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Bowman Guide

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Bowman Guide Empty Bowman Guide

Post  Mark Wed Jan 30, 2008 10:17 pm

TABLE OF CONTENTS

First Job Skill Builds – Enter the Power of the Bowman

• Standard First Job Build
• Arrow Blow Build
• Slightly Funded Power Build
• DS Before Critical Build

Second Job Skill Builds – The Dividing Path


• What makes 2nd job skill builds vastly different
• Standard FA-less Build
• Alternate Beginning - Soul Arrow Early
• Alternate Beginning - Booster Early
• FA-less Build Variations
• FA Build: No PKB
• FA Build with PKB

Third Job Skill Builds – The Results of Dedication Emerge

• Standard Ranger Build
• Mortal Blow Variation Build for Ranger
• Arrow Rain Build
• Max Strafe First Ranger Build
• Thrust Ranger Build
• Solo-Oriented Ranger Build
• Sniper Build
• Arrow Eruption Build
• Max Strafe First Sniper Build

Introduction to Fourth Job - Walking the Path of the Master

• Importance of Skills
• Skill build example

Appendix

• In-depth analysis of some contentious skills
• Defensive Skills and Characteristics
• Frequently Asked Questions
• Statistics of the Bowmen Class

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Abbreviations:

AB – Arrow Blow
Bomb – Arrow Bomb
Crit – Critical Shot
DB - Dragon Breath
DS – Double Shot
Eagle – Golden Eagle
Erupt – Arrow Eruption
Expertise - Bow Expertise and Crossbow Expertise
FA – Final Attack
Hawk – Silver Hawk
HP – Health Points
IA – Iron Arrow
KB – Knock Back (a status effect that lasts approximately .1 seconds)
MP – Mana Points
PKB – Power Knock Back
Rain – Arrow Rain
SA – Soul Arrow
SE - Sharp Eyes
SP – Skill Points
SoA - Hurricane

The levels where you would benefit from saving points are not shown. However, it’s recommended to save at least 15 points before adding into FA (remember, FA under level 20 will hinder your damage). Also, you may want to save points while IA/Bomb is level 15 to bypass the doubled MP cost.



----- First Job Skill Builds –

Standard 1st Job Build

Level 10 - 1 Arrow Blow (1)
Level 11 - 3 Blessing of Amazon (3)
Level 12 - 3 Eye of Amazon (3)
Level 13 - 3 Eye of Amazon (6)
Level 14 - 2 Eye of Amazon (Cool, 1 Critical Shot (1)
Level 15~20 - 3 Crit (19)
Level 21 - 1 Crit (20), 2 Double Shot (2)
Level 22~27 - 3 DS (20)
Level 28~30- 3 Blessing of Amazon (12)/Focus (9) (Arrow Blow is possible, but not recommended since you already have maxed DS)


End Results:

Max Double Shot
Max Eye of the Amazon
Max Critical Shot
3 (or 12) Blessing of Amazon
0 (or 9) Focus
1 Arrow Blow

Explanation of Build:

This build is most recommended due to the fact that it takes the cost of arrows and pots into consideration at the beginning of the build to avoid wasting money. The build also utilizes Double Shot, which has the potential to out damage Arrow Blow.

A player that chooses to go with Focus at the end, most likely prefers to utilize the power of the skills’ ability to increase accuracy and avoid simultaneously. An advantage of having Focus at a decent level is that it can potentially increase the possibility of a player receiving a MISS from a monster’s touch or attack. The disadvantage to Focus is that it requires the use of MP and must be recast over time.

Those who prefer to have passive accuracy will put their remaining points into Blessing of the Amazon. The Bowman will be able to hit certain monsters at an earlier level, and unlike Focus will not have to recast or waste MP due to its passiveness. The disadvantage to this build is that archers already have a decent amount of accuracy and extra may not be all that necessary. It will also lack the extra avoid that Focus would give.

Slightly Funded Power Build

Level 10 - 1 Arrow Blow (1)
Level 11 - 1 Double Shot (1), 2 Critical Shot (2)
Level 12~17 - 3 Crit (20)
Level 18 - 3 Blessing of Amazon (3)
Level 19 - 3 Eye of Amazon (3)
Level 20 - 3 Eye of Amazon (6)
Level 21 - 2 Eye of Amazon (Cool, 1 Double Shot (2)
Level 22~27 - 3 DS (20)
Level 28~30 - 3 Blessing (12)/Focus (9)


End Results:

Max Eye of Amazon
Max Critical Shot
Max Double Shot
3 (or 12) Blessing of Amazon
0 (or 9) Focus
1 Arrow Blow
Explanation of Build:

The Slightly Funded Build is for people that can easily give/obtain pots, arrows and etc. Basically, anyone who is making a new character that is not starting in a new server could use this type of build since they have the money to spend by following this build.

The end result is identical to the Standard 1st Job Build. However, the order in which you get the skills is different. If you use this build, you will be able to use DS immediately, and along with Critical Shot, the player will have extra power early. But in order for it to work correctly, you will need to be able to supply the new character with potions and arrows, making this build difficult to use for a character on a new server.

DS Before Critical Build

Level 10 - 1 Arrow Blow (1)
Level 11 - 3 Blessing of Amazon
Level 12 - 3 Eye of Amazon (3)
Level 13 - 3 Eye of Amazon (6)
Level 14 - 2 Eye of Amazon (Cool, 1 Double Shot (1)
Level 15~20 - 3 DS (19)
Level 21 - 1 DS (20), 2 Critical Shot (2)
Level 22~27 - 3 Crit (20)
Level 28~30 - 3 Blessing (12)/Focus (9)


End Results:

Max Eye of Amazon
Max Critical Shot
Max Double Shot
3 (or 12) Blessing of Amazon
0 (or 9) Focus
1 Arrow Blow

Explanation of Build:

This build is exactly the same as the Standard 1st Job Build, except Critical and DS are reversed. It is founded on the idea that Critical's effects are greatly diminished without Double Shot, because the chances of activating Crit when attacking twice (and with improved attack) are higher. Shooting two arrows without Critical is better than shooting single arrows with Critical. DS can be used well without Crit, while Crit isn't that good without DS.

