Tree of Savior Forum

List of best and worst skill attribute of archer tree

This is a list of any utility attribute from each archer’s job, sorted by their usefulness.
The format is:
Attribute name (rank A/B/C) : reason
rank A=must have
rank B=so-so/situational
rank C=avoid it
Help me fill them all. Thanks

Archer
  • Increased Maximum Buff Count (A) : you can have 1 more buff active at the same time
  • One-handed Bow Mastery: Ignore Defense (A) : must have especially for non-mergen, ignores 25% of the enemy’s defense
  • Two-handed Bow Mastery: Anti-Air (A) : must have especially for mergen, +50% more dmg to flying enemies
  • Swift Step: Critical Rate (A) : add 150 crit rate
  • Full Draw: Decreased Defense (A): decrease enemies 10% defense
  • Multi Shot: Critical (A) : useful if you use this skill a lot
  • Weapon Swap (B) :
  • Kneeling Shot: Critical Rate (A) : useful if you use this skill a lot
  • Oblique Shot: Slow (B) : good to slow hard enemy but bad when you want to aggroing the enemies
  • Swift Step: Including Party Members © : your teammate will hate you if you use this, because it eats up 1 of their buff slot and useless for them
  • Full Draw: Increased Knockback © : you don’t want to pursue a pushed back enemies
Ranger
  • Barrage: Knockback (B) : good when you need to push back the enemies, but bad when you want the enemies to be clustered
  • Bounce Shot: Slow © : Barely noticeable.
  • High Anchoring: Critical Chance
  • Spiral Arrow: Critical (A) : Decent upgrade for decent skill.
  • Steady Aim: Enhance (B) : only good if you are that competitive at best DPS and have overflowing silver, it add +100 dmg for the cost of 50,000 silver
Quarrel Shooter

Shield Mastery: Missile Defense (A) : one of the best attributes in the Archer tree. Doubles block rate
Deploy Pavise: Bleeding Chance (B/C) : very situational.
Rapid Fire: Critical Chance
Scatter Caltrops: Duration (B) : only for PvP or GvG purposes.
Stone Picking: Quantity (A) : Must have when using stone shot.
Teardown: Teardown Statue (B/C) : very situational.

Sapper

Increased Maximum Weight (B) : Now that base max weight is 8000, effect of this attr is pale
Broom Trap: Firepower Boost (A) : Enhance best sapper skill = must have.
Broom Trap: Revolutions Count (A) : Enhance best sapper skill = must have.
Claymore: Firepower Boost (A) : Big enhance, take it if player use claymore.
Claymore: Flying-type Compatibility (A) : Big enhance, take it if player use claymore.
Claymore: Splash (B) : Not that amazing but take it anyway.
Detonate Traps: Flying-type Compatibility (A) : Main reason to make it viable late game
Punji Stake: Efficiency Boost
Punji Stake: Implacable
Punji Stake: Knockdown Damage
Spike Shooter: Firepower Boost

Hunter

Companion First Aid
Companion Mastery: Tenacity
Train: Ground Companion
Coursing: Mental Breakdown
Pointing: Fear
Praise: Movement Speed
Retrieve: Decreased Defense
Rush Dog: Stun
Snatching: Airborne Enemy Damage

Wugushi

• Wugushi: Poison Reserve (A-B) : Decreases Poison Pot cost by 50%
[It
helps A LOT, but it costs over 2M to max. But leveling it to ~half of
that reduces the poison cost by a lot and it’s rather cheap]
• Detoxify: Poison Immunity (B) : Immune to poison for 4 seconds per attribute level
[Situational since Detoxify has a low cd, but when facing a lot of poisoning mobs or in PvP, probably worth it]
• Wugong Gu: Continuous Infection (A) : Increases the duration of the poison
• Throw Gu Pot: Residual Poison (A) : Maintains poison for 4 seconds when enemies move out of the poison aoe
• Zhendu: Decreased Poison Resistance (B) : Decreases enemies’ poison resistance by 35
[So-so because it’s not a big boost but it’s cheap, so might as well take it]
• Jincan Gu: Decreased Evasion Rate (B) : Decreases enemies’ evasion by 25%
[Probably even © : We go mostly STR, which brings good accuracy]

