How to turn a orc into a pincusion: A bow archer's guide
Posted: Wed Feb 20, 2013 5:21 pm
Hey there! If you're reading this you probably want to learn more about archers, and their Superior ranged fighting skills~ Which is great, because archers are a simple, but very effective class, and if you're new, can easily unlock most other classes if you were having trouble with that. Of course you could also be a veteran to Tome, and are merely looking at another player's insight into the class. Regardless I hope you all get something out of this guide.
1. Races
2.Class Talents
3. Generics
4. Leveling
5.Anti-Magic vs. Magic
6.Prodigies
7.Tips, Tricks, and things you may not know
8. Disclaimer
1. Races
Cornac 3/5
Cornac's have no raceials, and a free category point, Archers have a abudance of generic points to spend and only one category they need to unlock in their class tree. This makes Cornac's a half decent choice for archers if you don't want to go antimagic/want to use stone alchemy/other useful escort trees.
Higher2/5
Higher's make ok archers, their racials are kinda moot. The regen could be good if you go down the Anti-magic route. Overseer works well with a archer's high range... but considering you don't have that large a range till you get to the higher tier bows, it's only use i could think of would be to get a early scatter shot/arrow rain off. Born into magic isn't bad, it's just not as good as alot of other raceials you could get. Highborn's Bloom is utterly useless since relaxed shot exists.
Shalore1/5
Shalore's don't work well with archers, Global speed is nice, but it's not a long enough duration (even with timeless). 10% crit chance from Magic of the Eternals is silly since archer's have so many other options to stack crit. Secrets of the Eternals gives a small chance to go invisible when you take a chunk of hp damage, it's nice when it works, but you wouldn't be able to depend on it. And finally Timeless, the cornorstone to the race itself. Unfortunately the only three buffs archer's gain naturally are sustains so timeless is a waste.
Thalore5/5
Ah, Thalore, not only do they carry great natural stats for the bow wielding archers, but their racials~ +11-20% to your damage and the same amount of damage reduction from Wrath of the woods is just beastly, especially if go anti-magic and get some will. Unshackled is alright, not outstanding, but is a alright source of mental save if you don't side with zigur. Guardian of the Wood is just. great! at max it makes you immune to diseases, Gives a heavy 20% blight resist, coupled with the 10% resist all you get from maxing it. Nature's Pride is just the cherry on the cake, their tanky distractions summons that don't take a turn to use, very useful at every point in the game.
Halfling3/5
Although they'd be better off with slings, the tiny people can still draw and fire arrows relatively well. Luck of the Little Folk will mostly be useful for the saves. Duck and Dodge is a more useful Secrets of the Eternals. Militant Mind can become decent during the late game where you fight things it lots of packs. Indomitable is good if you find yourself getting hit by alot of status, but loses it value once you get Relentless Pursuit.
Dwarf3.5/5
I don't thing there's a single class that a Dwarf couldn't use well, but regardless. Resilience of the Dwarves is a nice buff to your armor and saves if you remember to use it. Stoneskin is kinda ehh since ideally you won't be in melee range, and the effect isn't to grand outside that. Power is Money is great, though anyone who's ever played a Dwarf should know that. Stone Walking is as always a good escape.
Yeek2/5
Inherently squishy, but fast. I find Yeek's would like their halfling rivals make better singers then bow archers, still that doesn't make them bad at it, as if you can get past their horrid early game and play conservatively, their racials may make up for it. Dominant Will is always handy, if not always reliable, but handy nontheless. Unity is nice as confusion resist and mental saves are always welcome. Quickened is great on anything. as far as Wayist goes... i've heard mixed reviews, and have never gotten to use the talent myself, but I presume it's alot like a thalore's trees, just without the innate taunting ability.
Ghoul 2.5/5
Beafy but slow, Ghouls don't do to well with their reduced speed when trying to kite things, and the inability to use wild infusions could very well cost them a few lives.... but if you can get past that Their racails more then make up for it. Ghoul passive gives Strength and con, which are both always helpful and can save you from investing to much in either early on to get armor traning/thick skin. Ghoulish Leap helps you keep away from dangerous foes, and in conjunction with disengage and heave, makes up for their low movement speed. Retch is the reason you play Ghouls, and works surprisingly well with the range a bow archer offers. Gnaw is ok, it's something to do if you have a elite/boss in close range and everything is on CD i suppose.