However, as with the Slightly Funded Build, you will need to provide for MP potions.

----- Second Job Skill Builds –

What makes 2nd job skill builds vastly different

The thing that separates Bowmen the most, other than the difference between a Hunter and a Cross Bowman, is the skill Final Attack. Skill builds are either sorted as FA-less or FA depending on whether they include FA or not.

Final Attack is a skill that allows a Bowman to fire another shot with at certain succession rate, right after the activation of a 1st or 2nd job skill. Unlike the current popular bias that Final Attack is a skill that will damage a Bowman’s structure, as well as the bias that it will ALWAYS increase training speed, Final Attack is neither good nor bad, but like most skills contains both Pros and Cons. Before the 2nd job skill builds will be shown, the Pros and Cons of Final Attack will be listed:

Pros

• FA will increase your damage over time compared to FA-less DS or AB.
• FA is a free attack and therefore costs no MP. This means that, in those levels, you save money on potions.
• FA fires at a faster rate than any regular attack.
• On certain HP brackets, depending on your damage, FA can act as a finisher, speeding up kills. This "finisher" effect generally has a greater impact on training rate than the sheer damage over time increase.
• When mobbing with Arrow Bomb, FA can help spread out the damage dealt to each monster, since Bomb's impact damage is low.
• It has no minimum range.
• FA does not work with 3rd job skills. (FA is incompatible with most 3rd job skills and if it activated it would greatly hinder your bowmen)

Cons

• It uses up to 20-30 SP, which could've been used on other skills.
• It ruins the spam ability to stun of Arrow Bomb, and possibly the damage if the mob size is greater than three.
• It hinders mobbing with Iron Arrow.
• When FA activates, you will be unable to move for .2 seconds, leaving you vulnerable to attack and possibly take more damage.
• Because FA activates at random, it may fire when there's nothing to hit.
• When FA is less than level 20, it will actually weaken your damage over time.

Common misconceptions

• You cannot use potions when FA fires.
• Having FA will result in more deaths. (Use potions! Unless the monsters you're fighting can kill you in one hit, but you should never be at that sort of monster during 2nd job.)
• If you go FA, you can’t get or max PKB. (If you max PKB and FA, the only thing that may hurt you in the long run is that Booster and Soul arrow last shorter.)
• You shouldn't get FA, because it is useless in 3rd job. (FA has various uses in 3rd job depending on how you use the skill)
• With booster, DS or AB is the same speed as FA. (In reality, FA is still a little faster.)

Standard FA-less Build

Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31~36 - 3 Mastery (18)
Level 37 - 1 Mastery (19), 2 Booster (2)
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 Soul Arrow (2)
Level 40 - 3 Iron Arrow/Arrow Bomb (4)
Level 41~48 - 3 IA/Bomb (28)
Level 49 - 2 IA/Bomb (30), 1 PKB (1)
Level 50~55 - 3 PKB (19)
Level 56 - 1 PKB (MAXED), 2 Booster (Cool
Level 57~62 - 2 Booster (20), 1 SA (Cool
Level 63~66 - 3 SA (20)
Level 67 - 3 first job skill (+3)
Level 68~69 - 3 first job skill (+9)
Level 70 - 2 first job skill (+11), 1 Mastery (20)

End Results:

Max(Cross)Bow Mastery
Max Booster
Max Soul Arrow
Max PKB
Max IA/Bomb
11 points into 1st job skills

Explanation:

This build is preferred by some bowman, mainly due to the fact that every skill that is maxed will most likely be useful during 3rd job and beyond. The downside to this build compared to a FA-user, is that a FA-less Bowman may level slower and will most likely use more MP than a FA-user during 2nd job.

Leave Mastery at 19 initially because the only difference between level 19 and level 20 is an added point of Accuracy. Bowmen don't require any extra Accuracy, so it's a waste of a point. (However, if you choose to add the last point, or forget not to, it's not detrimental to your Bowman.)

Soul Arrow and Booster are left at 2 and 6, respectively, for most of 2nd job. This is because at those levels, both skills last for one minute. Synchronizing them may or may not be more efficient, but most Bowmen like to do this.

IA/Bomb's MP cost doubles at level 16, and that is why we recommend saving up points and adding them all at once.

Alternate Beginning - Soul Arrow Early

Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31 - 3 Mastery (3)
Level 32 - 2 Mastery (5), 1 Booster (1)
Level 33 - 3 Booster (4)
Level 34 - 1 Booster (5), 2 Soul Arrow (2)
Level 35 - 1 Booster (6), 2 Mastery (7)
Level 36~39 - 3 Mastery (19)

Explanation of Build:

This is not a complete build. Rather, it is simply a different way to begin your build. It is interchangeable with the beginnings on all of the listed 2nd job builds in this section. (If you notice, they all begin the same.)

The advantage of this build is that you get your buffs, Booster and Soul Arrow, earlier than the standard beginning. However, as a result, you will have to wait longer to max Mastery.

Alternate Beginning - Booster Early

Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31 - 3 Mastery (3)
Level 32 - 2 Mastery (5), 1 Booster (1)
Level 33 - 2 Mastery (7), 1 Booster (2)
Level 34~37 - 3 Mastery (19)
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 Soul Arrow (2)

Explanation of Build:

Like the previous build, this one is also interchangeable with the beginnings on all of the listed 2nd job builds.

This build is identical to the standard build, except for the fact that Booster is elevated to 2 as soon as possible. 20 seconds is not long enough to use regularly, but it may be a good idea to cast it right before taking on a mob with IA/Bomb.

FA-less Build Variations

Some variations on the Standard FA-less Build are shown here. Other than the two Alternate Beginnings, which have already been shown, these all have to do with the placement of PKB within your build.

PKB Early

Level 30~39 - same as Standard FA-less Build
Level 40~43 - 3 Iron Arrow/Arrow Bomb (13)
Level 44 - 2 IA/Bomb (15), 1 PKB (1)
Level 45~50 - 3 PKB (19)
Level 51 - 1 PKB (20), 2 IA/Bomb (17)
Level 52~55 - 3 IA/Bomb (29)
Level 56 - 1 IA/Bomb (30), 2 Booster (Cool
Level 57~70 - same as Standard FA-less Build

This build allows the user to obtain PKB earlier than usual. Bomb is elevated to 15, a reasonable level, before maxing PKB. Some people prefer to go with this build, although, PKB does not become really useful until later on.

