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Archer Tips & Tricks for Marksmen and Snipers with Visuals

Discussion in 'Jobs' started by thugric, Mar 31, 2019.

  1. thugric
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    thugric Capt. Latanica Retired Staff

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    Last Edit Date: February 18, 2021

    This quick guide is to let maplers and future marksman/snipers know how to use their 3rd and 4th job skills to their advantage. Specifically, I will be showing you guys some common training spots snipers/mm's go to when leveling up. Details with some tips and tricks will be provided in each training spot // boss. For some video examples, I will be wearing nooby items to replicate damage of a lower level sniper.

    Snipers

    Recommended: Max Arrow Erruption
    Opinion: Only viable to train with a party for these maps, but the exp is good. Do CD's from level 85-120 if feasible, and MP3's from up to level 75 for third job, and whatever level you find comfortable when doing it during 2nd job (probably lvl 60+)


    [​IMG]

    [​IMG]

    Min Requirement: lvl 15+ Puppet
    Recommended: High level Strafe, Max Puppet, and 3.5k+ HP
    Opinion: High risk and reward in regards to getting exp and dying.

    There are eight maps that spawn HH, you can only solo HH in seven of them. They are:

    Phantom Forest: Crossroad (Three different ones)
    Phantom Forest: Forgotten Path
    Phantom Forest: Hidden Evil
    Phantom Forest: Creeping Evil
    Phantom Forest: Hollowed Ground

    Killing HH at Forgotten Path
    Stand at a different platform and strafe him from a long distance so that he will never reach you.


    Step by Step Instructions for other maps:
    1. Make sure HH is on one end of the map
    2. Attack the HH once and then immediately place a puppet towards the wall. Once the puppet has been placed, the HH will start magic attacking it.
    3. While HH is attacking the puppet, use strafe to attack it until the puppet dies.
    4. Once the puppet dies, repeat steps 2 and 3 until you have successfully slain HH.

    Where you will face problems:
    • Fighting HH at maps that spawn jr. wraiths will be very bothersome and mess up your tempo. If this is the case, summon your Golden Eagle to K.O the jr wraiths.
    • You are likely to die when HH does its magic attack and you are too close to it. This can happen with either poor positioning or if the jr. wraiths bump you into the boss.

    Make sure that you place the puppet in front of you, and not behind you. This is because we do not have enough attack speed to keep it pinned without it attacking the puppet.


    Min Requirement: Lvl 15+ Arrow Eruption, and having 1.8k+ hp.
    Recommended: Being lvl 85+, and having Max Arrow Eruption
    Map Location: Ludibridum: Warped Path of Time <4> @ the bottom middle platform.
    Instructions: Stand at that bottom middle platform and spam Arrow Eruption. Duck down (press down arrow) to dodge slow projectile attacks.
    Opinion: Good way to make aok mesos. They drop earring dex 60%, ilbis, and good items that you can NPC.


    Min Requirement: Lvl 1 Strafe, and having 2.5k+ hp.
    Recommended: Being Strong, with Max Strafe, and have 1-15 skill points on Golden Eagle
    Map Location: Leafre, Mini Dungeon: Newt Secured
    Instructions: Spam strafe from a distance, and not get hit from the mob's magic attack. (It hurts)
    Opinion: The cons for training here is how boring it can be, and the lack of mesos you can make compared to other training spots (gallos, spirit vikings, etc).

    Marksmen

    For simplicity sake, let's assume that all these skills are maxed.

    Snipe: One of the main skills that differentiates a marksman vs a bowmaster. Snipe is an a spell that does 200k fixed every five seconds. When bossing, marksmen snipe every five seconds, and would spam strafe in between.

    MM's outdamage BM's from 140 - 17x unless the BM's are very strong. Since Snipe has a fixed damage, MM's damage output does not scale well overtime as they would depend on strafe damage.




    [​IMG] Dragon's Breath: A ranged PowerKnockback. There is no need to add anymore SP after level 21. At this level, you are able to push back 6 mobs. In terms of skill build order, prioritize getting this skill to lvl 21 over maxing FrostPrey if you plan on training early on.


