Paris Prime

The Paris Prime features higher base and charge damage, and a faster draw time than the Paris. The Paris Prime was added into the game in.

This weapon can be sold for.

Characteristics
This weapon deals primarily damage.

Advantages: 
 * High damage.
 * Second highest critical chance of all weapons, being surpassed by the Dread, Amprex, and Synapse at 50%.
 * High damage at full charge.
 * Silent.
 * Charged shots have innate Punch Through.
 * Can hit multiple enemies in a line.
 * Pinpoint accuracy when aiming.

Disadvantages:
 * Low and  damage – less effective against shields and health.
 * Arrows have a travel time and a slight arc.
 * Draws from the Sniper Ammo pickup pool, which is among the rarest of the ammunition pickups.
 * Long charge time, less effective at close range.

Comparisons:

Tips

 * Aim for the head as crit-based weapons benefit extra from headshots due to a bonus multiplier.
 * Use Point Strike to take advantage of Paris Prime's extremely high base critical chance.
 * A level 4 Point Strike provides an extremely high chance of a critical hit with every shot, and is also sufficient enough to boost each charged shot's critical chance to 100%, making every charged shot a critical hit.
 * A maxed Point Strike will, with every charged shot, give a 12.5% chance for orange crits.
 * Staying in cover while charging will help to reduce damage taken.
 * Bows are most useful if you can kill the target in one shot, thus it is recommended to have an Orokin Catalyst to super charge the bow.
 * Lead targets both horizontally and vertically at greater distances in order to compensate for projectile travel time.
 * Maintaining a charge at all times can make engaging a group of enemies easier.
 * Charging can be cancelled without releasing the arrow by using the reload button (Press the reload button while holding fire).
 * Doing a melee attack will release the arrow, however.
 * All "charge weapons" (except Angstrum and Opticor) are capable of holding their charge during a sprint.
 * As long as the user starts charging a shot, they are able to finish charging while they are still sprinting.
 * Using elevators and opening co-op doors does not cancel the charge, however hacking consoles and opening lockers will.
 * Sliding when you are about to hit the ground (from any height) is very useful for keeping your charge instead of losing it by rolling.
 * A rank 1 Arrow Mutation is usually more than enough to keep ammo topped off.
 * Alternatively, use Team Ammo Restores instead of Arrow Mutation to gain mod capacity at the cost of resources.
 * Carrier's Ammo Case is also a great way to convert unused ammo into bow's ammo.
 * Use Speed Trigger to increase responsiveness when you get used to charged shots with bows. It is more effective than Fast Hands in terms of increasing DPS.
 * Enemies killed by Bows will be rag-dolled with the corpse acting as a projectile doing the same damage as the weapon. This can be used to kill multiple enemies with one shot.

Trivia

 * The Paris Prime uses the same quiver as the Paris, just altered with golden accents.
 * Currently, the only other Prime weapons that do not require Orokin Cells for construction are the Fang Prime, Dual Kamas Prime, Cernos Prime, and the Akstiletto Prime.