A fool's stepping stones: Archer/Slinger

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garth
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A fool's stepping stones: Archer/Slinger

#1 Post by garth »

You ask me, why am I writing this? Well, for instance, that I have reached the Master only two or three times. Or that I still like playing an Archer/Slinger on roguelike. Or that all the damage that I do doesn't help me survive in the end (I AM a bit reckless). So help me, please, with the following information: in what order do you take your talents, base or generic? What are your stepping stones to survival (and victory)?

Xandor Tik'Roth
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Re: A fool's stepping stones: Archer/Slinger

#2 Post by Xandor Tik'Roth »

http://forums.te4.org/viewtopic.php?f=52&t=36914

That's a link to an Archer guide. Check it out.
And it was such a good idea...

Mewtarthio
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Re: A fool's stepping stones: Archer/Slinger

#3 Post by Mewtarthio »

Note that the guide was written before the Excellence tree was added. By all accounts, Excellence is a worthwhile tree.

It was also written before Archers could get Traps and Poison, but I don't play enough Archers to make a recommendation either way.

garth
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Re: A fool's stepping stones: Archer/Slinger

#4 Post by garth »

That guide is good, but what I would like to hear here is the specific order of talent taking, with a bit more attention to generics than usual (that's my preference).

Xandor Tik'Roth
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Re: A fool's stepping stones: Archer/Slinger

#5 Post by Xandor Tik'Roth »

In that case, you may want to ask the question in that thread. Personally, I prefer guides like that. They tell me which talents are worthwhile and lets me pick and choose which ones work well for me. It usually takes me a character or two to really figure out how to run that class.
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bpat
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Re: A fool's stepping stones: Archer/Slinger

#6 Post by bpat »

Mewtarthio wrote:Note that the guide was written before the Excellence tree was added. By all accounts, Excellence is a worthwhile tree.

It was also written before Archers could get Traps and Poison, but I don't play enough Archers to make a recommendation either way.
Traps are absolutely worth using as long as you invest in cunning since they can apply lots of debuffs and do decent damage. Since Archers are ranged, it's fairly easy for them to lure melee enemies into traps (and ranged ones too once you get Trap Launcher). Since you get an extra trap in the Maze if you already have traps unlocked by then, I recommend getting around 20 cunning by level 10 and unlocking Traps then.
My wiki page, which contains a guide and resource compilation and class tier list.

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