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Thread: Shadehunter Archery Guide

  1. #1

    Shadehunter Archery Guide

    Greetings survivors of "The Great P2W Purge". If you're still here after the gruesome fall of AA's core playerbase, and enjoy playing archery, then I am here to bring you a fun class to try and master.

    This new class is known as the *Shadehunter*.

    The Shadehunter consists of the class combination: Archery-Shadowplay-Occultism

    I will be showing you why I enjoy this class, and the unique combos given to it, so without further adieu, lets begin!

    Bio:
    The Shadehunter is a short-long distance combatant, who specializes in controlling the area around them, their team and their opponent, through multitudes of cc and debuffs. When mastered, you will be capable of locking down an opponent to near-death, or be able to disrupt and foil multiple enemy attacks numerous times in great succussion, even being able to single-handedly save your backline from unexpected assassinations and mini-flanks with the click of a button! (More on that later.)

    Build:
    The build can be adjusted to your liking, but this is what I typically run


    Core Skills:Archery

    Gale Charged Bolt- This is our bread and butter DPS-Combo maker. You'll want it's short 6-4 second CD to maximize your combo potential. If used after Concussive Arrow, you will extend the silence duration.

    Steady Shooting- Not only is this a crit-dmg steroid, but it also allows you to use Blazing Arrow 3 times in a row, but the CD is increased to 16seconds (shared with its normal CD). If you cancel S.S. early, and 4-6 seconds have passed, your Blazing Arrow will still be off CD, despite the increased CD during S.S.! It is best to use this skill solely for the Blazing Arrow combo, and immediately cancelled in a 1v1/small scale scenario.

    Blazing Arrow- This skill not only has an auto-crit mechanic, but it reduces all accuracy by 6% up to 24%, and can be used 3 times in succession, if under the effects of S.S. If the enemy is affected by crows (occult), they will be stunned for 2.4 seconds.

    Endless Arrow- Filler skill, and now has a flame and stone variant, that you may choose to your liking. Stone trips after 50 stacks, while flame does high dmg, but the arrow-per-second cap is reduced to 1 or 2 (3 with high atk speed and low ping).

    Concussive Arrow- Our big bang. Use it off CD, or to silence mages/magic skills.

    Core Skills:Shadowplay

    Backdrop Wave- Jump back 10m. Concussive Arrow becomes instant during Backdrop's buff duration.

    Stealth- Nuff said. Also increased dmg by 3% per bloodthirst stack.

    Freerunner Atk Speed and Movement Speed buff.

    Stalker's Mark Increases Magic and Ranged Dmg by 16%, very nice for a hybrid archer mage.

    Core Skills:Occultism

    Cursed Seeds- Applies a debuff to the enemy, causing seeds to spawn on their current location, dealing dmg and impaling them, if hit. Combos with Charged Bolt to stun the enemy, if the Seed debuff is affecting them. I like this skill ALOT more than Life Absorb. Even though L.A. is guaranteed to apply cc (stun), you have to move out of skill-range to proc it, which often times wont be possible, and the healing from it is near worthless, since you arent an HP-type or tanky class.

    Shadowstep- Our only Instant teleport, and it goes... to them... Lol Even with that being the case, it gives great outplay potential against BEL and Tigerstrike, and you can even go further in using its Mist version, to jump 2 more times, to really dazzle your opponents (not recommended... but doable). It is our best initiation method into using our combos as well.

    Boneyard- This skill can be your bestfriend, and your worst enemy, due to its unreliable LOS frames, but it's still an excellent choice for disrupting channels.

    Summon Crows- Crows deal dmg, and reduce physical accuracy by 30% for 5 seconds. Range increased if the enemy is stealthed and reveals them. If used on an impaled enemy, it reduces ALL accuracy (Magic can miss) by 70% instead. This is our baby right here. It is almost the sole purpose of playing the class, in having the power to counter the most used ability in the game (stealth), and apply a rare debuff ontop of it (accuracy reduction). If you want to LEEROOOY into a raid, you could take basic hellspear and crows into their backline (front would be easier, but also more dangerous) for a raid accuracy debuff, but most initiators do this anyway, so best not to die over a debuff already being applied.

    Mist Hell Spear One of, if not our strongest of cc skills. U click the button, they stucc, you attacc, but most importantly, they cant attac bac! (Unless they use defense... then u just cry.)

    Strengths & Weaknesses
    Stats:
    * = Weak/***** = Strong
    Power:****
    Speed:***
    Kiting:***
    Defenses:**
    Control:*****
    Versatility:****

    Counters:
    Shadehunter counters any class without cc breaks, and is a hard counter to any "Classic" mage, that relies on channeled skills.

    Countered By:
    Defense Tree- Shadehunter is Hard-countered by the Defense tree, in that it cannot impale such classes, and such classes are too tanky to kill before they kill you. If enemy is plate, and we are ever capable of gaining 100% magic accuracy, you could skill-swap into full magic dmg, with a strong scepter/staff, and attempt to lock them in a Boneyard full of aoe DOT, but even then, they could just Invince your efforts.

    Songcraft- Not necessarily a counter, but they are capable of Soundwaving you into oblivion, preventing almost every attack you have to be useless until the debuff is removed (**SOUNDWAVE CAN'T BE DEFIANCED**), but you could try desperately to snare and get behind them (doesn't work for godswhip or channeled arc lightning...) or Basic Impale > Crows them for a similar effect of your own, that may even burn their CDs (70% ALL accuracy debuff).

    High-Mobility- This is more of a challenge, than a counter. We sacrifice mobility for alot of cc, so when facing high-mobility targets, you'll really want to use these skills wisely.

