when you hold the F hotkey that responds to a spammable skill that you're using on something you're kiting. Usually if you select a positioned monster, Ankle Bind it, and then spam wind blow, the computer will rapidly note every moment you're pressing the hotkey, and try to initiate an attack. If an attack is present, it will error and show up under the status bar in the top left hand corner of the screen.
````However, due to the nature of kiting and the movement of the kiter, lag tends to form between the kiter's server and computer positions when you hold the F hotkey and click to run somewhere else at the same time. The reason, as I understand it, of this is that while you're running away and prompting it to attack, the moment the attack is recorded to continue the spam (or basically, when the computer stops erroring about you pressing the hotkey too fast and recognizes a legit attack again on a certain square between where you were and where you're running to), your character (as the server understands it) runs back to the square where the attack was initialized and attacks. However, on your computer, your character keeps running and attacks at the same time.
````Then the communication is messed up for just a bit. If you keep holding the key and clicking all over the place, this displacement will make you completely off from where you actually are in-game. This appears as the monster attacking you from across the screen despite it being a short-ranged monster.
Usefulness: It kinda explains what can happen in training even if you aren't lagging. I'm actually not sure if this is true or not, however it makes sense to me. After a while of soloing I found holding down the hotkey to make a perfect spam (one without human error to incorrectly time it), however it has this con.
How to deal with this: Usually if you notice you're being attacked farther than you should be, if you just keep holding the hotkey without clicking anywhere else, your character will run while attacking to match up the server and your computer. The other way to clear this is by letting go of the hotkey and standing there without doing anything that would change your position. Your computer will tell the server to match up and the server will run your character in its understanding of your position to where you appear on the screen.

POISON STALLING-------------------------
Concept: Monsters naturally regenerate their hp rather quickly when left alone after lowering their hp. However, when poisoned before leaving them alone, they continue receiving damage with the poison, which stalls the healing process.
Understanding: There isn't must else to understand. It's either that the monster doesn't regenerate hp because it's still receiving damage or because it has a status effect.
Usefulness: When soloing, if you become overwhelmed and decide to ditch the monster you were attacking to deal with a situation before going back, it's a smart idea not to lose progress by shooting off a siphon, phantom arrow, or poison arrow before you leave. Even within a few binds by the time you return to solo and the situation is calmer again, the monster wouldn't have regained its lost hp.

DEEP MANIPULATION-------------
Concept: Using the concept of swinging previously mentioned in the first post involving kiting, you can direct and utilize the various changing aspects to make handling 2+ monsters easier.
Understanding: Usually when soloing and dealing with enemies, you only handle one. If you break it down, there are actually 2 constants and 3 variables changing as you solo:
`'-->Constant:
The distance you can shoot (your range)
The rate you can run
`'-->Changing:
The position of the monster
The position of you
The rate the monster runs
````When you solo against one monster only, your position and the position of the monster changes at the same rate given that you solo like me and stand as far away from the monster as possible. (xD) If you could only shoot at that distance, you would be walking the same rate as the monster walks toward you. This whole system is slowly sliding along the actual position of the map.
````This works well in simpler terms of soloing because firstly, archers can shoot distances BETWEEN the farthest and the shortest possible range, so this doesn't actually slide, and it appears to us that the monster is walking toward us. This is simple, sweet, and is kinda reminding me of the math lesson I'm listening to right now. .__. *shameshame at not paying attention*
````When fighting multiple targets though, it's important to note these changes in that the monsters are always following us. When attacked, the monster is programmed to attack the attacker by running until the attacker is in range and using whatever attacks they have to stop us before we end them.
````With that, archers, when training, can bend monsters toward each other to make their lives easier. What if you're fighting a monster 5 spaces in front of you, but another monster attacks you one space to your right? Brambleway can't hit both of them, they're too far away. But if you ankle bind the new attacker and then run to a place on a line PERPENDICULAR to the line that the two attackers make, they will naturally follow you at their slow rates, and eventually meet close enough to Bramble.
Usefulness: This becomes a prime determining factor in choosing the style of play, especially when fighting more than one monster, which does happen (it happens surprisingly often). If fighting 3 monsters, two of them 5 spaces in front of you and controlled, but one to your left attacking you, do you try for another bramble on that one or just tank it? I'd suggest to tank it, then kill one of the two attackers before you, and finally deal with the remaining 2 attackers by sucking them together again by Ankle-Binding each and standing near the line perpendicular to the line made by the remaining monsters.
````This usually comes naturally as though it sounds cool to be able to quantify it, it's just common sense. There come the times when the path is too narrow for such freedom and then you're faced with two things coming at you from both sides, which is a special case, and usually ends up with you running out of the way outside and maybe getting hit once (which is better than what you might do by simply just being cornered and end up tanking both if it comes down to that).

[UNDER CONSTRUCTION]

Convent
10-22-2009, 03:28 PM
Reserved next post for just-in-cases, and confirmation that Sanctorium is my alternate account. :3 I didn't realize I was on an alt.

Updates of October 22, 2009:
Wrote the thread, built it, but some friends came over and I lost the ideas I had for the In-Depth Section. When I solo the ideas flow again, so the area is currently under construction until I am able to solo again. (I have lotsa homework. .__.)

wardomic
11-01-2009, 04:03 PM
An interesting read, good job

SirNivekOne
11-02-2009, 12:52 PM
Wha!?!?! MEN increases Magical Defense? How do you know this? o_O

wardomic
11-02-2009, 12:56 PM
I must have missed that part when i was reading it. At one point outspark advertised that men gave magic defense. That is wrong and they were advertising the stats for Xenepic where dex(the xenepic equivilant of men) did that.