I love the Archer kit, but I am admittedly not the most hardcore of players. I played with an Archer in Icewind Dale and he was above level 20 and still dominating in the party kill count (by a long lead). I'd say yes to your question.
Thanks, but why is this? Aren't there great composite longbows?
Or is the best ranged weapon a shortbow?
People recommend that you choose either shortbows or crossbows because those are the only bow types that have infinite ammo weapons (Gensen and Tansheron's for shortbows, and Firetooth for Crossbows). Longbows are still good in their own right, but you will always have to worry about ammunition if you use one, and since the highest ammo enchantment level (at least last time I checked) is +3 and +3 arrows are rare and ToB exclusive, that can make inventory management a bit tedious during fights. It also means that no longbow user will ever be able to hit something that is immune to +3 weapons. That isn't a huge list of enemies, but it is something. The Gensen Bow and Firetooth on the other hand shoot +4 ammo naturally, and if you upgrade Firetooth, it can shoot +5 ammo.
Of those two groups, I personally prefer shortbows due to their higher rate of fire, but that's just me.
As a powergamer, to me Archer is perhaps the single most powerful class/kit overall. While there may definitely be setups where other classes/kits perform better, so far I have found that almost regardless of how else my party looks like, I absolutely want one thing: an Archer.
I think it's no secret that Archer tears through BG1 like a hurricane through toilet paper, and it certainly continues in a similar fashion for much of BG2 as well. During early/mid game Archer is almost unrivaled in terms of damage output, and with the variety of ammunition accrued over the course of SoA, you also have considerable utility - which, of course, often boils down to simply "what do I load to kill this one faster".
In ToB, there has often been the argument made that Archers are not very good, as the ammo is capped at +3 and there is only one good ranged weapon there (Firetooth). Melee on the other hand are showered in +5 and higher weapons left and right, and can amass some truly ludicrous gear combinations. All that is true, and it does diminish the Archer's relative power. However, being less absurd does not just translate to being useless. In fact, while Archers may not dominate in ToB they are still high performers, and just as reliable against many enemies as they were before. So while there is no question that they are not the kind of steamrolling death juggernaut of doom they are in BG1, they still do quite well in ToB - arguably better than many melee alternatives (though not better than the top choices).
As was mentioned already, in the unmodded game there is little reason to ever use Long Bows. They are quite underwhelming and offer little advantage inherently, and are obviously outclassed when it comes to the selection of magical short bows and crossbows available at basically any stage in the game. In fact, some of the earliest available SBs/XBs are already better than most long bows (Tuigan Bow and Light Crossbow of Speed), and the endgame choices are in a different league entirely. Quite literally so, as Gesen Bow and Firetooth are the only bows/crossbows in the game with +4 or higher enchantment on their ammunition.
All in all, I have found Archer an indispensable component for virtually every (powergaming) party I make. Granted, that is with a lot of mods and at the highest difficulty - but rest assured that Archers more than pull their weight even in ToB. I have, in fact, been known to take two Archers along quite regularly...
An archer can put 2 pips in sling as well. If you have more than 18 in str (using the str tome in BG1 or a belt) and use the sling in a WW or GWW, you can dispense serious damage as well (works best in an unmodded game). You can access a sling +5 with infinite ammo early in SoA - its not cheap but its there...
Pick shortbows or crossbows and he'll rip **** up.
Don't forget that on the very few occasions where missile weapons aren't ideal, you still have a high level warrior with free dual-wielding.
Thanks, but why is this? Aren't there great composite longbows?
Or is the best ranged weapon a shortbow?
The above guys have answered well. For me the option that settles it is the Tuigan Bow. This is a shortbow that can be picked up very early and gives an extra attack per round (on top of the extra attack that all bows receive). With the Archer's 2 base attacks and Grand Mastery that gives a flat 5apr. If a friendly Mage throws Improved Haste your way, that becomes 10 arrows every 6 seconds... 100 per minute.