Skeleton4.5/5
Finally, you can pretend to be one of the more annoying enemies to fight in the game! But in all seriousness Skeleton archer's are a great combo, as i mentioned before a archer has a lack of good generics to sink points into, and a skeleton's racials are all worth maxing. The first passive gives Strength and Dexterity, the two stats you're damage runs off of. Bone Armor is a free shielding ruin that scales with your dex. Resilient Bones gives great status resists. Re-assemble is a healing infusion/blood of life fore basicly free. The only downside is like Ghouls you can't carry a Wild infusions, so if a stun, or even worse a confusion get's past Resililent Bones, it's gona hurt. But there's plenty of ways around that one issue.
To make things simpler go Thalore if you want to be a antimagic archer, Skeleton if you don't want to.
2.Class Talents
Archery-Slings
Just take that first point out of Sling mastery and close the tree, we're using bow's for this guide.
Archery-Bows5/1/1/(0 or 5)
Bow mastery gives you physical power and more damage, max it.
Piercing Arrow is useful early on for the ability to shoot though more then one enemy and a alright attack modifier when you don't have many talents to use, but dosen't scale with levels as well as some of your other skills do, leave it at 1.
Dual Arrows is a great skill, in that it doesn't use any stamina, which is really great early on. This makes it a essentially a free 150%+ damage shot every 8 seconds.
Volley of Arrows is one of your two AoE skills, but is a little tricky to use. You target a area and shoot off one arrow for every targetable thing in the area, and then shoot it. The weird thing about it is that that each arrow shot acts like a normal one, traveling from your square to the target. This means that the arrows can be stopped by walls or other monsters, making it hard to use as a AoE in itself. Where Volley really shines is at the end of one space hallways when facing a large mob, as you can target a large group of enemies with Volley, and the one monster in front will eat all the arrows at once, effectively nuking it. The drawback is it really hurts your quiver, and if you don't have a large one you'll find yourself out of ammo fast.
Archery Training 5/5/(1 or 5)/(level as needed)
Steady Shot is your bread and butter, learn to love it, and learn to love any bow that gives you -1 cd on it. max it, spam it.
Aim, on of your damage altering abilities, polar opposite to Rapid Shot. It reduces your attack speed, but gives you an absurd amount of physical power, accuracy, Armor penetration, and crit chance. we mostly just care about the Armor penetration and crit chance. at max level it gives you a reduced 20% attack speed, but odly enough bows are normally %80 attack speed so, it just makes you attack as fast as most other things in the game, and you only lose a potential 1 turn every 5 rounds, when most non boss mobs only last 2-3 turns against you.
Rapid Shot is the yin to Aim's yang, it reduced your physical power, accuracy, and crit chance by a small amount, but increases your firing speed by a good 13% per point. It also doesn't pin you to the ground when using it which is always nice. You'll want a point in this as early as you can so you can always have either Aim or Rapid on. But whether you deiced to sink more points into this is entirely up to taste.
Relaxed shot solves all your stamina problems in the few long fights you'll hopefully have. levels it when you find you're having more Stamina problems, though I recommend a early 3 levels in it as then it dose more then a normal shot damage wise.
Archery Prowess3/3/(3 or 5)/5
Flare is highly useful in the early to mid game, as it blinds in a small AoE at level 3. It also converts your damage into fire, so keep that in mind if you spot a fire week enemy.
Crippling Shot is a slow, nothing in the game resists Slows well. It also slows every action your enemy takes, that means movement, attacking, using talents. the works. The power of the slow scales with your accuracy, but caps at 40%. So only get it level 3 and you should have the max slow by the time you really need it.
Pinning Shot dose what it says, Pins a target to the ground rendering it unable to move. It's mildly useful for keeping things away from you, but more useful for keeping things from getting away. put 3 points into ti for 4 turns of pin, or 5 for 5 turns of pin.
Scatter Shot is great, love it. It should be the first thing you want to max. It's got great damage in a large AoE, a high stun chance for a heavy duration, and unlike Volley only costs one arrow and uses smite targeting, in that it casts like a spell would and isn't effected by enemies along it's targeted path.
Combat Veteran 0/0/0/0 or 1/(1or 5)/5/0
Quick Recovery, not much to say here, Relaxed shot is better for stamina woes.
