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荣耀构筑 - 永恒猎手(弓箭手)

2026-02-12 06:01:18

导读

这是一款适用于精灵、人类或亡灵人类的4人小队弓箭手Build——荣耀构筑-永恒猎手,详细列出了1-21级的属性、技能加点规划,还包含装备选择、符文搭配及不同阶段的技能配置,助力打造强力弓箭手角色。

★ 适用于任何精灵、人类或亡灵人类的Build。此Build专为4人小队体验设计。 ♦ 我的其他作品: • 终极荣誉Build:链接 • 荣誉难度攻略:链接 ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ✖ 美术作品作者:CurohKrow ★ 展示视频

✎ Stats Distribution Level 1: 13 FIN, 1 Huntsman, 1 Warfare, Glass Cannon Level 2: 15 FIN, 1 Scoundrel Level 3: 17 FIN, 2 Warfare, Executioner Level 4: 20 FIN, 1 Poly Level 5: 22 FIN, 2 Huntsman Level 6: 24 FIN, 3 Warfare Level 7: 26 FIN, 4 Warfare Level 8: 28 FIN, 5 Warfare, Elemental Ranger Level 9: 30 FIN, 6 Warfare Level 10: 32 FIN, 7 Warfare Level 11: 35 FIN, 2 Poly Level 12: 38 FIN, 3 Poly Level 13: 40 FIN, 8 Warfare, Hothead Level 14: 12 WIT, 3 Huntsman Level 15: 14 WIT, 4 Huntsman Level 16: 16 WIT, 5 Huntsman Level 17: 18 WIT, 9 Warfare Level 18: 20 WIT, 2 Ranged, All Skilled Up Level 19: 22 WIT, 10 Warfare Level 20: 24 WIT, 3 Ranged Level 21: 26 WIT, 4 Ranged• If the requirements already met with the help of your gear, respec the attributes or combat skills and relocate them elsewhere like more Ranged and eventually maxed out both Warfare & Ranged in the end. ♦ Spider Kiss Talent: Dragon (+2 WIT -2 CON) ♦ Academy Lessons:Lesson in WIT: +5 WIT / -5 CON Lesson in FIN: +5 FIN / -5 MEM Lesson in Memory: -5 STR / +5 MEM ♦ Civil: Thievery 1st → Sneaking 2nd ✎ Equipment Gears: Stick to any gear that have Warfare, Finesse, Scoundrel or Wits. Some belt has rare potential rolls with Ranged so keep an eye out for them. There will be alot of strong unique gears for archers in Arx. Second Skin is an unique found in Fort Joy is actually pretty useful since there is no gloves which has +Finesse and +Huntsman, not to mention it also has a rune slot so you can equip a +3 Finesse frame later. Meaning with Second Skin and right frame, you'll get a total +4 Finesse and +1 Huntsman out of that level 6 gloves. Since you're an archer, armour isn't the problem if you position yourself well in combat. Use whatever crossbows or bows that have better bonus options at the moment, prioritize Critchance, Finesse or Ranged. Preferably one with a rune slot. In Arx, use these uniques: Vo Charlen (Head): +5 FIN, +3 Wits, +1 Huntsman, +2 Con, +20% Water Resist, Immunity to Charmed & Terrified. Nazad Hunola (Chest): +5 FIN, +2 Scoundrel, +1 Huntsman. Last One Standing (Belt): +4 FIN, +5 Memory. Lord Ruaney Boots: +7 FIN, +10% Air Resistance, set Erratic Wisp. Lord Ruaney Britches: +3 Wits, +2 Scoundrel, +6 Initiative. Runes: Amulet: Flame Rune (+4/5/6% Critchance) Armour: Venom or Thunder Rune (+7/9/11% magic resistance) Weapon: Masterwork Rune (+9/11/13/15% physical damage) Frames: Amulet: Mystical Flame (+1 Pyrokinetic) Armour: Power Venom or Thunder (+2/3 Finesse) Weapon: Mystical Masterwork (+2/3 Wits) Eternal Aeterfacts:It can't be REMOVED once plugged and they are also LIMITED, so only use when you know for sure that piece of gear is going to be with you for a looong time. Helmet: +2 Finesse, +1 Huntsman Amulet: +10% Fire Resist, +2% Critchance, +5% Dodge ✎ Abilities Setups Ideal Party Initiative Order: pre-buff Peace of Mind to control party initiative if needed. 3rd place or 4th place: executioner role, finish off weak enemies. 1st place: strong initial striker, ideal to take out high threat enemies or set up knockdown CC arrows on them. Elemental Ranger: apply extra Physical Damage for regular attacks when hitting targets that are currently standing on blood surfaces. You can either use Marksman Fang to generate blood surfaces on enemies targets or have a Necromancer casting Blood Rain on them. Early Game (1~8) Elemental Arrowheads: Use on blood pool to get bloody arrows which increase your physical damage output on weapon attacks. Ricochet: Multi-targets attack, can hit up to 3 targets. Adrenaline: Gain 2 AP for this turn but lose 2 AP on the next turn (a tradeoff), use it when you need to confirm a kill to trigger Executioner talent or just simply want to finish off some high threat targets. Enrage: Boost 100% critchance, but apply Muted status. Cloak: hide and protect the character from enemies. Tactical Retreat: jumping ability, also apply Hasted status on use. Mid Game (9~15) Ballistic Shot: damage increases based on distance between the Archer and the target. Stand on high ground to utilizes the range, can deal very high damage and able to one shot enemy from a far distance. Marksman Fang: a multi target attacks, dealing Pierce damage to targets in a line. Combo into Skin Graft for a double Marksman Fang you can 2 shot enemies without touching their armors. Skin Graft: Reset all cooldowns. Thick of the Fight (optional): boost 10% damage per nearby characters, you can prep the buff before battle with your party nearby to get some quick damage advantage from the start. Late Game (16+) Peace of Mind: small Damage and decent Critchance boost. (replaces Enrage) Glitter Dust (optional): a debuff of -100% dodge reduction on selected enemy target, can shut down evasive enemy. Also prevent target from going Invisible. Challenge: Mark an enemy, if the target dies within 2 turns then your character will receive bonus Armors and +20% Damage boost for a turn. Arrow Storm: strong big AoE attack, can deal full damage to big targets with fat hitbox. Cloak & Dagger: a jumping ability, does not break Invisiblity on use. Assassinate: deals strong damage when used out of Stealth, when the Archer used Cloak to keep them safe, in the next round Assassinate can be used to break Invisiblity and deals good spike damage.

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