Group & Dungeon Role<\/div><\/h2> \nThe Archer's paralysis is quite useful as a group. It makes enemies easier, it helps with surviving, and it helps everybody wallop on the now-immobile foe.\n\nAgainst event bosses, you can use the quiver's range to your advantage. By firing at the quest marker, you'll generally hit and stun these enemies. When dealing with minion-based events (Skull Shrines \/ Cube Gods), let bulkier classes deal with some minions, then used a tiered bow to mop the rest up. Quivers also can fire through obstacles like rocks and trees, but not walls. Use this to snipe bosses, though you can't hide forever.\n\nMany (dungeon) bosses will go invulnerable, signified by the (![Mithril Shield](\/\/dl.dropbox.com\/u\/52918745\/Status%20Effects\/Invulnerable.png \"Mithril Shield\")) icon. As you should expect, firing a quiver won't deal any damage. effective timing is indispensable in just about any situation. If relying on a quiver for soulbound damage, make extra sure that you're actually dealing damage' it's a symbiotic relationship, after all.\n\nAgainst bosses immune to Paralysis (or daze), Archers really only have damage to offer. Archers, especially when considering UTs, aren't particularly bad at damage - but not especially good, either.\n\n
Summary<\/div><\/h2> \nArchers are most players' first foray into Bows, a fairly unique weapon with a fairly unique shot pattern. With a pretty good offense, a pretty good status, and a pretty easy time getting soulbound, Archers are great for new players and most content that unmaxed players will do."],[[],[]]);initializeCookieConsentBanner("e");