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Requiro
03-16-2015, 08:32 PM
Hello everyone.
I would like present solid version of Ranged Ranger Enhancements Pass. I want post this ideas some time ago, but I was afraid that some buffs will be too powerful. But with last changes to bards, paladins and barbarians, this is no problem anymore :-)


Here is Coded version (thanks to doubledge), of Arcane Archer:

Arcane Archer:

Graphic version of Tree:
http://i57.tinypic.com/2urr2n9.png

And detailed changes:

CORE

Rank 1: Arcane Archer:
• Active: Conjure Arrows ability (100 Arrows with 100% Returning ability), These disappear on entering / exiting quest, or logout. Cost 10 SP, Cooldown: 15 second
• You may apply a single "Damage" or "Effect" imbue to your conjured arrows.
• Conjured arrows have an enhancement bonus equal to your number of core enhancements you possess.
• Every Core ability grants +10 spell points.

Rank 2: Arcane Arrows:
• Passive Imbue (Property): You can apply a single "Property" enchantment, in addition to one "Effect" or one "Damage" Imbue.
• Active Imbue (Property): Arrows now do piercing, bludgeoning and slashing damage. Cost: 10 SP, Cooldown: 60 second.

Rank 3: Morphic Arrows:
• Improved Imbuing: Imbue (Property), Imbue (Damage) and Imbue (Effect) now work on both your conjured arrows, and any arrow created by "Elemental Arrows".
• Active Imbue (Property): Arrows gain the "metalline" effect. Cost: 20 SP, Cooldown: 90 seconds.
• New spell: Add Elemental Arrows spell to the spell book as a 1st tier spell. (Multiselector: Summon stack of 500 Masterwork arrows, which have one of Flaming, Frost, Shock, or Acid.)
• Passive: Shortbows and Longbows are treated as implements, granting universal spell power equal to 4*enhancement bonus.

Rank 4: Aligned Arrows:
• Improved Imbuing II: You can apply two Imbue (Property), and one of either an Imbue (Damage) or Imbue (Effect) to your conjured arrows, and any arrow created by "Elemental Arrows".
• Active Imbues (Property): Arrows gain the "aligned" effect. Cost: 20 SP, Cooldown: 90 seconds.
• You gain an additional +1% doubleshot for each core ability you possess.
• Passive: All Imbue (Effect) increase in DC by 1.

Rank 5: Shadow Arrows:
• Improved Imbuing III: You can apply two Imbue (Property), and both an Imbue (Effect) and an Imbue (Damage) to any arrow you equip, including lootgenerated arrows.
• Active Imbue (Property): Equipped arrows gain 75% returning. Cost: 20 SP, Cooldown: 120 seconds.
• Passive: All Imbue (Effect) increase in DC by 1.

Rank 6: Master of Imbuement:
• Improved Imbuing IV: You can now apply two Imbue (Property), one Imbue (Effect), one Imbue (Damage), and one additional Imbue of any type to any arrow you equip, including lootgenerated arrows.
• You gain an additional +2 Dexterity, +50 spell points, and 20% doubleshot
• Passive: All Imbue (Effect) increase in DC by 1.

TIER 1

Conjure Arrows – removed (merged with Rank 1 AA Core ability)

True Strike (Buffed):
• 1st rank: +20 to hit, +1 insight bonus to hit for 3 second
• 2nd rank: +25 to hit, +2 insight bonus to hit for 6 second
• 3rd rank: +30 to hit, +4 insight bonus to hit for 12 second

Energy of the wild (Buffed):
• 3rd rank: remove Antirequisite. If you already have Magical Training, you gain only +40 Max SP

Imbue (Damage) I (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Shock) or Force Arrow
• 1st rank: On every hit: +1d6 Elemental / +1d4 Force damage and Ghost touch ability
• 2nd rank: On critical hits: additional 1d6 Elemental / 1d4 Force x (crit. Multiplier) damage
• This ability becomes stronger as more Imbue (Damage) enhancements are taken.

Awareness (Buffed):
• 3rd ranks give you Alertness feat

Arcane Empathy (New ability):
• 2 rank, 1AP each
• 1st rank: Use one of the Wild Empathy to gain SP Regeneration 1d6 per second. Duration: 3 second, Cooldown: 30 second.
• 2nd rank: Use one of the Improved Wild Empathy (require 7 Levels of Ranger or Druid), to gain SP Regeneration 1d6 + ½ character levels SP per second. Duration: 3 + ¼ character levels. Cooldown: 30 second.

TIER 2

Dispeling Shot – No change

Force Arrows – removed (merge with Redesigned Elemental Imbues)

Inferno Shot – No change

Improved Imbue (Damage) (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Shock) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (1d6 -> 1d8, 1d4 -> 1d6 for elemental, and force respectively).
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (1d6 * crit multiplier -> 1d8 * crit multiplier, 1d4 * crit multiplier -> 1d6 * crit multiplier respectively).

Action Boost (Buffed):
• Cost: 1AP each

Imbue (Effect) Terror (Buffed):
• Arcane Archer Imbue Toggle 3 Ranks, 1 AP each, Moved from Tier 3
• 1st rank: Terror Arrows, Will DC = 12 + ¼ ranger levels
• 2nd rank: Terror Arrows, Will DC = 12 + ½ ranger levels
• 3rd rank: Terror Arrows, Will DC = 12 + ½ character levels + 1 per AA core enhancements possessed.


TIER 3

Shattermantle Shot (Buffed):
• 100/120/150 stacks per rank.

Imbue (Effect) Blinding (New ability):
• Arcane Archer Imbue Toggle: 3 Ranks, 1 AP each
• Blinding Arrows: On hit target become blinded. Additional save each second. On Vorpal: Target is additional subject to Mind Fog effect.
• 1st rank: Blind duration: 2 second, Will DC = 14 + ¼ ranger levels
• 2nd rank: Blind duration: 4 second, Will DC = 14 + ½ ranger levels
• 3rd rank: Blind duration: 6 second, Will DC = 14 + ½ character levels + 1 per AA core enhancements possessed.

Soul Magic (Buffed):
• 2 Ranks, 1AP each
• Passive: You have 15% / 20% chance to gain 10/20 temporary spell poinst whenever you hit an enemy with arrows. Temporary SP stays 60/90 second. Stacks with Moonbow ability.

Improved Imbue (Damage) (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Shock) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (1d8 -> 1d10, 1d6 -> 1d8 for elemental, and force respectively).
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (1d8 * crit multiplier -> 1d10 * crit multiplier, 1d6 * crit multiplier -> 1d8 * crit multiplier respectively).

Ability choice: No changes

TIER 4

Imbue (Effect) Paralyzing) (Buffed):
• Arcane Archer Imbue Toggle: 3 Ranks, 1 AP each
• Paralyzing Arrows: On vorpal: Target is subject to Hold Monster effect.
• 1st rank: Will DC = 15 + ¼ ranger level
• 2nd rank: Will DC = 15 + ½ ranger level
• 3rd rank: Will DC = 15 + ½ character level + 1 per AA core enhancements possessed.

Imbue (Effect) Banishing (Buffed):
• Arcane Archer Imbue Toggle: 2 Ranks, 1AP each
• 1st rank: On vorpal: Instantly kill any extraplanar creature with less than 1500 hp, if they possess more than 1500 hp, deal 150 untyped damage instead.
• 2nd rank: Arrow gains 1d6 bane damage versus extraplanar creatures. On vorpal: Instantly kill any extraplanar creature with less than 2000 hp, if they possess more than 2000 hp, deal 200 untyped damage instead.

Imbue (Effect) Smiting (Buffed):
• Arcane Archer Imbue Toggle: 2 Ranks, 1AP each
• 1st rank: On vorpal: Instantly kill any construct with less than 1500 hp, if they possess more than 1500 hp, deal 150 untyped damage instead.
• 2nd rank: Arrow gains 1d6 bane damage versus constructs. On vorpal: Instantly kill any construct with less than 2000 hp, if they possess more than 2000 hp, deal 200 untyped damage instead.

Improved Imbue (Damage) (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Shock) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (1d10 -> 2d6, 1d8 -> 1d10 for elemental, and force respectively).
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (1d10 * crit multiplier -> 2d6 * crit multiplier, 1d8 * crit multiplier -> 1d10 * crit multiplier respectively).

Ability choice: No changes

TIER 5

Moonbow (Buffed):
• 2 ranks, 1 AP each
• 1st rank: Your bow has an additional +1 [W] and you gain 20 temporary sp once per 45 seconds. +5 USP
• 2nd rank: Your bow has an additional +1 bonus to critical threat range, and you gain +30 temporary sp once per 30 seconds. +5 USP

Arrow of Slaying (Buffed):
• 3 ranks, 1 AP each
• +100 dmg
• +200 dmg
• +300 dmg

Imbue (Damage) Mastery (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Shock) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (2d6 -> 3d6, 1d10 -> 2d6 for elemental, and force respectively). In addition, force arrows do an additional 1d6 bane damage versus undead with Ghost Touch ability.
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (2d6 * crit multiplier -> 3d6 * crit multiplier, 1d10 * crit multiplier -> 2d6 * crit multiplier respectively). You also gain an additional effect based on the type of imbue:
--o Corrosive Arrows: No changes
--o Flaming Arrows: No changes
--o Frost Arrows: No changes
--o Shock Arrows: No changes
--o Force Arrows: Your arrows gain Bone Breaking ability

Rune arrows (Redesigned):
• 3 Ranks, 1 AP each (Runic bonus does not stack. Heartseeker bonus replaces itself.)
• 1st rank: Your conjured arrows gain a +1 Runic bonus to enhancement bonus, and Heartseeker 1. You also gain 30 spell points, and 5 USP.
• 2nd rank: Your conjured arrows gain a +2 Runic bonus to enhancement bonus, and Heartseeker 2. You also gain 35 spell points, and 5 USP.
• 3rd rank: Your conjured arrows gain a +3 Runic bonus to enhancement bonus, Maiming, and Heartseeker 3. You also gain 40 spell points, and 5 USP.



