
Archer Gear and Eidolons Guide
The purpose of this post is to serve as a guide for building Archer with Rin, and to share some findings using the sheet (by Hushhush) I've been helping work on, linked here. This guide is geared towards casual players and those deciding what to farm or pull. It will not cover many specific scenarios and will largely be a surface-level analysis.
Trace Priority
>Skill > Ultimate > Talent
Light Cones
- The Finale of a Lie - Ashveil's signature Light Cone and Archer's BiS by a significant margin. Rin enables Archer to launch Follow-Up ATKs much more frequently, having 100% uptime on the buff.
- Baptism of Pure Thought - Ratio's signature Light Cone and comparable to The Hell Where Ideals Burn. Does an especially good job of buffing Archer's Follow-Up ATK DMG.
- The Hell Where Ideals Burn - Archer's signature Light Cone and still a fine option, although it has gotten worse thanks to Rin's ATK buff.
- Worrisome, Blissful - Topaz & Numby's signature Light Cone, available from Stellar Convergence. A significant portion of Archer's DMG is Follow-Up ATK DMG, and Archer launches frequent Follow-Up ATKs to make good use of its effect.
- See You at the End - The Hunt Light Cone from Nameless Glory. Most of Archer's DMG is Skill DMG and Follow-Up ATK DMG, meaning he uses this Light Cone well.
- Cruising in the Stellar Sea - The free Light Cone from Herta's Store. The effect is nothing special, but it is extremely accessible.
- Final Victor - Another free Light Cone, but from Light Cone Manifest. A last resort, recommended for those without the options above and unable to purchase Cruising in the Stellar Sea.
General Notes: Light Cones that specifically buff Follow-Up ATK DMG will perform better in AoE and worse in single target.
Relic Sets
- Genius of Brilliant Stars - Archer's best option when facing Quantum weak enemies. It becomes stronger the more DEF reduction you have in the team.
- As Navigator Isee Sees It - Archer's best option when not facing Quantum weak enemies. His frequent Skills make stacking the buff very easy, and he benefits greatly from the massive Skill DMG Bonus.
- Poet of Mourning Collapse - Not the best, but a completely acceptable choice. Archer cannot gain the 32% CRIT Rate due to his high Base SPD, but 20% CRIT Rate is still great. However, if Archer is on a Light Cone that provides CRIT Rate, the optimal substat distribution becomes quite awkward.
- Wavestrider Captain - Archer is frequently targeted by Sparkle and uses his Ultimate in most of his turns. This makes him a candidate for this Relic Set, although the effect and uptime are quite a bit worse than some of Archer's strongest options.
- Scholar Lost in Erudition - Comes with other, useful Relic Sets when farming, but the effect is quite weak.
Planar Ornaments
- The Wondrous BananAmusement Park - Archer's best Planar Ornament, but it requires being Dan Heng • Permansor Terrae's Bondmate.
- Tengoku@Livestream - Almost identical to The Wondrous BananAmusement Park, but doesn't require Dan Heng • Permansor Terrae.
- Rutilant Arena - A totally acceptable option, primarily buffing Archer's Skill DMG, but slightly weaker than the above.
Main Stats
- Body: CRIT
- Boots: ATK%
- Planar Sphere: Quantum DMG Bonus > ATK%
- Link Rope: ATK% > Energy Regeneration Rate^(1)
Substats
>CRIT Rate (until 100%) > CRIT DMG > ATK%
Eidolons
E1 value has dropped tremendously. Now that Archer can use his Skills five times per turn, almost every turn, it hardly increases Archer's DMG directly. Instead, it is now an Eidolon that helps Archer's teammates consume more Skill Points. The more efficiently your teammates can use Skill Points, or the more turns they give Archer, the higher value E1 will have.
E2 is stronger in the simulation than it will be in practice, despite the simulated enemy having Quantum weakness. This is due to the nature single target debuffs, being limited by enemy HP rather than debuff duration in most cases.
E3-6, I believe the table speaks for itself on these. They are intuitive to understand and underwhelming for what they cost.
Notes
- I found Energy Regeneration Rate to never be optimal for E0 Archer. Ultimate DMG and Archer's Talent only make up ~20% of Archer's DMG in this simulation. Even if I assume they would make up 25% in practice, and an Energy Regeneration Rate Link Rope makes them occur 20% more frequently, they only result in a 5% DMG increase. But even with The Hell Where Ideals Burn, an ATK% Link Rope is about an 8% DMG increase. The proof? Given the gear in the simulation, Archer has an equivalent of ~485 ATK%. This means an ATK% Link Rope made Archer go from ~442 ATK% to ~485 ATK%, which is an ~8% DMG increase.