Character: My only character
Level: 39
Server: PvP
Zones Experienced In: Shaded Dunes, Sungreet Strands, Glass Flats, and Vale of Zintar
Group Size: Mostly groups of 2–6, with some solo play
Time Spent In-Game: Approximately 33% leveling, 33% PvP, and 33% harvesting
Overall Experience
I am enjoying the Archer overall. Below is my feedback on the current skills, along with some suggestions that I believe would make the class feel better and give more abilities a meaningful purpose.
Skill Feedback
Point Blank Shot
This skill is useful for approximately the first five to ten levels, but it is quickly replaced by almost anything else.
An Archer is supposed to fight at range. When an enemy gets close, the natural response is to create distance—not remain in melee range and continue shooting. Requiring the ability to be used at melee range makes it a non-starter.
Suggestion for the developers:
Rework Point Blank Shot so it can be used at all ranges.
Disengagement
This is a decent and useful skill, but it needs some adjustments to feel worthwhile.
Suggestions for the developers:
Allow it to be used with or without a target.
Increase the distance traveled.
Ideally, it should move the Archer just outside the maximum range required to fire a bow.
Consider increasing the distance as the skill levels up.
Currently, it feels like the Archer only moves back a few steps.
Skirmisher
I never use this skill. The ability to critically hit is far more valuable than a 10% movement-speed bonus that does not stack with other speed buffs.
Suggestion for the developers:
Either allow it to stack with Spirit of Wolf or make the movement bonus stronger than Spirit of Wolf.
Salvage Arrows
I never use this from the ability bar. It does not need to occupy a skill slot.
Suggestion for the developers:
Make Salvage Arrows a standard hotbar action, similar to creating a campfire.
Barbed Arrow
This is a good skill.
Suggestion for the developers:
Reverse the recent top-end damage reduction and the additional two-second delay before applying another stack.
No one wanted that tradeoff, and compared with the damage available to other classes, the nerf did not feel necessary.
Quick Shot
This could be a good skill, but Barbed Arrow is almost always preferable because maintaining three bleed stacks is so important and they share the same cooldown.
Fortunately, there is an easy way to improve it.
Suggestion for the developers:
Allow Quick Shot to refresh existing bleed stacks. After applying three stacks with Barbed Arrow, the Archer could then switch to Quick Shot to maintain them.
Net Shot
The combination of its cooldown and the short duration of the snare makes this skill feel weak.
Suggestion for the developers:
Reduce the cooldown.
Snaring Shot
Good skill.
Interrupting Shot
Good skill.
Strafing Barrage
This is a decent skill, but it currently has several frustrating problems.
The ability is still bugged and may not activate immediately unless it is used directly after a standard ranged attack.
Suggestions for the developers:
Fix the activation issue.
Do not force the camera to turn and face the target when the ability is used. EVERY ARCHER WANTS THIS.
Allow each of the four shots to independently trigger critical hits and double attacks, just like normal ranged attacks.
Piercing Shot
This is a decent skill, but it needs some help.
Suggestions for the developers:
Remove the three-second requirement from Sniper’s Blind for the double-damage effect.
Make Piercing Shot count as one bleed stack, allowing a follow-up Barbed Arrow to apply the second and third stacks.
Increase its range.
If this is intended to function as an opener or sniper-style shot, it should have noticeably longer range.
Exposing Shot
Good skill.
Suggestion for the developers:
Do not give it the same cooldown as Net Shot.
Caltrops
This is a good skill, but it is currently bugged.
Bug report:
https://discord.com/channels/847846851478945802/1531617835443294378
Suggestion for the developers:
Please fix the reported issues.
Sniper’s Blind
This skill needs help.
Suggestion for the developers:
Make it true stealth, similar to Rogue stealth, so the Archer cannot be seen at all by any Mob or Class while the effect is active.
Splintering Shot
I never use this skill because the damage is too low.
Suggestion for the developers:
Turn it into an area-of-effect damage-over-time ability with stacking damage similar to Barbed Arrow.
Flurry of Arrows
This is a good concept, but the cooldown is too long.
Suggestion for the developers:
Reduce the cooldown.
Flare
I never use this skill in its current form.
For it to be effective, it should be usable directly on targets and should have a larger area of effect on the ground.
Suggestions for the developers:
Allow Flare to be cast directly on targets capable of hiding.
Let it proactively prevent those targets from entering stealth.
Make the reveal effect “stick” to a hidden target that enters its radius.
Increase the ground-area radius.
This would make Flare a proactive anti-stealth tool instead of an ability that is difficult to use effectively.
Immobilizing Trap
This is a good skill, but it is currently bugged.
Bug report:
https://discord.com/channels/847846851478945802/1531617835443294378
Suggestion for the developers:
Please fix the reported issues.
Alarm Trap
I have never used this skill, and I am unsure how it could be changed enough to make it worth choosing over the other available abilities.
Oil Trap
I never use this skill because it does not deal enough damage.
Suggestion for the developers:
Increase its damage or give it additional utility that makes it worth selecting.
Marksman
Good skill.
Relocate
This skill needs help.
Suggestion for the developers:
Either increase its duration or reduce its cooldown.
Anticipate
Good skill.
Smoke Bomb Arrow
Good skill.
General Archer Suggestions
Give Quivers Their Own Equipment Slot
Quivers should have a dedicated equipment slot instead of occupying the belt slot.
More quivers should also be introduced as drops throughout the game.
Add Unique Boss Arrows
Introduce special arrow types that can drop from bosses. These could provide unique damage types, effects, or situational bonuses.
Rework Tinkering and Traps
The current Tinkering and trap-acquisition system feels like an unnecessary time investment.
Traps should simply be learned while leveling, similar to other class abilities, rather than requiring a separate crafting progression.