First introduced in Build 104, the Huntress wields a bow and wears leather armor. Her ability is the trap, which damages and disables the first enemy to run across it. With the same stat caps as the Archer, she is a powerful class that excels at taking down groups of enemies or running dungeons. She is unlocked by reaching level 20 on the Rogue and Archer. To see her stat gains, caps, and averages here
The Huntress uses a bow and wears leather armor. The bow, usually a fairly weak weapon, becomes deadly in the hands of a maxed attack Huntress, and while she lacks the dexterity boost granted by quivers, she is still able to slay gods and crush mobs with little effort.
The Bow of Innocent Blood/Bow of Covert Havens are the most powerful bows in the triple shot bow kingdom. These bows use multiple piercing arrows to mow down groups of enemies. The wide spread of attack is also effective against harder enemies since you are unlikely to miss. Consider a Huntress like a dagger class, triple shot bows have a spread of arrows, not linear. To take full advantage of triple shots, you must get closer in order to shotgun enemies. Therefore, you should dodge like a dagger class, dodge whole attacks unless it is omnidirectional.
The Doom Bow, and its reskin, Bow of the Morning Star are slow shooting, hard hitting untiered bows. Since you only get one shot at a reduced rate of fire, it is most effective to aim to be sure to get the hit. Unlike other bows, the Doom Bow/Morning Star benefits more from an attack ring rather than a dexterity ring, and a boost from a Paladin or a Warrior is able to pump the damage through the roof. Certain gods, such as Djinn, will die instantly to a single DBow shot, making them an easy target to remove quickly and have more room to deal with other gods. When running a dungeon with these bows, it is important to line up the targets to make each shot count. These bows can be considered the best bow to get soulbound damage in Event and Dungeon bosses, because of its high DPS and relative ease of use. The Doom Bow is a rare and valuable item to obtain, be sure you don’t lose it! (The Bow of the Morning Star is currently unobtainable). Also unless weakened, the high damage (around 900 per shot with maxed Attack) will make enemy Defense a joke so it is amazing in Tomb, Shatters, Wine Cellar and other endgame dungeons with high Defense enemies.
The Coral Bow is an untiered bow that only shoots two arrows, but at a higher rate of fire. It deals more damage per second than Covert does, but only if you account for 1 bow shot. This bow is particularly good when the opponent has a high defense, but does less damage per second than Covert on enemies with low defense if you account for all shots. The reason why this bow is used over Covert is because while Covert needs to get closer to abuse damage on all 3 shots, the Coral Bow has a considerably “longer” range to get both shots in, making it easier to use Coral Bow than Covert from a longer distance. Just like the Doom Bow, the Coral Bow is an expensive and valuable item to obtain as well, so be careful and it is not recommended to use this unmaxed.
Like other leather armor wearers, the Huntress is a midrange class. For rings, HP is often better than Defense in Godlands but in many dungeons (such as Abyss and UDL) Def rings become very viable. As a fresh level 20 the Huntress is a good class for farming godlands and soloing Snake Pits and Undead Lairs. However with tiered bows, even after the buff which increased the true range (might be a glitch but reskins are exempt from the spread rebalancing) by about a tile, to try to shotgun everything with all your shots will be risky at times, especially unmaxed as you will have to go into melee range. Instead, play at whatever range you feel safe at (this is partly a reason why tiered bows are less popular than Coral and Doom Bow).
The Huntress’s ability is her trap, one of the most versatile specials in the game. As of Patch X.15.0.0, traps take 1 second to land, and last 20 seconds on the ground. The trap is primarily used to inflict slow, but damage is also a nice bonus for Huntresses to earn soulbound damage.
As you increase the tier of the trap, its damage, radius, duration, and MP cost greatly increases, as well as an attack bonus for higher tiered traps, with +3 on the Giantcatcher trap. Interestingly, good Huntresses carry a variety of traps, for there are specific situations in which each shines.
The Hunting Trap is generally used defensively, and in more specific settings. It is used instead of higher-tiered traps because of its relatively low MP cost which allows rapid, repeated use. It is important to note here that traps can be launched into unseen (black) areas. The technique behind using the starter trap is fairly simple. When faced with an unexplored room in the Abyss of Demons or Undead Lair, launch a trap around the corner. Then poke your character around the corner, drawing the enemies, and back out. The helpless vampires/brutes/jackals will blindly follow you, activating your trap, and leaving themselves ready to be ripped apart by your powerful bow. Correct use of the starter trap turns an otherwise-terrifying abyss run into a mildly distracting stroll, and makes the Huntress almost unequaled in dungeon-soloing.
The Dragonstalker Trap or Giantcatcher Trap are used for their greater damage and area of effect, which make them useful for getting soulbound damage on gods and damaging events and dungeon bosses. While not as damaging as many other abilities, the Dragonstalker Trap deals 320 damage with an attack bonus of 2, and the Giantcatcher trap does 350 with an attack bonus of 3, which is enough to qualify for potion drops on all gods. As of the patch X.15.0.0, all traps have significantly reduced MP costs which makes them more spammable. Both of these traps cost 105 MP to use but still shouldn’t be wasted on enemies that will die quickly.
The Coral Venom Trap is an untiered trap that causes Paralyze instead of slow. It now has the same radius as the starter trap, does the same damage as the Giantcatcher Trap, costs 100 MP, but is no longer the highest damage dealing trap due to the release of the Trap of the Vile Spirit, which deals a whopping 650 damage. Paralyze is more helpful to inflict on a group than slow, because it completely immobilizes them instead of lowering their speed. This allows your group to accurately hit the enemy for significantly higher damage, killing them much faster.