Fast Metabolism is a alright dump late if you have nothing better.
Spell Shield isn't a bad dump, if you didn't find anything good with good spell save on it.
Unending Frenzy, no... just no.
Combat Techniques 1/(1 or5)/1/5
Rush could be useful... in rare situations, but I never used it. Just a level in it to get the better skills is fine.
Precise Strikes is like a smaller version of Aim, and can be used in conjunction with, but works better with Rapid Shot. The accuracy is a little overkill for archers, but the Critical chance is decent at max level. It's up to you if the crit chance is worth the dip in attack speed.
Perfect strike is... borderline useless for archers, as we'll have plenty of accuracy already. Though it dose have a ninch against stealth/invisibility using enemies, and it doesn't take a turn to use, so it doesn't hurt to keep it in mind when fighting in dreadfall.
Blinding Speed is great a instant use 40% global speed boost for 5 turns (it'll feel longer then that since you're moving faster). use it, love it.
Dirty Fighting
takes a catagory point to unlock... runs of cunning... most skills are melee range... yeah don't bother with this tree.
3. Generics
Field Control1/1/1/(level to taste)
Disengage is useful early game to kite things, and later only slightly useful when alot of the more dangerous stuff have better range.
Track is useful for the occasional vault, but that's about it. mostly just get a point in it to unlock Heave and Slow Motion.
Heave is just like it's twin Disengage, except not AS useful as knockback can be resisted. Still is worth a point to just have the option.
Slow motion helps you deal slightly in your second biggest threat, other ranged attacks. Still it's a costly sustain at 80 stamina, and I didn't find it overly useful when I did have it.
Combat Training 5/5/(0 or 1)/0/0
Thick Skin gives resist all, enough said.
Armor Training gives you hardness, armor, and if you chose to wear heavier armor crit chance reduction. all of this is nice and you'll have the strength for it.
Combat Accuracy is... well a bit overkill on archers, more so when we have aim on. Put a point in it early on, and maybe keep it there to offset the penalty for using Rapid Shot.
Weapons Mastery. No
Dagger Mastery. Just. No.
Survival0/0/0/0 or 1/1/1/(level to taste)
most of this tree is kinda nichy, without much benefit outside evasion. You could dump in Evasion, and use it, but I find having a high armor value is the better option.
4.Leveling
stats
Start off by maxing Dex, dropping the extra points into con (or Str if you need 1 or 2 to equip something you REALLY want).
keep raising con up till you can max thick sink (using con boosting equipment as well). At this point if you went Antimagic, start raising your Will up when Dex is maxed. If you aren't anti-magic just keep boasting Dex and Con till their both maxed, and then raise Str.
Skills
At level 1 you should have a point in bow mastery, 2 in steady, and 2 in flare. At level 2 put another point into flare and leave it alone.
From thereon you want to up Bow Mastery whenever you can, get a point in Piercing, Crippling, Aim, Dual Arrows, and Pinning, Rapid Shot. In that order. If you have extra class points put them into Steady Shot, otherwise Max scatter shot when it becomes available. Once Scatter is maxed, get a point into Relaxed Shot, and start maxing Aim, then Steady if you haven't already, and then get Crippling and Pinning Shot to level 3. After that you'll have your core skills and should be free to try new things as you feel you want to.
5.Anti-Magic vs. Magic
This is a big choice, as it changes your gameplay drastically. I'll give a TL;DR at the end of this, but let's start by pitting the main reasons you'd go one way or the other, and the con's that go with them.
Anti magic Shield+Fungus Tree
It takes alot of Generic points to get it going, but with two regenration infusions late game you'll all but laugh at mages in the prides, while being tanky to everything else because of your health regen. not to mention you gain a large 'oh shit' heal. Unfortunately you lose access to any arcane powered items, and any runes. Meaning you can't rely on a teleport rune to get you out of trouble. You could use a torque of phycoportation, but that takes up a tool slot and they are slightly rare.
Stone Alchemy + Premonition
When it comes to archers, they don't exactly have the greatest of spell power stats, so things like healing light, and the like are cool to have early game, but fall out late game for us, the real reason you'd skip anti magic is for Stone Alchemy, and the ability to in the late game give your weapon, armor, helm, and gloves extra stats. This costs a cat point and a prodigy, but if you make it to the late game would be well worth it. Premonition gives you % damage reduction against alot of things. and is a alright alternative to Anti Magic shield, It also runs off sustained Mana, and considering archers use none, it's effectively free. the only problem with all this is the gamble on getting certain escorts over others, and the fact that you'd have no natural mana regain. Though the mana regain problem is solved by some rare equipment that you could hold onto.