Even with standard ammo (or better, the Quiver of Plenty), that's a whole lot of hurt.
Could one play all the way from BG1 to ToB with an Archer kit and be doing ok with it?
Yes, you can play an Archer Kit entirely from BG1 to the end of ToB and do quite well with it. In BG1 through the first three/four chapters of BG2, having an Archer in the party is basically God Mode. Don't be the slightest bit surprised if he's accounting for 40-50% of all kills during that span. You'll find you have to prepare less and rest less, you can march into tougher quests at lower levels, etc.
By the Underdark, an Archer slowly stops being God Mode and instead becomes a competitive top-tier damage dealer who keeps pace with your best melee attackers instead of leaving them in his dust. By early ToB, the melee attackers start to finally pull ahead, and by the end of ToB he'll be more of a support/utility damage-dealer instead of a total party-carrier. And that's fine. After carrying your entire party through 80% of the game, the poor guy/gal deserves a little break.
Despite not being the top damage dealer, he'll retain plenty of utility. He's great for interrupting mages and stripping mirror images / stoneskins. He's the only physical attacker in the game who can interrupt casters through both PFMW *and* Stoneskin at the same time. He has some utility ammunition to bust out when it's time to deal a particular type of elemental damage, (say, against the Chromatic demon in Watcher's Keep, or when facing trolls). Arrows of Dispelling are extremely potent, if very limited. Same with Arrows of Detonation. Called Shot is a phenomenal debuff. I believe he gets all of his kit bonuses when using Fire Seeds, which is potentially hilarious.
He can switch weapons and be a credible melee attacker if necessary, (I find he's a great target for Staff of the Ram or Ravager+6 if you haven't already earmarked those for someone else in the party). For the most part, melee won't be necessary-- between Gesen, Firetooth, and Everard's Sling, he'll have the means of hitting most everything except Clay Golems. He's good. He'll contribute. He's not top tier, but he's not dead weight, and your party will be better for his presence.
Thanks, but why is this? Aren't there great composite longbows?
Or is the best ranged weapon a shortbow?
In BG2, launchers and ammo largely don't give bonus damage per hit anymore. Instead, enchantment level only translates to a straight THACO bonus, which is... kind of useless for an Archer-kitted character. Depending on what combination of bow and ammo I'm using, an Archer will have a THACO anywhere from -15 to -20 by the end of SoA, which is stupid overkill.
There are a few exceptions to the "no bonus damage" rule. Tuigan Shortbow gives +1 damage, Strong Arm Longbow gives +3 damage, most composite longbows give +1 (regardless of enchantment), and a couple composite longbows give +2. As far as arrows, Acid Arrows get +1 damage plus 1d3 additional acid damage, which makes them the only arrows of note, (a total of +3 average damage, assuming no resistences). Fire arrows only get +1d2 extra, and enemies are allowed a save against it. Barf. Ice Arrows also get +1d2 extra, but at least there's no save.
Crossbows are another beast entirely. Almost all magical crossbows *will* include a damage bonus, and those can get quite hefty. There's a crossbow with +5 bonus damage and a crossbow with +6 bonus damage available to purchase the second you leave Chateau Irenicus, and the latter eventually gets upgraded to +7 bonus damage. (It generates its own ammo, which means it behaves a bit oddly.)
In addition, bolts are far more damaging than arrows in BG2. Base bolts average 1 more damage than arrows, (1d8 vs. 1d6), and there are specialty bolts that go beyond that. Sauhagin drop bolts that deal 1d10 (plus force an enemy to save or be stunned), and Kuo-Toa drop bolts that deal 2d6 damage, (plus also force an enemy to save or be stunned). The former are in relatively short supply, but you'll get 800+ of the latter by the end of SoA.
Moreover, Bolts of Lightning are purchasable almost everywhere, and in addition to their base 1d8, they deal 4d4 electric damage, (save vs. breath for half; breath saves tend to be among the hardest to make).