And Coded version of Deepwood Stalker:


Deepwood Stalker

Graphic version of Tree:
http://i61.tinypic.com/2vtefyu.png

And detailed changes:

CORE:

Rank 1: Far shoot:
• Passive: +1 Sneak Attack Dice
• Passive: +10 Healing amplification
• You gain +10 positive spell power per core ability you possess. In addition, your point blank shot and ranged sneak attack range is increased by 5 m for each core enhancement you possess.

Rank 2: Sneak Attack:
• Passive: +1 Sneak Attack Die
• Passive: +5 melee and ranged power

Rank 3: Called shoot:
• Active: Called Shot (no changes)
• Passive: +1 Animal Empathy use per rest

Rank 4: Shadow Attack:
• Passive: +1 Sneak Attack Dice
• Passive: +10 melee and ranged power
• Passive: +20 Healing amplification

Rank 5: Mark of the Hunt:
• Active: Use one charge of Animal Empathy to mark one target. This effect has a maximum duration of 180 seconds, and applies 5 stacks of “Hunter's Mark” ability. One stack lasts for 15 second and one stack is lost on expiration (and refreshing the cooldown). Every time a Marked target receives damage there is 2% chance a new stack to be applied. On bosses this is decreased to a 1% chance for a new stack. After the 180 seconds are over, all stacks are removed from the target. Max. 25 stacks. Cooldown: 15 seconds.
-- For each stack of Hunt the Weak applied to a target, they receive -2 to AC, fortification, spell resistance, movement speed, attack speed, and recieve -1 to all ability scores. In addition, they receive 1% increased damage from all sources.
• Passive: + 2 Animal Empathy uses per rest

Rank 6: Horizon Shot:
• Active: Toggle: Instead of using Strength to determine damage with a bow, you will instead use your dexterity. Cooldown 15 seconds.
• Passive: +2 Dexterity, +15 ranged and melee power.
• Passive: +1 Sneak Attack Dice
• Passive: You are always considered to be in Point Blank Shot and Ranged Sneak Attack Range
• Passive: You slowly regain charges of your Wild Empathy ability (but not your Improved wild empathy), you regain one charge every 180 seconds.

TIER 1

Favored Defense – Removed

Favored Enemy Expertise I (Redesigned):
• 3 ranks, 1 AP each
• 1st rank: +2 AC, +1% dodge, +1% maximum dodge when attacked by a Favored enemy,
• 2nd rank: +1 saving throws, +2 PRR when attacked by a Favored enemy
• 3rd rank: +1 to hit and +1 damage when attacking a Favored enemy

Stealthy: No changes

Increased Empathy (Buffed):
• Additional +1 Bluff and Intimidate per rank

Versatile Empathy (Redesigned):
• 3 ranks, 1 AP each
• +1 Improved Animal Empathy, Animal Empathy and Improved Animal Empathy works also on Vermin and Plant + 4 PSP
• +1 Improved Animal Empathy, Animal Empathy and Improved Animal Empathy works also on Elements, Dragon and Reptilian + 4 PSP
• +1 Improved Animal Empathy, Animal Empathy and Improved Animal Empathy works also on All Favored enemy + 4 PSP

Tendon Cut (Buffed):
• Per rank: +1/1,5/2 [W]

TIER 2

Favored Defense – Removed

Favored Enemy Expertise II (Redesigned):
• 3 ranks, 1 AP each
• Identical to Favored Enemy Expertise I

Faster Sneaking (Buffed):
• 3 ranks, 1 AP each

Empathic Healing (Buffed)
• 2 ranks, 1 AP each
• 1st rank: SL-a: You may expend 1 use of Animal Empathy for Extended Lesser Vigor, +6 PSP
• 2nd rank: SL-a: You may expend 1 use of Animal Empathy for Extended Mass Lesser Vigor, +6 PSP (replace 1st rank ability)

Improved Weapon Finesse: No changes

Action Boost (Buffed):
• 3 ranks, 1 AP each

TIER 3

Favored Accuracy – Removed

Favored enemy improvements III (Redesigned):
• 3 ranks, 1 AP each
• 1st rank: +3 AC, +1% dodge, +1% maximum dodge when attacked by a Favored Enemy
• 2nd rank: +1 saving throws, +3 PRR when attacked by a Favored Enemy
• 3rd rank: +1 to hit and +2 damage when attacking a Favored Enemy

Thrill of the Hunt (Buffed):
• Gain 1 stack of +1 dmg for 6 seconds when you hit an enemy below 20% HP, Stacks 3 times, lose one stack on expiration
• Gain 1 stack of +1 dmg for 8 seconds when you hit an enemy below 30% HP, Stacks 6 times, lose one stack on expiration
• Gain 1 stack of +1 dmg for 10 seconds when you hit an enemy below 40% HP, Stacks 10 times, lose one stack on expiration

Improved Empathic Healing (New ability):
• 2 ranks, 1 AP each
• 1st rank: SLA: You may expend 2 use of Improved Animal Empathy to cast Heal, +4 PSP
• 2nd rank: SLA You may expend 3 use of Improved Animal Empathy to cast Mass Heal, +4 PSP . This effect do not replaces the regular heal effect.

Aimed Shot (Buffed):
• Additional +2[W]

Ability choice: No changes

TIER 4

Favored Damage – Removed

Favored Enemy Expertise IV (Redesigned):
• 3 ranks, 1 AP each
• 1st rank: +5 ranged and melee power, +1 to confirming a critical hit when attacking a Favored enemy
• 2nd rank: +5 ranged and melee power, +1 to confirming critical hit, +1 critical damage (before multipliers) when attacking a Favored enemy (for a total of +10 Ranged and Melee power, +2 to confirm, and +1 critical damage)
• 3rd rank: +5 ranged and melee power, +1 to confirming a critical hit, +1 critical damage, +1 Sneak Attack Die when attacking a Favored enemy (for a total of +15 Ranged and Melee power, +3 to confirm, +2 critical damage, and +1d6 sneak attack damage)

Killer: No changes

Hunter’s Mercy: No changes

Leg Shot (Buffed):
• 1 rank, 1 AP
• additional +3[W]
• On Vorpal: Knockdown effect.

Ability choice: No changes

TIER 5

Extra Favored Enemy - removed

Favored Enemy Expertise V (Redesigned):
• 3 ranks, 2 AP each
• 1st rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1[W] when attacking a Favored Enemy
• 2nd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Multiplier when attacking a Favored Enemy (for a total of two additional favored enemies, granting +4 damage against all favored enemies, +1 [W] and +1 Critical Multiplier when attacking a Favored Enemy)
• 3rd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Threat range when attacking a Favored Enemy (for a total of three additional favored enemies, granting +6 damage against all favored enemies, +1 [W], +1 Critical Multiplier, and +1 Critical Threat range when attacking a Favored Enemy)

Heavy Draw (Buffed):
• 2 ranks, 1 AP each
• 1st rank: Toggle: +5 dmg, +1[W], -5 to hit
• 2nd rank: Toggle: +10 dmg, +2[W], -10 to hit (This replaces previous toggle)

Headshot (Buffed):
• 2 ranks, 1 AP each
• 1st rank: Always critical hits, 3[W] damage, Vorpal: +300 dmg, Cooldown: 60 second
• 2nd rank: Always critical hits, 6[W] damage, Vorpal: +600 dmg, +1 critical multiplier, Cooldown: 45 second (Replace 1st rank)

Improved Archer Focus (Buffed):
• 3 ranks, 1 AP each
• Archer’s Focus can now stack 20, When you possess 20 or more stacks you gain +5 ranged power
• Archer’s Focus can now stack 25, When you possess 25 or more stacks you gain a +10% Focus bonus to ranged attack speed
• Archer’s Focus can now stack 30, When you possess 30 stacks you gain +50% doubleshot.




This post was made mostly for fun. But if anyone like it, or have any opinion about it, please post it.
Of course I have tiny hope, that any Devs or Players Council, read this, and will find some inspiration to made DDO better :-)

Thanks everyone who read to the end :-) And sorry for my English. This is not my native language.

Sehenry03
03-16-2015, 08:45 PM
It doesn't appear to over the top except when used in conjunction with Manyshot and when used with Manyshot I see WAY to much DPS with all the weapon additives you could use with it.

Requiro
03-16-2015, 09:00 PM
It doesn't appear to over the top except when used in conjunction with Manyshot and when used with Manyshot I see WAY to much DPS with all the weapon additives you could use with it.

But this is a problem with Manyshoot overall. Because, any modification, any buffs or nerfs, must be consider x4.

Made this broken feat, passive ability: 2% double shoot per character level, and problem solved :D

CrackedIce
03-16-2015, 09:24 PM
I think that there are things which are OP and altogether with the combination of both trees very powerful.

That said, there is a lot of thought put here. The ideas look fun to play around with. I would really want to go full ranged between these two trees. Forget monk...

