Difference between revisions of "A Guide to Bows and Modifiers"

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(Added table of contents and re-ordered subsections)
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'''''Bow Strings'''''
+
==Bow Strings (item prefixes)==
(item prefixes)
 
  
 
Now ... the first 4 listed below use elemental damage, while the last 7 use physical damage (even the poisoner's uses phys damage).
 
Now ... the first 4 listed below use elemental damage, while the last 7 use physical damage (even the poisoner's uses phys damage).
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'''''Bow Grips'''''
+
==Bow Grips (item suffixes)==
(item suffixes)
 
  
 
There are various bow grips you can pick and choose from when customizing your weapon to your liking. Some of these grips are unlockable, while ''others are not''.
 
There are various bow grips you can pick and choose from when customizing your weapon to your liking. Some of these grips are unlockable, while ''others are not''.
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+
==Damage Mechanics==
 
First things first ... [http://www.guildwarsguru.com/content/game-mechanics-id674.php|Basic Damage Mechanix]!  Ok, from this data we may determine the following:
 
First things first ... [http://www.guildwarsguru.com/content/game-mechanics-id674.php|Basic Damage Mechanix]!  Ok, from this data we may determine the following:
  
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'''''Monster Armor Types'''''
 
 
It has come to the understanding of those scholars of the game that different characters and monsters have different types of armor, with different strengths and weaknesses.  Several such examples exist throughout GuildWars, in a few unexpected and also many totally expected ways.  Any monster that is based on plants takes more damage from fire attacks, while undead take almost double damage from holy magic and fire attacks.  Ice monsters take a lot more damage from fire attacks and are protected from cold magic, while fire monsters take more from cold attacks and are protected from fire magic.  Earth elemental types also take extra damage from lightning weapons, and less from earth weapons.  One of the unusual examples would have to be the floating eye type monsters (mesmer base class).  They take extra damage from physical and EARTH damage weapons.
 
 
For an example, let us examine the lowly Fire Imps you see in Northern Kryta.  They have quite a high resistance vs Fire Magic, but they also have a very low resistance vs Cold Magic.  Using several max damage bows with different bow strings (for different elemental attacks) will quickly reveal it's different resistance ratings vs these types of attacks.  Lightning and Earth damage weapons deal the same amount of damage, while physical damage sources do a bit more (as the imp has less resistance to physical attacks in general). Fire does less than normal, while Ice does more than normal.
 
 
 
For another example, let us examine the different character classes and their typical types of armors.
 
 
*Assassins have 70 base defense, which makes them about as easy to kill as an Elementalist.  Most are not highly specced into defensive skills, you can consider them phys damage glass cannons, and quite easy to kill if they are using an improperly balanced build.
 
 
*Dervish have 60 base defense, and can opt for either the Windwalker (enchanted) or Forsaken (non-enchanted) armor type, which can boost their armor from the base up to 75 (while enchanted, if using Windwalker) or up to 70 (while not enchanted, if using Forsaken). There are also various avatar forms which can be used to increase defense in various ways.  The wisest way to take down a Dervish would be from a distance, with any attacks you wish to use, since their armor has no built-in weaknesses.
 
 
*Elementalists have extra defense vs elemental attacks, so you should definately not match the type of elemental armor they are using.  The best attack against them would be purely physical. 
 
 
*Mesmers typically dont get much boost against most attack types, as they use their stances accordingly.  You need to pay attention to what types of stances they are using and modify your attack to maximize your damage accordingly.  If the mesmer you are fighting uses the Elemental Resistance stance, switch to a physical damage weapon, if they use the Physical Resistance stance, switch to an Elemental damage weapon.
 
 
*Monks can choose to have a boost of 10 armor vs magic or phys, depending on their armor choice... but most go for the tattoos to get the energy boost it provides.  Any damage source should work pretty well against monks, especially those with armor penetration.
 
 
*Necromancers have similar options to what the monks can have, so any damage source works good, with armor penetration becoming quite useful against them.
 
 
*Paragons have a base 80 defense armor, making them extremely well-protected.  The best way to damage them is to use non-elemental and non-physical means. (Use skills that ignore target defense, such as conditions/hexes/curses/smiting...)
 
 
*Rangers have an extra 30 armor vs elemental damage, PLUS another 15 to an element of their choice depending on their armor choice.  Selecting the same element as what they are defending against would be a poor choice, while physical attacks are definately the best choice.
 
 
*Ritualists have fairly minimal armor, but can occasionally boost it by holding certain ashes with defensive capabilities.  You can use any types of attacks for maximum damage against a Ritualist.
 
  
*Warriors have a HUGE boost to their defensive capabilities through their extremely high all-round armor.  The best way to damage them is through non-elemental and non-physical means. (hexes, curses, smiting skills, and other skills that ignore target's armor level)
+
==Basic Bow Types==
 
 
 
 
Now, if you are used to playing PvP, much of this is simply a review ... but there is something else you should also know.  All monsters in GuildWars ALSO follow the same armor types and professions as the players!!  This means that you can treat a Charr Axe Fiend as though it were just another warrior and hit him in the face with any elemental attack, doing more than a physical attack would!  ''This is in addition to the racial/creature type built-in weaknesses that exist in the game! For example: All undead are weak vs holy damage AND fire damage!''
 