Late PKB

Level 30~48 - same as Standard FA-less Build
Level 49 - 2 IA/Bomb (30), 1 Booster (7)
Level 50~54 - 2 Booster (17), 1 SA (7)
Level 55 - 3 Booster (20)
Level 56~59 - 3 SA (19)
Level 60 - 1 SA (20), 2 PKB (2)
Level 61~66 - 3 PKB (20)
Level 67~70 - same as Standard FA-less Build

This build maxes both Booster and Soul Arrow before PKB. The advantage of this build is that you no longer have to recast your buffs nearly as often. The disadvantage is the lack of PKB until level 60, which may pose difficulties in training.

FA Build: No PKB

Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31~36 - 3 Mastery (18)
Level 37 - 1 Mastery (19), 2 Booster (2)
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 SA (2)
Level 40 - 2 SA (4), 1 IA/Bomb (2) (Your SA and Booster is now synced together, for every SA you cast Booster 2 times.)
Level 41~50 - 3 Final Attack (30)
Level 51~59 - 3 IA/Bomb (29)
Level 60 - 2 Booster (Cool, 1 IA/Bomb (30)
Level 61~62 - 3 Booster (14)
Level 63~65 - 2 Booster (20), 1 SA (7)
Level 66~69 - 3 SA (19)
Level 70 - 1 SA (20), 1 first job skill(+1), 1 Mastery (20)

End Results:

Max Mastery
Max Booster
Max Soul Arrow
Max FA
Max IA/Bomb
1 point into first job skill

Explanation:

This build is for Bowmen who wish to utilize the pros of Final Attack and still max a majority of their skills. A downside to this build is the obvious lack of PKB, which may cause the FA Bowman difficulty training in certain locations or seek other strategic alternatives.

Notice how SA and Booster casting times are always more or less synchronized until level 63.

FA Build with PKB

Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31~36 - 3 Mastery (18)
Level 37 - 1 Mastery (19), 2 Booster (2)
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 SA (2)
Level 40 - 2 SA (4), 1 IA/Bomb (2) (Your SA and Booster is now synced together, for every SA you cast Booster 2 times.)
Level 41~50 - 3 Final Attack (30)
Level 51 - 2 PKB (2), 1 IA/Bomb (3) (You need at least 2 PKB to efficiently gather a mob at Jr. Yeti’s)
Level 52~60 - 3 IA/Bomb (30) (It’s been long without it, its time to max it)
Level 61~62 - 3 Booster (12)
Level 63 - 2 Booster (14), 1 SA (5)
Level 64 - 2 Booster (16), 1 SA (6)
Level 65 - 2 Booster (18), 1 PKB (3)
Level 66~69 - 3 PKB (15)
Level 70 - 2 PKB (17), 1 Mastery (20)

End Results of Build:

Max Mastery
Max FA
Max IA/Bomb
18 Booster
17 PKB
6 SA


Note: If a person wants Max PKB, then they should decrease from Soul Arrow and Bow Booster.

Explanation:

This build is for Bowmen that want to utilize the Pros of Final Attack. Other than the Cons of Final attack, the only downside to this build is that it does not have max PKB, which although may be useful isn’t necessary.
Mark
Mark
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Bowman Guide Empty Re: Bowman Guide

Post  Mark Wed Jan 30, 2008 10:19 pm

----- Third Job Skill Builds – The Results of Dedication Emerge -----

NOTE: Although Hawk/Eagle are maxed in these builds only 15 points is needed to unlock the 4th job skills Phoenix/Freezer

Standard Ranger Build

Level 70 - 1 Strafe (1)
Level 71 – 3 Strafe (4)
Level 72 – 3 Mortal Blow (3)
Level 73 – 2 Mortal Blow (5), 1 AR (1)
Level 74~78 – 3 Strafe (19)
Level 79~80 – 3 Puppet (6)
Level 81~83 – 3 Strafe (28)
Level 84 – 2 Strafe (30), 1 Inferno (1)
Level 85~93 – 3 Arrow Rain (28)
Level 94 - 2 Arrow Rain (30), 1 Hawk (1)
Level 95~103 - 3 Hawk (28)
Level 104 – 2 Hawk (30), 1 Puppet (7)
Level 105~108 – 3 Puppet (19)
Level 109 – 2 Inferno (3), 1 Puppet (20)
Level 110~118 - 3 Inferno (30)
Level 119~120 - 3 Thrust (6)

End Results:

Max Strafe
Max Arrow Rain
Max Puppet
Max Inferno
Max Hawk
5 Mortal Blow
6 Thrust

Explanation:

This is a Standard Ranger build, which is recommended, mainly due to the fact, that it maxes all important Third Job Skills for a Ranger and maxes the skills that will be most efficient in the upcoming of Fourth Job Skills. Unless one chooses to go without the skill Thrust, added points into the skill Mortal Blow is not a necessity.

By following this build, at level 80 you will be able to train efficiently at Death Teddies. The 19 SP points into Strafe and the 6 points into puppet will enable you to attract and kill Death teddies at moderate pace.

Because Inferno is undermined by Arrow Bomb at early levels, it is not necessary to max Inferno till late in the build. Inferno will eventually become more useful with the release of new monsters and will act as a good alternative attack during Fourth Job.

Mortal Blow Variation Build for Ranger

This is the standard build except with max Mortal Blow

Level 110~115 – 3 Inferno (21)
Level 116~120 – 3 MB (20)

End Results:

Max Strafe
Max Arrow Rain
Max Puppet
Max Hawk
Max Mortal Blow
21 Inferno
0 Thrust

Explanation:

The advantage of this variation is that Mortal Blow is maxed which allows for maximum security when it comes to close contact with a monster and a higher instant kill rate. The disadvantage to this build is that the mob skill Inferno is not maxed, which may be more useful in specific situations than Mortal Blow. Also this variation build requires no points in Thrust.