TL;DR
Antimagic gives you better survivability that scales well into late game, while magic is more luck based, but can be even better late game.
6. Prodigies
First and formost, there are no 'must have' prodigies. It is my highest recommendation that you analyze you're archer's strengths and weaknesses before deciding on one prodigy over the others. Ideally, your prodigies will cover up any flaws or exploitable faults, increasing your chances of completing the game. I'll only be listing the prodigies that archer's could really make use of, but if you believe i missed one, by all means leave a comment and I'll considering adding it in.
Vital Shot
What it dose
The first Prodigy that comes to mind when you think archers, with a whopping 450% damage, no stamina cost, and a chance to stun AND cripple? This thing is beastly, if with a costly 20 second cooldown. Most any archer could benefit from this one, but be conservative with it as you'll want to keep it up for the harder enemies, rather then using it on something you could easily kill already.
What it solves Vital shot sees most of it's use against rares and bosses, where you'll get the full effect of that 450% damage, along with the cripple, though you may not always get the stun. Along with that boss fights are usefully the only time a fight will last over 20 rounds, giving you another chance for Vital shot.
Roll With It
What it dose
Every time you take a physical attack, ranged our melee, you allow yourself to get knocked back and get a temporary movement infusion, allowing you to move up to two spaces in the spawn of a turn. It also gives you 10% physical resistance.
What it solves
If you're vulnerable to physical damage, or even just being caught in Melee in general, then this is a good Prodigy to keep yourself out of close range with your enemies, or even to constantly reposition yourself against enemy archers, as you can get hit, move once, then attack in one turn.
Crafty Hands
What it dose
Allows you to embed gems into helmets and belts
What it solves
Allows more versatility in items, only grab this if you got stone alchemy from a escort.
Superpower
What it dose
25% of your strength is turned into mindpower, and your weapons now have a 30% will modifier to their damage.
What it solves
More use of the wilpower stat, Anti-magic archers can really take advantage of this, as it boosts their ability to resist magic, and the fungal tree for regenration, while also giving them some more damage.
Windtouched Speed
What it dose
15% more global speed, and the ability to ignore pressure traps. the requirements are a little steep, so generally only anti-magic archers will be able to get this.
What it solves
Global speed is a boost to anything you do, moving, attacking, using items ect. But it works best when combined with other forms of added speed, like Rapid Shot. Get this if you got Supoerpower, and don't think you want Vital shot.
Dragonic Body
What it dose
When you go lower then 30% of your life, you get healed for 40% of your max life.
What it solves
Survivability problems, it goes without saying that the more health you have the more effective dragonic body is. So if you're not maxing con with your stat points, it's not as useful.
Never Stop Running
What it dose
While the sustain is active, your movements don't take up a turn, and instead drain 20 stamina per movement.
What it solves
Positioning, and escaping. This is more useful for Anti-magic archers, who can;t use runes such as teleport or controled phase door, but normal archers can make use of it if they forgo other means of escape.
Dragonic Will
What it dose
for 5 turns status effects won't work on you.
What it solves
A vulnerability to negative effects, Most archers won't need this as a wild infusion and relentless should suffice, but Dragonic Will is always something to keep in mind.
Garkul's Revenge
What it dose
1000% damage to constructs 20% more damage to humanoids. A nice prodigy at level 42 if you can meet the requirements.
What it solves
Atamathon, and orcs.
7. Tips, Tricks, and things you may not know
This is just going to be a list of things that are hopefully helpful, but not inherently obvious.
If something is pined to the ground, they lose that status if they get knocked back, this counts for your aim as well so keep that in mind.
You can approach a boss in Rapid shot, shoot off the debuffing arrows, and only take a turn before switching to Aim for your damaging shot once you feel safe planting your feet.
If a enemy phase door's away, use track to find them.
If a non-mage enemy is just out of your attack range, you can still fire a arrow at them and hit them. As they will move right into the edge of your attack range by the time the arrow travels there.
