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荣耀流派 - 第二太阳(元素弓箭手)

2026-02-13 19:31:13

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这是适用于精灵、人类或亡灵人类的《神界:原罪2》荣耀流派第二太阳元素弓箭手Build,适配4人小队。文中详细列出1-21级的属性与技能加点,还有装备选择、符文搭配、不同阶段技能配置及玩法技巧,助力打造强力元素弓箭手。

★ 适用于任何精灵、人类或亡灵人类的Build。此Build适用于4人小队体验。 ♦ 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:Yang J ★ 展示视频

✎ Stats Progression Level 1: 13 FIN, 1 Huntsman, 1 Scoundrel, Glass Cannon Level 2: 16 FIN, 1 Poly Level 3: 18 FIN, 1 Warfare, Arrow Recovery Level 4: 20 FIN, 2 Warfare Level 5: 22 FIN, 2 Huntsman Level 6: 24 FIN, 1 Pyro Level 7: 26 FIN, 3 Warfare Level 8: 28 FIN, 4 Warfare, Torturer Level 9: 30 FIN, 1 Aero Level 10: 32 FIN, 2 Aero Level 11: 34 FIN, 5 Warfare Level 12: 36 FIN, 6 Wafare Level 13: 38 FIN, 7 Warfare, Executioner Level 14: 40 FIN, 8 Warfare Level 15: 12 WIT, 9 Warfare Level 16: 14 WIT, 10 Warfare Level 17: 16 WIT, 1 Ranged Level 18: 18 WIT, 2 Ranged, Hothead Level 19: 20 WIT, 3 Ranged Level 20: 22 WIT, 4 Ranged Level 21: 24 WIT, 5 RangedIf the requirements already met with the help of your gear, respec the attributes or combat skills and relocate them elsewhere where it could yield more benefits like getting more Ranged so you can eventually maxed out both Ranged and Warfare in the end. It isn't heavily required but if wanted, you can also run a synergy build to raise the Archer damage potential: Elemental Conjurer Keep in mind that if you have been stocking or stealing plenty of special arrows, you can swap Arrow Recovery out and take other damaging talent instead. ♦ Academy Lessons:Lesson in Con: +5 CON / -5 INT Lesson in Wit: -5 CON / +5 WIT ♦ Spider Kiss Talent: Dragon +2 WIT -2 CON ♦ Civil: Thievery 1st → Sneaking 2nd ✎ Equipment ♦ Gear: Look out for gear with Warfare, Scoundrel, Wits or FIN, Belts have a rare chance of having Ranged so keep an eye out for them. Use Rings with Wits, Warfare or Scoundrel, elemental side stats that comes along like Pyro / Geo / Hydro / Aero are also appreciated. Use Weapons with +Huntsman, +Ranged or +Finesse, preferably one with critchance and a runeslot. If the bow comes with a bonus elemental damage, it would be also appreciated as it stack/apply on top of every special arrows. ♦ Runes: Amulet: Flame Rune (+4/5/6% Critchance) Armour Venom Rune(+7/9/11% Poison Resistance) Weapon: Masterwork Rune (+11/13/15% Physical Damage) ♦ Frames: Amulet: Mystical Flame (+1 Pyro) Armour Power Poison (+2/3 FIN) Weapon: Mystical Masterwork (+2/3 WITS) ♦ Eternal Artefacts:They 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 stick for a looong time. Neck: 10% Fire Resist, +2% Crit, +5% Dodge Head: +2 Finesse, +1 Huntsman ✎ In-depth Details 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 and save arrows with minimum consumption. 1st place: strong initial striker, ideal to take out high threat enemies or set up hard CC on them. Poison Upgrade: combining any poison source + any weapon to get extra poison damage on the weapon. They stack / apply on top of every special arrows. Arrow Recipes: Any Arrowheads + Arrow Shafts = Respective Arrows General Vendors: usually have a small number of arrow crafting materials each reset. Ranger dedicated Vendors: always have a huge stock of both crafting materials and special arrows each reset. You can either trade using a high Bartering character with 100 invested attitude towards that NPC (Corbin Day sticks around so he's ideal NPC for investing) or Steal all of them per character each reset, a high Thievery character can easily clean the vendor's entire wares & gold each resets. As of now, both Elemental Ranger talent and Fire Brand ability do not apply / stack on top of any special arrows, so they are not included in the build unless changed in the future. (28.9.2018 -date) Special Arrows scale with weapon damage, so naturally the Ranger is still a very strong physical damage dealer. In cases where targets are actually a lot more vulnerable to physical damage than elemental damage, you can still choose to gun those down with regular attacks/skills or use knockdown arrows instead. Necrofire and Blessed Arrows: start appearing at level 16. ✎ Abilities Setups ✦ Early Game (1~8) Elemental Arrowhead: use on a surface to get bonus weapon damage based on the surface elemental. Note: any surface will always stack / apply on top of every special arrows. 