 
 
Always keep in mind that certain strings may be required for the build you or your team are running!  The PvP Shock Ranger was one that origionally excited many players, till they found that it didn't work unless you had unlocked the Shocking bow string before using that character ...  Someone using Spinal Shivers benefits most from using an Icy bow string ... and those who are using Conjurations (fire, ice, earth, and lightning) would be smart to use the proper matching string to deliver that kind of damage. 
 
 
 
Mark of Pain from a curse necro would match up well with someone using any of the physical damage bowstrings and attacks that hit multiple times (like Dual Shot) ... adding in an Order of the Vampire and Order of Pain on top of a 5/1 vampiric bow delivered by a Barrage would do a heck of a lot more damage compared to someone using a fiery bow string .... :)
 
 
 
 
 
'''''Basic Bow Types'''''
 
 
{|
 
{|
 
|width="120pt"| Bow Description ||width="80pt"| Bow Type ||width="80pt"| Range ||width="80pt"| Refire Rate ||width="80pt"| Flight Time ||width="80pt"| Accuracy ||Armor Penetration
 
|width="120pt"| Bow Description ||width="80pt"| Bow Type ||width="80pt"| Range ||width="80pt"| Refire Rate ||width="80pt"| Flight Time ||width="80pt"| Accuracy ||Armor Penetration
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|}
 
|}
  
'''''Ascalon Bows'''''
+
 
 +
 
 +
==Basic Bow Automods==
 +
 
 +
Weapon modifiers that can occasionally appear can vary from low to high values, with those that list a 15% boost as their maximum generally being the most sought after.  You cannot change, apply, remove, or upgrade a weapon automod in any way.  It is a basic part of the weapon, and cannot be altered.  This does, of course, mean that the base item's automod is far more important than ANY other consideration of what to add as your bow string or grip.
 +
 
 +
So, from highest to lowest value to most players
 +
*+10 - 15% damage ALWAYS (-5 energy)
 +
*+10 - 15% damage while over 50% hp  (+15%^50)
 +
*+10 - 15% damage while you are enchanted (+15%e)
 +
*+10 - 15% damage ALWAYS -1 energy regen
 +
*+10 - 15% damage while you are in a stance
 +
*+10 - 15% damage while your target is hexed
 +
*+5 energy (always) -- note that there is no + or - damage % on this bow!
 +
*+10 - 20% damage while YOU are hexed
 +
*+10 - 20% damage while YOU are under 50% hp (20%_50)
 +
 
 +
The modifers of +15%^50 and +15%e are worth more because they are useful in far more situations. The +15% damage always (with -5 energy) is at the top of the list for price, as there is never any qualifier for using it - the enhanced damage is always in effect.  This listing is here for informational purposes only, in order to assist players in determining what types of bow automods to look for when buying or trading for a bow to use (see final section: Bow Buying/Trading).
 +
 
 +
*''Bow Damage After Automods''
 +
**Base = 15 - 28
 +
**10% = 17 - 31
 +
**11% = 17 - 31
 +
**12% = 17 - 31
 +
**13% = 17 - 32
 +
**14% = 17 - 32
 +
**15% = 17 - 32
 +
**16% = 17 - 32
 +
**17% = 18 - 33
 +
**18% = 18 - 33
 +
**19% = 18 - 33
 +
**20% = 18 - 34
 +
*''Bow Damage After Automods With Customization''
 +
**10% + 20% = 32% = 20 - 37
 +
**11% + 20% = 33.2% = 20 - 37
 +
**12% + 20% = 34.4% = 20 - 38
 +
**13% + 20% = 35.6% = 20 - 38
 +
**14% + 20% = 36.8% = 21 - 38
 +
**15% + 20% = 38% = 21 - 39
 +
**16% + 20% = 39.2% = 21 - 39
 +
**17% + 20% = 40.4% = 21 - 39
 +
**18% + 20% = 41.6% = 21 - 40
 +
**19% + 20% = 42.8% = 21 - 40
 +
**20% + 20% = 44% = 22 - 40
 +
 
 +
Notice that adding customization to a bow changes the damage output possibilities!  The weapon's enhanced damage is applied before any other considerations, and the damage is given an absolute integer value, then additional effects take place on the weapon damage in order to get the final damage applied to the target (to include the target's defense, your weapon skill attribute, any damage added by your skill or enchantments on your character, and any hexes/spirits on the target or anygeneral effects in the area).
 +
 
 +
 
 +
 
 +
==Ascalon Bows==
  
 
There are various "Ascalon Bow" items in the game ... all available from Tyrian collectors.  There are also other strange bow types available in the game from the early collectors, to include the Diessa Flatbow... but as those are not max damage bows, we will not concern ourselves with them here.
 