Snakes are annoying to hit at range because they move fast, hide behind corners, and strafe.
8. Disclaimer
I am by no means a expert, if you have any suggestions for changes, or just want to add your own two cents, by all means please post about it. Criticism is always welcome, especially if it's constructive!
1. Races
2.Class Talents
3. Generics
4. Leveling
5.Anti-Magic vs. Magic
6.Prodigies
7.Tips, Tricks, and things you may not know
8. Disclaimer
1. Races
Cornac 3/5
Cornac's have no raceials, and a free category point, Archers have a abudance of generic points to spend and only one category they need to unlock in their class tree. This makes Cornac's a half decent choice for archers if you don't want to go antimagic/want to use stone alchemy/other useful escort trees.
Higher2/5
Higher's make ok archers, their racials are kinda moot. The regen could be good if you go down the Anti-magic route. Overseer works well with a archer's high range... but considering you don't have that large a range till you get to the higher tier bows, it's only use i could think of would be to get a early scatter shot/arrow rain off. Born into magic isn't bad, it's just not as good as alot of other raceials you could get. Highborn's Bloom is utterly useless since relaxed shot exists.
Shalore1/5
Shalore's don't work well with archers, Global speed is nice, but it's not a long enough duration (even with timeless). 10% crit chance from Magic of the Eternals is silly since archer's have so many other options to stack crit. Secrets of the Eternals gives a small chance to go invisible when you take a chunk of hp damage, it's nice when it works, but you wouldn't be able to depend on it. And finally Timeless, the cornorstone to the race itself. Unfortunately the only three buffs archer's gain naturally are sustains so timeless is a waste.
Thalore5/5
Ah, Thalore, not only do they carry great natural stats for the bow wielding archers, but their racials~ +11-20% to your damage and the same amount of damage reduction from Wrath of the woods is just beastly, especially if go anti-magic and get some will. Unshackled is alright, not outstanding, but is a alright source of mental save if you don't side with zigur. Guardian of the Wood is just. great! at max it makes you immune to diseases, Gives a heavy 20% blight resist, coupled with the 10% resist all you get from maxing it. Nature's Pride is just the cherry on the cake, their tanky distractions summons that don't take a turn to use, very useful at every point in the game.
Halfling3/5
Although they'd be better off with slings, the tiny people can still draw and fire arrows relatively well. Luck of the Little Folk will mostly be useful for the saves. Duck and Dodge is a more useful Secrets of the Eternals. Militant Mind can become decent during the late game where you fight things it lots of packs. Indomitable is good if you find yourself getting hit by alot of status, but loses it value once you get Relentless Pursuit.
Dwarf3.5/5
I don't thing there's a single class that a Dwarf couldn't use well, but regardless. Resilience of the Dwarves is a nice buff to your armor and saves if you remember to use it. Stoneskin is kinda ehh since ideally you won't be in melee range, and the effect isn't to grand outside that. Power is Money is great, though anyone who's ever played a Dwarf should know that. Stone Walking is as always a good escape.
Yeek2/5
Inherently squishy, but fast. I find Yeek's would like their halfling rivals make better singers then bow archers, still that doesn't make them bad at it, as if you can get past their horrid early game and play conservatively, their racials may make up for it. Dominant Will is always handy, if not always reliable, but handy nontheless. Unity is nice as confusion resist and mental saves are always welcome. Quickened is great on anything. as far as Wayist goes... i've heard mixed reviews, and have never gotten to use the talent myself, but I presume it's alot like a thalore's trees, just without the innate taunting ability.
Ghoul 2.5/5
Beafy but slow, Ghouls don't do to well with their reduced speed when trying to kite things, and the inability to use wild infusions could very well cost them a few lives.... but if you can get past that Their racails more then make up for it. Ghoul passive gives Strength and con, which are both always helpful and can save you from investing to much in either early on to get armor traning/thick skin. Ghoulish Leap helps you keep away from dangerous foes, and in conjunction with disengage and heave, makes up for their low movement speed. Retch is the reason you play Ghouls, and works surprisingly well with the range a bow archer offers. Gnaw is ok, it's something to do if you have a elite/boss in close range and everything is on CD i suppose.