This IS something to draw on for the Ranger's enhancement pass.

Kudos on the ideas. Very well thought out.

doubledge
03-16-2015, 11:15 PM
The Ideas are good, but the spelling errors are driving me a bit nuts. Mind if I do a grammar check for the whole thing?

Seriously though, the ideas are great, but the way the arcane arrow imbues are worded is very confusing.

Edit: i'm sorry for being a stick in the mud, but here's my interpretation of what you've posted, with a clarity fix:




Here's my clarity fix for arcane archer....


Arcane Archer:

Graphic version of Tree:
http://i57.tinypic.com/2urr2n9.png

And detailed changes:

CORE

Rank 1: Arcane Archer:
• Active: Conjure Arrows ability (100 Arrows with 100% Returning ability), These disappear on exiting quest, or logout. Cost 10 SP, Cooldown: 15 second
• You may apply a single "Damage" or "Effect" imbue to your conjured arrows.
• Conjured arrows have an enhancement bonus equal to your number of core enhancements you possess.
• Every Core ability grants +10 spell points.

Rank 2: Arcane Arrows:
• Passive Imbue (Property): You can apply a single "Property" enchantment, in addition to one "Effect" or one "Damage" Imbue.
• Active Imbue (Property): Arrows now do piercing, bludgeoning and slashing damage. Cost: 10 SP, Cooldown: 60 second.

Rank 3: Morphic Arrows:
• Improved Imbuing: Imbue (Property), Imbue (Damage) and Imbue (Effect) now work on both your conjured arrows, and any arrow created by "Elemental Arrows".
• Active Imbue (Property): Arrows gain the "metalline" effect. Cost: 20 SP, Cooldown: 90 seconds.
• New spell: Add Elemental Arrows spell to the spell book as a 1st tier spell. (Multiselector: Summon stack of 500 Masterwork arrows, which have one of Flaming, Frost, Shock, or Acid.)
• Passive: Shortbows and Longbows are treated as implements, granting universal spell power equal to 4*enhancement bonus.

Rank 4: Aligned Arrows:
• Improved Imbuing II: You can apply two Imbue (Property), and one of either an Imbue (Damage) or Imbue (Effect) to your equipped arrows.
• Active Imbues (Property): Arrows gain the "aligned" effect. Cost: 20 SP, Cooldown: 90 seconds.
• You gain an additional +1% doubleshot for each core ability you possess.
• Passive: All Imbue (Effect) increase in DC by 1.

Rank 5: Shadow Arrows:
• Improved Imbuing III: You can apply two Imbue (Property), and both an Imbue (Effect) and an Imbue (Damage) to your equipped arrows.
• Active Imbue (Property): Equipped arrows gain 75% returning. Cost: 20 SP, Cooldown: 120 seconds.
• Passive: All Imbue (Effect) increase in DC by 1.

Rank 6: Master of Imbuement:
• Improved Imbuing IV: You can now apply two Imbue (Property), one Imbue (Effect), one Imbue (Damage), and one additional Imbue of any type to any arrow you equip, including lootgenerated arrows.
• You gain an additional +2 Dexterity, +50 spell points, and 20% doubleshot
• Passive: All Imbue (Effect) increase in DC by 1.

TIER 1

Conjure Arrows – removed (merged with Rank 1 AA Core ability)

True Strike (Buffed):
• 1st rank: +20 to hit, +1 insight bonus to hit for 3 second
• 2nd rank: +25 to hit, +2 insight bonus to hit for 6 second
• 3rd rank: +30 to hit, +4 insight bonus to hit for 12 second

Energy of the wild (Buffed):
• 3rd rank: remove Antirequisite. If you already have Magical Training, you gain only +40 Max SP

Imbue (Damage) I (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow
• 1st rank: On every hit: +1d6 Elemental / +1d4 Force damage and Ghost touch ability
• 2nd rank: On critical hits: additional 1d6 Elemental / 1d4 Force x (crit. Multiplier) damage
• This ability becomes stronger as more Imbue (Damage) enhancements are taken.

Awareness (Buffed):
• 3rd ranks give you Alertness feat

Arcane Empathy (New ability):
• 2 rank, 1AP each
• 1st rank: Use one of the Wild Empathy to gain SP Regeneration 1d6 per second. Duration: 3 second, Cooldown: 30 second.
• 2nd rank: Use one of the Improved Wild Empathy (require 7 Levels of Ranger or Druid), to gain SP Regeneration 1d6 + ½ character levels SP per second. Duration: 3 + ¼ character levels. Cooldown: 30 second.

TIER 2

Dispeling Shot – No change

Force Arrows – removed (merge with Redesigned Elemental Imbues)

Inferno Shot – No change

Improved Imbue (Damage) (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (1d6 -> 1d8, 1d4 -> 1d6 for elemental, and force respectively).
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (1d6 * crit multiplier -> 1d8 * crit multiplier, 1d4 * crit multiplier -> 1d6 * crit multiplier respectively).

Action Boost (Buffed):
• Cost: 1AP each

Imbue (Effect) Terror:
• Arcane Archer Imbue Toggle 3 Ranks, 1 AP each, Moved from Tier 3
• 1st rank: Terror Arrows, Will DC = 12 + ¼ ranger levels
• 2nd rank: Terror Arrows, Will DC = 12 + ½ ranger levels
• 3rd rank: Terror Arrows, Will DC = 12 + ½ character levels + 1 per AA core enhancements possessed.


TIER 3

Shattermantle Shot (Buffed):
• 100/120/150 stacks per rank.

Imbue (Effect) Blinding (New ability):
• Arcane Archer Imbue Toggle: 3 Ranks, 1 AP each
• Blinding Arrows: On hit target become blinded. Additional save each second. On Vorpal: Target is additional subject to Mind Fog effect.
• 1st rank: Blind duration: 2 second, Will DC = 14 + ¼ ranger levels
• 2nd rank: Blind duration: 4 second, Will DC = 14 + ½ ranger levels
• 3rd rank: Blind duration: 6 second, Will DC = 14 + ½ character levels + 1 per AA core enhancements possessed.

Soul Magic (Buffed):
• 2 Ranks, 1AP each
• Passive: You have 15% / 20% chance to gain 10/20 temporary spell poinst whenever you hit an enemy with arrows. Temporary SP stays 60/90 second. Stacks with Moonbow ability.

Improved Imbue (Damage) (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (1d8 -> 1d10, 1d6 -> 1d8 for elemental, and force respectively).
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (1d8 * crit multiplier -> 1d10 * crit multiplier, 1d6 * crit multiplier -> 1d8 * crit multiplier respectively).

Ability choice: No changes

TIER 4

Imbue (Effect) Paralyzing) (Buffed):
• Arcane Archer Imbue Toggle: 3 Ranks, 1 AP each
• Paralyzing Arrows: On vorpal: Target is subject to Hold Monster effect.
• 1st rank: Will DC = 15 + ¼ ranger level
• 2nd rank: Will DC = 15 + ½ ranger level
• 3rd rank: Will DC = 15 + ½ character level + 1 per AA core enhancements possessed.

Imbue (Effect) Banishing (Buffed):
• Arcane Archer Imbue Toggle: 2 Ranks, 1AP each
• 1st rank: On vorpal: Instantly kill any extraplanar creature with less than 1500 hp, if they possess more than 1500 hp, deal 150 untyped damage instead.
• 2nd rank: Arrow gains 1d6 untyped damage versus extraplanar creatures. On vorpal: Instantly kill any extraplanar creature with less than 2000 hp, if they possess more than 2000 hp, deal 200 untyped damage instead.

Imbue (Effect) Smiting (Buffed):
• Arcane Archer Imbue Toggle: 2 Ranks, 1AP each
• 1st rank: On vorpal: Instantly kill any construct with less than 1500 hp, if they possess more than 1500 hp, deal 150 untyped damage instead.
• 2nd rank: Arrow gains 1d6 untyped damage versus constructs. On vorpal: Instantly kill any construct with less than 2000 hp, if they possess more than 2000 hp, deal 200 untyped damage instead.

Improved Imbue (Damage) (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (1d10 -> 2d6, 1d8 -> 1d10 for elemental, and force respectively).
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (1d10 * crit multiplier -> 2d6 * crit multiplier, 1d8 * crit multiplier -> 1d10 * crit multiplier respectively).

Ability choice: No changes

TIER 5

Moonbow (Buffed):
• 2 ranks, 1 AP each
• 1st rank: Your bow has an additional +1 [W] and you gain 20 temporary sp once per 45 seconds. +5 USP
• 2nd rank: Your bow has an additional +1 bonus to critical threat range, and you gain +30 temporary sp once per 30 seconds. +5 USP

Arrow of Slaying (Buffed):
• 3 ranks, 1 AP each
• +100 dmg
• +200 dmg
• +300 dmg

Imbue (Damage) Mastery (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (2d6 -> 3d6, 1d10 -> 2d6 for elemental, and force respectively). In addition, force arrows do an additional 1d6 untyped damage versus undead.
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (2d6 * crit multiplier -> 3d6 * crit multiplier, 1d10 * crit multiplier -> 2d6 * crit multiplier respectively). You also gain an additional effect based on the type of imbue:
--o Corrosive Arrows: No changes
--o Flaming Arrows: No changes
--o Frost Arrows: No changes
--o Shock Arrows: No changes
--o Force Arrows: Your arrows gain Bone Breaking ability

Rune arrows (Redesigned):
• 3 Ranks, 1 AP each (Runic bonus does not stack. Heartseeker bonus replaces itself.)
• 1st rank: Your conjured arrows gain a +1 Runic bonus to enhancement bonus, and Heartseeker 1. You also gain 30 spell points, and 5 USP.
• 2nd rank: Your conjured arrows gain a +2 Runic bonus to enhancement bonus, and Heartseeker 2. You also gain 35 spell points, and 5 USP.
• 3rd rank: Your conjured arrows gain a +3 Runic bonus to enhancement bonus, Maiming, and Heartseeker 3. You also gain 40 spell points, and 5 USP.