There are various "Ascalon Bow" items in the game ... all available from Tyrian collectors.  There are also other strange bow types available in the game from the early collectors, to include the Diessa Flatbow... but as those are not max damage bows, we will not concern ourselves with them here.
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'''''Basic Bow Automods'''''
 
  
Weapon modifiers that can occasionally appear can vary from low to high values, with those that list a 15% boost as their maximum generally being the most sought afterYou cannot change, apply, remove, or upgrade a weapon automod in any wayIt is a basic part of the weapon, and cannot be alteredThis does, of course, mean that the base item's automod is far more important than ANY other consideration of what to add as your bow string or grip.
+
==Monster Armor Types==
 +
 
 +
It has come to the understanding of those scholars of the game that different characters and monsters have different types of armor, with different strengths and weaknesses.  Several such examples exist throughout GuildWars, in a few unexpected and also many totally expected ways.  Any monster that is based on plants takes more damage from fire attacks, while undead take almost double damage from holy magic and fire attacks.  Ice monsters take a lot more damage from fire attacks and are protected from cold magic, while fire monsters take more from cold attacks and are protected from fire magic.  Earth elemental types also take extra damage from lightning weapons, and less from earth weapons.  One of the unusual examples would have to be the floating eye type monsters (mesmer base class).  They take extra damage from physical and EARTH damage weapons.
 +
 
 +
For an example, let us examine the lowly Fire Imps you see in Northern Kryta.  They have quite a high resistance vs Fire Magic, but they also have a very low resistance vs Cold Magic.  Using several max damage bows with different bow strings (for different elemental attacks) will quickly reveal it's different resistance ratings vs these types of attacks.  Lightning and Earth damage weapons deal the same amount of damage, while physical damage sources do a bit more (as the imp has less resistance to physical attacks in general). Fire does less than normal, while Ice does more than normal.
 +
 
 +
 
 +
For another example, let us examine the different character classes and their typical types of armors.
 +
 
 +
*Assassins have 70 base defense, which makes them about as easy to kill as an ElementalistMost are not highly specced into defensive skills, you can consider them phys damage glass cannons, and quite easy to kill if they are using an improperly balanced build.
 +
 
 +
*Dervish have 60 base defense, and can opt for either the Windwalker (enchanted) or Forsaken (non-enchanted) armor type, which can boost their armor from the base up to 75 (while enchanted, if using Windwalker) or up to 70 (while not enchanted, if using Forsaken). There are also various avatar forms which can be used to increase defense in various waysThe wisest way to take down a Dervish would be from a distance, with any attacks you wish to use, since their armor has no built-in weaknesses.
 +
 
 +
*Elementalists have extra defense vs elemental attacks, so you should definately not match the type of elemental armor they are using.  The best attack against them would be purely physical. 
 +
 
 +
*Mesmers typically dont get much boost against most attack types, as they use their stances accordingly.  You need to pay attention to what types of stances they are using and modify your attack to maximize your damage accordinglyIf the mesmer you are fighting uses the Elemental Resistance stance, switch to a physical damage weapon, if they use the Physical Resistance stance, switch to an Elemental damage weapon.
 +
 
 +
*Monks can choose to have a boost of 10 armor vs magic or phys, depending on their armor choice... but most go for the tattoos to get the energy boost it provides.  Any damage source should work pretty well against monks, especially those with armor penetration.
 +
 
 +
*Necromancers have similar options to what the monks can have, so any damage source works good, with armor penetration becoming quite useful against them.
 +
 
 +
*Paragons have a base 80 defense armor, making them extremely well-protected.  The best way to damage them is to use non-elemental and non-physical means. (Use skills that ignore target defense, such as conditions/hexes/curses/smiting...)
 +
 
 +
*Rangers have an extra 30 armor vs elemental damage, PLUS another 15 to an element of their choice depending on their armor choice.  Selecting the same element as what they are defending against would be a poor choice, while physical attacks are definately the best choice.
 +
 
 +
*Ritualists have fairly minimal armor, but can occasionally boost it by holding certain ashes with defensive capabilities.  You can use any types of attacks for maximum damage against a Ritualist.
 +
 
 +
*Warriors have a HUGE boost to their defensive capabilities through their extremely high all-round armor.  The best way to damage them is through non-elemental and non-physical means. (hexes, curses, smiting skills, and other skills that ignore target's armor level)
  
So, from highest to lowest value to most players
 
*+10 - 15% damage ALWAYS (-5 energy)
 
*+10 - 15% damage while over 50% hp  (+15%^50)
 
*+10 - 15% damage while you are enchanted (+15%e)
 
*+10 - 15% damage ALWAYS -1 energy regen
 
*+10 - 15% damage while you are in a stance
 
*+10 - 15% damage while your target is hexed
 
*+5 energy (always) -- note that there is no + or - damage % on this bow!
 