Arrow Rain Build

Level 70 – 1 Strafe (1)
Level 71 – 3 MB (3)
Level 72 – 2 MB (5) 1 AR (1)
Level 73~75 – 3AR (10)
Level 76 - 2 Strafe(3) 1 AR (11)
Level 77~78 – 3 Strafe (9)
Level 79~78 – 3 Puppet (6)
Level 81~86 – 3 Strafe (27)
Level 87 – 3 Strafe(30)
Level 88~93 – 3 AR (28)
Level 94 – 2 AR (30) 1 Hawk (1)
95~120 – Third Job Skills (See End Results)

End Results:

Max Strafe
Max Rain
(6-20) Puppet [18 or more is reccomended]
(1-30) Inferno [21 or more is reccomended]
(16-30) Hawk [21 or more is reccomended]
(5-20) Mortal Blow
(0-20) Thrust

Explanation:

Because the skills Inferno, Hawk, Puppet, Mortal Blow and Thrust, varies from Ranger to Ranger in importance to playstyle the remainder of the build is up to the player, as any method after this would not in any form hinder the effectiveness of thier build.

This build is for those who wish to utilize the power of Arrow Rain early. With this build a Ranger will be able to train in specific areas easier with this type of build. A disadvantage to this build is that Strafe is maxed late.

Max Strafe First Ranger Build

Level 70 - 1 Strafe
Level 71~79 - 3 Strafe (28)
Level 80 – 2 Strafe, 1 Mortal Blow (1)
Level 81 - 3 Mortal Blow (4)
Level 82 – 1 Mortal Blow (5), 1 Arrow Rain (1), 1 Puppet (1)
Level 83 - 3 Puppet (4)
Level 84 – 2 Puppet (6) 1 Inferno (1)
Level 85~93 – 3 Arrow Rain (28)
Level 94 - 2 Arrow Rain (30), 1 Silver Hawk (1)
Level 95~120 – Third Job Skills (See End Results)

End Results:

Max Strafe
Max Arrow Rain
(6-20) Puppet [18 or more is reccomended]
(1-30) Inferno [21 or more is reccomended]
(16-30) Hawk [21 or more is reccomended]
(5-20) Mortal Blow
(0-20) Thrust

Explanation:

Because the skills Inferno, Hawk, Puppet, Mortal Blow and Thrust, varies from Ranger to Ranger in importance to playstyle the remainder of the build is up to the player, as any method after this would not in any form hinder the effectiveness of thier build.

The advantage of this build is that it maxes Strafe early giving the bowmen an extra boost in power, with their new primary attacking skill. The disadvantage with this build is that there is not an efficient amount of support skills put in early in this build and will give the player a smaller variety of maps to train on effectively.

Thrust Ranger Build

Level 70 - 1 Strafe (1)
Level 71 – 3 Strafe (4)
Level 72 – 3 Mortal Blow (3)
Level 73 – 2 Mortal Blow (5), 1 AR (1)
Level 74~76 – 3 Strafe (13)
Level 77 – 3 Thrust (3)
Level 78 – 2 Thrust (5), 1 Strafe (14) (Five Points in Thrust allows you to use any level 80 bow without a reduction or speed. It may also help discontinue the use of Bone Helm or Icarus Cape 2, if those equipments are relied upon)
Level 79~80 – 3 Puppet (6)
Level 81~85 – 3 Strafe (29)
Level 86 – 2 Thrust (7), 1 Strafe (30)
Level 87 – 3 Thrust (10)
Level 88~96 – 3 AR (28)
Level 97 – 2 AR (30), 1 Inferno (1)
Level 98~120 – Third Job Skills (See End Results)

End Results:

Max Strafe
Max Rain
(6-20) Puppet [18 or more is reccomended]
(1-20) Inferno [21 or more is reccomended]
(16-30) Hawk [21 or more is reccomended]
(5-20) Mortal Blow
10 Thrust

Explanation of Build:

Because the skills Inferno, Hawk, Puppet, Mortal Blow and Thrust, varies from Ranger to Ranger in importance to playstyle the remainder of the build is up to the player, as any method after this would not in any form hinder the effectiveness of thier build.

A person that chooses this build enjoys the rewards of passive speed. The advantages of this build can be found under Thrust in the Appendix. The disadvantage of this build is that Puppet will not be maxed, and the user will not have the option to put any extra points into Mortal Blow. Thrust is generally left at 10 because 20 speed is enough to get rid of most speed equips and after 10 only one point in speed is given.

Solo-Oriented Ranger Build

Level 70 - 1 Strafe (1)
Level 71 – 3 Strafe (4)
Level 72 – 3 Mortal Blow (3)
Level 73 – 2 Mortal Blow (5), 1 AR (1)
Level 74~78 – 3 Strafe (19)
Level 79~80 – 3 Puppet (6)
Level 81~83 – 3 Strafe (28)
Level 84 – 2 Strafe (30), 1 Inferno (1)
Level 85~87 – 3 AR (10)
Level 88 – 2 Hawk (2) 1 AR (11)
Level 89~92 – 3 Hawk (14)
Level 93 – 2 Hawk (16) 1 AR (12)
Level 94~99 – 3 AR(30)
Level 100~120 – Third Job Skills (See End Results)

End Results:

Max Strafe
Max Arrow Rain
(6-20) Puppet [18 or more is reccomended]
(1-3-) Inferno [21 or more is reccomended]
(16-30) Hawk [21 or more is reccomended]
(5-20) Mortal Blow
(0-10) Thrust

Explanation:

Because the skills Inferno, Hawk, Puppet, Mortal Blow and Thrust, varies from Ranger to Ranger in importance to playstyle the remainder of the build is up to the player, as any method after this would not in any form hinder the effectiveness of thier build.

This is a Solo-Oriented Ranger build, which can allow a Ranger to train a bit more versatiliy in two maps. Normally when going with another build, Rain would immediately maxed after a few points in Puppet and a maxed Strafe, in order to train effectively when partying at Gobies. The cons to these other builds is that Good Goby parties are not gauranteed and most maps are usally taken, making it difficult to find a free map. This restrict a Ranger to killling Squids and Squid Partying where Rain would not benefit as greatly as it could on other maps. However, if a Ranger were to choose this build they would be able to train effectively on Squid maps solo and partying. Having eleven points in Rain still would allow a Ranger to Goby Party, effectively but not as effectively as other builds. This build would allow a Ranger to train well when soloing on maps that require Hawk and decently on maps that require Rain until around level 97. A obvious con is tat this build requires the use of summoning rocks, which is sacrificing money for easier training and potential greater exp. This build allows balanced training in both Goby and Squid maps and gives you better alternatives where to train, while other builds would specialize in one map that would generally party and restrict them to that map. On a side note determining how much to put points into Mortal Blow/Inferno/Hawk/Puppet is up to the players playstyle.