Skeleton4.5/5
Finally, you can pretend to be one of the more annoying enemies to fight in the game! But in all seriousness Skeleton archer's are a great combo, as i mentioned before a archer has a lack of good generics to sink points into, and a skeleton's racials are all worth maxing. The first passive gives Strength and Dexterity, the two stats you're damage runs off of. Bone Armor is a free shielding ruin that scales with your dex. Resilient Bones gives great status resists. Re-assemble is a healing infusion/blood of life fore basicly free. The only downside is like Ghouls you can't carry a Wild infusions, so if a stun, or even worse a confusion get's past Resililent Bones, it's gona hurt. But there's plenty of ways around that one issue.
To make things simpler go Thalore if you want to be a antimagic archer, Skeleton if you don't want to.
2.Class Talents
Archery-Slings
Just take that first point out of Sling mastery and close the tree, we're using bow's for this guide.
Archery-Bows5/1/1/(0 or 5)
Bow mastery gives you physical power and more damage, max it.
Piercing Arrow is useful early on for the ability to shoot though more then one enemy and a alright attack modifier when you don't have many talents to use, but dosen't scale with levels as well as some of your other skills do, leave it at 1.
Dual Arrows is a great skill, in that it doesn't use any stamina, which is really great early on. This makes it a essentially a free 150%+ damage shot every 8 seconds.
Volley of Arrows is one of your two AoE skills, but is a little tricky to use. You target a area and shoot off one arrow for every targetable thing in the area, and then shoot it. The weird thing about it is that that each arrow shot acts like a normal one, traveling from your square to the target. This means that the arrows can be stopped by walls or other monsters, making it hard to use as a AoE in itself. Where Volley really shines is at the end of one space hallways when facing a large mob, as you can target a large group of enemies with Volley, and the one monster in front will eat all the arrows at once, effectively nuking it. The drawback is it really hurts your quiver, and if you don't have a large one you'll find yourself out of ammo fast.
Archery Training 5/5/(1 or 5)/(level as needed)
Steady Shot is your bread and butter, learn to love it, and learn to love any bow that gives you -1 cd on it. max it, spam it.
Aim, on of your damage altering abilities, polar opposite to Rapid Shot. It reduces your attack speed, but gives you an absurd amount of physical power, accuracy, Armor penetration, and crit chance. we mostly just care about the Armor penetration and crit chance. at max level it gives you a reduced 20% attack speed, but odly enough bows are normally %80 attack speed so, it just makes you attack as fast as most other things in the game, and you only lose a potential 1 turn every 5 rounds, when most non boss mobs only last 2-3 turns against you.
Rapid Shot is the yin to Aim's yang, it reduced your physical power, accuracy, and crit chance by a small amount, but increases your firing speed by a good 13% per point. It also doesn't pin you to the ground when using it which is always nice. You'll want a point in this as early as you can so you can always have either Aim or Rapid on. But whether you deiced to sink more points into this is entirely up to taste.
Relaxed shot solves all your stamina problems in the few long fights you'll hopefully have. levels it when you find you're having more Stamina problems, though I recommend a early 3 levels in it as then it dose more then a normal shot damage wise.
Archery Prowess3/3/(3 or 5)/5
Flare is highly useful in the early to mid game, as it blinds in a small AoE at level 3. It also converts your damage into fire, so keep that in mind if you spot a fire week enemy.
Crippling Shot is a slow, nothing in the game resists Slows well. It also slows every action your enemy takes, that means movement, attacking, using talents. the works. The power of the slow scales with your accuracy, but caps at 40%. So only get it level 3 and you should have the max slow by the time you really need it.
Pinning Shot dose what it says, Pins a target to the ground rendering it unable to move. It's mildly useful for keeping things away from you, but more useful for keeping things from getting away. put 3 points into ti for 4 turns of pin, or 5 for 5 turns of pin.
Scatter Shot is great, love it. It should be the first thing you want to max. It's got great damage in a large AoE, a high stun chance for a heavy duration, and unlike Volley only costs one arrow and uses smite targeting, in that it casts like a spell would and isn't effected by enemies along it's targeted path.
Combat Veteran 0/0/0/0 or 1/(1or 5)/5/0
Quick Recovery, not much to say here, Relaxed shot is better for stamina woes.
Fast Metabolism is a alright dump late if you have nothing better.
Spell Shield isn't a bad dump, if you didn't find anything good with good spell save on it.
Unending Frenzy, no... just no.
