http://te4.org/characters/735/tome/314b ... 1cc000edf0
I just got to the Far East for the first time last night with a level 32 Thalore Archer (who then got killed by an orc patrol), and it was pretty fun. The difficulty certainly does ramp up once you get to the East, but I suspect it'd be pretty rough over there no matter what class you play.
For this character, I ignored Antimagic since it's a little buggy right now.
I used Regeneration, Wild, Teleport, and Healing in my infusion/rune slots. I had 2 Wild infusions because I couldn't find one that protected against everything I had trouble with.
As for the talents:
Technique / Archery - Bows
Bow Mastery - Maxed it. I needed all the damage I could get.
Piercing Arrow - Maxed it. Highly useful in hallways.
Dual Arrows - Put only 1 point. Occasionally used while other things were cooling down. Its usefulness is rather situational. There's almost always a better talent for the job.
Volley of Arrows - Maxed it. I needed something that could hit a big group while Scattered Shot is cooling down. This stamina cost of this skill really is rather expensive for what it does.
Technique / Archery - Common
Steady Shot - Maxed it. This skill is a must-have. It's really awesome if you can find a Steady bow, which reduces the cooldown from 3 to 2.
Aim - No points. I don't like sustains that not only take up valuable stamina, but also slow me down and turn me into a sitting duck. Especially when I could be using those points on something more helpful.
Rapid Shot - No points. I don't want to sacrifice important things like stamina and damage so that I can fire an extra shot every now and then.
Critical Shot - No points. It's ridiculously expensive in stamina for what it does.
Technique / Archery - Utility
Flare - 3/5 points. It's handy if you get it to 3 points so that it can blind enemies. It's helpful to tide you over against scary casters until you get Scattered Shot. Once I got Scattered Shot, I actually used it more for lighting dark areas.
Crippling Shot - 1 point. I mostly just used this as something to do while waiting for other things to cool down.
Pinning Shot - I maxed this. It's quite helpful against melee foes, to prevent them from getting up close and personal.
Scatter Shot - Maxed. This is extremely helpful against ranged foes and bosses who can do scary things when they're not stunned.
Technique / Field Control
Disengage - I put one point in this one, and used it every now and then. The main time it comes in handy is when a caster uses one of those crazy spells that summons you right next to them, and you want some breathing room so you can scatter shot them with abandon.
Track - I had this one up to 4/5 when I died. I fully intended to max it eventually. It's quite nice to be able to aim at what's lurking in the dark ahead of you when you're a ranged character.
Heave - I had this one up to 3/5. I occasionally used it for extra breathing room vs. casters like with disengage, but I also found it handy against melee types who enjoy rushing me. Heave them away and pin them in place with a Pinning Shot! You stay over there!
Slow Motion - I've heard that this is really nice, but the stamina cost is so sick that it scared me away from even trying it.
Technique / Combat Techniques I didn't bother with this tree. Why would an archer ever want or need Rush? And that's the only thing I ever really much liked about this tree.
Technique / Combat Techniques
Quick Recovery - I invested 1 point in this, and intended later to max this, if I lived long enough! Can never have too much stamina regeneration.
Fast Metabolism - I put 1 point in this, too. It went nicely with the health regen I had on my gear. I might have put more later, if I hadn't died..
Spell Shield - I put 1 point in this one. Another thing I probably would have invested more in later, since saves are apparently more helpful now. If I had invested more in this earlier, perhaps it would have even saved me from those horrible orc casters in the East. Who knows..
Unending Frenzy - I had zero points in this, but I fully intended to max this. In big fights, Archers desperately need all the Stamina they can get. And that's even if you're Not using Stamina crazy things like Slow Motion, Critical Shot, and Volley of Arrows.
Technique / Combat Training
Heavy Armour Training - I had 1/5 points in this, just to open the ability for me to wear heavy stuff.
Massive Armour Training - 1 point. Same deal as Heavy Armor.
Health - Maxed it. I normally do max this, if I live long enough.
Weapon Combat - Maxed. I don't like to miss.
Weapons Mastery - Zero points. Not needed for archers.
Knife Mastery - Zero points. My archers don't fool with knives.
Cunning / Survival
Trap Detection - 4/5. I intended to max this. I don't like surprises.
Heightened Senses - I had one point in this. I would have increased it if I found more +Cunning gear. Passive infravision is quite handy.
Trap Disarm - No points in this one. I didn't have the Cunning.
Evasion - None here either. Insufficient Cunning.
I think that after I'm finished with my anorithil, I will create another archer or slinger, just to try out all the skills I'm normally too stamina-stingy to buy, just to see if they're really worth it.