Sniper Build


Level 70 - 1 Strafe (1)
Level 71 - 2 Strafe (3), 1 Blizzard (1)
Level 72 – 3 Mortal Blow (3)
Level 73 – 2 Mortal Blow (5), 1 Erupt (1)
Level 74~77 – 3 Strafe (15)
Level 78 – 3 Puppet (3)
Level 79 – 3 Puppet (6)
Level 80~84 - 3 Strafe (30)
Level 85~93 - 3 Erupt (28)
Level 94 – 2 Erupt (30) 1 Eagle (1)
Level 94~120 – Third Job Skills (See End Results)

End Results:

Max Strafe
Max Arrow Eruption
Max Eagle
Max Puppet
21 Blizzard
14 (or 20) Mortal Blow
0 (or 6) Thrust

Because Snipers have the ability to use Blizzard for Strategic purposes they have a wider decision on what they want to distribute their points into to help support their training at certain level brackets. However, the end results should generally be what are stated above. The 21 Points into blizzard is generally where Snipers leave it at, due to the fact that its freeze time is at its maximum.

By following this build, at level 80 you will be able to train efficiently at Death Teddies. The 18 SP points into Strafe and the 6 points into puppet will enable you to attract and kill Death teddies at moderate pace.

Because of the usefulness of Blizzard and its capabilities to freeze, getting one point into it early is recommended.

Arrow Eruption Build

Level 70 - 1 Strafe (1)
Level 71 - 2 Mortal Blow (2), 1 Blizzard (1)
Level 72 – 3 Mortal Blow (5)
Level 73~76 – 3 Arrow Eruption (12)
Level 77~78 – 3 Strafe (7)
Level 79~80 – 3 Puppet (6)
Level 81~87 – 3 Strafe (28)
Level 88 – 2 Strafe (30), 1 Arrow Eruption (13)
Level 89~93 – 3 Arrow Eruption (28)
Level 94 – 2 Arrow Eruption(30), 1 Eagle (1)
Level 95~120 – Third Job Skills (See End Results)

End Results:

Max Strafe
Max Arrow Eruption
Max Eagle
Max Puppet
21 Blizzard
14 (or 20) Mortal Blow
0 (or 6) Thrust

Explanation:

Because Snipers have the ability to use Blizzard for Strategic purposes they have a wider decision on what they want to distribute their points into to help support their training at certain level brackets. However, the end results should generally be what are stated above. The 21 Points into blizzard is generally where Snipers leave it at, due to the fact that its freeze time is at its maximum.

This build is for those who wish to utilize the power of Arrow Eruption early. With this build a Sniper will be able to train in specific areas easier with this type of build. A disadvantage to this build is that Strafe is maxed late.

Max Strafe First Sniper Build

Level 70 - 1 Strafe (1)
Level 71 - 2 Strafe (3), 1 Blizzard (1)
Level 72~80 – 3 Strafe (30)
Level 81 – 3 Mortal Blow (3)
Level 82 – 2 Mortal Blow (5), 1 Arrow Eruption (1)
Level 83~84 – 3 Puppet (6)
Level 85~93 – 3 Arrow Eruption (28)
Level 94 – 2 Arrow Eruption (30), 1 Eagle (1)
Level 95~120 – Third Job Skills (See End Results)

End Results:

Max Strafe
Max Arrow Eruption
Max Eagle
Max Puppet
21 Blizzard
14 (or 20) Mortal Blow
0 (or 6) Thrust

Explanation:

Because Snipers have the ability to use Blizzard for Strategic purposes they have a wider decision on what they want to distribute their points into to help support their training at certain level brackets. However, the end results should generally be what are stated above. The 21 Points into blizzard is generally where Snipers leave it at, due to the fact that its freeze time is at its maximum.

The advantage of this build is that it maxes Strafe early giving the bowmen an extra boost in power, with their new primary attacking skill. The disadvantage with this build is that there is not an efficient amount of support skills put in early in this build and will give the player a smaller variety of maps to train on effectively.
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Post  Mark Wed Jan 30, 2008 10:23 pm

----- Introduction to Fourth Job -

Due to the nature of Fourth Job, skill builds are very flexible and have high potential to vary more than any other builds in previous jobs. Every other job had a potential cookie cutter to work with, but in the case for Fourth Job you have to make the cookies from scratch, and unfortunately there is some uncertainty in which ingredient you will receive first. So, instead of a Skill Build layout, below will give a walkthrough on what to keep in mind when approaching your build. This is based on the current knowledge of the skills at this time and is subject to change at any time:

First off, a Bowmaster or Marksmen, will most likely start off getting a minimum of 1 point in these skills before focusing seriously on skills that are important overall. This is in order to perform efficiently. Below listed are possible skills that at least 1 point MIGHT be put into by the player first:

Phoenix/Freezer
Dragon Breath
Snipe

The Order of Importance in the Skill Build should be as follows:

Sharp Eyes
Expertise
Hurricane/Pierce
Concentrate/Snipe
Maple Hero
(All other skills are up to the player’s needs, at least in my opinion)

The Order of Importance is under the assumption that the player wants to increase their power as much as possible, and is listed to show what skills you should be focusing on over others or choose between when you have varying Mastery Books and points left of SP.

Now, the Mastery Books are the things that make everything complicated. As they will either be rare to find, draining on the wallet and overall unpredictable when you will obtain the Mastery Book at certain levels. That is why you should use the Order of Importance to help you decide. Also, again below, these things about the skill should be kept in mind.

Note: Again this is just based on pure observation of the skills current data and can change at any time.