Here's my clarity fix for DWS.


Deepwood Stalker

Graphic version of Tree:
http://i61.tinypic.com/2vtefyu.png

And detailed changes:

CORE:

Rank 1: Far shoot:
• Passive: +1 Sneak Attack Dice
• Passive: +10 Healing amplification
• You gain +10 positive spell power per core ability you possess. In addition, your point blank shot and ranged sneak attack range is increased by 5 m for each core enhancement you possess.

Rank 2: Sneak Attack:
• Passive: +1 Sneak Attack Die
• Passive: +5 melee and ranged power

Rank 3: Called shoot:
• Active: Called Shot (no changes)
• Passive: +1 Animal Empathy use per rest

Rank 4: Shadow Attack:
• Passive: +1 Sneak Attack Dice
• Passive: +10 melee and ranged power
• Passive: +20 Healing amplification

Rank 5: Mark of the Hunt:
• Active: Use one charge of Animal Empathy to mark one target. This effect has a maximum duration of 180 seconds, and applies 5 stacks of “Hunter's Mark” ability. One stack lasts for 15 second and one stack is lost on expiration (and refreshing the cooldown). Every time a Marked target receives damage there is 2% chance a new stack to be applied. On bosses this is decreased to a 1% chance for a new stack. After the 180 seconds are over, all stacks are removed from the target. Max. 25 stacks. Cooldown: 15 seconds.
For each stack of Hunt the Weak applied to a target, they receive -2 to AC, fortification, spell resistance, movement speed, attack speed, and recieve -1 to all ability scores. In addition, they receive 1% increased damage from all sources.
• Passive: + 2 Animal Empathy uses per rest

Rank 6: Horizon Shot:
• Active: Toggle: Instead of using Strength to determine damage with a bow, you will instead use your dexterity. Cooldown 15 seconds.
• Passive: +2 Dexterity, +15 ranged and melee power.
• Passive: +1 Sneak Attack Dice
• Passive: You are always considered to be in Point Blank Shot and Ranged Sneak Attack Range
• Passive: You slowly regain charges of your Wild Empathy ability (but not your improved wild empathy), you regain one charge every 180 seconds.

TIER 1

Favored Defense – Removed

Favored Enemy Expertise I (Redesigned):
• 3 ranks, 1 AP each
• 1st rank: +2 AC, +1% dodge, +1% maximum dodge when attacked by a Favored enemy,
• 2nd rank: +1 saving throws, +2 PRR when attacked by a Favored enemy
• 3rd rank: +1 to hit and +1 damage when attacking a Favored enemy

Stealthy: No changes

Increased Empathy (Buffed):
• Additional +1 Bluff and Intimidate per rank

Versatile Empathy (Redesigned):
• 3 ranks, 1 AP each
• +1 Improved Animal Empathy, Animal Empathy and Improved Animal Empathy works also on Vermin and Plant + 4 PSP
• +1 Improved Animal Empathy, Animal Empathy and Improved Animal Empathy works also on Elements, Dragon and Reptilian + 4 PSP
• +1 Improved Animal Empathy, Animal Empathy and Improved Animal Empathy works also on All Favored enemy + 4 PSP

Tendon Cut (Buffed):
• Per rank: +1/1,5/2 [W]

TIER 2

Favored Defense – Removed

Favored Enemy Expertise II (Redesigned):
• 3 ranks, 1 AP each
• Identical to Favored Enemy Expertise I

Faster Sneaking (Buffed):
• 3 ranks, 1 AP each

Empathic Healing (Buffed)
• 2 ranks, 1 AP each
• 1st rank: SL-a: You may expend 1 use of Animal Empathy for Extended Lesser Vigor, +6 PSP
• 2nd rank: SL-a: You may expend 1 use of Animal Empathy for Extended Mass Lesser Vigor, +6 PSP (replace 1st rank ability)

Improved Weapon Finesse: No changes

Action Boost (Buffed):
• 3 ranks, 1 AP each

TIER 3

Favored Accuracy – Removed

Favored enemy improvements III (Redesigned):
• 3 ranks, 1 AP each
• 1st rank: +3 AC, +1% dodge, +1% maximum dodge when attacked by a Favored Enemy
• 2nd rank: +1 saving throws, +3 PRR when attacked by a Favored Enemy
• 3rd rank: +1 to hit and +2 damage when attacking a Favored Enemy

Thrill of the Hunt (Buffed):
• Gain 1 stack of +1 dmg for 6 seconds when you hit an enemy below 20% HP, Stacks 3 times, lose one stack on expiration
• Gain 1 stack of +1 dmg for 8 seconds when you hit an enemy below 30% HP, Stacks 6 times, lose one stack on expiration
• Gain 1 stack of +1 dmg for 10 seconds when you hit an enemy below 40% HP, Stacks 10 times, lose one stack on expiration

Improved Empathic Healing (New ability):
• 2 ranks, 1 AP each
• 1st rank: SLA: You may expend 2 use of Improved Animal Empathy to cast Heal, +4 PSP
• 2nd rank: SLA You may expend 3 use of Improved Animal Empathy to cast Mass Heal, +4 PSP This effect replaces the regular heal effect.

Aimed Shot (Buffed):
• Additional +2[W]

Ability choice: No changes

TIER 4

Favored Damage – Removed

Favored Enemy Expertise IV (Redesigned):
• 3 ranks, 1 AP each
• 1st rank: +5 ranged and melee power, +1 to confirming a critical hit when attacking a Favored enemy
• 2nd rank: +5 ranged and melee power, +1 to confirming critical hit, +1 critical damage (before multipliers) when attacking a Favored enemy (for a total of +10 Ranged and Melee power, +1 to confirm, and +1 critical damage)
• 3rd rank: +5 ranged and melee power, +1 to confirming a critical hit, +1 critical damage, +1 Sneak Attack Die when attacking a Favored enemy (for a total of +15 Ranged and Melee power, +1 to confirm, +2 critical damage, and +1d6 sneak attack damage)

Killer: No changes

Hunter’s Mercy: No changes

Leg Shot (Buffed):
• 1 rank, 1 AP
• additional +3[W]
• On Vorpal: Bleed effect.

Ability choice: No changes

TIER 5

Extra Favored Enemy - removed

Favored Enemy Expertise V (Redesigned):
• 3 ranks, 2 AP each
• 1st rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1[W] when attacking a Favored Enemy
• 2nd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Multiplier when attacking a Favored Enemy (for a total of two additional favored enemies, granting +4 damage against all favored enemies, +1 [W] and +1 Critical Multiplier when attacking a Favored Enemy)
• 3rd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Threat range when attacking a Favored Enemy (for a total of three additional favored enemies, granting +6 damage against all favored enemies, +1 [W], +1 Critical Multiplier, and +1 Critical Threat range when attacking a Favored Enemy)

Heavy Draw (Buffed):
• 2 ranks, 1 AP each
• 1st rank: Toggle: +5 dmg, +1[W], -5 to hit
• 2nd rank: Toggle: +10 dmg, +2[W], -10 to hit (This replaces previous toggle)

Headshot (Buffed):
• 2 ranks, 1 AP each
• 1st rank: Always critical hits, 3[W] damage, Vorpal: +300 dmg, Cooldown: 60 second
• 2nd rank: Always critical hits, 6[W] damage, Vorpal: +600 dmg, +1 critical multiplier, Cooldown: 45 second (Replace 1st rank)

Improved Archer Focus (Buffed):
• 3 ranks, 1 AP each
• Archer’s Focus can now stack 20, When you possess 20 or more stacks you gain +5 ranged power
• Archer’s Focus can now stack 25, When you possess 25 or more stacks you gain a +10% Focus bonus to ranged attack speed
• Archer’s Focus can now stack 30, When you possess 30 stacks you gain +50% doubleshot.

This post was made mostly for fun. But if anyone like it, or have any opinion about it, please post it.
Of course I have tiny hope, that any Devs or Players Council, read this, and will find some inspiration to made DDO better :-)




I'm sorry if i got a bit of the information wrong: it's rather hard to understand it.


Edit: Yeah i'm sorry if i was a bit rough: it's amazingly hard to word some of these things! You did an admirable job for a non-native english speaker.


Bigger edit: try putting the original text in Code tags, that'd cut down the size of the page immensely.


One question, i'm pretty sure that i'm misunderstanding what you mean by the favored enemy bonus: am i correct that this:


Favored Enemy improvements (Redesigned):
• 3 ranks, 2 AP each
• 1st rank: +1 additional Favored Enemy, +1[W] against Favored Enemy
• 2nd rank: +1 additional Favored Enemy, +1 Critical Multiplier against Favored Enemy
• 3rd rank: +1 additional Favored Enemy, +1 Critical Thread range against Favored Enemy

meant this:

• 3 ranks, 2 AP each
• 1st rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1[W] when attacking a Favored Enemy
• 2nd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Multiplier when attacking a Favored Enemy (for a total of two additional favored enemies, granting +4 damage against all favored enemies, +1 [W] and +1 Critical Multiplier when attacking a Favored Enemy)
• 3rd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Threat range when attacking a Favored Enemy (for a total of three additional favored enemies, granting +6 damage against all favored enemies, +1 [W], +1 Critical Multiplier, and +1 Critical Threat range when attacking a Favored Enemy)

LuKaSu
03-17-2015, 06:41 AM
I think that there are things which are OP and altogether with the combination of both trees very powerful.

