Before getting into archery, it is very much suggested that you first get used to melee combat. Once you've gotten the basics of the combat system down, then you can start working on archery.
The bowman/archer uses archery as his/her main use of combat. This includes the use of bows and/or crossbows. As you'd expect, a bowman would become adept at shooting a barrage of arrows at the enemy before allowing them to come any closer. However, in Mabinogi, there is also the "miss" factor.
Aiming caps are as follows :
Fine and Finest Arrows add 5% to accuracy, but 99% is still the max.
With the Bow, all archer skills slow down the character to that of a walk.
With the Crossbow, the character can continue to run with skills up. However, when Magnum shot is loaded, the character is un-able to move.
OBTAINING THE ARCHER'S SKILLS
Ranged Attack - Equip any bow. You get a free longbow after completing the "Slay 5 Brown Dire Wolf" quest.
Support Shot - With a bow equipped, talk to Trefor using the keyword "skills"
Magnum Shot - With a bow equipped, talk to Duncan using the keyword "skills." Then talk to Trefor using the keyword "Magnum Shot." Then talk to Ranald using the keyword "Magnum Shot."
Arrow Revolver - When using the "Fire Arrow" title, talk to Aranwan using the keyword "skills." She will then give you a book and a quest scroll asking you to collect pages for the skill. Info can be found here.
SKILLS TO KEEP IN MIND
Counterattack - A good skill to use when you miss or don't want to take a risk at missing. Rank F or C are good caps to leave this at. Rank C cuts the stamina cost in half. Load time is always 1.5 seconds.
Windmill - Another good skill to keep in mind. At the moment, windmill's damage formula follows the bow damage range, so we can do decent damage with windmill. Windmill is a good defensive skill since it loads quicker than Counterattack. Good ranking caps are either F, 9, 5 or 1. (Recommended to at least reach rank 9 if you're able to keep on rebirthing.)
* Rank F = Load time 1.1 seconds
* Rank 9 = Load time 0.8 seconds
* Rank 5 = Load time 0.8 seconds and extra Windmill range.
* Rank 1 = Load time 0.8 seconds and max Windmill range.
One key factor in deciding a rank cap for Windmill is that at later levels, Windmill becomes harder to train. So if you plan on ranking this skill high, you may want to start early on.
Ranged Attack - The archer's main skill focus. Rank up whenever you want. Where you stop and focus on other skills is up to you and how well you are doing as an archer. Personally, I liked mine caped at rank A but it's different for everyone. Eventually you'll be ranking this to 1.
Magnum Shot - The archer's form of Smash. Good for opening up battles and it's strong as well. This skill doesn't need that much attention, but it's all up to preference. The jump from rank A to 9 is a whopping 50% so you may want to consider rank 9. If the enemy is equipped with a shield while using the defense skill, magnum shot will be blocked.
Support Shot - A faster and weaker version of ranged attack. Used mainly to save Stamina and make quicker shots. Cost only 1 stamina to use. (If your ranged attack is rank 6+ you might want to consider using this skill to save stamina.)
Aiming speed is 130% of ranged attack.
Range is 90% of ranged attack.
Damage is 80% of ranged attack.
Lightningbolt - This skill is optional. Either leave at Novice, rank F, or raise to rank A or beyond. Currently, Dex has a big factor on Magic Balance. As an archer with the goal of getting high Dex, you may be able to put this skill to good use despite it's wide damage range.
Refine - 3rd best Life skill for Dex. Depending on your level of Dex, you might want to do this early. At certain ranks, this skill requires you to achieve a "failure" to rank up. As an archer with high dex, it may become difficult to fail on purpose.
Weaving - Best Life skill for Dex when it comes to AP/Dex Ratio. It's pretty hard to raise, but if you're diligent, it'll pay off.
Production Mastery - A great skill to work on if you're looking for Stamina. Ranks 9+ gives some Dex, but costs more AP. Rank A is a good rank cap.
Handicraft - 2nd best Life skill to get for Dex boost.
