My first two died pretty quick.
1) Finished Trollmire and went to those ruins near the city. Was doing pretty well until I opened a chest and was surrounded/cornered by four OP mobs. I didn't stand a chance. I'm guessing the lesson here is "don't open chests"?
2) I made it to the end of Trollmire, pushed the rock aside and was greeted by a thunder troll or something like that. I didn't stand a chance against it, so I tried to run away, but couldn't get away before it killed me. I'm not sure what the lesson is here.
I'm using Steady Shot and Aim when possible. Sometimes, I'll throw in a flare arrow if I have the stamina to burn. I'm usually putting two in Dex and one in Con every level, bumping strength as I need it for gear or talents. Disengage is my friend, too. I don't get far enough to get access to too many other talents.
Anyway, I'm not sure what else to do. Any tips? Thanks.
tips for an archer?
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Re: tips for an archer?
For the first death, chests often spawn an enemy or groups of enemies around you. Make sure you have a good way to escape situations like those. If you go to Zigur, you can look for a Torque of Psychoportation in one of the shops.
For the second death, you just got very unlucky. Thunder Trolls spawn very rarely in early areas like that, maybe in 1% of games or less.
For the second death, you just got very unlucky. Thunder Trolls spawn very rarely in early areas like that, maybe in 1% of games or less.
My wiki page, which contains a guide and resource compilation and class tier list.
Re: tips for an archer?
For the end of Trollmire I still wouldn't do it around your level (assuming Trollmire is your first dungeon) if inexperienced with the place.
The boss there can get quite nasty.
If your Def rating is 20ish you should be a bit safer there.
The boss there can get quite nasty.
If your Def rating is 20ish you should be a bit safer there.
Stronk is a potent combatant with a terrifying appearance.
Re: tips for an archer?
Update: my most recent archer drowned in a lake in the hidden forest. My own fault, I was too ambitious. The forest itself wasn't too bad, but there were quite a few points where it got pretty hairy.
Another update: I just had another archer die in the first map of Trollmire. I was psyched about this one. She had a quiver with a cap of 12 (my highest yet, I usually only get 9). However, she was missing 2 out of 3 shots. Literally. I kept track. All my other archers almost never missed. I don't know what happened here.
Which leads me to my next question. Is there a particular order one should do the locations? I don't like the ruins near the town (I've already died there) because I can generally only see a couple tiles away, and as an archer, I need more visibility.
The Trollmire isn't too bad as long as nothing too uber spawns. For the final area, I usually draw mobs into a corridor and with aim/steady shot and a few other tricks, it's survivable. The last time through, I was lucky to have a bow that gave me an extra use of steady shot.
Also, in the forest in particular, I get these quests where I have to escort someone to a portal. No big deal, but sometimes my reward choice is a bunch of useless stuff to an archer. There will be two options to bump Magic and Willpower, two options to give me magical skills that are pretty useless especially since I don't have mana regen, and a final option to open up a magical skill tree this is probably also useless because I don't have mana regen. What does one do in that situation?
Another update: I just had another archer die in the first map of Trollmire. I was psyched about this one. She had a quiver with a cap of 12 (my highest yet, I usually only get 9). However, she was missing 2 out of 3 shots. Literally. I kept track. All my other archers almost never missed. I don't know what happened here.
Which leads me to my next question. Is there a particular order one should do the locations? I don't like the ruins near the town (I've already died there) because I can generally only see a couple tiles away, and as an archer, I need more visibility.
The Trollmire isn't too bad as long as nothing too uber spawns. For the final area, I usually draw mobs into a corridor and with aim/steady shot and a few other tricks, it's survivable. The last time through, I was lucky to have a bow that gave me an extra use of steady shot.
Also, in the forest in particular, I get these quests where I have to escort someone to a portal. No big deal, but sometimes my reward choice is a bunch of useless stuff to an archer. There will be two options to bump Magic and Willpower, two options to give me magical skills that are pretty useless especially since I don't have mana regen, and a final option to open up a magical skill tree this is probably also useless because I don't have mana regen. What does one do in that situation?
Re: tips for an archer?
check this
http://te4.org/wiki/Zone_order
>sometimes my reward choice is a bunch of useless stuff to an archer. There will be two options to bump Magic and Willpower, two options to give me magical skills that are pretty useless especially since I don't have mana regen, and a final option to open up a magical skill tree this is probably also useless because I don't have mana regen. What does one do in that situation?
