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");