    [​IMG] Piercing Arrow: The main 4th job mobbing skill for MM's. Super ultra strong damage, but the set-up to achieve that damage can be a lil annoying. Optimal damage is incurred the longer you charge the attack, and the more mobs it penetrates.
    Using Piercing arrow with Dragon's Breath looks like this


    [​IMG] Blind:
    It's a buff that makes all your attacks give a 40% chance to "blind". When a monster are blind, their accuracy decreases for 15 seconds. At the max level, this reduces the mob's accuracy by 30%. Blind also works on bosses, with 1/3rd of the effect.

    Personally, I think the effect of this skill on bosses is minimal, but becomes significantly more useful the more people there are in the boss run (such as Pink Bean). Having one MM in a PB run would result in the boss missing attacks more often for 30 people, which can save minutes for the run.

    This skill usually gets maxed around 17x-19x. It is preferable to max this skill early on for those who strictly boss.


    Requirement: Max Puppet

    The most important thing to know about in solo'ing bigfoot, is that it has 1 magic damage, and 11k + touch damage. This means that you want to get hit by its magic attack, and not get touched by it. Maple mobs are programed to use their magic attack from the farthest range. Knowing this, you should let the bigfoot chase you and attack using its magic attack (the stomping move).
    Every time you got hit by an any attack, you are invincible for a short period of time. This is called I-Frames. Take advantage of this if you want to walk across the bigfoot. Thus, if you are touched by a wraith, a tree, or get attacked by the bigfoots stomp, you can walk across bigfoot immediately while you are invincible.


    Setting up the pin.
    MM's can temporarily pin bigfoot. Getting the pin, and maintaining it ain't easy. For new marksmen, most of your bigfoot run will look like this. Here are the step by Step Instructions to successfully pin the boss:
    1. Get aggro from bigfoot, then run to a wall and hug it
    2. Once you are at the wall, bigfoot will be using its 1 damage magic spell on you. The moment you get hit from his stomp, walk across bigfoot and place a puppet at the edge of the map ASAP.
    3. Reposition & spam strafe/snipe until it gets pinned. If the pin breaks...
    4. Get the bigfoot aggro and repuppet. Repeat Step 3
    5. If you simply can't get the pin for the bigfoot, start back to step 1.


    Duo'ing with Bigfoot.

    It is easier to duo with a ranged attacker than a melee attacker. I'm not too good at knowing which attacker will receive aggro, but in most cases your NL/BM partners are the ones who would get the BF aggro. Therefore, if the BF pin ever breaks, make sure you are either behind or standing at the same spot as your partner. If you are infront of your partner and who is being chased by the bigfoot, u ded.

    Duo'ing with melee attackers can be a little tough. You are more likely to receive BF aggro unless the melee attacker does significantly more damage, and has attack speed. You are safer to duo bf with melee attackers as it more unlikely for BF to run you over. In the other hand, melee attackers are the ones at risk to being run over.


    Additional Tips and Information:
    • You will die a lot. Get A LOT of charms.
    • You are more likely to die when the puppet is dead. Get aggro immediately before the bigfoot freely roams around and crashes into you.
    • Get max movement speed, or get a mount. Bigfoot moves fast and so should you
    • Do not afk too long in the corner while BF has aggro on you. A jr wraith might bump into you and have you crash into the bigfoot right after.
    • Once pinned, you can use , Soul Arrow, Booster or Frostprey in between strafes without breaking the pin. Using SE or MW20 will have break the pin.
    • Always move back every time you place a puppet. Sometimes bigfoot likes to move weirdly and crash into you by accident.
    • Keep the toes, the NLC quest for bigfoot toes are repeatable every 24 hours. That's 200k exp, and 150k mesos you get free everyday

    Requirement: Max Puppet, and 3k+ HP.
    Location: Follow the instructions here.

    Soloing samurai can take 15-27 minutes depending on your damage. This boss has two magic attacks. One that's very ranged and does ~2.8k damage, and the other one has shorter range and does ~9.8k damage (has a thunder animation). Every time you hear the boss make a thundering sound that's the sign that it will do the 9.8k magic attack; move back or else die. When soloing the samurai you have the ability to pin it, and in return not take any magic damage.

    Step 1: Get aggro from samurai and lure it to the far right of the map.
    Step 2: Place the puppet to the left, at a spot where the samurai can't reach it if you continue attacking it.
    Step 3: Once the puppet expires, repeat step 2.



