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Thread: Shadehunter Archery Guide

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    Shadehunter Archery Guide

    Greetings survivors of "The Great P2W Purge" & Welcome newcomers and Vets of Archeage: Unchained! I am here to bring you a fun, and highly viable class to learn 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/or their opponent, through multitudes of cc and debuffs. When mastered, you will be capable of locking down an opponent to death, or be able to disrupt and foil multiple enemy advances numerous times in great succession, 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, while using it after *Cursed Seeds* will impale the enemy immediately (if the attack lands).

    Deals 46% more dmg to bleeding targets.

    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 be immediately cancelled in a 1v1/small scale scenario.

    Blazing Arrow- This skill not only has an auto-crit mechanic, but it reduces magic 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.

    Increases your defense penetration by 30% of its current amount, per bleed stack, on bleeding targets. Stacks up to 3 times (3 tiers of bleeding).

    Fending Arrow- Damages and pushes back the opponent. Terrible missile speed, but still valuable nonetheless.

    Increased push back range when opponent is marked.

    Good/lucky use of this skill can net an easy *Life Absorb* stun.

    Double Recurve- I love this skill, giving us 2 charges of a 5m mini-back-teleport to keep the gap between those pesky melee.

    Increases crit rate by 5% (not stackable) for 4 seconds.

    Hunter's Guile- We need all the speed we can get, and this is the icing on the cake at endgame, when we crit 2/3 attacks.

    Resets Snare and Fending Arrow's CDs, and increases movement speed by 20% for 10 seconds after a crit.

    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.

    Applies an unstackable bleed if target is hit by *Blazing Arrow*

    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. ( I use both currently)

    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 lightning 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.

    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.

    *Blazing Arrow* stuns targets with *Summon Crows* afflicted on them.

    Mist Hell Spear One of, if not our strongest of cc skills. U click the button, they stucc, you attacc, but most importantly, they don't attacc bacc! (Unless they use defense... then u die. )

    Strengths & Weaknesses
    Stats:
    * = Weak/***** = Strong
    Power:**** - Archery does great dmg currently, and the cc combos of Archery and Occultism allow you to abuse that.
    Speed:**** -*Hunter's Guile*,*Freerunner* and the combination of movement speed gems/passives/gear make for a speedy boi (or girl).
    Kiting:*** - We have almost no instant avoidance skills. We kite through cc, speed, misplacement and disruption.
    Defenses:** - We're paper.
    Control:***** - Plethora of cc skills, combined with movement and range, very good.
    Versatility:***** - Shadehunter can be played as a mage or archer. You can even build it with shadowplay skills in mind, if you so please.

    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 Specs- 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.

    Occultism Specs- Karma's a betch.

    Goes Even With:
    Songcraft Specs- 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.

    Perfect Engage Wombo- Shadowstep > Impale > Crows > *Insert gap opener* > Backdrop > Stalkers Mark > Steady Shooting > Blazing Shot > Concussive > Blazing Shot x2 > Charged Bolt> UnToggle Steady Shooting > Cursed Seeds > Charged Bolt > Finesse.

    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. (Updated vid as of 12/19/2019)

    https://www.youtube.com/watch?v=ABj18_xCl38

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


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

  4. #4
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    Quote Originally Posted by Trusivraj View Post
    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
    Can you explain this please? Isn't the primary aim of poison weaps the DOT application? Shadowsmite is for melee but your an archer class, do you rock a nice set of daggers as well then or??
    Also is it wise to poison weap and Shadowsmite from stealth being a fairly squishy archer class? Don't you get stomped?
    I ain't being funny, I want to understand as I really like the look of this and you have presented it very well.

  5. #5
    Senior Member Tenki's Avatar
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    Quote Originally Posted by Wolfhammer View Post
    Can you explain this please? Isn't the primary aim of poison weaps the DOT application? Shadowsmite is for melee but your an archer class, do you rock a nice set of daggers as well then or??
    Also is it wise to poison weap and Shadowsmite from stealth being a fairly squishy archer class? Don't you get stomped?
    I ain't being funny, I want to understand as I really like the look of this and you have presented it very well.
    The DoT effect is minimal even if you had a magic weapon, and especially if you have little magic attack/crit stats
    But when you have a poisoned target:
    - Pin Down silences (prevents magic skills and glide activation)
    - Normal and Mist Shadowsmite shackles (prevents physical skills and glider skills) <-- this is what he's talking about using it for
    - Throw Dagger slows
    - Wallop increases damage taken (-2% damage reduction for each hit)

    If you do a bleed combo, the bleed itself is a physical DoT (so being physical, it can trigger poison), so you can 'tag' someone with a bleed then activate poison when you need to make use of a poison combo like shackling a melee that gets up close.

  6. #6
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    Quote Originally Posted by Tenki View Post
    The DoT effect is minimal even if you had a magic weapon, and especially if you have little magic attack/crit stats
    But when you have a poisoned target:
    - Pin Down silences (prevents magic skills and glide activation)
    - Normal and Mist Shadowsmite shackles (prevents physical skills and glider skills) <-- this is what he's talking about using it for
    - Throw Dagger slows
    - Wallop increases damage taken (-2% damage reduction for each hit)

    If you do a bleed combo, the bleed itself is a physical DoT (so being physical, it can trigger poison), so you can 'tag' someone with a bleed then activate poison when you need to make use of a poison combo like shackling a melee that gets up close.
    Ah right, thanks for the answer.

  7. #7
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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?

  8. #8
    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♤


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  9. #9
    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.

  10. #10
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    what's the point of playing shadehunter if it has all the same weaknesses as ebonsong?
    Aria - Pirate

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