The Trap of the Vile Spirit is an untiered trap that allows the huntress to fulfill a more offensive-oriented role than with other traps. This trap trades the capability of inflicting a debuff, for a massive damage increase. While traps such as the Giantcatcher deal 350 damage, the Vile Spirit deals 650 damage and possesses a generous mana cost which enables easy trap stacking for huge burst damage. This makes the Vile Spirit ideal for situations where damage is favored over debuffs, however the traps radius is even smaller than the starter hunting trap, so precision is necessary to make full use of it.
The Honeytomb Snare is an untiered trap that expands upon the hunting traps capability to inflict cheap and effective slows. This trap has the highest radius of any other trap in the game, but only possesses a slowing duration of 3 seconds. Furthermore, it only inflicts a pathetic 50 damage upon detonating which prevents it from being any use in dealing damage. This trap is designed for dishing out slows to massive hordes of enemies, and compliments the supportive debuffing role if nothing else. This can be very effective in areas with a high monster density, and sees greater effectiveness against enemies that resist paralyze.
The Ring of the Pyramid is a particularly good ring for the Huntress to use. Having a whopping 75 base attack, the Huntress’s damage will stand out even more with the +4 ATK buff for it. Besides, the +4 DEF and 100 HP also help with survival, which is equally important for the Huntress.
The Forgotten Crown is also a very good ring for the Huntress. Having the highest offensive stats in the game, it pounds the DPS of Huntress over the roof. For every class, this ring is better than the RIng Of Unbound Attack at improving DPS, while at the same time providing a 110 hp bonus. However, this ring is notoriously hard to obtain, and if lost, just as hard to get it back. Play with caution.
The favourite of many players, the Ring of Decades. With a 190 HP bonus, what more is there to say? While not essential, this will greatly help survival, especially in tougher dungeons with high damage shots that make your Defense a joke. The Ring of Exalted Health is a cheaper alternative that gives 50 less HP. This ring is also very expensive so even though it doesn’t drop anymore, the regular Unbound Health is still fairly popular because it is a lot cheaper (Unbound is around 3 Life more expensive than Exalted but it gives 40 more HP).
For poorer or unluckier players, the Experimental Ring is also a good ring to have. Compared to the rings above, this is much easier to obtain (one can do so by simply completing a few Mad Labs). This ring is a nice mix of offense and Defense. The 60 MP is beneficial for a huntress, allowing a maxed-mana huntress to throw one extra trap with just a lvl 60 MP heal pet. The 4 VIT, 4 DEF, and 60 HP also aids in survival.
A riskier and a bit more uncommon ring is the Ring of Unbound Attack. This ring compliments the Doom Bow really nicely, boosting its damage through the roof, and can make a huntress have a whopping 91 attack if coupled with the Golem Garments armor and either the Giantcatcher or Vile Spirit trap (The Vile Spirit Trap would be recommended for a pure damaging combo). Unlike the The Forgotten Crown, this ring only increases the damage per shot, not the rate of fire. Therefore, this ring is more suited for accurate players that prefer to maximize the damage on a Doom Bow. Using this ring is riskier than others stated above, because it doesn’t provide a health boost. If you are willing to sacrifice some survivability for higher damage, then one may prefer to use this ring.
Note: This guide merely states what are a FEW of the BEST rings to obtain.
Two main strengths of the Huntress stand out. The first is, as discussed before, her strength in running dungeons safely. The second relates to the “piercing” effect of bows, which allows her to destroy multiple enemies much faster than other classes.
Like the Archer, Huntresses are often seen as a “middle of the road” class; it’s not as powerful as the Wizard, nor as durable as the Knight, rather it is a good option for those who like to try a bit of everything, midlands, godlands, dungeons, and (when maxed) events.
The Huntress now has greatly reduced trap costs, which is no longer a weakness. Be warned that the Huntress’s DPS is rather low when unmaxed and hitting with only one arrow. To get more damage in one must get dangerously close to enemies, which provides the Huntress with an interesting risk vs. reward playstyle.
However, when one maxes Defense (and ideally, Attack, Speed, and Dexterity), the Huntress becomes a juggernaut and can be played rather recklessly in godlands with plenty of room for error. Maxed Huntresses also excel at running higher-level dungeons such as the Abyss of Demons and Tomb of the Ancients.
The Huntress has somewhat of a role only in dungeons for non-stationary bosses that move around a lot and are hard to hit, and the role is to slow or paralyze to help get hits easily to kill the boss faster, but in fact rather benefits from soloing dungeons, when one can set and activate traps without the interference of other players. She can, however, get soulbounds with the best of them, and one should in no way be averse to teaming up with other players to run through godlands destroying all in sight.
Huntresses can play a very important part in taking down Cube Gods and Skull Shrines (where one generally wants a higher-tiered trap). They can launch a trap into the masses of minions in order to make an opening to attack the Cube or Skull or launch traps directly onto the event to qualify for a soulbound drop for not only the Huntress, but the whole group.
Dungeon bosses are not immune to the trap’s slow and damaging effects if they are under a phase of invulnerability. In that respect, it is still important to time your trap effectively if you plan to get more soulbound damage on a dungeon boss.
Huntresses can be used to great effect if the trap is used properly, and in the right situation. Great max stats let the Huntress function even better, comparable to a steamroller in the Godlands. The Huntress is a powerful class that isn’t frail, and has plenty of room for error. It’s also a bit easier to take out constructs on a Huntress using a Coral Venom Trap, as it’s easier to paralyze the mobile constructs compared to the Archer’s quiver. The Huntress’s traps are a perfect mix between offense, defense, and group support, and makes the Huntress stand out from the Archer.