    Duo'ing with Samaurai

    Duo'ing this boss makes the run a lot faster, and is probably the recommended option if you are trying to kill as many as possible (before others steal it from you). Thankfully, you can do this boss with anyone as long as they can survive.

    When fighting this boss, it is more convenient for you to attack from the right side. Keep an eye on when it does thunder and take a step back before it lands (unless you have enough HP). There is a safe spot where you won't get hit, being under the swords.


    Additional Tips
    • Make an SI mule to reduce the clear time to clear the boss by 3-5mins
    • Increase the sound volume when fighting this boss, so that you can hear when it is about to use its 9.8k thunder magic attack.
    • Keep the Kacchuu Musha Fragments for questing purposes, to fight toad, or to sell for really good mesos.
    • Keep Frostprey on throughout the whole boss run to freeze & kill mobs that are in the way.

    Min Requirement: Getting the prequest done, and having 2k+ HP.

    Killing pap is very easy, just spam your attacks as per usual. The only tough part about fighting this boss is during its second body. It has a 5k touch damage. To avoid never getting hit from the second body, you can either duck, or use puppet.

    Killing pap twice a day is a decent way to get some cash. You can make 1mil on average for every pap run due to the amount of high level equipment, and mediocre skillbooks that drop. You can also kill the little bomb dudes as they drop gach.


    Bare min hp requirement: 8.1k HP, with no hyperbody in the run. Also completing the prequest
    Recommended: 8.1k HP, plus hyperbody in the run (or 12.5k hp with HB)

    For MM's, the most important thing to know about fighting and surviving this boss is to always attack from the farthest range, dodge lasers for the first 2 bodies, and to dodge all attacks from the third body. This boss has pretty good exp and drops. Trio/quad this boss til 17x, trio 17x-18x, then begin duo'ing it at high 18x to 200.

    First Body:
    The first body has 3 attacks:
    1. A couple of lasers that do< 8.1k damage, dispels, and knocks you to the far left of the map. Duck the moment the lasers approach you, and start attacking again once the boss has completely finished its attack.
    2. A set of missiles that the boss shoots from the sky that does <8k damage. This attack comes quick, but dodging this attack is optional. The moment you see verga twerk its booty, start to duck. If you have sound on, duck the moment you hear the missiles being shot.
    3. A gatling gun with short range that does 10.5k+ damage. You cannot dodge this attack but you can prevent getting hit from it by attacking the boss as far left as possible. It is crucial to attack this boss at the maximum range if you do not have over 10k hp.

    To ensure that you are attacking from the farthest range, start by shooting strafe at the far left of the map then shuffle rightwards each time the strafes don't hit. Do not move further right once you land a hit.

    If you are soloing this boss, you can optionally place a puppet on the left side of the map (once you get its aggro) to make the boss only shoot lasers.

    If you have mules, place them on the bottom left of the map and ensure they have rebuffed and healed each time they get by the laser. You can also cheese and not get hit by any of verga's attacks by having the mules consume rainbow shells obtained from Mano.

    Second Body:
    It is easier than than the first body, because the attacks are the same and the gatling gun doesn't exist. There is nothing additional to worry about other than that you will have to stand a bit closer to verga to attack it.

    Third body:
    It is in your best interest to dodge every attack. If you do not have over 12.5k hp with hyper body, you will die if you get hit with any of its 2 attacks:
    1. Missiles from the skies (just like the first and second bodies), but now it does <12.5k damage, and jump-left seduces you. The moment you see verga twerk its booty, start to duck. If you have sound on, duck the moment you hear the missiles being shot. It is strongly recommended to dodge these attacks because getting hit significantly decreases your damage output.
    2. A short range lock-attack that stuns you and does <12.5k HP. The stun is long enough that you will be unable to dodge from its missiles attacks. Dodge when you see a big red light ball being charged, and start attacking a half second after the ball explodes.

    None of verga's attacks for this body reaches to the bottom left of the map. If you to be afk from the run, you can stand at that spot.

    If you are soloing, you could place the puppet at that location (same spot during 1st/2nd body) and verga will temporarily not attack. You will clean sweep 3rd body doing this.

