PDA

View Full Version : New ranger/arti enhancement



V_mad_jester_V
08-29-2012, 10:43 PM
The enhancement would be called something on the lines of "Zombie Destroyer" and has 3 ranks
level 2 ranger/arti rank 1: upon a vorpal confirmed as a critical a ranged attack will automatically kill target zombie with a head shot. Or deal 2d20 damage upon a will save of dc 20.

level 6 ranger/arti rank 2 same as rank 1 but raises dc to 30

level 12 ranger/arti rank 3 same as 2 but raised to 40

maybe the dc's of this are a bit high, but i think it'll be cool. You essentially have "guns' persay, and in a zombie scneraio the "shoot em in the head" tactic should work with a bow/xbow. This will also help mainly due to the shotty damage bows/xbows do to zombie cuz of the piercing damage. Just ran through deleras on my newly tr'd arti, and i did more piking cuz i was doing 0's in damage (everything else thats living just gets obliterated in 1-3 rounds of burst shots) but when it comes to the realm of the living dead, i do jack squat. Now this doesnt help with skellys/incorporal, it should affect ghast, ghouls, and wights cuz they are zombie ish. I think people who enjoy a good zombie movie and rl zombie scenario would like this with the whole "shoot em in the head" idea. And it would make us less useless in those maps where we do very minimal damage or yellow damage to zombies, also cuz of the fact that we see zombies throughout many levels from 1-25

licho
08-29-2012, 10:55 PM
This is overpowered from no reason.

Rangers needs the buff, but not something like this.

As for "how to play".

Arti in Delera: - flame turret is your friend, also even if bolts itself dont deal much then we have... 1d6 from runearm 1d6 from elemental 1d6 from flaming arrows + something like holy on the xbow.

As for Ranger you generally have hard mode to everything, but talking FE undead on early levels is not a bad idea. Also you may use this 2wf line, and swing some maces.

V_mad_jester_V
08-29-2012, 11:02 PM
This is overpowered from no reason.

Rangers needs the buff, but not something like this.

As for "how to play".

Arti in Delera: - flame turret is your friend, also even if bolts itself dont deal much then we have... 1d6 from runearm 1d6 from elemental 1d6 from flaming arrows + something like holy on the xbow.

As for Ranger you generally have hard mode to everything, but talking FE undead on early levels is not a bad idea. Also you may use this 2wf line, and swing some maces.

im all dex/int/con built i used masters touch and my damage was rubbish. Spammed out my runearm and the damage was rubbish. I said maybe lower the dc's and give zombies a better chance to save, and you still have to face the problem of skelly's .

another option would be to make it a activated ability. it'll have a 15-30 sec cool down timer, and mobs will have to save with higher dc's (cuz low dc+ cool down timer is kinda getting shafted) "i have to wait 15-30 sec for this mob to make a will save of 10 o.0. It'll make it useless. But i dont think this is too too op, again i know the dc's for each rank i stated was high, so those numbers need some tweaking. And chance are it'll only be a temp enhancement. Once you can get your disruption items then you go redo enhancements and drop the "Zombie Destoryer" line (or not if you have the room to keep em)

Why its not op, zombie destroyer will not affect all undead, only zombie and zomibe like, leaving you with skelly's, and wraiths to deal with still. Disruption affects everything, but cant be used till higher levels. And even so disruption + zombie destroyer wont be op either. Think about it I use my man slayer + nightmare, if one dosent proc the other will and **** just drops like crazy. Rangers already get slay living arrows. There are already so many broke/insta kill items that i dont think one niche enhancement will be op.

V_mad_jester_V
08-29-2012, 11:11 PM
oh and to add on to this i'll compile a list of all insta kills, this is only just going to be another item to the list
Wail of the Banshee, kills up to 6 target living creature
Dismissal kills everything extra planer with in its spell radius
banishment insta kills any extra planer creature
nightmare kills anything that can dream
slay living kills anything living
man slayer kills anything humanoid
smiting kills anything construct

my idea, kills anything zombie or zombie like (wights, zombies, mummies) leaves you with vampires, wraiths, and skelly's. So it dosent affect everything undead (thats why its called zombie destroyer) unlike disruption. So i cant see how its broke cuz the levels up until you can use disruption items still have a good bit of wights and wraiths. So it'll only affect a very small portion of the content. Its based on vorpal attacks like the other insta kill weapons so it wont proc 100% of the time. It shouldnt proc 100% of the time either UNLESS, it is an activated ability with a cool down timer that is 30 sec+. It shouldnt proc 100% of the time if the cool down timer is 5-10 sec (meaning mobs can make saves against it) but i think this part would be to the point of broke

Karavek
08-30-2012, 12:28 AM
LOL my arti rocked in Ds tomb and so should yours. First craft a ghost touch of pure good repeater, that is my standard low lvl undead killer. You should probably be using the rune arm from tangle root, the fireball and mod fort are highly effective at low lvl.