That said, there is a lot of thought put here. The ideas look fun to play around with. I would really want to go full ranged between these two trees. Forget monk...

This IS something to draw on for the Ranger's enhancement pass.

Kudos on the ideas. Very well thought out.

One thing that makes it less OP is the fact that you need 75 AP to fill out the AA tree. So if you took all of the AA tree, you're not going to have a lot left to put into the Stalker tree.

There are a whole lot of really solid ideas here. I think that the blinding arrows are a little bit easy to reach (using char level instead of ranger level really makes it overpowered). I would personally put blinding arrows as a single shot attack with a cooldown and stick it into the Deepwoods Stalker tree, to make it so every single creature out there isn't blind.

I especially like that you basically get Holy Sword for your favored enemies (though I would make sure it didn't stack with Holy Sword and keep it at the current 1 new favored enemy instead of 3 new ones)

But yeah, if the devs decide to revamp all of the ranger trees, this makes some great material to draw from.

Kawai
03-17-2015, 07:24 AM
no.
appreciate work Op has laid out.
but...
Ranger Pass should/will b complete overhaul.
-not an adjusting of numbers.

bsquishwizzy
03-17-2015, 08:51 AM
But this is a problem with Manyshoot overall. Because, any modification, any buffs or nerfs, must be consider x4.

Made this broken feat, passive ability: 2% double shoot per character level, and problem solved :D

No, then you kill the one drawing card for Rangers with Multi-shot: a Boss-killer. The cool-down is the great equalizer in this sense.

Decent sources for double-shot are few and far between. Giving rangers 2% passive will make no difference at all.

bsquishwizzy
03-17-2015, 09:38 AM
As far as the OP is concerned: I sorta like it!

Likes:

1) Force Arrows are mainstreamed with the other elemental imbues.

2) You’ve made Favored Enemy not useless.

3) Paralyzing / Terror arrows scale better,

4) You didn’t throw away Ghost Touch.

5) Arcane Empathy is a nice touch (see dislikes below),

6) Slaying arrows make better sense than they did before.

7) Blind / Mind Fog is a nice addition. More CC! LOVE it!


What I don’t like:

1) Nothing has been done with slaying arrow loot drops. This would be nice to somehow incorporate.

2) You could probably kill off the Soul Magic and no one would notice. The timing on the temp SP working in conjunction with stuff like Slaying Arrows or Inferno shot is next to impossible to make work. This would then free up another slot for something. Plus you have Arcane Empathy to cover this.

3) Most people use Shattermantle Shot for the additional +[W] boost. I’m unsure how the stacks would work, or if they would even be worth it to have.

4) I think shifting the current metalline and morphic enhancements into passive attributes in the core abilities may end up pushing this into OP territory. Providing these as active imbues that cost SP to cast would be better, and would provide a decent limitation on their use (you may only have one cast imbue going at a time).

5) Consider a knock-down effect on a Leg Shot Vorpal (or maybe even critical), as opposed to bleed. You’ve got a lot of DPS in these changes already.

6) Just a thought, but consider changing “Bone Breaking” effect on force arrows (which is actually a blunt weapon damage attribute) to something like Disintegrate (which is actually a force-like spell) or Knockback.

Requiro
03-17-2015, 03:46 PM
Thanks everyone for so much respond. Especially thanks to Doubledge for great work to made this ideas more English. And you understand and translate most part of what I meant. I made only a few correction.

And answer to your question: Yes – that should work Tier 5 Improvements to Favored Enemy. I know that this is A LOT power against Favored Enemy, but this is Tier 5 ability, require 6 AP to get it, and additional 12 from sub-tree.


(...)

Thank you for kind word :-)

About overpower Blinding Arrows. You refer probably to monkcher and other multiclassing. And you are right that this will be very powerfull. What I can provide is table of DC of that and other CC abilities from AA tree.

Only for 3rd rank of each ability:
LEGEND:
1 - SPLASH - Minimum Ranger level to take this ability (2,3,4 levels) + Maximum Core AA ability what you can take (1 or 2)
2 - MULTI - Optimal Ranger level to take adventade of this ability (12 levels)
3 - PURE - PURE 20 level Ranger (20 levels) or AA from Race tree

Terror arrow



Char.Lvl
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30


Splash
14
14
15
15
16
16
17
17
18
18
19
19
20
20
21
21
22
22
23
23
24
24
25
25
26
26
27
27
28


Multi
14
15
16
16
18
18
19
19
20
20
23
23
24
24
25
25
26
26
27
27
28
28
29
29
30
30
31
31
32


Pure
14
15
16
16
18
18
19
19
20
20
23
23
24
24
25
25
28
28
31
31
32
32
33
33
34
34
35
35
36


Today
N/A
21
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25
25



Blind arrow (New ability)



Char.Lvl
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30


Splash
15
18
18
19
19
20
20
21
21
22
22
23
23
24
24
25
25
26
26
27
27
28
28
29
29
30
30
31


Multi
15
18
18
20
20
21
21
22
22
25
25
26
26
27
27
28
28
29
29
30
30
31
31
32
32
33
33
34


Pure
15
18
18
20
20
21
21
23
23
25
25
26
26
27
27
30
30
33
33
34
34
35
35
36
36
37
37
38



Paralyzing arrow



Char.Lvl
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30


Splash
20
20
21
21
22
22
23
23
24
24
25
25
26
26
27
27
28
28
29
29
30
30
31
31
32


Multi
21
21
22
22
23
23
26
26
27
27
28
28
29
29
30
30
31
31
32
32
33
33
34
34
35


Pure
21
21
22
22
23
23
26
26
27
27
28
28
31
31
34
34
35
35
36
36
37
37
38
38
39


Today
22
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26
26



Just to remind: Today we have flat DC: Terror Arrows DC=25 and Paralyzing Arrows DC=26

After that I'm not 100% sure, if that ability will be overpowerd, tbh.


As far as the OP is concerned: I sorta like it! (...)

Glad to hear it :)



What I don’t like:

1) Nothing has been done with slaying arrow loot drops. This would be nice to somehow incorporate.

2) You could probably kill off the Soul Magic and no one would notice. The timing on the temp SP working in conjunction with stuff like Slaying Arrows or Inferno shot is next to impossible to make work. This would then free up another slot for something. Plus you have Arcane Empathy to cover this.

3) Most people use Shattermantle Shot for the additional +[W] boost. I’m unsure how the stacks would work, or if they would even be worth it to have.

4) I think shifting the current metalline and morphic enhancements into passive attributes in the core abilities may end up pushing this into OP territory. Providing these as active imbues that cost SP to cast would be better, and would provide a decent limitation on their use (you may only have one cast imbue going at a time).

5) Consider a knock-down effect on a Leg Shot Vorpal (or maybe even critical), as opposed to bleed. You’ve got a lot of DPS in these changes already.

6) Just a thought, but consider changing “Bone Breaking” effect on force arrows (which is actually a blunt weapon damage attribute) to something like Disintegrate (which is actually a force-like spell) or Knockback.

Re.1 You mean randomgenerated arrow loot? If yes, then agree with you. Stacks of 20 is just too small.
Re.2 Soul Magic, can be useful. Especially in lower Heroic levels. But I agree that this is overall week ability.
Re.3 This is only minor buff.
Re.4 But this is still Active Imbues that cost SP. Maybe new wording given by doubledge made it more clear. Sorry again for my English.
Re.5 Very good idea. I change it.
Re.6 I was thinking about it. But Disintegrate will be too powerful compare to other effects from “Damage” Imbues sub-tree. Same with Knockback. And force arrows just add more DPS that I want avoid to that sub tree. Bone braking on the other hand, seem in pair with other abilities and it's thematically - You will break the bones with force :-)

eachna_gislin
08-02-2015, 06:26 PM
Hello everyone.
I would like present solid version of Ranged Ranger Enhancements Pass. I want post this ideas some time ago, but I was afraid that some buffs will be too powerful. But with last changes to bards, paladins and barbarians, this is no problem anymore :-)

This post was made mostly for fun. But if anyone like it, or have any opinion about it, please post it.
Of course I have tiny hope, that any Devs or Players Council, read this, and will find some inspiration to made DDO better :-)

Thanks everyone who read to the end :-) And sorry for my English. This is not my native language.

To start, you obviously put a huge amount of thought and effort into creating these suggestions. Great work!

Here are some negative responses on my part, mostly revolving around the application of AA as a racial tree for elves and helves.

1) I would shunt _any_ "ranger specific" enhancements to the Deepwood Sniper tree. Arcane Empathy and anything else that depends on ranger levels/ranger powers/favored enemies/etc should be kept out of the AA tree. _EVERY_ AA enhancement needs to be accessible to racial AA's as well.

2) I didn't see AP costs anywhere (I must be blind) but someone else said it was a total of 75 AP in the AA tree. That's crippling for a racial AA who has to spend 14 points _JUST_ to unlock the tree. The tree shouldn't have any more AP costs than any other enhancement tree. 75 AP available in the tree is not "balance".