*+10 - 20% damage while YOU are hexed
 
*+10 - 20% damage while YOU are under 50% hp (20%_50)
 
  
The modifers of +15%^50 and +15%e are worth more because they are useful in far more situations. The +15% damage always (with -5 energy) is at the top of the list for price, as there is never any qualifier for using it - the enhanced damage is always in effect. This listing is here for informational purposes only, in order to assist players in determining what types of bow automods to look for when buying or trading for a bow to use (see final section: Bow Buying/Trading).
+
Now, if you are used to playing PvP, much of this is simply a review ... but there is something else you should also know.  All monsters in GuildWars ALSO follow the same armor types and professions as the players!!  This means that you can treat a Charr Axe Fiend as though it were just another warrior and hit him in the face with any elemental attack, doing more than a physical attack would! ''This is in addition to the racial/creature type built-in weaknesses that exist in the game! For example: All undead are weak vs holy damage AND fire damage!''
  
*''Bow Damage After Automods''
+
Always keep in mind that certain strings may be required for the build you or your team are running!  The PvP Shock Ranger was one that origionally excited many players, till they found that it didn't work unless you had unlocked the Shocking bow string before using that character ... Someone using Spinal Shivers benefits most from using an Icy bow string ... and those who are using Conjurations (fire, ice, earth, and lightning) would be smart to use the proper matching string to deliver that kind of damage.
**Base = 15 - 28
 
**10% = 17 - 31
 
**11% = 17 - 31
 
**12% = 17 - 31
 
**13% = 17 - 32
 
**14% = 17 - 32
 
**15% = 17 - 32
 
**16% = 17 - 32
 
**17% = 18 - 33
 
**18% = 18 - 33
 
**19% = 18 - 33
 
**20% = 18 - 34
 
*''Bow Damage After Automods With Customization''
 
**10% + 20% = 32% = 20 - 37
 
**11% + 20% = 33.2% = 20 - 37
 
**12% + 20% = 34.4% = 20 - 38
 
**13% + 20% = 35.6% = 20 - 38
 
**14% + 20% = 36.8% = 21 - 38
 
**15% + 20% = 38% = 21 - 39
 
**16% + 20% = 39.2% = 21 - 39
 
**17% + 20% = 40.4% = 21 - 39
 
**18% + 20% = 41.6% = 21 - 40
 
**19% + 20% = 42.8% = 21 - 40
 
**20% + 20% = 44% = 22 - 40
 
  
Notice that adding customization to a bow changes the damage output possibilities!  The weapon's enhanced damage is applied before any other considerations, and the damage is given an absolute integer value, then additional effects take place on the weapon damage in order to get the final damage applied to the target (to include the target's defense, your weapon skill attribute, any damage added by your skill or enchantments on your character, and any hexes/spirits on the target or anygeneral effects in the area).
+
Mark of Pain from a curse necro would match up well with someone using any of the physical damage bowstrings and attacks that hit multiple times (like Dual Shot) ... adding in an Order of the Vampire and Order of Pain on top of a 5/1 vampiric bow delivered by a Barrage would do a heck of a lot more damage compared to someone using a fiery bow string .... :)
  
  
  
'''''Bow Buying/Trading'''''
+
==Bow Buying/Trading==
  
 
When buying/trading for a bow to use, I suggest that you ALWAYS shop for identified items rather than unidentified items (unless you are just looking for weapon unlocks).  You should ensure that the item you are looking at is of the type you wanted to purchase, and ALSO has the desired automod that you are looking for before you even submit your offer, and then double-check to make sure before you hit accept. (This, of course, holds true for ANY trading in ANY game...)  When getting a bow from a collector, please be aware that it can be of the Short, Long, Flatbow, Hornbow or Medium bow families, and only testing Ascalon Bows after you have received it will reveal these properties, unless you follow the guide listed above to find the proper collector for the type that you desire.
 
When buying/trading for a bow to use, I suggest that you ALWAYS shop for identified items rather than unidentified items (unless you are just looking for weapon unlocks).  You should ensure that the item you are looking at is of the type you wanted to purchase, and ALSO has the desired automod that you are looking for before you even submit your offer, and then double-check to make sure before you hit accept. (This, of course, holds true for ANY trading in ANY game...)  When getting a bow from a collector, please be aware that it can be of the Short, Long, Flatbow, Hornbow or Medium bow families, and only testing Ascalon Bows after you have received it will reveal these properties, unless you follow the guide listed above to find the proper collector for the type that you desire.
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 +
==End Credits==
 
[edit - Now for the Basin Wiki!]
 
[edit - Now for the Basin Wiki!]
  

Revision as of 03:39, 20 February 2007


It has probably come to the attention of many visitors here at The Amazon Basin forums that there are many possible bow string choices for their favorite ranger weapons. There are MANY different combinations of bows, bow grips, and bow strings. I have added additional information concerning base bow types as well as the various automods that are available in the game for the base bows.


Bow Strings (item prefixes)

Now ... the first 4 listed below use elemental damage, while the last 7 use physical damage (even the poisoner's uses phys damage).