In order from lowest to highest damage per hit, here's how the ammo stacks up, (pun intended): Normal or magical arrow: 3.5 Arrow of Fire (with save): 3.5 Normal or magical bolt: 4.5 Arrow of Ice: 5.0 Arrow of Fire (failed save): 5.0 Paralytic Bolt: 5.5 (save or be stunned) Acid Arrow: 6.0 Kuo-Toa Bolt: 7.0 (save or be stunned) Bolt of Lightning (with save): 9.5 Bolt of Lightning (failed save): 14.5 (!!!)
And remember, most crossbows are going to grant a greater damage bonus than an equivalent long/shortbow, to boot.
This damage disparity is countered by the simple fact that bows, (both short and long), have a base APR (attacks per round) of 2, while crossbows, (heavy and light), have an APR of 1. Crossbows deal more damage per hit, Short/Longbows deal more hits per round, and everything sort of evens out over time.
The problem for Longbows, (aside from the already-mentioned fact that they're 100% incapable of hitting any enemy that requires +4 weapons, and will be greatly limited in their ability to hit enemies that require +3 weapons), is that they lose their 1 APR bonus. Crossbow users can equip the Light Crossbow of Speed, which gives them the same base 2 APR with the higher-damaging ammunition choices. Shortbow users can equip the Tuigan Shortbow, which gives them a base of 3 APR. Either weapon will outdamage literally every other longbow in the entire game, and both are available ridiculously early on-- like, just sitting around in the Copper Coronet.
(Crossbow users will probably eventually graduate to Firetooth, whose extra damage per hit is generally worth the loss of an attack per round, and which is capable of hitting all those pesky high-end monsters in the late game. Shortbow users can get Tansheron's bow and later Gesen's bow, which enable them to hit those high-end enemies, but typically you'll want to stick with Tuigan's to maximize damage.)
A long bow with +4 unlimited ammo is something many of us hoped would be added to the Enhanced Editions, but not yet. It's times like these that I remember the saying, 'Hope springs eternal.' There are cheats for those who really want to use longbows. You can use Near Infinite to make Arrows of Piercing strike as +4 weapons, or EE Keeper in some +4 arrows from the Black Pits. I think there was an items upgrade mod that included a bow called Teleomortis which, IIRC, has unlimited +4 ammo. I never used the mod and I don't know if it's available for the EEs, however.
Kivan has been superb as an archer for me- I'm looking forward to doing a nature themed party sometime. There are few enemies which require +4 ammo, and several decent longbows in the Item Revisions mod.
I've had 1000s and 1000s of play throughs of these game, and rarely if ever did I use a crossbow ( never been a fan, maybe it's perhaps of an esthetic choice) the only time that I ever used a crossbow is when I bring jan along in my party, but that quickly gets replaced by the first magical short bow I find
Kivan has been superb as an archer for me- I'm looking forward to doing a nature themed party sometime. There are few enemies which require +4 ammo, and several decent longbows in the Item Revisions mod.
IR does change things up quite a bit. Not only are there some really good longbows, but crossbows are also nerfed because they are AP hard-capped due to the added reload time that invalidates even things like GWW (as a trade-off, they do massive damage per hit and are still competitive for much of the game). In IR the three weapon types are very close, to the point where it's not easy to decide on a clear winner. While longbows remain locked to the +3 level, they do make up for it by having both amazing early game choices (Strong Arm, which gives +10(!) damage in IR) and a late-game monster (Taralash, which comes with +1 APR among other things). Enemies requiring +4 are, after all, countable on one hand so it's not a HUGE concession.
If I remember correctly, short bow is most advantageous in terms of kiting, when you solo. There is a lesser delay between attacks when you move & auto attack constantly (with increased movement rate ofc ).