3) I'd like to see the entire spell point increase be in the first two tiers of Energy of the Wild. The echoes add-on isn't that useful for classes that don't already have a blue bar and thus forcing them to take it to get their last bit of spell points is a bit of an AP tax. I've found that echoes is most useful for classes like paladin/ranger/bard, that have a blue bar and cast real spells. Fighters/barbs/rogues have much less use for echoes but desperately need raw spell points to power this tree. If anyone wants it, it should be there. Just make it the third tier of the enhancement and push all spell points to the first two tiers. I'd also like to see more spellpoints in the pool.

4) I'd like to see someone suggest that slayer arrows start _slaying_ targets. At the point that slayer arrows were introduced, 250 damage was enough to kill most heroic mobs. With hit point inflation and champions, it's a bit of a joke as far as damage goes. An attack that can only be used once every 20 seconds should _kill_ whatever it touches (at least up to orange name). If there's going to be a DC/save, the 250 (or 300 in the suggested change) damage could be applied if the mob saves.

With the changes to repeaters and heavy crossbows, there's no hope for regular bows to hope to compete on rate of fire or crits. I'd like to suggest/see an option for AA's to get to attach AoE attacks to their arrows (maybe as the T5 for the elemental imbues). This fits with pnp and give AA's something unique (that the crossbow ranged users aren't already doing better).

I realize the first priority of a ranger pass is to improve rangers. However, given the accessibility of the AA tree to any elf/helf build, at least some thought needs to be put into helping AA be viable for racial users.

Requiro
08-05-2015, 05:35 AM
To start, you obviously put a huge amount of thought and effort into creating these suggestions. Great work!
Thanks!


Here are some negative responses on my part (Oh boy!) mostly revolving around the application of AA as a racial tree for elves and helves.

1) I would shunt _any_ "ranger specific" enhancements to the Deepwood Sniper tree. Arcane Empathy and anything else that depends on ranger levels/ranger powers/favored enemies/etc should be kept out of the AA tree. _EVERY_ AA enhancement needs to be accessible to racial AA's as well.

In AA Tree this is only one ability, that require Ranger or Druid levels. I have no replacement so far, but I will think about it.


2) I didn't see AP costs anywhere (I must be blind) but someone else said it was a total of 75 AP in the AA tree. That's crippling for a racial AA who has to spend 14 points _JUST_ to unlock the tree. The tree shouldn't have any more AP costs than any other enhancement tree. 75 AP available in the tree is not "balance".

AP cost in on the graphics. I lower AA Tree Cost from 78 to 75, and DWS from 82 to 70. I think, compared to today cost it is balanced. You gain 3 additional AP in AA and 12 in DWS.


3) I'd like to see the entire spell point increase be in the first two tiers of Energy of the Wild. The echoes add-on isn't that useful for classes that don't already have a blue bar and thus forcing them to take it to get their last bit of spell points is a bit of an AP tax. I've found that echoes is most useful for classes like paladin/ranger/bard, that have a blue bar and cast real spells. Fighters/barbs/rogues have much less use for echoes but desperately need raw spell points to power this tree. If anyone wants it, it should be there. Just make it the third tier of the enhancement and push all spell points to the first two tiers. I'd also like to see more spellpoints in the pool.

I just remove antirequisite, in Energy of the Wild. Right now, you can't take 3rd tier of Energy of the Wild if you have already Magical Training feat. And overall you have more SP by AA Cores (+10 SP per Core, +60 Total), AA Capstone (+50SP) and Rune Arrows (T5 AA +105SP). You also gain limited SP regeneration from Arcane Empathy (T1 AA), and much better temp. SP with Soul Magic (T3 AA) and Moonbow (T5 AA). I think it's enough.


4) I'd like to see someone suggest that slayer arrows start _slaying_ targets. At the point that slayer arrows were introduced, 250 damage was enough to kill most heroic mobs. With hit point inflation and champions, it's a bit of a joke as far as damage goes. An attack that can only be used once every 20 seconds should _kill_ whatever it touches (at least up to orange name). If there's going to be a DC/save, the 250 (or 300 in the suggested change) damage could be applied if the mob saves.

That 300 dmg can be amplified by many Epic abilities. Right now +250 dmg it's one of the most powerful Bow enhancement ability in game, when use wise. I don't think it need another boost. Especially with all the other changes.


With the changes to repeaters and heavy crossbows, there's no hope for regular bows to hope to compete on rate of fire or crits. I'd like to suggest/see an option for AA's to get to attach AoE attacks to their arrows (maybe as the T5 for the elemental imbues). This fits with pnp and give AA's something unique (that the crossbow ranged users aren't already doing better).

With my changes AA and DWS will be unique and will be competitive with other ranged weapons.

AA adds Many additional abilities applied to your Arrows (2xProperty, 1xDamage, 1xEffect, 1xUniversal with AA Capstone - TOTAL: 5!), ALL of your choice.
DWS will get great boost in Favored Enemy, with special abilities like Mark of the Hunt or Dex to dmg for bows with Capstone.

This is more important then flavor AoE attacks IMO (but I like your idea).

Overall thanks for good criticism. The worst part is that Devs and Player Council probably, not even consider these changes. And all we can do is have fun with the dreams.

Lonnbeimnech
08-05-2015, 06:27 AM
No, then you kill the one drawing card for Rangers with Multi-shot: a Boss-killer. The cool-down is the great equalizer in this sense.

Decent sources for double-shot are few and far between. Giving rangers 2% passive will make no difference at all.

He said 2% per character level, so that's 56%.

Which would be awesome for thrower builds, and crossbow builds. They would probably try to build in manyshot and never use a bow...


But I agree, it would kinda not help bow users, since the big burst dps is the thing about bows that people actually like.

Requiro
08-05-2015, 07:30 AM
He said 2% per character level, so that's 56%.

Which would be awesome for thrower builds, and crossbow builds. They would probably try to build in manyshot and never use a bow...

But I agree, it would kinda not help bow users, since the big burst dps is the thing about bows that people actually like.

I change my mind. This is not even OP sick per feat, but also remove bows from game.

Maybe something like:
Passive: +1% double shoot per character level only for Bows (nice +30% double shoot for Bows with incoming 30 level cap)
Active: Active shoot ability: Depends of BAB you can shoot additional Arrows, 6BAB +1, 11BAB +2, 16BAB +3, Cooldown: 10 second.

bsquishwizzy
08-05-2015, 05:33 PM
Only for 3rd rank of each ability:
LEGEND:
1 - SPLASH - Minimum Ranger level to take this ability (2,3,4 levels) + Maximum Core AA ability what you can take (1 or 2)
2 - MULTI - Optimal Ranger level to take adventade of this ability (12 levels)
3 - PURE - PURE 20 level Ranger (20 levels) or AA from Race tree

{snip}



Unfortunately, this will never happen. The system in place does not define nor recognize the difference between pure, multi, and splash. It only recognizes character levels and levels of a class. And that is highly unlikely to change.

What you could do, however, is change your formula so that the DCs calculated on your imbues take into account the levels of Ranger you have:

Original Formula:
3rd rank: Will DC = 15 + ½ character level + 1 per AA core enhancements possessed

Revised Formula:

DC = 15 + ½ character level + Ranger Bonus

Ranger level bonus is determined by

Lvl 4 = 1
Lvl 8 = 2
Lvl 12 = 3
Lvl 16 = 4
Lvl 20 = 7 (Figure a +2 DC boost for capstone as a benefit)

DC for pure at lvl 16 is
15 + 8 + 4 = 27.
DC for pure at lvl 20 is
15 + 10 + 7 = 32
DC for splash toon with 4 levels of Ranger at lvl 20:
15 + 10 + 1 = 26.
DC for splash toon with 12 levels of Ranger at lvl 20:
15 + 10 + 3 = 28.

This way you provide an incentive to go pure, while not discouraging splashes, and maintaining a similar scaling that you have in your table.


You mean randomgenerated arrow loot? If yes, then agree with you. Stacks of 20 is just too small.

Somewhat. I’m talking about the randomized SLAYER arrows you get in lootgen (Construct Slaying Arrows and Greater Construct Slaying Arrows for example). I had an idea sometime back that a Ranger should be able to increase the benefits and DCs of these arrows based on their selected Favored Enemy. So, for example, if one of your favored enemies is undead, should you have a stash of Undead Slaying Arrows on hand, you’d get a +5 increase to the DC as well as a damage boost if you are using that type of ammunition. This encourages the collecting of this type of ammunition, as opposed to it being just a novelty.

Slaying ammo that does not align with your selected Favored Enemies does not gain that kind of benefit.