  • Elemental Bow Strings
Fiery changes bow attack damage to fire damage
Shocking changes bow attack damage to lightning damage
Icy changes bow attack damage to cold damage
Ebon changes bow attack damage to earh damage
  • Physical Bow Strings
Crippling adds 33% cripple duration of bow attack (if it was an attack that caused crippling)
Silencing adds 33% dazed duration of bow attack (if it was an attack that caused dazing)
Sundering adds 20% armor penetration (10 - 20% chance)
Barbed adds 33% bleeding duration of bow attack (if it was an attack that caused bleeding)
Poisoner's adds 33% poison duration of bow attack (if it used poison)
Zealous gain +1 energy on hitting (-1 energy regen while equipped)
Vampiric gain (+1 - +5) life on hitting (-1 life regen while equipped)


Bow Grips (item suffixes)

There are various bow grips you can pick and choose from when customizing your weapon to your liking. Some of these grips are unlockable, while others are not.

  • Items available for unlock are:
    • Defense (+3 - 5 defense - phys AND elemental)
    • Enchanting (adds 10 - 20% time to any enchantments you cast)
    • Fortitude (+20 - 30 life)
    • Marksmanship (+1 to Marksmanship 10 - 20% of the time when using Marksmanship skills)
    • Shelter (+4 - 7 defense vs physical damage)
    • Warding (+4 - 7 defense vs elemental damage)
  • Items NOT available for unlock are:
    • Charrslaying (+10 - 20% damage vs Charr)
    • Deathsbane (+10 - 20% damage vs Undead) Related to Skeletonslaying... but much better :P
    • Demonslaying (+10 - 20% damage vs Demons) Oni come to mind quite readily...
    • Skeletonslaying (+10 - 20% vs Skeletons) Related to Deathsbane... but not as good :P
    • Dwarfslaying (+10 - 20% damage vs Dwarves)
    • Dragonslaying (+10 - 20% damage vs Dragons)
    • Giantslaying (+10 - 20% damage vs Giants) Anything that does Giant's Stomp.
    • Trollslaying (+10 - 20% damage vs Trolls)
    • Ogreslaying (+10 - 20% damage vs Ogres)
    • Pruning (+10 - 20% damage vs Plants) any of the plant based monsters: moss scarabs and trees
    • Tenguslaying (+10 - 20% damage vs Tengu) Avicara and those Star birdies in Napui Quarters count


Damage Mechanics

First things first ... Damage Mechanix! Ok, from this data we may determine the following:

With a bow of 15 - 28 damage, with 12 attribute points into marksmanship, and a level 20 ranger, and with a given target who has 60 armor level and is the same level as the attacker (lvl 20), we will do 15 - 28 damage.

The bow's marksmanship requirement is irrelevant unless you do not meet the requirement. If you do not meet the requirement for your bow, it will deal half the stated damage (7 - 14 as opposed to 15 - 28, with a max damage bow). Do not believe someone who tells you that a bow with lvl 8 req does more damage than a bow with 13 req when you have 16 marksmanship. This is nothing more than a lie. Following is a table that contains the actual damage modifier applied to a bow when using the Marksmanship attribute... this chart is the exact same as any other attribute chart, so it applies to axe mastery, sword mastery, hammer mastery, and even fire/lightning/cold/earth masteries, when using wand attacks, or any other weapon/wand attack in the game.

Effect of Attributes on Weapon Damage

Attribute Level Weapon Damage Percentage
0 35.6%
1 38.6%
2 42.0%
3 45.9%
4 50.0%
5 54.5%
6 59.5%
7 64.8%
8 70.7%
9 77.1%
10 84.1%
11 91.7%
12 100%
13 104%
14 107%
15 111%
16 115%

As you can see, the damage for attribute level rises predictably till you hit level 12 (100%), and then the gains drop off dramatically. Going past 12 is really not very efficient unless you are going for maxed SKILL damage.


