Ability<\/div><\/h2> \nThe Archer's Quiver fires a powerful, piercing arrow in the direction of your cursor up to 15 tiles away. They deal moderate damage, and inflict a status; lower tiered quivers Slow, while higher level quivers Paralyze. Either status is very useful for both yourself and the group, making vulnerable enemies that much easier to handle. Untiered quivers may inflict a different status, or none at all.\n\nQuivers are fairly straightforward, firing a straight shot with regular speed. But for an ability, a straightforward shot is on the harder end of using. Remembering and following enemies' movement patterns is key to catching enemies with the quiver. Shoot to catch them where they are going to be, and not where they are at the moment - unlike hitting with a Wizard spellbomb. Quivers have a relatively small hitbox, and you don't want to waste that MP for nothing.\n\n
\nThe [Quiver of Elvish Mastery](\/wiki\/quiver-of-elvish-mastery) and the [Quiver of the Autumn King](\/wiki\/quiver-of-the-autumn-king){{template-soulbound}} are the main quivers used when paralyzing enemies. They have the most damage and highest stats of any paralyzing quiver.\n \n
\nDespite being low tier quivers, the T0 [Magic Quiver](\/wiki\/magic-quiver) and T3 [Elvencraft Quiver](\/wiki\/elvencraft-quiver) are useful for inflicting Slow or Paralyze; they are the most MP-efficent quivers for these statuses. However: the Magic Quiver is typically harder to aim than the Huntress' [Traps](\/wiki\/traps) for enemies that you actually want to slow. And both quivers provide less DEX while just dealing less damage overall.\n\n![Beehemoth Quivers](\/\/imgur.com\/Jnotpkl.gif \"Beehemoth Quivers\")\nThe three [Beehemoth Quivers](\/wiki\/beehemoth-quiver) inflict Slow for 5 seconds, deal much more damage, and shoot out 3 shots instead of 1 (which is easier to aim). Along with their good stat bonuses, these Quivers' Slow\/MP ratio makes them a top-tier choice... if you can actually get them to drop from their three respective [Beehemoths](\/wiki\/beehemoths).\n\n
\nThe [Quiver of Thunder (QoT)](\/wiki\/quiver-of-thunder) is the only ranged item that consistently inflicts the Dazed status - which *halves* the quantity of enemy projectiles. For the small subsection of lategame enemies immune to Stun, but vulnerable to Daze (like the [Killer Bee Queen](\/wiki\/killer-bee-queen) or [Crystal Worm Child](\/wiki\/crystal-worm-child)), this is a very useful debuff that makes it easier to dodge for everybody. It is also useful in cases where stunning is difficult (such as [Oryx 2](\/wiki\/oryx-the-mad-god-2)) or if there's just no Knights. Downsides include a lack of piercing and a high MP cost. Like the Daze debuff itself, the QoT is paricularly rare (dropping from a [Greater Nature Sprite](\/wiki\/greater-nature-sprite)).\n\n![Quiver of the Shadows](\/\/imgur.com\/3ItMVWT.png \"Quiver of the Shadows\")\nThe [Quiver of the Shadows](\/wiki\/quiver-of-the-shadows) does not provide a status; instead, firing 5 shots of pure damage. While its true range is fairly short, even one shot will outdamage the vast majority of other quivers - for the same MP cost as T7. It doesn't provide DEX, though not only should the damage make up for it, it also gives a neat +6 DEF bonus. It drops from the [Void Entity](\/wiki\/void-entity), which again, is quite a difficult boss.\n\n
