Genie build for archer?

cocacoladude
cocacoladude Posts: 2 Arc User
edited August 2010 in Archer
I just started playing this game and was wondering if someone could tell me a build for archers. The other thread seems to be outdated and the info seems to be wrong.
Thanks for the help :D
Post edited by cocacoladude on

Comments

  • Moranine - Lost City
    Moranine - Lost City Posts: 319 Arc User
    edited August 2010
    Holy Path is a must on every genie.

    Cloud Eruption since Archers need Chi to stay alive. Leave it @ level 1.

    Frenzy/Extreme Poison. Personally I like Frenzy better because you don't need to have cast range for Frenzy which means you don't have to be in close range.

    Cauterize. Incase you have problems with Nix's. This can probably be removed at end game.

    AD (Absolute Domain.) Must have skill, makes you immune for up to 3 mines and immune to stun/freeze for 2 minutes afterward.

    Tree of Protection. Not 100% needed but its a nice save in both TW and PvP. Would be a first on my Genie.

    Ranged Blessing (Archer Only.) Pretty good Skill, wouldn't take it over any of the others above but still nice to have.

    Personally I never really found any need to have more then 7 skills but if you come across a skill that would be nice to have you let me know.
    [SIGPIC][/SIGPIC]
  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited August 2010
    The skills Moranine mentioned I recommend as well. As far as a build I am a fan of minimum STR/DEX, moderate VIT, and heavy MAG.

    Heavy mag means you can spam skills frequently which is well suited for PVE, group PVP, and TW.
    [SIGPIC][/SIGPIC]
    Refining Simulator - aster.ohmydays.net/pw/refiningsimulator.html (don't use IE)
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  • fulgida
    fulgida Posts: 0 Arc User
    edited August 2010
    AD (Absolute Domain.) Must have skill, makes you immune for up to 3 mines and immune to stun/freeze for 2 minutes afterward.

    If anyone had any sort of doubts: Moranine meant seconds here, and not mines nor minutes.

    This will not be of any use to someone that has just started the game, but if you spend much time in TT3-3, you will probably want an anti-sleep skill on a genie (this does not have to be your good genie, and the rest of the skills on it might follow the above guidelines, and the zeal (magic) genie's initial skill can also be handy in there).

    If you have just started the game, earthquake can be a nice skill until you get your own knockback skill, and second wind can be a nicer early and mid-game alternative to tree of protection. (second wind is instant instead of delayed, and tree of protection heals proportional to your health which will not be very much until later in the game).

    Also, your genie comes with an initial skill which you may or may not figure out how to use. (For example, the major use of the zeal genie's skill, is to annoy one single monster without bothering any others -- "Dude, she just buffed you, wtf is your problem?")
  • cocacoladude
    cocacoladude Posts: 2 Arc User
    edited August 2010
    Holy Path is a must on every genie.

    Cloud Eruption since Archers need Chi to stay alive. Leave it @ level 1.

    Frenzy/Extreme Poison. Personally I like Frenzy better because you don't need to have cast range for Frenzy which means you don't have to be in close range.

    Cauterize. Incase you have problems with Nix's. This can probably be removed at end game.

    AD (Absolute Domain.) Must have skill, makes you immune for up to 3 mines and immune to stun/freeze for 2 minutes afterward.

    Tree of Protection. Not 100% needed but its a nice save in both TW and PvP. Would be a first on my Genie.

    Ranged Blessing (Archer Only.) Pretty good Skill, wouldn't take it over any of the others above but still nice to have.

    Personally I never really found any need to have more then 7 skills but if you come across a skill that would be nice to have you let me know.

    thanks for the tips :D
    but is there skills that you recommend for low level? i'm only level 20 and my genie is around there too. and also, is leaf dance any good?
  • Moranine - Lost City
    Moranine - Lost City Posts: 319 Arc User
    edited August 2010
    thanks for the tips :D
    but is there skills that you recommend for low level? i'm only level 20 and my genie is around there too. and also, is leaf dance any good?
    Lower level I would say:

    Wind Shield. Reduces damage taken while increasing attack speed. Really good in both pvp and pve with spark or spark+.

    Second Wind is another good one. Recovers quite a bit of HP when lvl 10.

    Those are the only 2 "worthwhile" skilsl at that early of a level.
    If anyone had any sort of doubts: Moranine meant seconds here, and not mines nor minutes.
    Yea i need to stop drinking,
    [SIGPIC][/SIGPIC]
  • I_Snipe - Lost City
    I_Snipe - Lost City Posts: 451 Arc User
    edited August 2010
    Ranged Blessing (Archer Only.) Pretty good Skill, wouldn't take it over any of the others above but still nice to have.

