- Nov 30, 2015
- 140
- 2
- 45
I will go through each spell, that I currently have.... I will summarise to end.
I'm level 44 with 22-65 Mc,
Straight Shot - Hitting between 20-80 in PVP which is fine as its a low level spell...
Hitting between 90-190 in PVE which again, is fine. (Averaging 91 over 10 shots)
This spell in my opinion, is a lesser version of Torpedo and Flaming missing, so what it's currently hitting in PVP and PVE is fine. It doesn't need touching.
Double Shot - Hitting between 50-100 in PVP over both shots, this spell really needs a complete rework.
Hitting between 90-250 in PVE over both shots.
This spell has a 5 second cool down, which would be fine if it was hitting half decent. It just isn't, I had the opinion that this was a finisher, one of our stronger hitting spells. This currently isn't assigned to any of my keys.
Torpedo - Hitting between 50-250 in PVP which is OK as it seems to hit low end more often that not.
Hitting between 50-350 in PVE which again, is OK. (Averaging 259 over 10 shots)
Torpedo is currently assigned to my F1 key as it seems to be the hardest hitting spell i have, considering I have spells which SHOULD hit harder than this, having it as my main spell is wrong. This doesn't mean the spell is wrong, so please don't go nerfing this to the ground too.
Elemental shot - This is our repulsion shot. Hitting between 50-150 in PVP which is fine.
I don't personally use this spell in PVE as it's pointless unless I'm in fox cave.
This spell is currently fine. It would be better if in a cave it could push two mobs that are standing in a line, as getting blocked by mobs on an archer can be deadly.
Flaming Missile - Hitting between 30-105 in PVP which is abysmal. Seems to have had a 60% nerf.
Hitting between 50-270 in PVE. (Averaging 166 over 10 shots)
This spell, I agree it was hitting too hard before the most recent update but the nerf it has received has completely destroyed it. This spell is no longer assigned to any of my keys. If you could take anything away from this, revert this spell to how it was and give it a 10% Nerf.
Explosive Trap - Hitting between 70-220 in PVP per trap. This spell should hit hard as you've got to be careful when placing it. The cool-down wasn't removed or reduced on this spell, like you said it was.
This spell also, can be seen by enemy players who are in a SZ or depending on what skill mode you are, which is wrong. Takes the whole "Trap" aspect of this out of the equation.
Delayed Explosion - This spell hits initially between 20-70 in PVP then exploding anywhere around 70-150, which is fine. As if you time this with a trap and another hard hitting spell, you are causing some serious damage over a small period of time. You have to be tactical to use it though.
Cursed Arrow - This spell has a 15 second cool down. Which is extremely long. This spell is currently **** at level 2. I can't get it any higher due to my level. Currently, torpedo hits higher than this and more consistently. This spell, should be made to hit fairly high but consistently due to the cooldown.
Cripple Shot - This spell is fine, it hits low with the chance of slowing someone for a small period of time.
Poison Shot - This spell doesn't even seem to work, tested this on a few bosses and it ticks HP for 6 roughly every 10 seconds. I'm not even sure if it stops the regen of bosses.
Vampire shot - Useless spell. Gives you probably 1/4 of the HP that you seem to drain from someone or something.
Binding shot - I like the idea behind this spell, but its not like electric shock. You can't tame a mob brown unless you are above its level. Which makes it pretty pointless.
Inner Charge - This spell gives you A speed over a period of time. A speed for an archer, currently is useless. The base attack for an archer gets blocked 9/10 times and thats all A speed is used for.
Shield of Honour - This spell would be good, if by the time you had potted up the health that the spell gave you, you actually had time to benefit from it. This spell is an absolute joke to level up, you can only gain exp from it when the added hp has gone. Which is every 15 seconds. That's fine, but when it requires 14,000 exp to level up from level 1 - 2. It becomes a little silly.
Electric Shot - This spell is fine. The new range increase has helped massively. It's still only optimal between 2 or 3 mobs but I can work with that.
Napalm Shot - Will give an update on this when it eventually gets added to drop files.
Archers are currently killing lures slower than any other class other than assassins. Tao with skele, warrior with CHM and obviously Wizzies all kill lures much faster than an archer. I could live with this, if archers had something else to do. Currently, they are near the bottom at PVP as well as PVE. They are a very tedious class to play which constantly have to rely on other classes to do stuff.
Assassins and Warriors can kill most subs on the server if no time, Taoists can solo most bosses on the server, Wizzies can obviously go and level. Archers struggle against any sub, any boss, levelling. They are not essential for anything currently.