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. Chloroform: deal magic damage and apply Sleeping to vulnerable target, hard CC that target for a turn if they don't take damage. Sleeping always tick first before damage overtime status, meaning even if target are poisoned, burned,.. they will still lose a turn by Sleep. Cloak: hide and protect yourself from enemy. Enrage: +100% critchance, also apply Muted so make sure you use other buffs first before Enrage. Tactical Retreat: a mobility / jumping skill, also apply Hasted that +1 AP Recovery. Ignition: with Torturer talent, it's an ideal and cheap spell to set up Burn debuffs on nearby enemies, giving them a -15% Fire Resistance Fire or Poison Arrows also can straight up apply Burned / Poisoned status on enemies as well. If your bow have Fire elemental damage bonus, using Poison Arrow will have a chance to apply both Poisoned & Burned status at the same time. Bleed Fire: apply another -20% Fire resistance on top of Burn status, use as replacement for the Spellsword when Ignition is covered. ✦ Mid Game (9~15) Venom Coating: apply Poison damage to your weapon, it's better to have other synergy character buff it for you. While not necessary required, it can increase your special arrows damage output notably. Bonus damage from Venom Coating stack / apply on top of every special arrows. Teleportation: teleport target to a desired spot, use it to gather enemy close together, setting up to nuke them down with your special arrows AoE. Nether Swap: switch spot between 2 targets, if your party melee already engaged close combat. Use it on your ally and one another enemy, to both get your friend out of harm way and teleport enemy close to eachother, ready to be nuked down with AoE. Ballistic Shot: a good long range attack which damage increased the further the target, can quickly one shot and take out squishy enemy. Shocking Arrows: they are single target only, apply Shocked per attack if enemy is vulnerable, you can set target up with one Wet arrow beforehand then folllow up with Shock arrow after. Use it to stun a target if wanted, otherwise Static Cloud has much better uses. Water Arrows: AoE arrows, ideal for damaging arrows with Water damage and set up soft status Wet, reducing targets Air/Water resistance and making them more vulnerable to CC. Do not set Burn if you are planning to CC them. Wet + Chilled = Frozen Wet + Shocked = Stunned Tips: If the bow have bonus Shock damage, when shot with Water arrow, it will have a chance to apply Wet + Shocked status at the same time if target was vulnerable, allowing you to one shot CC enemies. This will also backfire if the bow has bonus Fire damage, targets will always get Warm despite using Water arrows... Static Cloud CC Arrows: It's an AoE, that apply Stun right off the bat given enemies are vulnerable. With enemies gathered near together using Teleportation or Nether Swap, you can first soften their magic armour using any special arrows, preferably Water arrows as they apply Wet, reducing targets Air resistance. Then finally send a Static Cloud arrow their way to apply Stun. Enemies are stunned by the Static Cloud are likely to get Shocked status by the Cloud after they clear their Stuns. Meaning another quick Wet arrow can easily set them all up CC-ed again, potentially chain CC enemies to death. Freezing CC Arrows: apply AoE chilled, can be setup and used the same way Static Cloud works. Set enemies up with Wet then shoot Freezing arrows, although Static Cloud is still better and more recommended. Not only it left a Shock Cloud behind but it also doesn't conflict with Fire that much, except a slight damage reduction, you can still dishing out damage when enemies are Stunned. Chilled/Freezing on the otherhand can be ruined by Fire. ✦ Late Game (16+) Peace of Mind: Critchance and Damage boost, replaces Enrage. 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. Flavor picking the rest however you want: as the character gain more memory slots on higher levels

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