Rings<\/div><\/h2>\nArchers are a fairly standard class when it comes to ring choice. They will want to either increase offense or defense, or both.\n\n![Ring of Exalted Health](\/\/imgur.com\/FFyaCjn.png \"Ring of Exalted Health\")![Ring of Unbound Health](\/\/imgur.com\/z84zMXF.png \"Ring of Unbound Health\") ![Ring of Decades](\/\/imgur.com\/rdbwkBi.png \"Ring of Decades\")![Ring of Unbound Defense](\/\/imgur.com\/0SLWwc0.png \"Ring of Unbound Defense\")\nThe [Ring of Exalted Health](\/wiki\/ring-of-exalted-health), [Ring of Unbound Health](\/wiki\/ring-of-unbound-health), and [Ring of Decades](\/wiki\/ring-of-decades), as with any other class, remain excellent generalist options for increasing endurance. The [Ring of Unbound Defense](\/wiki\/ring-of-unbound-defense) works, but is less desirable; health on a ring is typically valued more than defense.\n\n![Experimental Ring](\/\/imgur.com\/KBwZ2eY.png \"Experimental Ring\") ![Ring of the Pyramid](\/\/imgur.com\/JKVJ8YX.png \"Ring of the Pyramid\")\nThe [Experimental Ring](\/wiki\/experimental-ring) and [Ring of the Pyramid](\/wiki\/ring-of-the-pyramid) are good generalist rings, increasing HP and offense at the same time. The Experimental Ring is much more common and gives MP, but the Ring of the Pyramid offers more HP and attack as well as Defense.\n\n![Chancellor's Cranium](\/\/imgur.com\/qJWkf3N.png \"Chancellor's Cranium\")![Exalted God's Horn](\/\/imgur.com\/qQXV0jj.png \"Exalted God's Horn\") ![The Forgotten Crown](\/\/imgur.com\/IeKMdLv.png \"The Forgotten Crown\")![Chrysalis of Eternity](\/\/imgur.com\/hrmQLfs.png \"Chrysalis of Eternity\")\nThe [Chancellor's Cranium](\/wiki\/chancellor-s-cranium) and [Exalted God's Horn](\/wiki\/exalted-god-s-horn) are both great endgame rings that balance DPS with survivability. Chancellor's Cranium, helps short ranged classes, like an Archer with a tiered bow. The Exalted God's Horn is the more popular choice, as it rewards DPS to classes can take less damage - like an Archer with a *not* tiered bow.\n\n[The Forgotten Crown](\/wiki\/the-forgotten-crown) is another excellent offensive ring. It provides one of the best offensive boosts (+12 stats) unconditionally, while also giving a great boost in HP, although it is of course beaten by its hard mode variant, the [Chrysalis of Eternity](\/wiki\/chrysalis-of-eternity), which is harder to obtain.\n \n
Strengths and Weaknesses<\/div><\/h2> \nThe Archer's main strength comes from crowd control support. Tiered bows are great at supressing gods of just about any quantity, while their Quiver makes handling said gods ever easier. The Quiver is also great for dealing damage, getting soulbound, and disabling vulnerable bosses. Untiered equipment helps Archers deal good single target damage, too.\n\nUnfortunately, time has not faired well for the Archer... at least when concerning endgame content. Even with the tiered bow rework, the Archer's talents - crowd clearing and Paralysis - aren't very helpful in many dungeons. Most bosses are single target, and most endgame things are immune to Paralysis. For anything that *is* vulnerable to Paralysis, or even slow, however, the Archer is quite a useful class.\n\nA fresh, level 20 Archer is quite effective overall. The bow's generous aiming arc and quiver's generous range gives many oppertunities to get damage (that counts toward soulbound). As the Archer gains stats and UT items, they'll gain a better true range, become more effective at both killing and disabling, and have a variety of UT armors available.\n\nThe Archer is very similar to the [Huntress](\/wiki\/huntress). They share the same weapon, same armor, and same stat caps; they only differ in ability. The Archer's Quiver is less effective at hitting a wide range of foes, but is more effective for dealing damage. Paralysis is a more effective status, but more bosses are immune to it. Traps also give the better stat (ATT), though as both classes already have a high attack, the actual difference is quite small. If unsure, just try both classes out for yourself, and see how they feel.\n \n
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. Huntresses may be better at fighting large groups, though the Archer's pros (including a superior status) aren't to be understated."],[[],[]]);initializeCookieConsentBanner("e");