I'm level 44 with 22-65 Mc,
Straight Shot - Hitting between 20-80 in PVP which is fine as its a low level spell...
Hitting between 90-190 in PVE which again, is fine. (Averaging 91 over 10 shots)
This spell in my opinion, is a lesser version of Torpedo and Flaming missing, so what it's currently hitting in PVP and PVE is fine. It doesn't need touching.
Double Shot - Hitting between 50-100 in PVP over both shots, this spell really needs a complete rework.
Hitting between 90-250 in PVE over both shots.
This spell has a 5 second cool down, which would be fine if it was hitting half decent. It just isn't, I had the opinion that this was a finisher, one of our stronger hitting spells. This currently isn't assigned to any of my keys.
Torpedo - Hitting between 50-250 in PVP which is OK as it seems to hit low end more often that not.
Hitting between 50-350 in PVE which again, is OK. (Averaging 259 over 10 shots)
Torpedo is currently assigned to my F1 key as it seems to be the hardest hitting spell i have, considering I have spells which SHOULD hit harder than this, having it as my main spell is wrong. This doesn't mean the spell is wrong, so please don't go nerfing this to the ground too.
Elemental shot - This is our repulsion shot. Hitting between 50-150 in PVP which is fine.
I don't personally use this spell in PVE as it's pointless unless I'm in fox cave.
This spell is currently fine. It would be better if in a cave it could push two mobs that are standing in a line, as getting blocked by mobs on an archer can be deadly.
Flaming Missile - Hitting between 30-105 in PVP which is abysmal. Seems to have had a 60% nerf.
Hitting between 50-270 in PVE. (Averaging 166 over 10 shots)
This spell, I agree it was hitting too hard before the most recent update but the nerf it has received has completely destroyed it. This spell is no longer assigned to any of my keys. If you could take anything away from this, revert this spell to how it was and give it a 10% Nerf.
Explosive Trap - Hitting between 70-220 in PVP per trap. This spell should hit hard as you've got to be careful when placing it. The cool-down wasn't removed or reduced on this spell, like you said it was.
This spell also, can be seen by enemy players who are in a SZ or depending on what skill mode you are, which is wrong. Takes the whole "Trap" aspect of this out of the equation.
Delayed Explosion - This spell hits initially between 20-70 in PVP then exploding anywhere around 70-150, which is fine. As if you time this with a trap and another hard hitting spell, you are causing some serious damage over a small period of time. You have to be tactical to use it though.
Cursed Arrow - This spell has a 15 second cool down. Which is extremely long. This spell is currently **** at level 2. I can't get it any higher due to my level. Currently, torpedo hits higher than this and more consistently. This spell, should be made to hit fairly high but consistently due to the cooldown.
Cripple Shot - This spell is fine, it hits low with the chance of slowing someone for a small period of time.
Poison Shot - This spell doesn't even seem to work, tested this on a few bosses and it ticks HP for 6 roughly every 10 seconds. I'm not even sure if it stops the regen of bosses.
Vampire shot - Useless spell. Gives you probably 1/4 of the HP that you seem to drain from someone or something.
Binding shot - I like the idea behind this spell, but its not like electric shock. You can't tame a mob brown unless you are above its level. Which makes it pretty pointless.
Inner Charge - This spell gives you A speed over a period of time. A speed for an archer, currently is useless. The base attack for an archer gets blocked 9/10 times and thats all A speed is used for.
Shield of Honour - This spell would be good, if by the time you had potted up the health that the spell gave you, you actually had time to benefit from it. This spell is an absolute joke to level up, you can only gain exp from it when the added hp has gone. Which is every 15 seconds. That's fine, but when it requires 14,000 exp to level up from level 1 - 2. It becomes a little silly.
Electric Shot - This spell is fine. The new range increase has helped massively. It's still only optimal between 2 or 3 mobs but I can work with that.
Napalm Shot - Will give an update on this when it eventually gets added to drop files.
Archers are currently killing lures slower than any other class other than assassins. Tao with skele, warrior with CHM and obviously Wizzies all kill lures much faster than an archer. I could live with this, if archers had something else to do. Currently, they are near the bottom at PVP as well as PVE. They are a very tedious class to play which constantly have to rely on other classes to do stuff.
Assassins and Warriors can kill most subs on the server if no time, Taoists can solo most bosses on the server, Wizzies can obviously go and level. Archers struggle against any sub, any boss, levelling. They are not essential for anything currently.