Sharp Eyes

Sharp Eyes is high priority to the Fourth Job Archer as it steadily increases in power each level and every point increases the duration for an extra ten seconds. Anytime a Mastery Book is obtained focus on putting points in this book should highly considered.

(X)Bow Expertise

Expertise also can increase damage overtime greatly but not to the effects of Sharp Eyes. If you get the 20 Mastery Book, and at that time you currently are maxing a more important skill (i.e. Sharp Eyes), I suggest that 2 points should be put into Expertise right away before continuing putting points in the other skill of importance. This is because at level 12 it increases your minimum range by 5% and also adds 1 attack. That is a considerable increase in damage overtime for just 2 points. For Example, raising Expertise from 10-12 will increase you damage over time more than increasing Sharp Eye from level 15-17. Something similar can be said about obtaining the Level 30 Mastery Book.

Hurricane

Level 1 Hurricane with level 10 Sharp Eyes consistently out damages level 10 Sharp Eyes and maxed Strafe. If you obtain the 20 Mastery Book and is currently maxing out other skills of importance (i.e. Sharp Eyes and Expertise), I recommend putting at least 1 point into it before continuing the other skills. This is said because at level 11 it increases the skills damage by 11%. That is a lot for one point. For Example, raising Hurricane from 10-11 will increase your damage over time more than Sharp Eyes or Expertise of 12-13. Something similar can be said about obtaining the Level 30 Mastery Book.

Pierce

Pierce is the strongest mob skill in the game without the sacrifice of mesos. If you obtain the Level 20 Mastery Book, and you are currently maxing other skills putting 1 point in it is recommended by me. I say this because the number of monsters that it can mob increases by 1 and hitting more monsters is definitely better than hitting less monsters. Something similar can be said about obtaining the Level 30 Mastery Book.

Concentrate

If you want points into concentrate in order to save on Mp and Atk pots get it to at least 6 minimum in order to successfully replace pots for 1 minute and actually make the skill advantageous in damage over time. Putting excessive points in this should not be thought about until levels 140+.

Snipe

Snipe is a very good skill but has a long timer cool down in the beginning, which makes it become a lower of a priority. However it should be noted that Snipe increases experience gain over time, as the difference between 1 hit to kill and 5 hits to kill is large. If you ever used an 80+ atk pot on a high leveled monster you should understand this. Putting excessive points in this should not be thought about until levels 140+.

Maple Hero

Maple Hero is last because most of the other skills have higher advantages. Also, during 4th job you will party frequently and other people will have Maple Hero. If you intend to be a soloer than putting points in this can be considered before Concentrate and Snipe.

Other

All other skills depends on the person, in maxation, do they want to become damage conservative with Blind/Hamstring, pot conservative and increase exp over time with Concentrate and Snipe, or focus attention towards Phoenix/Freezer and Dragon Breath. The skills that the player wants could also be based on fun as fun plays a huge factor than any other previous build seeing that it will take you weeks to level under normal conditions for the average person. I also suggest 1-3 points in Hamstring for Bowmasters, as it works hand and hand with Hurricanes Kb rate and exponentially increases the time it takes for a monster to get to you, even at a low level.

Good SP levels to stop on the important skills is listed below:

Sharp Eyes: After level 10 you can efficiently stop at any level
Expertise: 1- 12-16- 21- 27
Hurricane: 11-21
Pierce: 11-21

A potential build that a person could end up is shown at the bottom up to level 130. REMEMBER, that it is just an example, not a standard, not a cookie cutter, just an example.

Level 120 – 2 SE (2), 1 Expertise (1)
Level 121 – 2 SE (4), 1 Pierce/SoA (1)
Level 122 – 2 SE (6), 1 DB (1)
Level 123 – 2 SE (Cool, 1 Phoenix/Freezer (1)
Level 124 – 2 SE (10), 1 Pierce/SoA (2)*
Level 125~127 – 3 Pierce/SoA (11)
Level 128~130 – 3 Expertise (10)

*Here a Bowmaster should consider throwing 1-3 points into Hamstring. A Marksmen may consider 1 point into Snipe here as well.
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Bowman Guide Empty Re: Bowman Guide

Post  Mark Wed Jan 30, 2008 10:23 pm

----- Appendix -----

In-depth analysis of some contentious skills

1. Arrow Bomb is a mob skill that has the ability to stun a mob and has a splash AoE . Arrow Bomb’s initial impact deals very low damage to the monster that it hits, but is compensated by decent damage the mob is dealt in the explosion and a higher critical percent. The higher critical percent is explained in the Archer Frequently Asked Questions. Arrow Bomb is the only mob skill with a status effect that a Hunter-Class bowmen has, which makes it a skill that’s almost irreplaceable.

2. Blizzard is an ice mob skill for Snipers, which allows them to completely immobilize a monster with ice. It is the only elemental skill a Sniper will receive before 4th job skill, Freezer. However it is not this job class last effective mobbing skill. Blizzard is usually not maxed by Snipers because unlike Inferno, Blizzard is not used for damage purposes, but for strategic measures. Although Blizzard has a status effect that Inferno does not have, Blizzard does not critical.

3. Booster and Soul Arrow are two skills that supplies buffs to bowmen. This should not be a priority skill in maxation order due to the fact that duration is the least effective of all 2nd job skills. If a bowmen has the points to max both skills then they should be maxed near the end or around the end of 2nd job. If a person does not have the points to max them they should Syc the two skills together. The most effective SP points for Syncage is: (5 Soul Arrow, 15 Booster) , (6 Soul Arrow, 18 Booster) , or (7 Soul Arrow, 20 Booster). For Syncage Soul Arrow should not exceed 7 SP.

4. Final Attack- see What makes 2nd job skill builds vastly different in the 2nd job section.

5. Focus and Blessing- see Explanation of Build for Standard 1st Job Build

6. Hawk/Eagle is a summon that requires the use of a summon rock, which price ranges from 5000-6500 mesos. This skill when max has a 99% chance of stunning a monster along with dealing a moderate amount of damage to the monster that is attacked. Hawk/Eagle is one of the few support skills that has multiple effects. Because Hawk/Eagle will attack any monster that is within its range, and can cease a monster from attacking any player through stun or death, this skill can be considered the closest thing a bowmen has to a party skill until 4th job. Hawk/Eagle needs to be at level 15 in order to unlock 4th job skill Phoenix/Freezer.