Combat Techniques 1/(1 or5)/1/5
Rush could be useful... in rare situations, but I never used it. Just a level in it to get the better skills is fine.
Precise Strikes is like a smaller version of Aim, and can be used in conjunction with, but works better with Rapid Shot. The accuracy is a little overkill for archers, but the Critical chance is decent at max level. It's up to you if the crit chance is worth the dip in attack speed.
Perfect strike is... borderline useless for archers, as we'll have plenty of accuracy already. Though it dose have a ninch against stealth/invisibility using enemies, and it doesn't take a turn to use, so it doesn't hurt to keep it in mind when fighting in dreadfall.
Blinding Speed is great a instant use 40% global speed boost for 5 turns (it'll feel longer then that since you're moving faster). use it, love it.
Dirty Fighting
takes a catagory point to unlock... runs of cunning... most skills are melee range... yeah don't bother with this tree.
3. Generics
Field Control1/1/1/(level to taste)
Disengage is useful early game to kite things, and later only slightly useful when alot of the more dangerous stuff have better range.
Track is useful for the occasional vault, but that's about it. mostly just get a point in it to unlock Heave and Slow Motion.
Heave is just like it's twin Disengage, except not AS useful as knockback can be resisted. Still is worth a point to just have the option.
Slow motion helps you deal slightly in your second biggest threat, other ranged attacks. Still it's a costly sustain at 80 stamina, and I didn't find it overly useful when I did have it.
Combat Training 5/5/(0 or 1)/0/0
Thick Skin gives resist all, enough said.
Armor Training gives you hardness, armor, and if you chose to wear heavier armor crit chance reduction. all of this is nice and you'll have the strength for it.
Combat Accuracy is... well a bit overkill on archers, more so when we have aim on. Put a point in it early on, and maybe keep it there to offset the penalty for using Rapid Shot.
Weapons Mastery. No
Dagger Mastery. Just. No.
Survival0/0/0/0 or 1/1/1/(level to taste)
most of this tree is kinda nichy, without much benefit outside evasion. You could dump in Evasion, and use it, but I find having a high armor value is the better option.
4.Leveling
stats
Start off by maxing Dex, dropping the extra points into con (or Str if you need 1 or 2 to equip something you REALLY want).
keep raising con up till you can max thick sink (using con boosting equipment as well). At this point if you went Antimagic, start raising your Will up when Dex is maxed. If you aren't anti-magic just keep boasting Dex and Con till their both maxed, and then raise Str.
Skills
At level 1 you should have a point in bow mastery, 2 in steady, and 2 in flare. At level 2 put another point into flare and leave it alone.
From thereon you want to up Bow Mastery whenever you can, get a point in Piercing, Crippling, Aim, Dual Arrows, and Pinning, Rapid Shot. In that order. If you have extra class points put them into Steady Shot, otherwise Max scatter shot when it becomes available. Once Scatter is maxed, get a point into Relaxed Shot, and start maxing Aim, then Steady if you haven't already, and then get Crippling and Pinning Shot to level 3. After that you'll have your core skills and should be free to try new things as you feel you want to.
5.Anti-Magic vs. Magic
This is a big choice, as it changes your gameplay drastically. I'll give a TL;DR at the end of this, but let's start by pitting the main reasons you'd go one way or the other, and the con's that go with them.
Anti magic Shield+Fungus Tree
It takes alot of Generic points to get it going, but with two regenration infusions late game you'll all but laugh at mages in the prides, while being tanky to everything else because of your health regen. not to mention you gain a large 'oh shit' heal. Unfortunately you lose access to any arcane powered items, and any runes. Meaning you can't rely on a teleport rune to get you out of trouble. You could use a torque of phycoportation, but that takes up a tool slot and they are slightly rare.
Stone Alchemy + Premonition
When it comes to archers, they don't exactly have the greatest of spell power stats, so things like healing light, and the like are cool to have early game, but fall out late game for us, the real reason you'd skip anti magic is for Stone Alchemy, and the ability to in the late game give your weapon, armor, helm, and gloves extra stats. This costs a cat point and a prodigy, but if you make it to the late game would be well worth it. Premonition gives you % damage reduction against alot of things. and is a alright alternative to Anti Magic shield, It also runs off sustained Mana, and considering archers use none, it's effectively free. the only problem with all this is the gamble on getting certain escorts over others, and the fact that you'd have no natural mana regain. Though the mana regain problem is solved by some rare equipment that you could hold onto.