I mean, there is no time for standing around catching flies when using crossbows and longbows :{
I've had 1000s and 1000s of play throughs of these game, and rarely if ever did I use a crossbow ( never been a fan, maybe it's perhaps of an esthetic choice) the only time that I ever used a crossbow is when I bring jan along in my party, but that quickly gets replaced by the first magical short bow I find
I've played a lot too ^_^ to the point where I actually look for new experiences, I am playing F9/Mage with Summons & Cross Bow and I'm loving it
Ok, so crossbows use strength and not dexterity right? So no need to be an elf to min-max?
Neither bows nor crossbows receive any damage bonus from any of your stats. Missile attacks do, however, get a THAC0 bonus based on your DEX value. Additionally, elves receive a +1 THAC0 bonus to bows as well.
Given that Rangers (and thus Archers) can only be elves, humans, and half-elves anyway and humans have no bonuses of any kind, there is little reason NOT to be an elf. Unless it's for preference/RP in which case why care about a few THAC0 points.
Archer is great, but with 5 attacks per round, you loose arrows very fast. Long bows are the best.
Well, how about this: if you don't loose arrows to kill an enemy, then you loose HP and die... Am I right?!)
The higher DPS - the faster they drop to the ground - you take less DMG ... and as far as I remember, best short bows beat best long bows in terms of DPS.
Also: Quiver of Plenty, Gensen Bow and Firetooth generate ammo.
Too late into the game? ->Fill archers inventory with arrows if you're not soloing. What's the problem? Need space for what? You have 5 other heroes...
If you're soloing, it may be a problem, but you won't be standing and shooting at 5 APR anyway - some movement will be required of you! In my previous post I've already spoken about delays
Archer is great late game - solo'd all the way through the game with pretty minimal reloading, just firing, running away and firing some more. With the Gesen Bow and improved haste from the Darkfire Bow + Amulet of Cheetah Speed, you get 23 rounds of 9 attacks/round. It is brilliant and very satisfying. I recall there being some drops in productivity/boredom during periods when you haven't got any new items, but overall great kit, lots of fun.
I'd recommend 2 pips in slings, 5 in shortbows - that should do you marvellously for almost every encounter.
Too much emphasis on powerplay going on here as opposed to roleplay/gameplay.
Yes shortbows are the best in BG2.
But an eleven archer decides not to use the "elven court bow" from D'Arniss? An archer with a high strength score is going to mess around with piddley short bows?
And how many players swap around with items, using one for this another for that? I carry around the firetooth this playthrough, nobody uses it but I have money to burn and there are a few enemies it works well for.
Too much emphasis on powerplay going on here as opposed to roleplay/gameplay.
That's largely because there is little basis for a discussion in terms of RP. You like something, take it. Easy as that. Who cares if it's better when RP is your concern. When RP is NOT your concern, however, there's lots to discuss. I find it easiest to just stick to that part of the discussion so you can actually have a discussion, and with the information provided everyone can then make their informed RP decisions as their own preferences take them.
Also: don't let the name short bow fool you. They can still have MONSTROUSLY strong draw.
Archers Pre-EE were fast, damaging, long range snipers, what's not to like? I'll tell you what's not to like. Nightmarish item-managing messes because you deplete stacks of arrows very very quick. In the EE era they are fast, damaging, long range snipers, what's not to like? Nothing.
Archer is one of the most solid Kits, as other explained enough by now Shortbows or Crossbow to the max for the infinite +4/5 Ammo and 2 points in Club or Mace paired with a shield for that rare few enemy's in between who are Immune to piercing damage.
Archer is one of the most solid Kits, as other explained enough by now Shortbows or Crossbow to the max for the infinite +4/5 Ammo and 2 points in Club or Mace paired with a shield for that rare few enemy's in between who are Immune to piercing damage.
Archers can only put one pip in melee weapons. They get up to five in bows or crossbows, and two in slings or darts. (I also prefer two-handed weapons instead of one-hander-plus-shield to reduce the amount of micromanagement required. Quarterstaffs and Halberds have phenomenal options throughout the entire series, and quarterstaffs can hit Clay Golems, your *real* racial enemy.)
