Class Deep Dive: The Archer πΉ
[p]Hey Timetravelers![/p][p]You have been asking for more details on how classes scale in the background. We are kicking off a new series to look at the raw numbers behind your favorite loadouts. First up is the Archer.[/p][p]The Archer relies heavily on mobility, crowd control, and huge critical hits. Let us look at the exact Attack Power (AP) scaling, cooldown reductions, and evolution milestones so you know exactly what happens under the hood when you pick up those upgrades.[/p][p]
[/p][p][/p][h2]βοΈ Weapon: Longbow (Ice) Auto Attack[/h2][p]The Longbow keeps enemies frozen so you can safely reposition. Unlike most weapons in the game, it does not use a standard flat cooldown. It relies on a dynamic distance to cooldown map instead.[/p]
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[/p][p][/p][h2]βοΈ Weapon: Longbow (Ice) Auto Attack[/h2][p]The Longbow keeps enemies frozen so you can safely reposition. Unlike most weapons in the game, it does not use a standard flat cooldown. It relies on a dynamic distance to cooldown map instead.[/p]
- [p]Base AP Scaling: 2.9[/p]
- [p]Max HP% Damage: Scales from 0.2% up to 0.7% Max HP damage per hit.[/p]
- [p]Evolution Highlights: You start with a passive 10% bonus Crit Chance called "Precision Shots". As you max this out, your bonus Crit Chance ramps up to a massive 50%, and the base freeze duration jumps from a brief 1s to a full 5s lockdown.[/p]
- [p]Base AP Scaling: 1.9[/p]
- [p]Current HP% Damage: 2% up to 4% (based on evolutions).[/p]
- [p]Cooldown: 13s drops to 9s (at max evolution).[/p]
- [p]Evolution Highlights: You start with a 0.25s cooldown reduction per kill, which scales all the way up to 0.6s at the highest level. At Evolution 4, the skill changes physically by firing "Wide Bolts". These bolts have double the width, making it incredibly easy to hit multiple stacked targets at once.[/p]
- [p]Base AP Scaling: 1.95[/p]
- [p]Cooldown: 20s drops to 13s (at max evolution).[/p]
- [p]Evolution Highlights: As you upgrade, the pull radius grows significantly from 600 to 800, and your max charges increase from two to four. Most importantly, the stun duration scales heavily. It starts at 3s and maxes out at a 7s lockdown.[/p]
- [p]Base AP Scaling: 1.9[/p]
- [p]Max HP% Damage: Scales from 0.18% up to 0.72% Max HP damage per strike.[/p]
- [p]Cooldown: 35s drops to 25s (at max evolution).[/p]
- [p]Evolution Highlights: You start with one eagle striking for an 8s duration. Upgrading the ability adds more eagles (up to three) and extends their uptime to 14 seconds. At max levels, they even transform into much larger and deadlier birds.[/p]
- [p]Base AP Scaling: 2.6 (Slide Impact) and 3.0 (End Impact).[/p]
- [p]Cooldown: 8s drops to 6s (at max evolution).[/p]
- [p]Evolution Highlights: The slide leaves behind spikes that stun enemies (scaling from 3s to 6s) and grants you a self shield that scales from 3% to 6% of your Max HP.[/p]
- [p]Core Mechanic: Your bonus damage is directly linked to your current Movement Speed. At 500 MS you get +10% bonus damage, and this scales linearly all the way up to +100% bonus damage at 900 MS.[/p]
- [p]Evolution Highlights: The helmet passively increases your Crit Chance with each rarity upgrade (up to +6% at Legendary).[/p]
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