it depends if you go antimagic or not. willpower is good for antimagic archer because you need some willpower to make fungus work. but then, if you go antimagic you may betray escorts to zigur for alternative set of rewards because antimagic characters cannot use magic
arcane escorts give a bunch of useful things, seer can give you arcane eye (not that good for archers as for many other classes because archers have track but still quite useful to fight out of los monsters), willpower or nature touch/better willpower boost if betrayed, anorithil may give you healing light (the whole anorithil light tree is very good, heal, shield, debuff removing, but archers usually cannot make it work due to low magic), it doesn't use mana too, or upgrades to heave/track if betrayed, or you may pick cunning (for slightly better crits, or for better damage if you are a slinger)/willpower, sun paladin it's either chant of fortitude for saves or saves/stats/light of foot if betrayed, alchemist may give you stone alchemy tree which allows imbue items, a very useful skill for those who aren't antimagic, or saves/stats if betrayed, temporal explorer gives two decent skills or dreamwalk as additional escape/saves/stats if betrayed. only seer skills use mana, and while having no natural mana regen you may use an item with mana regen, mana is replenished on level up, also you will rarely use those skills anyway, for archers arcane eye is mostly useful for out of los boss fights
http://te4.org/wiki/Zone_order
>sometimes my reward choice is a bunch of useless stuff to an archer. There will be two options to bump Magic and Willpower, two options to give me magical skills that are pretty useless especially since I don't have mana regen, and a final option to open up a magical skill tree this is probably also useless because I don't have mana regen. What does one do in that situation?
it depends if you go antimagic or not. willpower is good for antimagic archer because you need some willpower to make fungus work. but then, if you go antimagic you may betray escorts to zigur for alternative set of rewards because antimagic characters cannot use magic
arcane escorts give a bunch of useful things, seer can give you arcane eye (not that good for archers as for many other classes because archers have track but still quite useful to fight out of los monsters), willpower or nature touch/better willpower boost if betrayed, anorithil may give you healing light (the whole anorithil light tree is very good, heal, shield, debuff removing, but archers usually cannot make it work due to low magic), it doesn't use mana too, or upgrades to heave/track if betrayed, or you may pick cunning (for slightly better crits, or for better damage if you are a slinger)/willpower, sun paladin it's either chant of fortitude for saves or saves/stats/light of foot if betrayed, alchemist may give you stone alchemy tree which allows imbue items, a very useful skill for those who aren't antimagic, or saves/stats if betrayed, temporal explorer gives two decent skills or dreamwalk as additional escape/saves/stats if betrayed. only seer skills use mana, and while having no natural mana regen you may use an item with mana regen, mana is replenished on level up, also you will rarely use those skills anyway, for archers arcane eye is mostly useful for out of los boss fights
Re: tips for an archer?
I wasn't aware that magic/anti-magic eventually becomes something for an archer. I didn't really understand a lot of that arcane escort paragraph (or the fungus thing, actually). So, I'm guessing I should go anti-magic? It sounds simpler.
Re: tips for an archer?
The magic/antimagic thing is whether or not you choose to join the ziguranth, a group of mage hunters. If you do, you're locked out of magic abilities and arcane powered items (stuff that says 'powered by arcane forces' in it's description), but get some new skill trees (antimagic, which focuses on defending against and fighting mages, and fungus, which focuses on boosting healing). Any character that isn't inherently magical can do this.
When you do go antimagic, you get the option to betray magical escorts (seers, sun paladins etc.), which gives you different, non-magical, reward skills, which is kind of what kyuubee was talking about in that enormous run-on sentence.
When you do go antimagic, you get the option to betray magical escorts (seers, sun paladins etc.), which gives you different, non-magical, reward skills, which is kind of what kyuubee was talking about in that enormous run-on sentence.
Re: tips for an archer?
no, those are different thingsTheyleon wrote: When you do go antimagic, you get the option to betray magical escorts (seers, sun paladins etc.), which gives you different, non-magical, reward skills, which is kind of what kyuubee was talking about in that enormous run-on sentence.
to unlock (for future characters only afaik, not sure) the ability to sacrifice escorts to zigur you should read zigur laws sign near zigur entrance, then you have the option to sacrifice them as long as you don't use runes/spells (not sure about arcane items, probably they don't matter), when you go antimagic you don't have the choice anymore, you can only betray arcane escorts
Re: tips for an archer?
I'm pretty sure I use runes. I have that thing where I regenerate and the wild infusion, which I see on runes all the time. I also have a phase door thing and a sun/blinding thing. I guess this means I can't be anti-magic?
Also, the rewards for betrayal look good, but I don't think I want to be a bad guy.
I'm still pretty new to the game, obviously, so I don't really understand magic yet.
Also, the rewards for betrayal look good, but I don't think I want to be a bad guy.
I'm still pretty new to the game, obviously, so I don't really understand magic yet.
Re: tips for an archer?
The Regeneration and Wild infusions are not runes, and are not magic. You can use them (as well as Healing, Movement and Heroism) and still go anti-magic. Runes, including Phase Door and Teleportation, are magical; if you have any of them you can't go anti-magic. As for betraying, I don't think of it as being a bad guy, more like a zealot.Kneller wrote:I'm pretty sure I use runes. I have that thing where I regenerate and the wild infusion, which I see on runes all the time. I also have a phase door thing and a sun/blinding thing. I guess this means I can't be anti-magic?
Also, the rewards for betrayal look good, but I don't think I want to be a bad guy.
I'm still pretty new to the game, obviously, so I don't really understand magic yet.
Don't be worried about not understanding, this game is complex and not very much is well-explained up front. I will say that the community in this game is one of the best I've ever encountered, and people are super helpful. The magic/anti-magic debate is tricky because they both have advantages and disadvantages, and people have many different opinions.