I do think the "long bows can't hit enemies that require +4 weapons" thing is kind of a red herring. As far as I know, the only enemies that can't be hit by +3 weapons are Demiliches (there's two of these in the entire game, both optional, only one of which even gives you anything worth owning), Demogorgon (optional, and role players are generally discouraged from fighting him), the Demon Lord in Ust Natha (optional, and which almost nobody fights, anyway), and the Ravager. Plus mages who cast Improved Mantle, (but not Mages who cast Mantle, Protection from Magical Weapons, or Absolute Immunity. And these protections can all be dispelled, anyway.)
The real problem with Longbows is that (A) Crossbows can get the same number of attacks with more damage per attack, (B) Shortbows can deal the same damage per attack with more attacks, and (C) that uber-Crossbow and Shortbow are both easily obtainable literally within five minutes of completing the prologue.
I mod the quiver (or case/bag) of plenty to strike as +5 so that I don't feel obligated to focus on any particular weapon. This makes for more fun gameplay for me
I had a run with archer and it was so satisfying. After i start a new run with archer because i get the mod that allow to use the bow enchantment level rather the arrow, so the longbows had some use.
Enchant the Missile Launchers by @Dee makes it so that ranged weapons use the launcher's enchantment bonus instead of the ammunition's. So Taralash +4 using mundane arrows would be able to hit Kangaxx. Ammo with a higher enchantment bonus overrides the launcher's enchantment too, so the Tuigan Bow +1 using Arrows +2 counts as +2.
I find this mod to be indispensable to ranged characters because now I don't have to worry about conserving certain enchanted ammo, so I can use all the good stuff and not horde it due to my "but what if I need it more, later?" problem. It applies to bows - short, long, and cross - as well as slings.
I think there was an items upgrade mod that included a bow called Teleomortis which, IIRC, has unlimited +4 ammo. I never used the mod and I don't know if it's available for the EEs, however.
Item Upgrade works for the EEs and Teleomortis +4 also has a 5% chance to cause confusion on hit for 30 seconds.
Comments
Don't forget that on the very few occasions where missile weapons aren't ideal, you still have a high level warrior with free dual-wielding.
Or is the best ranged weapon a shortbow?
Of those two groups, I personally prefer shortbows due to their higher rate of fire, but that's just me.
I think it's no secret that Archer tears through BG1 like a hurricane through toilet paper, and it certainly continues in a similar fashion for much of BG2 as well. During early/mid game Archer is almost unrivaled in terms of damage output, and with the variety of ammunition accrued over the course of SoA, you also have considerable utility - which, of course, often boils down to simply "what do I load to kill this one faster".
In ToB, there has often been the argument made that Archers are not very good, as the ammo is capped at +3 and there is only one good ranged weapon there (Firetooth). Melee on the other hand are showered in +5 and higher weapons left and right, and can amass some truly ludicrous gear combinations. All that is true, and it does diminish the Archer's relative power. However, being less absurd does not just translate to being useless. In fact, while Archers may not dominate in ToB they are still high performers, and just as reliable against many enemies as they were before. So while there is no question that they are not the kind of steamrolling death juggernaut of doom they are in BG1, they still do quite well in ToB - arguably better than many melee alternatives (though not better than the top choices).
As was mentioned already, in the unmodded game there is little reason to ever use Long Bows. They are quite underwhelming and offer little advantage inherently, and are obviously outclassed when it comes to the selection of magical short bows and crossbows available at basically any stage in the game. In fact, some of the earliest available SBs/XBs are already better than most long bows (Tuigan Bow and Light Crossbow of Speed), and the endgame choices are in a different league entirely. Quite literally so, as Gesen Bow and Firetooth are the only bows/crossbows in the game with +4 or higher enchantment on their ammunition.