Basic Bow Types

Bow Description Bow Type Range Refire Rate Flight Time Accuracy Armor Penetration
Short Bow Short Bow 70 feet 2 second .65 second good none
Half Moon Short Bow 70 feet 2 second .65 second good none
Bramble Shortbow Short Bow 70 feet 2 second .65 second good none
Naga Shortbow Short Bow 70 feet 2 second .65 second good none
Composite Bow Medium Bow 80 feet 2.4 second .5 second good none
Dead Bow Medium Bow 80 feet 2.4 second .5 second good none
Recurve Bow Medium Bow 80 feet 2.4 second .5 second good none
Eternal Bow Medium Bow 80 feet 2.4 second .5 second good none
Bramble Recurve Medium Bow 80 feet 2.4 second .5 second good none
Plagueborn Recurve Medium Bow 80 feet 2.4 second .5 second good none
Long Bow Long Bow 100 feet 2.4 second .75 second medium none
Storm Bow Long Bow 100 feet 2.4 second .75 second medium none
Bramble Longbow Long Bow 100 feet 2.4 second .75 second medium none
Celestial Longbow Long Bow 100 feet 2.4 second .75 second medium none
Amber Longbow Long Bow 100 feet 2.4 second .75 second medium none
Jade Longbow Long Bow 100 feet 2.4 second .75 second medium none
Naga Longbow Long Bow 100 feet 2.4 second .75 second medium none
Platinum Bow Long Bow 100 feet 2.4 second .75 second medium none
Zodiac Bow Long Bow 100 feet 2.4 second .75 second medium none
Flatbow Flatbow 100 feet 2 second 1 second low none
Celestial Flatbow Flatbow 100 feet 2 second 1 second low none
Bramble Flatbow Flatbow 100 feet 2 second 1 second low none
Ironwing Flatbow Flatbow 100 feet 2 second 1 second low none
Horn Bow Horn Bow 80 feet 2.7 second .75 second medium 20%
Ivory Bow Horn Bow 80 feet 2.7 second .75 second medium 20%
Shadow Bow Horn Bow 80 feet 2.7 second .75 second medium 20%
Bramble Hornbow Horn Bow 80 feet 2.7 second .75 second medium 20%
Plagueborn Hornbow Horn Bow 80 feet 2.7 second .75 second medium 20%


Basic Bow Automods

Weapon modifiers that can occasionally appear can vary from low to high values, with those that list a 15% boost as their maximum generally being the most sought after. You cannot change, apply, remove, or upgrade a weapon automod in any way. It is a basic part of the weapon, and cannot be altered. This does, of course, mean that the base item's automod is far more important than ANY other consideration of what to add as your bow string or grip.

So, from highest to lowest value to most players

  • +10 - 15% damage ALWAYS (-5 energy)
  • +10 - 15% damage while over 50% hp (+15%^50)
  • +10 - 15% damage while you are enchanted (+15%e)
  • +10 - 15% damage ALWAYS -1 energy regen
  • +10 - 15% damage while you are in a stance
  • +10 - 15% damage while your target is hexed
  • +5 energy (always) -- note that there is no + or - damage % on this bow!
  • +10 - 20% damage while YOU are hexed
  • +10 - 20% damage while YOU are under 50% hp (20%_50)

The modifers of +15%^50 and +15%e are worth more because they are useful in far more situations. The +15% damage always (with -5 energy) is at the top of the list for price, as there is never any qualifier for using it - the enhanced damage is always in effect. This listing is here for informational purposes only, in order to assist players in determining what types of bow automods to look for when buying or trading for a bow to use (see final section: Bow Buying/Trading).

  • Bow Damage After Automods
    • Base = 15 - 28
    • 10% = 17 - 31
    • 11% = 17 - 31
    • 12% = 17 - 31
    • 13% = 17 - 32
    • 14% = 17 - 32
    • 15% = 17 - 32
    • 16% = 17 - 32
    • 17% = 18 - 33
    • 18% = 18 - 33
    • 19% = 18 - 33
    • 20% = 18 - 34
  • Bow Damage After Automods With Customization
    • 10% + 20% = 32% = 20 - 37
    • 11% + 20% = 33.2% = 20 - 37
    • 12% + 20% = 34.4% = 20 - 38
    • 13% + 20% = 35.6% = 20 - 38
    • 14% + 20% = 36.8% = 21 - 38
    • 15% + 20% = 38% = 21 - 39
    • 16% + 20% = 39.2% = 21 - 39
    • 17% + 20% = 40.4% = 21 - 39
    • 18% + 20% = 41.6% = 21 - 40
    • 19% + 20% = 42.8% = 21 - 40
    • 20% + 20% = 44% = 22 - 40

Notice that adding customization to a bow changes the damage output possibilities! The weapon's enhanced damage is applied before any other considerations, and the damage is given an absolute integer value, then additional effects take place on the weapon damage in order to get the final damage applied to the target (to include the target's defense, your weapon skill attribute, any damage added by your skill or enchantments on your character, and any hexes/spirits on the target or anygeneral effects in the area).


Ascalon Bows

There are various "Ascalon Bow" items in the game ... all available from Tyrian collectors. There are also other strange bow types available in the game from the early collectors, to include the Diessa Flatbow... but as those are not max damage bows, we will not concern ourselves with them here.

  • Sir Pohl Sanbert collecting 5 Dune Burrower Jaws for an Ascalon Longbow (+15%^50)
  • Nord Stonegrimm collecting 5 Frozen Shells for an Ascalon Longbow (+15%^50)
  • Luven Underwood collecting 5 Minotaur Horns for an Ascalon Flatbow (+15%e)
  • Mag Ironwall collecting 5 Intricate Grawl Necklaces for an Ascalon Flatbow (+15%e)
  • Karl Jakobs collecting 5 Massive Jawbones for an Ascalon Horn Bow (+15%e)
  • Hoknil the Lesser collecting 5 Azure Remains for an Ascalon Horn Bow +15%e)
  • John Verado collecting 5 Topaz Crests for an Ascalon Recurve Bow (+15%^50)
  • Bariel Darkroot collecting 5 Alpine Seeds for an Ascalon Recurve Bow (+15%^50)
  • Trego Stonebreaker collecting 5 Mountain Troll Tusks for an Ascalon Short Bow (+15%^50)
  • Mourn Drakespur collecting 5 Dessicated Hydra Claws for an Ascalon Short Bow (+15%^50)
  • This listing is from GuildWiki - the online source for loads of GW info!