Scout
  • Cloaking: Increased Movement Speed (A) : +5 movespeed is addicting
  • Flu Flu: Debuff Count (A) :+5 more enemies get flu-flu’ed
  • Cloaking: Physical Damage (B) : only good for 1 hit burst skill like Musketeer’s Snipe
  • Perspective Distortion: Physical Damage
  • Scan: Confusion
Rogue
  • Capturing: Ally Magic Circle (A) : you can steal your teammate skill :stuck_out_tongue:
  • Sneak Hit: Duration (A) : +10 more second of sneak hit is more than welcome
  • Feint: Back Roll (A) : 75% chance to make enemies turn back and be sneakhitted by you
  • Lachrymator: Increased Range (B) : useful to throw tear gas further
  • Dagger Mastery: Sudden Attack © : it will bug werewolf card effect
  • Backstab: Massive Bleeding
  • Burrow: Damage
  • Lachrymator: Additional Damage © : minimal damage and will reveal you from cloaking.
  • Vendetta: Counter Attack
Fletcher

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Appraiser

• Overestimate: Duration (A) : Increases the buff duration by 5 seconds.
• Devaluation: Increased Chance (B) : Increases the chance to afflic the debuff by 10%
[I put it at “B” only because of how expensive it is, and base chance is 50% so 10% isn’t such a big boost]
• Blindside: Critical Attack (A) : Increases critical attack on enemies affect by the debuff by 25%

Falconer
  • Train: Flying Companion (A) : 30% more damage from every falcon attack is gold
  • Circling: Decreased Nullification
  • Circling: Expand (A) : joint penalty Mk 2.0
  • Hovering: Attack Speed Buff (A) : faster attack is better
  • Hovering: Duration (A)
  • Pheasant: Stun (A) : stun nuke
  • Sonic Strike: Confusion (A) : decrease 10% of enemy defense
  • Call: Obtain © : it give you trash and make your call CD longer
  • Roost: Increased Range
Schwarzer Reiter

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Cannoneer
  • Cannon blast: Armor break © : 2 second debuff, very high SP consumption of the skill by 50% for a 35% chance on 10% defence decrease
  • Siege burst: increased range (B) : situational, good for PvP / GvG
  • Siege burst: destroy magic circle (A/B) : a must have for PvP / GvG.
  • Cannon Barrage: Stun © : Unreliable but increase sp cost
  • Shootdown: Falling (A) : Make cannon shot deals full dmg against flying and immobilize them
  • Siege Burst: Focus (A/B): Should have if player uses siege burst but at lv1 won’t be interrupted easily anyway.
  • Smoke Grenade: Additional Damage (A) : Must have.
Musketeer
  • Gun: Accuracy (B) : STR build has no problem with accuracy
  • Rifle Mastery: Hunting (B) : Barely noticeable
  • Butt Stroke: Additional Damage (A) : Must have
  • Head Shot: Reload (B/C) : Split into 2 hits with half dmg each. Onlybenefit I can think of is to kill weak 2 mobs with 1 skill. Other than that better turn this attr off
  • Penetration Shot: Rapid Fire (A) : Must have if player take this skill.
Hackapell

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Mergen

Mergen: Expanded Range
Spread Shot: Ricochet

1 Like

One-handed Bow Mastery is also a must have~ No cons to it, it simply ignores 25% of the enemy’s defense.