Finally keep an eye out for super cheap RR lvl 8 disruptors. They pop up on the AH if you keep an eye out, usually in unpopular to fight undea with type weapons. I payed like 8k for my lvl 8 disruption rapier, and that baby with acid dmg added, and my fire rune arm boost is a undeads nightmare.

finally if you complete Ds yu can get a great undead killing light based rune arm. Seriously if your arti is piking you do not get how to use them. When I ran it lvling last time on my 2nd arti using the same rapier, i had 2 paladins and a barb all armed with holy weapons tripping out over my rapier wielding arti cutting them down like grass.

Karavek
08-30-2012, 12:31 AM
also ghouls and the like are not zombie like, even trying to compare them to zombies is an insult to the advanced undead. Ghouls and ghasts are not the common cheap undead skellies and zombies are.

There is just no good reason to need this ability when undead are actually one of the things my AAs and artees are strongest against from low to high lvls.

seriously bud this is a true case of L2P.

sephiroth1084
08-30-2012, 01:18 AM
Don't roll crappy characters, or learn to play to your characters' strengths.

V_mad_jester_V
08-30-2012, 01:37 AM
Don't roll crappy characters, or learn to play to your characters' strengths.

you do kno wthat piercing damage sucks against em, its not a matter of my toon being crappy, its a matter of gear. and plus i will do more damage then artis that put points into str so they can swing a weapon. max int, high dex and con, surviability, damage from insightful dmg and strikes, and reflex.

my level 6 took level 10 traps out from deleras so the trapping is strong. and i can solo all quest at level to level 10 with my arti on leet as long as their not ud

Kenpai
08-30-2012, 01:46 AM
There's a thing Artificers get called "Spells". One of which being the massively powerful "Flame Turret" which can deal upwards of 100 damage per tick starting at level 6.
When I was farming Delera's on my Arti, I pretty much solo'd the quests until a Sorc joined and we rocked out with our combined fire.

sephiroth1084
08-30-2012, 01:59 AM
you do kno wthat piercing damage sucks against em, its not a matter of my toon being crappy, its a matter of gear. and plus i will do more damage then artis that put points into str so they can swing a weapon. max int, high dex and con, surviability, damage from insightful dmg and strikes, and reflex.

my level 6 took level 10 traps out from deleras so the trapping is strong. and i can solo all quest at level to level 10 with my arti on leet as long as their not ud
Get a Holy repeating crossbow
Step into quest
Cast Insightful Strikes
Cast Acid Weapons
Cast Flame Turret
Shoot stuff
Kill stuff
Profit
If you are soloing stuff, why do yo need a new enhancement?

Talias006
08-30-2012, 07:37 PM
If worse becomes worst, craft yourself (or pay to have the shards made) a Holy (X) of Undead Bane.
With the PrE, you get a bonus +2 to hit and damage, and the Undead Bane gives you another +2 to hit and damage.

Also cast Insightful Strikes if your Int is greater than Dex.
(Most Arti's this should be true.)

Get a good Runearm and cast (Elemental Add) Weapons on yourself and you're pretty much golden.

And if all else fails, fall back and set a Flame Turret.
You do these things and you will succeed at Delera's.
Having a party with you (usually) just makes the going easier.

I know this is possible, as I've done it on a 32pt Arti at level.

Seriously, at level: Insightful Strikes; Elemental Weapons add; and Flame Turret are your most powerful spells, and continue to keep being useful well into the teens.

sephiroth1084
08-30-2012, 11:52 PM
Oops. I meant Insightful Damage, which adds your Int to your damage with crossbows, which should more than make up for any deficiencies you may experience on your damage earlyish in the game. You can have both that and Elemental Weapons or Deadly Weapons up together for some good damage bonuses.

Ideally, your Dex will be high enough that you don't need to fall back on Insightful Strikes for to-hit very often.