There are also many collector bows available in Factions. I will be compiling a listing of what they are and what they require, as wll as the collector names again, although these are all actually named after what they are as base bow items. [list]

  • Kaineng City Area
    • Attendant Nashu collecting 5 Putrid Cysts for a Short Bow (15%^50)
    • Yiwong collecting 5 Soul Stones for a Flatbow (15% stance)
    • Kegai collecting 5 Plague Idols for a Long Bow (20% while hexed)
    • Bae Kwan collecting 3 Vermin Hides for a Short Bow (20% while hexed)
    • Ohtah collecting 5 Plague Idols for a Flatbow (15%^50)
    • Yu Lae collecting 5 Vermin Hides for a Long Bow (15% stance)
    • Claw Tallfeather collecting 5 Jade Bracelets for a Horn Bow (20%_50)
    • Adept Bishu collecting 5 Soul Stones for a Recurve Bow (15% stance)
    • Jung Zeng collecting 5 Jade Bracelets for a Recurve Bow (15% stance)
    • Kiishen collecting 5 Plague Idols for a Long Bow (15%^50)
    • Leijo collecting 5 Ancient Kappa Shells for a Horn Bow (15%e)
    • Dye Master Franjek collecting 5 Pulsating Growths for a Recurve Bow (15%^50)
    • Luci collecting 2 Guardian Moss for a Short Bow (15% vs hexed)
  • Echovald Forest Area
    • Artor Bobani Kiroz collecting 5 Warden Horns for a Flatbow (15% vs hexed)
    • Peltsman Jiri collecting 5 Blood Drinker Pelts for a Horn Bow (15% stance)
    • Andru Pitrak collecting 2 Keen Oni Claws for a Horn Bow (15% vs hexed)
    • Jaun Stumi collecting 4 Vampiric Fangs for a Recurve Bow (20%_50)
    • Master Architect Wright collecting 5 Stone Carvings for a Long Bow (15%^50)
    • Guard Captain Mirkoz collecting 5 Dredge Incisors for a Flatbow (15%^50)
    • Kristoffir Roi collecting 5 Dredge Incisors for a Long Bow (20%_50)
    • Healer Silja collecting 5 Dragon Roots for a Short Bow (15%^50)
    • Chef Armand collecting 5 Truffles for a Short Bow (15% stance)
    • Elder Ezio collecting 5 Kraken Eyes for a Horn Bow (15%e)
    • Dmitri Scharkoff collecting 5 Warden Horns for a Flatbow (15%e)
    • Jonn Tertehl collecting 5 Stone Horns for a Recurve Bow (20% while hexed)
  • Jade Sea Area
    • Elder Pomona collecting 5 Kraken Eyes for a Flatbow (20%_50)
    • Kristo Trilios collecting 5 Moon Shells for a Short Bow (15%e)
    • Dauv Merishal collecting 2 Keen Oni Talons for a Flatbow (20% while hexed)
    • Maddison collecting 5 Naga Skins for a Horn Bow (15%^50)
    • Amina collecting 5 Naga Skins for a Long Bow (15%e)
    • Farrer collecting 5 Azure Crests for a Recurve Bow (15%e)
    • Catrine Embolom collecting 5 Rot Wallow Tusks for a Short Bow (20%_50)
    • Leon collecting 5 Stolen Provisions for a Long Bow (15% vs hexed)
    • Axton collecting 5 Archaic Kappa Shells for a Recurve Bow (15% vs hexed)
    • Pietro collecting 5 Black Pearls for a Horn Bow (20% while hexed)
    • Tarena collecting 5 Kirin Horns for a Long Bow (15% stance)
    • Elder Ezio collecting 5 Kraken Eyes for a Horn Bow (15%e)



Monster Armor Types

It has come to the understanding of those scholars of the game that different characters and monsters have different types of armor, with different strengths and weaknesses. Several such examples exist throughout GuildWars, in a few unexpected and also many totally expected ways. Any monster that is based on plants takes more damage from fire attacks, while undead take almost double damage from holy magic and fire attacks. Ice monsters take a lot more damage from fire attacks and are protected from cold magic, while fire monsters take more from cold attacks and are protected from fire magic. Earth elemental types also take extra damage from lightning weapons, and less from earth weapons. One of the unusual examples would have to be the floating eye type monsters (mesmer base class). They take extra damage from physical and EARTH damage weapons.