All in all, I have found Archer an indispensable component for virtually every (powergaming) party I make. Granted, that is with a lot of mods and at the highest difficulty - but rest assured that Archers more than pull their weight even in ToB. I have, in fact, been known to take two Archers along quite regularly...
Even with standard ammo (or better, the Quiver of Plenty), that's a whole lot of hurt.
By the Underdark, an Archer slowly stops being God Mode and instead becomes a competitive top-tier damage dealer who keeps pace with your best melee attackers instead of leaving them in his dust. By early ToB, the melee attackers start to finally pull ahead, and by the end of ToB he'll be more of a support/utility damage-dealer instead of a total party-carrier. And that's fine. After carrying your entire party through 80% of the game, the poor guy/gal deserves a little break.
Despite not being the top damage dealer, he'll retain plenty of utility. He's great for interrupting mages and stripping mirror images / stoneskins. He's the only physical attacker in the game who can interrupt casters through both PFMW *and* Stoneskin at the same time. He has some utility ammunition to bust out when it's time to deal a particular type of elemental damage, (say, against the Chromatic demon in Watcher's Keep, or when facing trolls). Arrows of Dispelling are extremely potent, if very limited. Same with Arrows of Detonation. Called Shot is a phenomenal debuff. I believe he gets all of his kit bonuses when using Fire Seeds, which is potentially hilarious.
He can switch weapons and be a credible melee attacker if necessary, (I find he's a great target for Staff of the Ram or Ravager+6 if you haven't already earmarked those for someone else in the party). For the most part, melee won't be necessary-- between Gesen, Firetooth, and Everard's Sling, he'll have the means of hitting most everything except Clay Golems. He's good. He'll contribute. He's not top tier, but he's not dead weight, and your party will be better for his presence.
There are a few exceptions to the "no bonus damage" rule. Tuigan Shortbow gives +1 damage, Strong Arm Longbow gives +3 damage, most composite longbows give +1 (regardless of enchantment), and a couple composite longbows give +2. As far as arrows, Acid Arrows get +1 damage plus 1d3 additional acid damage, which makes them the only arrows of note, (a total of +3 average damage, assuming no resistences). Fire arrows only get +1d2 extra, and enemies are allowed a save against it. Barf. Ice Arrows also get +1d2 extra, but at least there's no save.
Crossbows are another beast entirely. Almost all magical crossbows *will* include a damage bonus, and those can get quite hefty. There's a crossbow with +5 bonus damage and a crossbow with +6 bonus damage available to purchase the second you leave Chateau Irenicus, and the latter eventually gets upgraded to +7 bonus damage. (It generates its own ammo, which means it behaves a bit oddly.)
In addition, bolts are far more damaging than arrows in BG2. Base bolts average 1 more damage than arrows, (1d8 vs. 1d6), and there are specialty bolts that go beyond that. Sauhagin drop bolts that deal 1d10 (plus force an enemy to save or be stunned), and Kuo-Toa drop bolts that deal 2d6 damage, (plus also force an enemy to save or be stunned). The former are in relatively short supply, but you'll get 800+ of the latter by the end of SoA.
Moreover, Bolts of Lightning are purchasable almost everywhere, and in addition to their base 1d8, they deal 4d4 electric damage, (save vs. breath for half; breath saves tend to be among the hardest to make).
In order from lowest to highest damage per hit, here's how the ammo stacks up, (pun intended):
Normal or magical arrow: 3.5
Arrow of Fire (with save): 3.5
Normal or magical bolt: 4.5
Arrow of Ice: 5.0
Arrow of Fire (failed save): 5.0
Paralytic Bolt: 5.5 (save or be stunned)
Acid Arrow: 6.0
Kuo-Toa Bolt: 7.0 (save or be stunned)
Bolt of Lightning (with save): 9.5
Bolt of Lightning (failed save): 14.5 (!!!)
And remember, most crossbows are going to grant a greater damage bonus than an equivalent long/shortbow, to boot.