7. Inferno is a fire mob skill for Rangers that is usually the last skill a bowmen maxes if it is maxed at all. This skill is the only elemental skill a Ranger has until 4th job skill, Phoenix. This is one of the last effective mobbing skills a Ranger will receive most likely for the rest of the game. It would seem like a good skill choice to max this skill, but some bowmen find that SP points in it is unnecessary. Unlike its counterpart Blizzard, Inferno has no status effect but can critical.

8. Mortal Blow is a skill that when the enemy gets close to the bowmen at a certain percentage will fire an arrow. It is considered a backup security skill because it can potentially KB a monster away from the bowmen or at certain HP brackets instantly kill a monster before its HP reaches zero. Mortal Blow's usefulness in fourth job seems to be to a higher degree than at third job. With the skill Hurricane the effects of Mortal Blow are in a way doubled, and with the skill Pierce, if a monster is still alive after fired, a monster in bow whacking ranged would trigger Mortal Blow without the player having to press another button or lift a finger. Still, many bowmen choose to leave Mortal Blow at a low level for personal reasons of their own, while some choose to utilize the effectiveness of this defensive skill by sacrificing SP points that could have been used in another skill.

9. Bow Mastery and Crossbow Mastery is a skill that decreases the damage gap in the damage range of a bowmen. This is usally recommended to max first mainly due to the fact that it will stabilize your damage and increase your damage over time. It also adds accuracy which most bowmen do not need and is generally the reason why Mastery is left at level 19 for the most part of Second Job mainly due to the fact that level 20 Mastery only adds accuracy. Mastery must be maxed in order to use the skill Advanced mastery in Fourth Job.

10. Power Knock Back is a skill that allows a bowmen to deliver sufficient damage to a monster in an attempt to knock a monster away from the bowmen. The damage formula for PKB is currently unknown which leads to many speculations on how it effects ones bow. The usefulness of PKB varies from player to player and level bracket to level bracket. Some people use it often and some people rarely use it or not at all. It is also debated whether PKB is useful because of its unpredictability to effectively knock a monster back and whether it will be replaced by Dragon Pulse in 4th job. Bowmen have also created alternative uses for PKB other than protecting themselves from monsters. Bowmen can use PKB in an attempt to kill certain players or create games such as Golem Tennis/Platform Knockoff. Bowmen are one of the few classes that can actually kill another player.

11. Puppet is probably one of the main indirect skills that a bowmen has, which attracts a monster to a Scarecrow figure, and allowing the bowmen to remain unharmed. This enables bowmen to survive many situations and fight a variety of monsters that would normally decimate the bowmen if Puppet were not implemented. Puppet works on an aggro basis, or in other words, in order for a monster to be attracted to the Puppet, the monster has to be attempting to attack the bowman. For a monster to become aggro, they must be attacked by the bowmen, however some monsters are set to auto-aggro and will immediately try to attack a bowmen, when the bowmen gets near that monster. One of the favorite uses of puppet is to place it in a spot where the aggro monster cannot reach it so that the Puppet will not disappear from excessive damage. This causes the monster to stay in one spot trying to get to the puppet completely leaving the bowman unharmed.

12. Thrust is a skill that passively gives speed to a bowmen. Most bowmen prefer to put points in thrust last, and only a few points are put into it. However if one were to put a sufficient amount of points into Thrust it would allow them to wear Attack Capes, or Defensive Purpose Capes without any reduction in speed. A person who also decides to put a decent amount of points into Thrust has larger choice of bows to choose from since they don’t necessarily need to look for a bow that gives them an extra boost in speed.

Defensive Skills and Characteristics
In order to save space this topic will be discussed at the following link

Frequently Asked Questions

Q. Bronze and Steel arrows with Soul Arrow?
Q. What is Mastery?
Q. What does booster do, or how does it work?
Q. Which is better Arrow Bomb, or Iron arrow?
Q. How do you jump shoot?
Q. Speed or jump?
Q. Snowshoes or Whitebottoms?
Q. Dex or attack?
Q. Red Viper/Heckler or V2k/Silver Crow?
Q. Arrow Blow or Double shot?
Q. Str-less?
Q. Is Double Shot + FA better than level 1 Strafe?
Q. Hunter or Crossbowmen

All of the previous questions can be found here

Q. What does _____ skill do?
A. Most explained here, if you don’t see what you need please post

Q. What should my AP build be?
A. Your Strength should be +5 your level if you’re a Hunter/Ranger, if you’re a crossbowman your strength should be the same as your level. You remaining points should go into Dex.

Q. Skill builds please!
A. Why are you even in this thread?

Q. Should I go low Strength?
A. Most bowmen go low Strength since almost all the equips for bowmen DO NOT require Strength

Q. What about Str-less?
A. …

Q. Which is better Sniper or Ranger?
A. I cannot say that both Snipers and Rangers are equal because in reality nothing is equal. But these classes are as close to each other as can possibly be, because Nexon made bowmen a complimentary class. A Ranger shoots faster by AT LEAST four arrows a minute, has a faster fire pickup speed and a higher damage over time percentage when skills are applied. A Sniper has higher damage ranges to make up for shooting slower than a Ranger. A Rangers fast firing rate and intial fire pickup speed and a Snipers high damage on average equals the same damage over time and usually both classes kill about the same amount of monsters in one minute.

Well Snipers have cheaper bow scrolls, what about that?
Currently Snipers can scroll weapons easier than Rangers due to the costs of scrolls. The only problem with this advantage is that it’s temporary. As more people decide to choose the path of the crossbowman, the more demand for scrolls go up and the more expensive they become.

Well Rangers look sexy, what about that?
Ok….If we are judging cartoon pixel qualities on a level of sexiness, then something is probably wrong with us. People have varying ideas on what looks cool and what doesn’t, so it’s really up to the player to decide whether their Sniper or Ranger looks “sexy.”