Again, just an idea I thought I’d throw out there, just to see where you might take it.

the_one_dwarfforged
08-05-2015, 06:14 PM
only going to comment on the aa tree.

overall i think your suggestions are very good ones, however i dont think they solve the problems that come with choosing a pure ranger aa over a monkcher, as the sustained burst on a monkcher would still outclass a pure ranger, and a monkcher will also have access to any buffs in the t5s, so it doesnt really help pures much comparatively.

i think adding spells to the spell list is a great idea, but they shouldnt be level 1 spells, they should be lvl 2 minimum, so a 6 ranger monkcher doesnt have access to them, creating greater choices in which ranger aa build is better, a 12/6/2, 11/6/3, or pure.

i also think that while removing the doubleshot penalty from manyshot with the lvl 18 or 20 core would be a good way to buff pure rangers, an idea occurred to me while reading your post that i really like, based off of your "add to spell list" thing. buff pure rangers with high level spells that are basically dps clickies that are actually strong and have various additional effects, and possibly can combo with one another. i think this would make archery a lot more fun than simply set up fury shot, kite mobs in a line, the end.

for example, one kind of attack could be something like freezing arrow, that deals extra [w] and freezes an enemy based on a dc. you could then fire another arrow called say exploding arrow which deals extra [w] with a significant extra multiplier and some additional fire damage. and to combo them, exploding arrow could have special code so that when it is fired at an enemy affected by freezing arrow, said enemy must make another save or be instantly shattered.

obviously cds and dcs would need to be balanced carefully, a difficult task with turbine at the helm.

when i used to play aa ranger, i always found it fairly boring (not to mention weak, this was before monkchers), adding various abilities that monkchers cant have access to would i think vastly improve the game play of the class, making it desirable if only for fun factor if it is proven that the sustained burst of monkchers is still better dps.

and no, i dont consider various imbues like terror arrow or smiting arrow powerful or interesting. turn them on, the end. boring.

Xionanx
08-06-2015, 05:18 AM
Honestly, since Warlock is the new "bar" in which damage should be measured, I would use it as the basis for changes to AA. And I'm talking DRASTIC changes!

1. I would change the Core 1 Ability to give any equipped arrow +20% returning per core acquired, as well as 0.5 Passive RP and 1 Universal Spell Power per point spent in the tree. (by core 5 you have 100% returning on ANY arrows you equip, making 18 ranger for Core 5 EXTREMELY WORTH IT) and 1% Doubleshot per point spent in the tree as well.
2. I would change the imbues to grant 1d6 Energy Type per type acquired. (Fire, Frost, Acid, Electricity, Force, Sonic, Light). Get all types and your imbue does +7d6
3. I would scale the Energy Type damage based on 100% spell power for its respective type.
4. I would make Manyshot a toggle, that while active you fire multiple arrows at once at DIFFERENT targets near your primary target. These arrows can be affected by Improved Precise shot. Effectively turning your bow into a "Spread Shot". You get +1 Additional target per 5 Base attack bonus. So a BAB 20, you can attack 5 targets in front of you.
5. I would remove the SP cost from special shots and imbues
6. I would increase the DC of special shots and imbues to a point where its possible to obtain a 70+ DC with the right gear, feats, stats, etc.. so that your shots remain relevant in EPICS. (or alternatively, I would simply remove the DC's entirely and give them a flat X% chance to do their effect on hit)
7. I would mimic almost entirely the Rogue Mechanic enhancements for GREAT CROSSBOWS and instead apply them to BOWS.

I would adjust as needed until a Bow User is AT LEAST just as good at ranged damage, as an equal level warlock is with chain shape is.

the_one_dwarfforged
08-06-2015, 10:52 AM
I would adjust as needed until a Bow User is AT LEAST just as good at ranged damage, as an equal level warlock is with chain shape is.

add to 18 aa core:

shrapnel imbue:

your arrows now shatter on impact, dealing 50% damage to all enemies near the target you hit.

sounds op, but if we are going to make aas warlocks...

bsquishwizzy
08-06-2015, 01:26 PM
I honestly have no doubt that Warlocks are going to get the nerfhammer treatment.

nibel
08-10-2015, 08:57 PM
1) I would shunt _any_ "ranger specific" enhancements to the Deepwood Sniper tree. Arcane Empathy and anything else that depends on ranger levels/ranger powers/favored enemies/etc should be kept out of the AA tree. _EVERY_ AA enhancement needs to be accessible to racial AA's as well.

I would actually like that the AA would be removed from the Ranger trees, and be an elven tree only, and then rebalanced with the assumption it costs 14 AP to unlock (thus max of 66 AP spent on tree). Rangers are not an arcane class (per the tree name), and in PnP this prestige class requires you to have elven blood.

Instead, I would add another archer tree for rangers: Peerless Archer. Take a look. It is from Silver Marches.

But since that will never happens because Turbine don't like to remove options, let's give rangers some new toys, and then distribute the toys to everyone via elf racial tree.

Xionanx
08-11-2015, 11:11 PM
I would actually like that the AA would be removed from the Ranger trees, and be an elven tree only, and then rebalanced with the assumption it costs 14 AP to unlock (thus max of 66 AP spent on tree). Rangers are not an arcane class (per the tree name), and in PnP this prestige class requires you to have elven blood.

Instead, I would add another archer tree for rangers: Peerless Archer. Take a look. It is from Silver Marches.

But since that will never happens because Turbine don't like to remove options, let's give rangers some new toys, and then distribute the toys to everyone via elf racial tree.

??? That is a horrible idea, as the "Basis" for the Arcane Archer "Prestige Class" from tabletop was that you had the ability to cast arcane spells, and met a few other requirements. Attaching it to "Elf" is a DDO thing only, and exacerbating that mistake by making it ONLY available to elf would make me quit DDO entirely. I am already on the verge of calling DDO a failure and deleting it from my PC depending on how they handle Iconic/Epic TR'ing when they increase level cap.

HOWEVER; I would not be against the idea of treating the AA tree like the "Harper Tree", making it available to anyone who purchases it, and making it a solid tree on its on. (in fact, i think ALL "prestige" trees should be removed from classes and sold separately as stand alone trees that can be applied to any class).

Grailhawk
08-11-2015, 11:24 PM
Attaching it to "Elf" is a DDO thing only,

You have that backwards allowing none elves to have access is a DDO thing.

http://www.d20srd.org/srd/prestigeClasses/arcaneArcher.htm

Notice how under Requirements Race is restricted to Elf or Half Elf?

Xionanx
08-11-2015, 11:27 PM
You have that backwards allowing none elves to have access is a DDO thing.

http://www.d20srd.org/srd/prestigeClasses/arcaneArcher.htm

Notice how under Requirements Race is restricted to Elf or Half Elf?

I stand corrected, I admit it has been a good 9yrs since i picked up a 3/3.5 PHB

Shindoku
08-16-2015, 06:15 PM
Some interesting ideas but I agree with Sehenry, manyshot would just blow the numbers to an insanely high dps output. The problem with the Arcane Archer tree is that just over half (18/30 enhancements) can be used. With so many imbues, turning one on locks you out from a fair amount of the tree. I've thought of maybe having each of the Elemental Imbues be something like Inferno Shot, and when activated it does the normal shot and puts up the Fire Imbue. Something like that would make the capstone Master of Imbuements "When you leave a primary Arcane Archer Imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed." more utilized, effectively giving you those imbues at the same time (so long as you are using the active attacks).

I don't really have a good solution for the rest of the tree. But I remember making one just for fun a while ago (All changes in green):
http://oi58.tinypic.com/2cenuq0.jpg



Core 1: Arcane Archer: Cost: 1
Any bow you equip gains a +1 Enhancement bonus for each Arcane Archer Core Ability you possess. (This does not stack with the bows existing Enhancement bonus.) All bows are treated as Implements in your hands.
Core 2: Morphic Arrows: Cost: 1

Activation Cost: 20 Spell Points. Cooldown: 10 seconds. Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage.
Passive: +2 Ranged Power.
Core 3: Metalline Arrows: Cost: 1

Activation Cost: 20 Spell Points. Cooldown: 10 seconds. Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction.
Passive: +2 Ranged Power
Core 4: Aligned Arrows: Cost: 1

Activation Cost: 20 Spell Points. Cooldown: 10 seconds. Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction.
Passive: +2 Ranged Power.
Core 5: Shadow Arrows: Cost 1

Activation Cost: 20 Spell Points. Cooldown: 10 seconds. Arcane Archer Secondary Imbue Toggle: +5% Doubleshot chance with bows. Doubleshot: Your ranged attacks gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
Passive: +2 Ranged Power.
Core 6: Master of Imbuement: Cost 1

You passively gain +2 Dexterity, +2 Intelligence and +10% Doubleshot. When you leave a primary Arcane Archer Imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed. Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.



Tier 1: Advanced Archery: Cost: 2

Bows you wield gain +1 to hit and damage. Shortbows gain an additional +1.
Tier 1: Conjure Arrows: Cost: 2

Cooldown: 3 seconds. Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.
Tier 1: Energy of the Wild: Cost 1/1/1

+30 Maximum Spell Points.
+60 Maximum Spell Points.
+100 Maximum Spell Points (including the 80 from Magical Training). You gain the Magical Training Feat. Magical Training: Increases your maximum spell points by 80, and grants Echoes of Power while below 12 spell points. Echoes of Power: When your spell point pool is nearly exhausted, spell power still trickles in slowly, regenerating your spell points. You cannot take this tier of Energy of the Wild if you already possess Magical Training.
Tier 1: Elemental Shot: Cost: 2

Activation Cost: 6 Spell Points. Cooldown: 12 seconds. Ranged Archery Attack: Performs a ranged attack. On Hit: Target gains 1 stack of Corrosion/Inferno/Freezing/Shocking (Target takes 1d6 Acid/Fire/Cold/Electric damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) Additionally you activate Acid/Fire/Cold/Electric imbue. Your arrows dealing 1d6 Acid/Fire/Cold/Electric damage on hit. Only one primary imbue can be active at a time.
Tier 1: Awareness: Cost: 1/1/1

+1 Listen, Search, Spot, and to hit.
+2 Listen, Search, Spot, and to hit.
+3 Listen, Search, Spot, and to hit.