Wugushi
• Wugushi: Poison Reserve (A-B) : Decreases Poison Pot cost by 50%
[It helps A LOT, but it costs over 2M to max. But leveling it to ~half of that reduces the poison cost by a lot and it’s rather cheap]
• Detoxify: Poison Immunity (B) : Immune to poison for 4 seconds per attribute level
[Situational since Detoxify has a low cd, but when facing a lot of poisoning mobs or in PvP, probably worth it]
• Wugong Gu: Continuous Infection (A) : Increases the duration of the poison
• Throw Gu Pot: Residual Poison (A) : Maintains poison for 4 seconds when enemies move out of the poison aoe
• Zhendu: Decreased Poison Resistance (B) : Decreases enemies’ poison resistance by 35
[So-so because it’s not a big boost but it’s cheap, so might as well take it]
• Jincan Gu: Decreased Evasion Rate (B) : Decreases enemies’ evasion by 25%
[Probably even © : We go mostly STR, which brings good accuracy]

Appraiser
• Overestimate: Duration (A) : Increases the buff duration by 5 seconds.
• Devaluation: Increased Chance (B) : Increases the chance to afflic the debuff by 10%
[I put it at “B” only because of how expensive it is, and base chance is 50% so 10% isn’t such a big boost]
• Blindside: Critical Attack (A) : Increases critical attack on enemies affect by the debuff by 25%

I don’t play my other classes enough to be 100% sure if it’s truly B or C, so I’d rather not say anything :stuck_out_tongue:

On a side note, isn’t +200 critical rate when you kneel down always good ? I mean if you take the skill and have a use of it, it’s one of the things that make the skill worth it, no ? (<-- real question as I don’t use it)

2 Likes

Thanks! any incoming opinion are very helpful here, i am not an expert at every archer job too. I will update my first post frequently
That +200 crit rate is hard to combo with any skill and make you a sitting duck unless there is a TANK distracting the enemies

  • Shield Mastery: Missile Defense (A) : one of the best attributes in the Archer tree. Doubles block rate against ranged missiles and adds a noticeable damage buff for 10 seconds. A must have for PvP.

  • Deploy Pavise: Bleeding Chance (B/C) : very situational.

  • Scatter Caltrops: Duration (B) : only for PvP or GvG purposes.

  • Stone Picking: Quantity (A) : Must have when using stone shot.

  • Teardown: Teardown Statue (B/C) : very situational.

  • Lachrymator: Additional damage © : minimal damage and will reveal you from cloaking.

  • Cannon blast: Armor break © : used to be a good attribute. But it’s bugged since combat changes, now debut is only applied for 2 seconds instead of 10 seconds and Sp cost increased by 50%.

  • Siege burst: increased range (B) : situational, good for PvP / GvG.

  • Siege burst: destroy magic circle (A/B) : a must have for PvP / GvG.

1 Like

Why is Kneeling Shot increased Critical Rate only B?
If you’re planning to use Kneeling Shot anyway, 200 additional Crit rate is more than your damn equipment can give you. I’m using Kneeling Shot quite often on my Archer C3 so it’s probably one of the best if not the best attribute of the whole Archer Class.

The “Sitting-Duck” problem is the skill side-effect, not the attribute, so using the skills properties(aside from the raw numerical data like atk%,CD,SP consumption) to rate an enhancement attribute just feels wrong.

Kneeling Shot is underestimated because you lose the ability to use other skills (except Cannoneer skills), but you can still pot and block/dodge attacks in this state, while you get a high attack boost and an ASPD boost to boost other skills with continous damage like e.g. Hunters Retrieve/Snatching/Coursing, Sappers traps, Falconers Hovering/Auto-Sonic Strike.

Therefore I’d say Kneeling Shot: Critical Rate is A category.

For the same reason, I’d add Cannon Blast: Armor Break to the C category.
It increases the already very high SP consumption of the skill by 50% for a 35% chance on 10% defence decrease. If that’s not bad then I don’t know any longer what’s good and bad.

2 Likes

Doesn’t armor break decrease defence to 0? Anyway, I agree this attribute is in a bad position since combat changes. I have sent a ticket to see if devs fix it, since the debuff should be applied for 10 seconds and currently it’s only applying for 2 seconds, which makes the attribute useless.

Train: Flying Companion is A for me (30% more damage from every falcon attack is gold)

1 Like

Only attribute I have tried and not mentioned yet.

Ranger

  • Bounce Shot: Slow (B/C) : Barely noticeable.
  • Spiral Arrow: Critical (A) : Decent upgrade for decent skill.