Snipers have Blizzard, that’s the pwnzers, what about that?
Yes…Blizzard is the pwnzers, but so is Inferno. Blizzard is a skill that is purely used for strategic purposes and changes the playing style of a Sniper. The same can be said for Inferno because it is kept at low SP levels until a Ranger gets closer to level 120. Inferno is used strategically to lure monsters and to cluster monsters together; i.e. clustering gobies together so they don’t spread around the map. That’s all Blizzard and Inferno are, skills used for strategic purposes. The only differences these skills have is that in the end of a Sniper’s and Ranger’s job (entering Fourth Job) one becomes a Superior immobilizer that deals moderate damage but doesn’t critical, and one that becomes a superior elemental damager that criticals.

If that’s the case which one should I choose then?
You choose whatever you prefer. Do you like rapid firing and implementing burning strategical moves or do you like Sheer power and immobilizing your foe with artic blows. Whichever you choose if you like bowmen, you’ll probably like your choice. One thing that I like to add though. Rangers should stop complaining that their damage pale to that of a Sniper, like Nexon says on their website “It may be weaker than the crossbow, but it's so quick, you'll be able to hunt swiftly.” That’s a fact, Nexon made it that no matter how much godly equips you get, your damage will ALWAYS have the potential to fall short of a Snipers. And Snipers should stop complaining or minimizing the fact that they shoot slower than a Ranger, like Nexon says again “It may be slower than the bow, but it's so powerful, it can go through any monsters one may see.” That’s a fact, Rangers will ALWAYS shoot faster than you. Nexon even made this more clear in Fourth Job; Bowmasters have faster firing skills, and Crossbowmasters have more power damaging skills, there’s no way around it, because its Nexon’s decisions.

Q. FA or FA-less?
A. Read please

Statistics of the Bowmen Class

Firing Rates

Bow
Normal: 78/min
Fast: 80/min
Booster: 88/min
Fast + Booster: 92/min
FA: 100/min
FA + Booster: 120/min

Crossbow
Normal: 70/min
Fast: 75/min
Booster: 82/min
Fast + Booster: 85/min
FA: 83/min
FA + Fast: 88/min
FA + Booster: 95/min
FA + Fast + Booster: 100/min

Skill Damage

Attack: 100%~200% depending on critical; 140% on average

Level 1 AB: 141%~241% depending on critical; 181% on average
Level 1 DS: 152%~352% depending on critical; 232% on average

Maxed AB: 260%~360% depending on critical; 300% on average
Maxed DS: 260%~460% depending on critical; 340% on average

Level 1 Strafe: 208%~608% depending on critical; 368% on average
Level 20 Strafe: 360%~760% depending on critical; 520% on average
Maxed Strafe: 400%~800% depending on critical; 560% on average

Level 1 Bomb: 232% on average to a mob of 3, 534% on average to a mob of 6
Level 15 Bomb: 332% on average to a mob of 3, 742% on average to a mob of 6
Level 30 Bomb: 419% on average to a mob of 3, 965% on average to a mob of 6

Level 1 IA: 259% on average to a mob of 3, 402% on average to a mob of 6
Level 15 IA: 399% on average to a mob of 3, 619% on average to a mob of 6
Level 30 IA: 548% on average to a mob of 3, 851% on average to a mob of 6

Level 1 AR/E: 300% on average to a mob of 3, 600% on average to a mob of 6
Level 11 AR/E: 450% on average to a mob of 3, 900% on average to a mob of 6
Maxed AR/E: 600% on average to a mob of 3, 1200% on average to a mob of 6

Damage Per Minute

Attack (bow): 12320% per minute
Attack (xbow): 11488% per minute

Level 1 AB (bow): 15928% per minute
Level 1 AB (xbow): 14852% per minute

Level 1 DS (bow): 20416% per minute
Level 1 DS (xbow): 19037% per minute

Maxed AB (bow): 26400% per minute
Maxed AB (xbow): 24617% per minute

Maxed DS (bow): 29920% per minute
Maxed DS (xbow): 27899% per minute

AB+FA (bow): 28967% per minute
AB+FA (xbow): 25632% per minute

DS+FA (bow): 31411% per minute
DS+FA (xbow): 27795% per minute

Level 1 Strafe (bow): 32384% per minute
Level 1 Strafe (xbow): 30197% per minute

Maxed Strafe (bow): 49280% per minute
Maxed Strafe (xbow): 45952% per minute

MP Consumption Per Minute

Attack (bow): 0 MP per minute
Attack (xbow): 0 MP per minute

Level 1 AB (bow): 528 MP per minute
Level 1 AB (xbow): 492 MP per minute

Level 1 DS (bow): 704 MP per minute
Level 1 DS (xbow): 656 MP per minute

Maxed AB (bow): 1232 MP per minute
Maxed AB (xbow): 1149 MP per minute

Maxed DS (bow): 1408 MP per minute
Maxed DS (xbow): 1313 MP per minute

AB+FA (bow): 856 MP per minute
AB+FA (xbow): 757 MP per minute

DS+FA (bow): 978 MP per minute
DS+FA (xbow): 865 MP per minute

Level 1 Strafe (bow): 2288 MP per minute
Level 1 Strafe (xbow): 2133 MP per minute

Maxed Strafe (bow): 2816 MP per minute
Maxed Strafe (xbow): 2626 MP per minute
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Bowman Guide Empty Re: Bowman Guide

Post  Mark Wed Jan 30, 2008 10:29 pm

Credits go to: sapphire8, LordMufasa, spiritrival, kennethjay, d0tO, DeeArcher, gfreak002 and bluebomber24.
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Bowman Guide Empty Re: Bowman Guide

Post  Tarik Wed Jan 30, 2008 10:30 pm

woot credits Razz
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Bowman Guide Empty Re: Bowman Guide

Post  Mark Wed Jan 30, 2008 10:31 pm

FUCK, this was a big guide...
had to chop it into 4 pieces.
Had to read the whole thing for mistakes to -_-" (yes i do read all the guides which i post here)
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Bowman Guide Empty Re: Bowman Guide

Post  Tarik Wed Jan 30, 2008 10:37 pm

Mark wrote:FUCK, this was a big guide...
had to chop it into 4 pieces.
Had to read the whole thing for mistakes to -_-" (yes i do read all the guides which i post here)

ill help with some mistakes in the guide go get ur lvls when you can
NVM, cant edit your post in here...
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