    I believe it was renamed to Stunning Blast.
    [I was never a Clicker so I couldn't get used to this skill]

    Instead I went with Piercing Flames.
    [Doesn't immobilize as long as Stunning Blast does, but it's ranged and does some damage, and has a 1 second cooldown]

    Also Tangling Mire is a good skill to have, although you may want to wait until you have your AoE [Area of Effect] skills [Thunderous Blast, Sharptooth Arrow, Barrage of Arrows]

    Other than those 2, I also have Frenzy, Extreme Poison, Holy Path, and Tree of Protection
  • Boogiepanda - Raging Tide
    Boogiepanda - Raging Tide Posts: 4,682 Arc User
    edited August 2010
    Bramble Rage is useful in PvP / TW. It interrupts the channelling as well as deal some damage.
  • Moranine - Lost City
    Moranine - Lost City Posts: 319 Arc User
    edited August 2010
    Bramble Rage is useful in PvP / TW. It interrupts the channelling as well as deal some damage.
    If you get that skill ill slap you and take away your birthday.
    [SIGPIC][/SIGPIC]
  • Boogiepanda - Raging Tide
    Boogiepanda - Raging Tide Posts: 4,682 Arc User
    edited August 2010
    b:cry why mummy?
  • Lu$t - Sanctuary
    Lu$t - Sanctuary Posts: 1,005 Arc User
    edited August 2010
    Holy Path is a must on every genie.

    Cloud Eruption since Archers need Chi to stay alive. Leave it @ level 1.

    Frenzy/Extreme Poison. Personally I like Frenzy better because you don't need to have cast range for Frenzy which means you don't have to be in close range.

    Cauterize. Incase you have problems with Nix's. This can probably be removed at end game.

    AD (Absolute Domain.) Must have skill, makes you immune for up to 3 mines and immune to stun/freeze for 2 minutes afterward.

    Tree of Protection. Not 100% needed but its a nice save in both TW and PvP. Would be a first on my Genie.

    Ranged Blessing (Archer Only.) Pretty good Skill, wouldn't take it over any of the others above but still nice to have.

    Personally I never really found any need to have more then 7 skills but if you come across a skill that would be nice to have you let me know.

    All of these except Cauterize are on my genie and works out perfectly for pve and pvp. Instead of Cauterize I have Holy Path. No dex low str(40) medium high Mag(still restating) and 66 vit with lvl1 equips. Wouldnt sell this genie for another unless it had another slot for Frenzy xD
    [SIGPIC][/SIGPIC]

    Carpe diem, quam minimum credula postero~
  • Madeuquit - Harshlands
    Madeuquit - Harshlands Posts: 28 Arc User
    edited August 2010
    As an archer, which affinity's do you have to put points in? And Str or mag?
  • Boogiepanda - Raging Tide
    Boogiepanda - Raging Tide Posts: 4,682 Arc User
    edited August 2010
    Str and Mag. Mag for faster energy recovery and str for those healing spells such as second wind and tree of protection.
  • truekossy
    truekossy Posts: 7,021 Arc User
    edited August 2010
    For a PvP genie, I do high vit/mag so I can use multiple skills and use them often.

    For PvE, 60 str so I'll have Tree tick twice with my HP boosted, 50ish mag/vit, and the leftovers in dex.
  • Moranine - Lost City
    Moranine - Lost City Posts: 319 Arc User
    edited August 2010
    As an archer, which affinity's do you have to put points in? And Str or mag?
    Just look at your skills and determine which Affinitys you need for ALL of your skills combined.

    As for skill points. I put in Vit and Mag (only enough magic for 2.00) usually I just throw everything into vit with a little bit of strength for cloud eruption.
    [SIGPIC][/SIGPIC]
  • TigerLily - Lost City
    TigerLily - Lost City Posts: 1,209 Arc User
    edited August 2010
    In terms of build i would always have at least 50 magic for x2 energy recovery on archer genie. Than put rest into vit. Cant freaking stand genies that takes years to charge up or genies where u only can use 1 skill. Should at least have enough vit for double holy path lol. That will save you life so many times.


    Skills i would go for

    Holy path
    Abso Domain
    Frenzy
    Extreme Poison
    ToP is nice for pve if u dont use charm XD
    Cloud Eruption for chi
    Wind Shield is nice to for pve

    Faith is also one of the best genie skills in the game, it breaks you out of any seal/sleep/stunlock and after it makes you immune to any negative status effects. Sadly it takes about 15 affinity's and leaves very little room for other skills b:cry.