TL;DR
Antimagic gives you better survivability that scales well into late game, while magic is more luck based, but can be even better late game.
6. Prodigies
First and formost, there are no 'must have' prodigies. It is my highest recommendation that you analyze you're archer's strengths and weaknesses before deciding on one prodigy over the others. Ideally, your prodigies will cover up any flaws or exploitable faults, increasing your chances of completing the game. I'll only be listing the prodigies that archer's could really make use of, but if you believe i missed one, by all means leave a comment and I'll considering adding it in.
Vital Shot
What it dose
The first Prodigy that comes to mind when you think archers, with a whopping 450% damage, no stamina cost, and a chance to stun AND cripple? This thing is beastly, if with a costly 20 second cooldown. Most any archer could benefit from this one, but be conservative with it as you'll want to keep it up for the harder enemies, rather then using it on something you could easily kill already.
What it solves Vital shot sees most of it's use against rares and bosses, where you'll get the full effect of that 450% damage, along with the cripple, though you may not always get the stun. Along with that boss fights are usefully the only time a fight will last over 20 rounds, giving you another chance for Vital shot.
Roll With It
What it dose
Every time you take a physical attack, ranged our melee, you allow yourself to get knocked back and get a temporary movement infusion, allowing you to move up to two spaces in the spawn of a turn. It also gives you 10% physical resistance.
What it solves
If you're vulnerable to physical damage, or even just being caught in Melee in general, then this is a good Prodigy to keep yourself out of close range with your enemies, or even to constantly reposition yourself against enemy archers, as you can get hit, move once, then attack in one turn.
Crafty Hands
What it dose
Allows you to embed gems into helmets and belts
What it solves
Allows more versatility in items, only grab this if you got stone alchemy from a escort.
Superpower
What it dose
25% of your strength is turned into mindpower, and your weapons now have a 30% will modifier to their damage.
What it solves
More use of the wilpower stat, Anti-magic archers can really take advantage of this, as it boosts their ability to resist magic, and the fungal tree for regenration, while also giving them some more damage.
Windtouched Speed
What it dose
15% more global speed, and the ability to ignore pressure traps. the requirements are a little steep, so generally only anti-magic archers will be able to get this.
What it solves
Global speed is a boost to anything you do, moving, attacking, using items ect. But it works best when combined with other forms of added speed, like Rapid Shot. Get this if you got Supoerpower, and don't think you want Vital shot.
Dragonic Body
What it dose
When you go lower then 30% of your life, you get healed for 40% of your max life.
What it solves
Survivability problems, it goes without saying that the more health you have the more effective dragonic body is. So if you're not maxing con with your stat points, it's not as useful.
Never Stop Running
What it dose
While the sustain is active, your movements don't take up a turn, and instead drain 20 stamina per movement.
What it solves
Positioning, and escaping. This is more useful for Anti-magic archers, who can;t use runes such as teleport or controled phase door, but normal archers can make use of it if they forgo other means of escape.
Dragonic Will
What it dose
for 5 turns status effects won't work on you.
What it solves
A vulnerability to negative effects, Most archers won't need this as a wild infusion and relentless should suffice, but Dragonic Will is always something to keep in mind.
Garkul's Revenge
What it dose
1000% damage to constructs 20% more damage to humanoids. A nice prodigy at level 42 if you can meet the requirements.
What it solves
Atamathon, and orcs.
7. Tips, Tricks, and things you may not know
This is just going to be a list of things that are hopefully helpful, but not inherently obvious.
If something is pined to the ground, they lose that status if they get knocked back, this counts for your aim as well so keep that in mind.
You can approach a boss in Rapid shot, shoot off the debuffing arrows, and only take a turn before switching to Aim for your damaging shot once you feel safe planting your feet.
If a enemy phase door's away, use track to find them.
If a non-mage enemy is just out of your attack range, you can still fire a arrow at them and hit them. As they will move right into the edge of your attack range by the time the arrow travels there.
Snakes are annoying to hit at range because they move fast, hide behind corners, and strafe.
8. Disclaimer
I am by no means a expert, if you have any suggestions for changes, or just want to add your own two cents, by all means please post about it. Criticism is always welcome, especially if it's constructive!