Sapper

  • Increased Maximum Weight (B) : Now that base max weight is 8000, effect of this attr is pale.
  • Broom Trap: Firepower Boost (A) : Enhance best sapper skill = must have.
  • Broom Trap: Revolutions Count (A) : Same as above.
  • Claymore: Firepower Boost (A) : Big enhance, take it if player use claymore.
  • Claymore: Flying-type Compatibility(A) : Same as above.
  • Claymore: Splash (B) : Not that amazing but take it anyway.
  • Detonate Traps: Flying-type Compatibility(A) : Main reason to make it viable late game.
  • [Punji stake related] (B): Since the skill is not worth using, attr is useless as well. Knockdown damage rapid hit no longer exist in my exp.

Cannoneer

  • Cannon Barrage: Stun © : Unreliable but increase sp cost.
  • Shootdown: Falling (A) : Make cannon shot deals full dmg against flying and immobilize them.
  • Siege Burst: Focus (A/B): Should have if player uses siege burst but at lv1 won’t be interrupted easily anyway.
  • Smoke Grenade: Additional Damage (A) : Must have.

Musketeer

  • Gun: Accuracy (B) : STR build has no problem with accuracy.
  • Rifle Mastery: Hunting (B) : Barely noticeable.
  • Butt Stroke: Additional Damage (A) : Must have.
  • Head Shot: Reload (B/C) : Split into 2 hits with half dmg each. Only benefit I can think of is to kill weak 2 mobs with 1 skill. Other than that better turn this attr off.
  • Penetration Shot: Rapid Fire (A) : Must have if player take this skill.
1 Like

Its not in there but Kneeling shot enhance is the biggest pile of ■■■■ in the game. If you have kneeling at level 5, maxing out its enhance at 50 will give you an amazing 16 patk. It doesnt take the dex you have into account for its % enhance.

The old version that gave a flat 50 patk is so much better and even if you max kneeling to 10, the current one still only gives around 28 patk.

1 Like

Could have used another rank for ‘must have IF situation’, for example.
Kneeling Shot - (A) if you are a class that can utilize Kneeling Shot
1H/2H Bow Mastery - (A) If you use that weapon. If you’re going QS, 2H bow mastery is useless and a C/B. Similarly if you’re going Sapper Mergen 1H bow mastery is C/B.

Kneeling Shot has a Cannoneer 2 attribute, I’m not there yet, but it’s probably an (A).

A list like this is great but a lot of these A ones from early classes become situational based on later classes, there are very few actual (A)s.

  • Limacon: Spread (SSS) - Absolutely required, doubles your damage and provides you with mild AoE
  • Revolver Mastery (A) - Extra damage to Mutant-type (+50%) I haven’t confirmed if [Revolver] = [Pistol] though, as this is not toggle-able.
1 Like

wrong about kneeling shot enhance. it just doesn’t register in the skill description. kneel down and look at the increase in your physical attack, and it will be 50% more than the skill description shows.

re: head shot: reload. thought it only reduced damage by 30%, not 50. so using 2 shots instead of 1 gives you a net gain of 40% over a single shot?

I just checked it again and youre right. Now we just need to figure out a way to correct tos.neet

1 Like

yeah it’s hard to find accurate info for some tos stuff. problem is too many people taking what they read as gospel instead of doing their own tests to check. we need a site where the community can submit their own edits.

1 Like

Cannoneer

  • Shootdown: Falling Shot (SSS) This is absolutely required as it lets you max out max out Cannon Shot since it’s demerit against Flying Mobs is effectively removed
  • Siege Burst: Focus (A) This is damn near required, as it lets you be 100% sure you can get your “Oh ■■■■” button off, as well as some decent DPS.
  • Cannon Blast: Armor Break
  • Cannon Mastery: Panetration (A) I don’t think block pen is necessary in PvE, but it’s nice to have. Description says it only works with skills though.
  • Kneeling Shot: Precise Attack (B) This is useful if you are going with a crit build and have Archer2+

I just ran a 260dg without a healer and the combination of these two(Falling Shot/Siege Focus) let me do much much more than the other cannoneer that was with me.

I don’t have a chance to test this because I don’t have much playing time, but I’ll quote him here.