This damage disparity is countered by the simple fact that bows, (both short and long), have a base APR (attacks per round) of 2, while crossbows, (heavy and light), have an APR of 1. Crossbows deal more damage per hit, Short/Longbows deal more hits per round, and everything sort of evens out over time.
The problem for Longbows, (aside from the already-mentioned fact that they're 100% incapable of hitting any enemy that requires +4 weapons, and will be greatly limited in their ability to hit enemies that require +3 weapons), is that they lose their 1 APR bonus. Crossbow users can equip the Light Crossbow of Speed, which gives them the same base 2 APR with the higher-damaging ammunition choices. Shortbow users can equip the Tuigan Shortbow, which gives them a base of 3 APR. Either weapon will outdamage literally every other longbow in the entire game, and both are available ridiculously early on-- like, just sitting around in the Copper Coronet.
(Crossbow users will probably eventually graduate to Firetooth, whose extra damage per hit is generally worth the loss of an attack per round, and which is capable of hitting all those pesky high-end monsters in the late game. Shortbow users can get Tansheron's bow and later Gesen's bow, which enable them to hit those high-end enemies, but typically you'll want to stick with Tuigan's to maximize damage.)
I went more in-depth on a comparison of damage output between shortbows and longbows a couple of days ago. You can read about it here: https://forums.beamdog.com/discussion/comment/853319#Comment_853319
I mean, there is no time for standing around catching flies when using crossbows and longbows :{
You can test it out in the arena
Given that Rangers (and thus Archers) can only be elves, humans, and half-elves anyway and humans have no bonuses of any kind, there is little reason NOT to be an elf. Unless it's for preference/RP in which case why care about a few THAC0 points.
The higher DPS - the faster they drop to the ground - you take less DMG ... and as far as I remember, best short bows beat best long bows in terms of DPS.
Also: Quiver of Plenty, Gensen Bow and Firetooth generate ammo.
Too late into the game? ->Fill archers inventory with arrows if you're not soloing. What's the problem? Need space for what? You have 5 other heroes...
If you're soloing, it may be a problem, but you won't be standing and shooting at 5 APR anyway - some movement will be required of you! In my previous post I've already spoken about delays
So no, long bow does not win either way!
I'd recommend 2 pips in slings, 5 in shortbows - that should do you marvellously for almost every encounter.
Yes shortbows are the best in BG2.
But an eleven archer decides not to use the "elven court bow" from D'Arniss?
An archer with a high strength score is going to mess around with piddley short bows?
And how many players swap around with items, using one for this another for that?
I carry around the firetooth this playthrough, nobody uses it but I have money to burn and there are a few enemies it works well for.
Archers are lethal in BG and BG2.
Also: don't let the name short bow fool you. They can still have MONSTROUSLY strong draw.
I do think the "long bows can't hit enemies that require +4 weapons" thing is kind of a red herring. As far as I know, the only enemies that can't be hit by +3 weapons are Demiliches (there's two of these in the entire game, both optional, only one of which even gives you anything worth owning), Demogorgon (optional, and role players are generally discouraged from fighting him), the Demon Lord in Ust Natha (optional, and which almost nobody fights, anyway), and the Ravager. Plus mages who cast Improved Mantle, (but not Mages who cast Mantle, Protection from Magical Weapons, or Absolute Immunity. And these protections can all be dispelled, anyway.)
The real problem with Longbows is that (A) Crossbows can get the same number of attacks with more damage per attack, (B) Shortbows can deal the same damage per attack with more attacks, and (C) that uber-Crossbow and Shortbow are both easily obtainable literally within five minutes of completing the prologue.
I find this mod to be indispensable to ranged characters because now I don't have to worry about conserving certain enchanted ammo, so I can use all the good stuff and not horde it due to my "but what if I need it more, later?" problem. It applies to bows - short, long, and cross - as well as slings. That's what I've done. Item Upgrade works for the EEs and Teleomortis +4 also has a 5% chance to cause confusion on hit for 30 seconds.