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Questions to the Community Guides and how-to play threads posted by other users |
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09-06-2007, 09:01 PM | #1 |
Initiate
Join Date: Jun 2007
Location: Oregon
Posts: 219
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Marksman tips
I'm a level 8 archer now and will be choosing between Hunter and Marksman on the weekend.
I am leaning toward Marksman. Any tips or suggestions would be helpful. |
09-06-2007, 09:14 PM | #2 |
Baron
Join Date: Jun 2007
Location: Kelana Jaya
Posts: 920
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Choose a marksman if you want:
-More offensive spells -passive attack range -passive improved hit chance Choose a hunter if you want: -scouting ability -invisibility (also group invisibility) -pet -passive movement speed These are just the main stuff I can think of atm. If you need any other info, just ask |
09-06-2007, 09:24 PM | #3 | |
Master
Join Date: Jun 2007
Location: The Planet Earth
Posts: 427
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Just to say
Quote:
Marskmans can stop the enemie and hunters cannot do it only with archer skills more - marskmans got some skills that can put her/his enemie more weak and hunter got one or two (i know one that puts the enemie more slow). |
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09-06-2007, 09:32 PM | #4 |
Master
Join Date: Jun 2007
Location: The Planet Earth
Posts: 427
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I forget
You said SKILLS about HUNTERS and "POWERS" about MARSKMANS. And if you want to say more i say - they can find people in meters (i think in lvl 5 they can find people in 350 meters)
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09-06-2007, 10:55 PM | #5 |
Baron
Join Date: Jun 2007
Location: Not studying
Posts: 675
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Choose a marksman if you want:
- Fort wars Choose a hunter if you want: - Hunting parties Now to the details on each way of playing: - Fort wars: Most of them are about two sides that stay at a distance from each other (sometimes with a third side, wich makes it a whole lot more fun) and they exchange arrows for a while until one side decides to advance. Marksmen own here. They have the best range in the game, so they are the ones that hold the enemy back and (properly used) can make a kill without getting hit. Hunters on the other hand, can do little at war, as they don´t have that many damage skills, but still can help (camuflage, intel, or maybe just shield piercing). A bunch of archers can own your ass if you get in their range - Hunting parties: If you love the thrill of being in enemy territory alone the hunter is the class for you, especially if you prefer to know where the enemy is. Hunters are the equivalent to having satelite intel, a jeep and invisivility (just joking, they aren´t gods or anithing ). They rule at escaping, ambushing and (especially) pissing off players of other relams . The thing here is just that, get to the other relam to piss on them, although tables get turned really fast and then the whole enemy relam is looking for you. Either way you´ll have fun Good luck! |
09-07-2007, 10:29 AM | #6 |
Baron
Join Date: Feb 2007
Location: Australia
Posts: 699
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well i can tell u now i love pissing players off thats y i choose hunters
also hunters are the ONLY class who cna hunt alone the rest either have to have a hunter with them or have to have a bunch of other with them to captuer a fort
__________________
Brad - after a year of not playing I have no idea how to play my character, no clue what's going on and have to ask questions every few minutes.... I am the born again noob. |
09-07-2007, 05:01 PM | #7 | |
Count
Join Date: Dec 2006
Location: Germany
Posts: 1,655
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Quote:
If you know the common leveling ground you can hunt alone very good. hunter makes it a lot easier tho |
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09-12-2007, 03:24 AM | #9 |
Pledge
Join Date: Sep 2007
Posts: 4
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Okay...So I am too at the verge of making the leap....I'm really torn....so here's a couple questions to do with it....
First off....Duration... Hunters invisibility...how long does it last vs it's cooldown time....are you left visable for 2 minutes after 45 seconds of invis or what? and along these lines...can you "sneak" into the safe areas of enemy territories for shopping, badgering or whatnot? On the passives.... What is the passive range increase Marksmen get....considering you start with 20/25 which is no better than a mage...then you can take that 30% increase as a spell....I mean is it *really* a great increase in range...like 50?...75?... Same goes with the passive movement increase....how much increase? 10% doesn't really even seem noticeable.... I know alot of these things are going to depend on the points you tack onto them but if someone could line out about what can be expected.... BTW....I tried to see for myself with the ZG Character Trainer but it doesn't seem to be working right now...at least not for me... Thanx all in advance |
09-12-2007, 05:02 AM | #10 | |||||
Baron
Join Date: Jun 2007
Location: Not studying
Posts: 675
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Quote:
On to the details, there are two invisibility spells: camouflage, that gives you 30 sconds of invisibility but leaves you with half your speed, wich (with some luck) is enough to escape visible range of anyone, and stalker surroundings, wich makes you and a max of 5 allies invisible for a max time of 5 minutes. Only downside, you cannot move or you loose invisibility. Quote:
Quote:
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Never mind, you don´t need to worry about guilds yet, but when the time comes for you to go to the war zone... oh boy Quote:
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