Tactics: Archer Skills Guide
A basic overview of practical usage of currently known archer skills.
Movement / Recovery
Backstep
Archer’s standard movement skill. While it says backstep, keep in mind that you can use it to travel in any direction by quickly facing in the direction opposite to which you intend to move. This move can be frequently used to pursue, escape or space yourself during combat. This skill is how Archer “move cancels” to shave off animation and recovery time, and if timed correctly, can maintain skill activation effects. Has minor pass-through properties but does not provide immunity to area-of-effects.
Feign Corpse
Resets aggro in PvE but potential comedy if someone falls for it in PvP.
Soaring Attack
A wakeup reversal universal among classes. Can be used at any point during your get up animation and it is possible to throw off baits and punishes by varying the timing. Has a small AoE and high rate of knockdown, but minimal damage. Has a cooldown of 12 seconds so you may not always want to use it immediately in the event of people backing off temporarily.
Utility / Situational
Cobweb Trap
Traps stay out on the field for some amount of time but disappear eventually. They are large and clearly visible, and deal decent damage but have a large AoE radius. It is possible to jump over or avoid them with movement skills, but you may attempt to use them to control territory, use them as retreat points, or lay them on stationary or downed targets. While these normally have a long cast time of 1.8s, they can be canceled extremely early and still take effect, at half or less of the normal time. This trap provides a moderate duration snaring effect.
Blackout Trap
Same as above but knocks down opponents.
Toxic Trap
Same as above but ticks static 100 DMG/2 sec over 10 sec.
Mark of Sagittarius
A debuff with a cool-down shorter than the duration and only 0.5 sec cast-time, there’s not much reason to not use this unless you have MP issues or don’t expect to be able to focus on a target for long enough to regain the damage that could have been dealt in that time.
Page 1: Attacks
Page 2: Movement/Recovery, Utility/Situational