For an example, let us examine the lowly Fire Imps you see in Northern Kryta. They have quite a high resistance vs Fire Magic, but they also have a very low resistance vs Cold Magic. Using several max damage bows with different bow strings (for different elemental attacks) will quickly reveal it's different resistance ratings vs these types of attacks. Lightning and Earth damage weapons deal the same amount of damage, while physical damage sources do a bit more (as the imp has less resistance to physical attacks in general). Fire does less than normal, while Ice does more than normal.


For another example, let us examine the different character classes and their typical types of armors.

  • Assassins have 70 base defense, which makes them about as easy to kill as an Elementalist. Most are not highly specced into defensive skills, you can consider them phys damage glass cannons, and quite easy to kill if they are using an improperly balanced build.
  • Dervish have 60 base defense, and can opt for either the Windwalker (enchanted) or Forsaken (non-enchanted) armor type, which can boost their armor from the base up to 75 (while enchanted, if using Windwalker) or up to 70 (while not enchanted, if using Forsaken). There are also various avatar forms which can be used to increase defense in various ways. The wisest way to take down a Dervish would be from a distance, with any attacks you wish to use, since their armor has no built-in weaknesses.
  • Elementalists have extra defense vs elemental attacks, so you should definately not match the type of elemental armor they are using. The best attack against them would be purely physical.
  • Mesmers typically dont get much boost against most attack types, as they use their stances accordingly. You need to pay attention to what types of stances they are using and modify your attack to maximize your damage accordingly. If the mesmer you are fighting uses the Elemental Resistance stance, switch to a physical damage weapon, if they use the Physical Resistance stance, switch to an Elemental damage weapon.
  • Monks can choose to have a boost of 10 armor vs magic or phys, depending on their armor choice... but most go for the tattoos to get the energy boost it provides. Any damage source should work pretty well against monks, especially those with armor penetration.
  • Necromancers have similar options to what the monks can have, so any damage source works good, with armor penetration becoming quite useful against them.
  • Paragons have a base 80 defense armor, making them extremely well-protected. The best way to damage them is to use non-elemental and non-physical means. (Use skills that ignore target defense, such as conditions/hexes/curses/smiting...)
  • Rangers have an extra 30 armor vs elemental damage, PLUS another 15 to an element of their choice depending on their armor choice. Selecting the same element as what they are defending against would be a poor choice, while physical attacks are definately the best choice.
  • Ritualists have fairly minimal armor, but can occasionally boost it by holding certain ashes with defensive capabilities. You can use any types of attacks for maximum damage against a Ritualist.
  • Warriors have a HUGE boost to their defensive capabilities through their extremely high all-round armor. The best way to damage them is through non-elemental and non-physical means. (hexes, curses, smiting skills, and other skills that ignore target's armor level)


Now, if you are used to playing PvP, much of this is simply a review ... but there is something else you should also know. All monsters in GuildWars ALSO follow the same armor types and professions as the players!! This means that you can treat a Charr Axe Fiend as though it were just another warrior and hit him in the face with any elemental attack, doing more than a physical attack would! This is in addition to the racial/creature type built-in weaknesses that exist in the game! For example: All undead are weak vs holy damage AND fire damage!

Always keep in mind that certain strings may be required for the build you or your team are running! The PvP Shock Ranger was one that origionally excited many players, till they found that it didn't work unless you had unlocked the Shocking bow string before using that character ... Someone using Spinal Shivers benefits most from using an Icy bow string ... and those who are using Conjurations (fire, ice, earth, and lightning) would be smart to use the proper matching string to deliver that kind of damage.

Mark of Pain from a curse necro would match up well with someone using any of the physical damage bowstrings and attacks that hit multiple times (like Dual Shot) ... adding in an Order of the Vampire and Order of Pain on top of a 5/1 vampiric bow delivered by a Barrage would do a heck of a lot more damage compared to someone using a fiery bow string .... :)


Bow Buying/Trading

When buying/trading for a bow to use, I suggest that you ALWAYS shop for identified items rather than unidentified items (unless you are just looking for weapon unlocks). You should ensure that the item you are looking at is of the type you wanted to purchase, and ALSO has the desired automod that you are looking for before you even submit your offer, and then double-check to make sure before you hit accept. (This, of course, holds true for ANY trading in ANY game...) When getting a bow from a collector, please be aware that it can be of the Short, Long, Flatbow, Hornbow or Medium bow families, and only testing Ascalon Bows after you have received it will reveal these properties, unless you follow the guide listed above to find the proper collector for the type that you desire.


So, as you go out to farm the great expanses of Tyria and Cantha, make sure you are using the right tools for the job! Your best bet would be to take multiple elemental bows and a few physical bows of your choice, and use up all 4 of your weapon slots.


For now, I shall say Good Luck, and Good Hunting!


End Credits

[edit - Now for the Basin Wiki!]

[Credits so far... Aelrik (origional Bow Types data), GuildWiki (some of the bow and Ascalon Bow entries), SonOfRah (origional damage mechanics from Alpha Testing), Ensign from GWGuru (current damage mechanics), and various others for minor corrections and friendly nitpicks! :) ]