The following builds can assist those on their first character card. For rebirthers, you may make your own build path. The builds below are only guide lines to follow. Unlike other games, Mabinogi calls for more than just "cookie-cutter builds." Each one must make his/her own path in how they raise their character.
First off, lets consider the basic "required" skills.
* Combat Mastery = F - 0 AP
* Counterattack = F - 3 AP
* Defense = F - 0 AP
* Windmill = F - 3 AP
* Sharp Mind = F - 0 AP
* Critical Hit = F - 3 AP
* Icebolt = F - 3 AP
* Firebolt = F - 3 AP
* First Aid = F - 1 AP
* Healing = F - 2 AP
* Rest = F - 0 AP
* Campfire = F - 0 AP
* Ranged Attack = F - 0 AP
* Support Shot = F - 0 AP
In total, you will spend 18 AP.
Now in the beginning, you gain 9 AP from tutorial missions. You gain AP from aging, and from leveling. Now let's consider a player that starts off at age 10, levels up to 35, and ages to 17. In total, that player will gain 69 AP points. Subtracting the required AP costs, it'll leave you with 51 AP to spend. Just remember though that you can gain more AP by rebirthing, leveling more or aging more.
1) Archer - Skill focus on Arrow spamming.
* Ranged Attack = Rank A - 24 AP
* Critical Hit = Rank 9 - 24 AP
* Total AP spent = 48.
2) Sniper - Skill focus on knocking out monsters 1 at a time.
* Magnum = Rank 9 - 46 AP (You actually spend 48, but you get 2 AP back from quest)
* Ranged Attack = Rank D - 4 AP
* Total AP spent = 50
3) Wind-Archer - Skill focus on hybrid Melee/Archer using Windmill. At the moment, Windmill takes into account Bow damage.
* Windmill = Rank 9 - 30 AP (You actually spend 33, but you get 3 AP back from quest)
* Ranged Attack = Rank A - 24 AP
* Total AP spent = 54
The following are good skill caps to keep in mind when choosing where to spend your AP for next skills. Afterwards its all up to you. Again, this is just a guide, you don't have to limit yourself to these caps.
* Ranged Attack = Rank A (2 stamina cost 150% speed)
* Ranged Attack = Rank 7 (3 Stamina cost 180% speed)
* Critical Hit = Rank 9 (Jumps 25% in damage from A to 9)
* Windmill = Rank 9 (Load time is shorter and gives 3 AP back)
* Windmill = Rank 5 (Increased Range)
* Windmill = Rank 1 (Maxed Range)
* Counterattack = Rank C (Stamina cost is cut in half)
* Magnum shot = Rank 9 (Jumps 50% in damage from A to 9, shorter load time, and gives 2 AP back)
* Magnum shot = Rank 5 (Just to add the splash damage effect)
* Lightningbolt = Rank A (Optional for decent damage with magic if you have decent Dex)
* Production Mastery = Rank A (+60 Stamina for 9 AP)
MAGNUM BOUNCE - Use magnum shot on the enemy, then time your next arrow to make the enemy bounce. Used mainly as an openning move. (Magnum + Ranged Attack)
ZERO SHOT - Go point blank up to the enemy and spam arrows. Being close up, your aiming rate increases a whole lot.
FIRE ARROW - After missing, or at risk of missing, put up counterattack, followed by firebolt to give yourself extra distance, then fire your arrow. (Counter + Firebolt + Ranged Attack)
ICE ARROW/ICE ZERO - When the enemy is running at you, your aim cap is 80%. That's a 1/5 chance to get hit or get killed. So you can use an Icebolt to stun it, then take your aim. (Counter + Icebolt + Ranged Attack)
LIGHTNING ARROW - Same as Ice Arrow, but longer stun length. (Counter + Lightningbolt + Ranged Attack)
WIND ARROW - After missing, or when you choose to, use Windmill to defend yourself, then load any Archer skill during the spin animation. It's quicker than counterattack, but there's always the risk of not activating windmill on time. Then there's the part when you need to aim your next arrow. (Ranged Attack + Windmill + repeat or WM Spam)
And what's guide without a video to sum it all up. The following is a 2 part Archery Tactic Compilation Video I made.
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