    If you are duo'ing this map, and want to optimize the speed of the run do the following:
    a) Have one attacker get aggro from verga, and attack the boss from a really close range. You will know who has the boss'es aggro if it does the lock-attack very often.
    b) Have the other attacker (likely being you, if you are the only ranged attacker in the run) to attack verga from the farthest range. With this setup, this attacker will be far enough to not get hit verga's short ranged lock-attack, and produce more damage output by not needing to duck. Both attackers still need to dodge the missiles though.
    c) If you notice that verga has only been shooting missiles for the past minute, this means that the attacker from step b) has the aggro. If this is the case, have the attacks switch spots {attacker a) go left and attacker b) go right}.


    Minimum requirement: 7.3k hp, and completing the prequest
    Recommended: Max MM Boost, and either or both of high level Frostprey and Piercing Arrow

    This is a boss that gives great exp as long as you are able to kill it within the 10 minute timeframe. Essentially, the more attackers in the party, the less exp you get. At 18x, you should try to start duo'ing this boss.

    This boss has 80mil hp, and will always spawn 3 mobs (no more no less) that each have 15mil hp.

    Steps to fight this boss optimally:
    1. Have all buffs ready before entering the JC map. (Frostprey must be on at all times)
    2. At the start of the run, attack the boss with snipe/strafe until it spawns all 3 of its minions.
    3. The moment the third minion spawns, start spamming piercing arrow until one of them dies.
    4. Once one minion dies, go back to spamming strafe/snipe until you finish the run.

    MM's are quite flexible when it comes to flighting JC, they can deal significant damage by playing a crucial role in being both a single target attacker, and a cleaver.

    Your best duo partner is with a buccaneer, but duoing it with others quite well too. If you duo with an NL with max Venomous Star, have them join you in cleaving the mobs during the same period you use Piercing Arrow.

    You can improve the speed of this run by having more avoidability in your gear, and/or having SI in the run. Max'ed SI from a mule outside the map lasts 5 minutes, which is enough time to kill all the minions in the the run.

    Video samples will be posted soon
     
    Last edited: Apr 3, 2019
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  2. kissMagE
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    kissMagE Selkie Jr.

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    If you could add the EPM for each of the training spot would be cool, imo
     
  3. tsugumo
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    tsugumo Mushmom

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    Good job eric
     
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  4. itzjaheezy
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    itzjaheezy Chronos

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    What great tips! You know what else would be great? A full guide on the way of a Marksman by the one and only TAXGOD!!
     
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  5. oohyoo
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    oohyoo Horny Mushroom

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    THANK YOU ERIC you’re the best
     
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  6. OP
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    thugric
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    thugric Capt. Latanica Retired Staff

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    I would provde EPM's but I can't really replicate training spots without knowing accurate damage given from snipers and MM's. Therefore EPM's may not be accurate if I display them... Since each cider uses up one whole slot, I usually buy as much ciders as possible to fit in my inventory. Typically, it takes 2-4 ciders per BF/Pap depending on damage. For each samurai, it's between 3-5 ciders.

    Naww don't wanna steal the spotlight for Samus. Here's her guide: https://forum.maplelegends.com/index.php?threads/samuss-guide-to-marksman.7250/
     
    Last edited: Mar 31, 2019
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  7. CoolDavid
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    CoolDavid Brown Teddy

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    Wow, Im a rookie MM and It helped me alot!, Thank you!
     
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  8. RegalStar
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    RegalStar Nightshadow

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    On pseudo-pinning bigfoot, this is the method I found that allows me to do it with most consistency:

    Step 1: Aggro the bigfoot
    Step 2: Lure it to a corner and get on the other side (you can either puppet in the corner and jump over it with a mount or use invincibility)
    Step 3: Puppet in the corner
    Step 4: Keep hitting BF and puppeting as close to the corner as you dare until it actually moves onto the corner
    Step 5: Step back a bit and distance yourself such that when you puppet, the puppet is located close enough to the corner that BF will stomp on it as soon as it turns around, but far enough that BF doesn't actually touch it while it's in the corner
    Step 6: Wail on the BF. Every time after it stomps and gets KB'd it'll turn around, face the corner, and get pseudo-pinned, and when the pseudo-pin breaks it'll just stomp the puppet and generally get re-pinned straight away
    Step 7: If BF ever gets out of the corner, just go back to step 2 again and go from there
     
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