    There ya have it, a short and sweet guide on my current favorite class of this current patch. Videos of this class can be found in my signature, and I'll leave one here for you in the guide to complete my post.

    https://www.youtube.com/watch?v=jbovBb9XIMo&t=6s

    Any questions, feel free to leave me a msg on the video, my discord https://discord.gg/6hRVqUG, or on the forums!

    This is Pew of Kadum, Archeage, and I will see yall next time!
    Pew (Wynn/Kaylin)
    <The Shadehunting Master>
    ♤Lord of Halcyona♤


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  2. #2
    Member TmzOS's Avatar
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    Really nice.

    For the demo build I think leech is MUCH beter than shadowsmite, a hard counter for long cd buffs and can be a strong counter even for PvE content (like some "shield" mobs).
    <Catalyst> Slyterine @ Aria Kyrios - 12k GS Hybrid Paradox.
    ArcheAge Datasheet: http://bit.ly/AADatasheet

  3. #3
    Quote Originally Posted by TmzOS View Post
    Really nice.

    For the demo build I think leech is MUCH beter than shadowsmite, a hard counter for long cd buffs and can be a strong counter even for PvE content (like some "shield" mobs).
    Agreed. I just have an odd need to have a skill that combos with poison weapons, or I may as well not use poison weapons. lol
    Pew (Wynn/Kaylin)
    <The Shadehunting Master>
    ♤Lord of Halcyona♤


    Youtube Channel:
    https://www.youtube.com/channel/UCuU..._as=subscriber
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    Twitch Stream Channel:
    https://www.twitch.tv/trusivraj

  4. #4
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    Thanks for guide! I returned to the game after long break and I always wanted to try archer play style, so I picked up popular Ebonsong class, have been playing for like 4 months, but I want to try something different and this class seems really interesting, but I have one concern, I already have epic hiram club and dagger, for this build I think it's better to have scepter? Is it really must to have?

  5. #5
    Senior Member Tenki's Avatar
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    I wouldn't say it's a must; You're still built primarily to be an archer so your damage is primarily from physical attacks. I've built a melee staff and things like poison / impale damage are just tiny side bonuses (and not even all that important since they don't crit). Scepter lets you get a little bit of chip damage from certain magic moves but the CC combos are what make Archery/Occult shine, really.

  6. #6
    Quote Originally Posted by TomSsS View Post
    Thanks for guide! I returned to the game after long break and I always wanted to try archer play style, so I picked up popular Ebonsong class, have been playing for like 4 months, but I want to try something different and this class seems really interesting, but I have one concern, I already have epic hiram club and dagger, for this build I think it's better to have scepter? Is it really must to have?
    What Tenki said
    Pew (Wynn/Kaylin)
    <The Shadehunting Master>
    ♤Lord of Halcyona♤


    Youtube Channel:
    https://www.youtube.com/channel/UCuU..._as=subscriber
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    https://twitter.com/Sivrajgaming?lang=en
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  7. #7
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    what's the point of playing shadehunter if it has all the same weaknesses as ebonsong?
    Aria - Pirate

  8. #8
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    You have some CC making you if you get caught more options to extend your life?
    Spellsinger > Revenant > Requiem / Battlemage > Zealot / Blightcaster / Spirtualist
    Dahuta > Tempest > Jakar

  9. #9
    Quote Originally Posted by luniz View Post
    what's the point of playing shadehunter if it has all the same weaknesses as ebonsong?
    Ebonsong Weaknesses:

    High Mobility- Flame Double Time is your only saving grace, and if you get snared by charge.. RIP.

    Witchcraft- None of your most powerful combos work for the 10-second duration of the fight you're about to have, and they can also cleanse Soundwave/dissonance/charm, and cc-disarm-silence chain you out of the rest of your buffs and skills.

    Defense- Depends on how geared they are, and if you can melt them in the duration you remove their shield, which they'll just invince-bait.

    Occultism- Like Song countering occult, it's not really a counter, but they have tons of cc options that'll put you out of commission before you can make use of your combos. This also heavily depends on how many skills they choose to use in occult, since there's about 5 cc's in occult alone, including its passive impale-by-miss ability.


    Your question kind of belittles most class choices in the entire game, as if having similar (but not identical) weaknesses/strengths makes them the same exact class. The tree itself gives you entirely different outplay options in a unique way, that songcraft doesn't (archery cc combos), which makes you a threat at range AND upclose. It's literally screaming "USE ARCHERY" in its skill descriptions.
    Pew (Wynn/Kaylin)
    <The Shadehunting Master>
    ♤Lord of Halcyona♤


    Youtube Channel:
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  10. #10
    Senior Member Tenki's Avatar
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    Quote Originally Posted by luniz View Post
    what's the point of playing shadehunter if it has all the same weaknesses as ebonsong?
    Having fought both as a melee:

    Ebonsong has ABSOLUTELY NOTHING to defend itself in close range. Low-song ebonsong is based almost purely on kiting people (so trading hits with Flame Double Time, or using extra move speed outrunning with Battle Hymn). High-song ebonsong is usually some kind of debuff hybrid where you remove their defense and keep them perma-slowed with quickstep/(gale) charged bolt. With Ebonsong you have no hard CCs at all except Silence*, but just for mages.

    Occult archer doesn't share those weaknesses.
    You can pop someone out of stealth with Crows from so far away (30m) and pre-emptively stun them instantly with blazing arrow.
    You have hard CC impale with cursed seed>charged bolt, and if you use normal Hell Spear, you can punish someone who thinks they can snare>backstab you.

    If anything, Shadehunter trades the ability to kite with pure move speed (> ebonsong style) for the ability to kite via CC interrupt (which can easily turn into an offensive lockdown).

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