Tier 2: Advanced Archery: Cost: 2

Bows you wield gain +1 to hit and damage. Shortbows gain an additional +1.
Tier 2: Force Arrows: Cost: 2

Activation Cost: 20 Spell Points. Cooldown: 10 seconds. Arcane Archer Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d4 force damage and the Ghost Touch ability.
Activation Cost: 20 Spell Points. Cooldown: 10 seconds. Arcane Archer Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d6 force damage and the Ghost Touch ability.
Activation Cost: 20 Spell Points. Cooldown: 10 seconds. Arcane Archer Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d6 force damage, On Critical: 1d10 to 3d10 force damage based on critical multiplier, and the Ghost Touch ability.
Tier 2: Seeker Arrow: Cost: 1

Activation Cost: 2 Spell Points. Cooldown: 10 seconds. Ranged Archery Attack: Gain 1[W]. For the next 8 seconds gain a +2 bonus to confirm critical hits and critical damage.
Activation Cost: 4 Spell Points. Cooldown: 10 seconds. Ranged Archery Attack: Gain 2[W]. For the next 8 seconds gain a +4 bonus to confirm critical hits and critical damage.
Activation Cost: 6 Spell Points. Cooldown: 10 seconds. Ranged Archery Attack: Gain 3[W]. For the next 8 seconds gain a +6 bonus to confirm critical hits and critical damage.
Tier 2: Elemental Shot: Cost: 2

Activation Cost: 6 Spell Points. Cooldown: 12 seconds. Ranged Archery Attack: Performs a ranged attack. On Hit: Target gains 1 stack of Corrosion/Inferno/Freezing/Shocking (Target takes 1d6 Acid/Fire/Cold/Electric damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) Additionally you activate Acid/Fire/Cold/Electric imbue. Your arrows dealing 1d6 Acid/Fire/Cold/Electric damage on hit. Only one primary imbue can be active at a time.
Tier 2: Action Boost: Cost: 1/1/1


Cooldown: 30 seconds. Activate to gain a +10 Action Boost to Ranged Power for 20 seconds.
Cooldown: 30 seconds. Activate to gain a +20 Action Boost to Ranged Power for 20 seconds.
Cooldown: 30 seconds. Activate to gain a +30 Action Boost to Ranged Power for 20 seconds.

Cooldown: 30 seconds. Activate to gain a +10 Action Boost to Energy Resistance for 20 seconds.
Cooldown: 30 seconds. Activate to gain a +20 Action Boost to Energy Resistance for 20 seconds.
Cooldown: 30 seconds. Activate to gain a +30 Action Boost to Energy Resistance for 20 seconds.




Tier 3: Advanced Archery: Cost: 2

Bows you wield gain +1 to hit and damage. Shortbows gain an additional +1.
Tier 3: Soul Magic: Cost 1

Every time you strike an enemy with your bow, you gain 1 temporary spell point. This effect can stack up to 10 times.
Passive: +10 Universal Spell Power.
Tier 3: Elemental Shot: Cost: 2

Activation Cost: 6 Spell Points. Cooldown: 12 seconds. Ranged Archery Attack: Performs a ranged attack. On Hit: Target gains 1 stack of Corrosion/Inferno/Freezing/Shocking (Target takes 1d6 Acid/Fire/Cold/Electric damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) Additionally you activate Acid/Fire/Cold/Electric imbue. Your arrows dealing 1d6 Acid/Fire/Cold/Electric damage on hit. Only one primary imbue can be active at a time.
Tier 3: Dexterity or Intelligence Cost: 2


+1 Dexterity
+1 Intelligence



Tier 4: Advanced Archery: Cost 2

Bows you wield gain +1 to hit and damage. Shortbows gain an additional +1.
Tier 4: Hail of Arrows 1/1/1

Activation Cost: 20 Spell Points. Cooldown: 120 seconds. Ranged Archery Attack: Make a ranged attack shooting arrows equal to the amount of Arcane Archer cores you posses. This attack only applies with bows.
Activation Cost: 20 Spell Points. Cooldown: 90 seconds. Ranged Archery Attack: Make a ranged attack shooting arrows equal to the amount of Arcane Archer cores you posses. This attack only applies with bows.
Activation Cost: 20 Spell Points. Cooldown: 60 seconds. Ranged Archery Attack: Make a ranged attack shooting arrows equal to the amount of Arcane Archer cores you posses. This attack only applies with bows.
Tier 4: Dispelling Shot: Cost: 2/2/2

Activation Cost 5 Spell Points. Cooldown: 3 seconds. Ranged Archery Attack: Performs a ranged attack that deals +1(W) damage and dispels 1 beneficial effect from your target.
Activation Cost 5 Spell Points. Cooldown: 3 seconds. Ranged Archery Attack: Performs a ranged attack that deals +2(W) damage and dispels 2 beneficial effect from your target.
Activation Cost 5 Spell Points. Cooldown: 3 seconds. Ranged Archery Attack: Performs a ranged attack that deals +3(W) damage and dispels 3 beneficial effect from your target.
Tier 4: Elemental Shot: Cost: 2

Activation Cost: 6 Spell Points. Cooldown: 12 seconds. Ranged Archery Attack: Performs a ranged attack. On Hit: Target gains 1 stack of Corrosion/Inferno/Freezing/Shocking (Target takes 1d6 Acid/Fire/Cold/Electric damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) Additionally you activate Acid/Fire/Cold/Electric imbue. Your arrows dealing 1d6 Acid/Fire/Cold/Electric damage on hit. Only one primary imbue can be active at a time.
Tier 4: Dexterity or Intelligence Cost: 2


+1 Dexterity
+1 Intelligence



Tier 5: Advanced Archery: Cost 2

Bows you wield gain +2 to hit and damage. Shortbows gain an additional +1.
Tier 5: Arrow of Slaying: Cost 2

Activation Cost: 20 Spell Points. Cooldown: 20 seconds. Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.)
Tier 5: Moonbow: Cost 2

While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
Passive: +10 Universal Spell Power.
Tier 5: Improved Elemental Arrows: Cost: 1

Your Elemental Arrow imbues gain On Critical: 1d10 to 3d10 elemental damage based on critical multiplier, and an
additional effect:

Corrosive Arrows: Your arrows gain the Improved Destruction ability. (On Damage: Target receives a -2 AC penalty and loses 2% of its Fortification for the next 20 seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. The effect can be stacked up to 4 times for a total of -8 AC and -8% Fortification.)
Flaming Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of burning (Target takes 1d6 fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.
Frost Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Lethargy (Target Has -1 to all Saving throws. Non-Bosses also move and attack 5% slower. This effect stacks up to 5 times.)
Shock Arrows: Your arrows gain On Critical Hit: Vulnerable (Vulnerable: Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
Tier 5: Runebow: Cost 2

Bows you wield gain an additional +2 Enhancement bonus. This is considered a Magic Weapon Effect.



I admit the Hail of Arrows could make the Manyshot situation worse, I wanted to put something other than the two imbues there as they took away from the focus of where I had the tree going.
The Ability multiselector could be Wis, Dex, and Int (Kensei is the only other 3 stat multi, while Henshin has all). I had for some reason, back then, decided 2 was better?
The True Strike was changed to Seeker Arrow because in all honesty, hitting things is not a big deal in the game any more. Especially with a ranger, you really shouldn't be missing much other than a natural 1 of course.
The cores were given ranged power to grant something that can be used with the rest of the cores (albeit a bit small).
Reason for Int to damage was Harper just coming out at the time, and with a name like Arcane Archer I'd imagine using intellect for damage (even though I didn't add any in the tree itself).
And finally, the Shortbow was given a boost because with its lower damage die and less of them in the game it has become fairly undesirable. I probably gave it a bit too much

Requiro
09-14-2015, 07:13 AM
DWS will be improved soon (U28). https://www.ddo.com/forums/showthread.php/465190-Ranger-Deepwood-Stalker-Changes (my comments here: https://www.ddo.com/forums/showthread.php/465190-Ranger-Deepwood-Stalker-Changes?p=5686509&viewfull=1#post5686509)

Now we waiting for AA changes (before U29) - that why I pop up this thread.

I hope that Devs consider give us, Arcane Archers, ability to compose our own imbues abilities set proper for different situation and quests, rather than worse and “best-the-only-one option-ability” that they think we want.

With my suggestion we can create different imbues, depend of what kind of situation we encounter.
But like wise man said: “Prepare for the worst, and hope for the best” :-)

archerforever
09-14-2015, 10:53 AM
Have you checked my post about ranger enhancements ?
It s different of your suggestion, maybe you ll find it interesting.

https://www.ddo.com/forums/showthread.php/465238-Ranger-Enhancements-Arcane-Archer-amp-Deepwood-Stalker

Vargouille
09-14-2015, 10:58 AM
Interesting.

barecm
09-14-2015, 11:32 AM
Have you checked my post about ranger enhancements ?
It s different of your suggestion, maybe you ll find it interesting.

https://www.ddo.com/forums/showthread.php/465238-Ranger-Enhancements-Arcane-Archer-amp-Deepwood-Stalker

This is more like it. On the mark is what is needed. This is the most sensible and most in line with the other classes suggestion I have seen to date.

Requiro
09-15-2015, 04:42 AM
interesting.

:)


Have you checked my post about ranger enhancements ?
It s different of your suggestion, maybe you ll find it interesting.

https://www.ddo.com/forums/showthread.php/465238-Ranger-Enhancements-Arcane-Archer-amp-Deepwood-Stalker

I read it. First of all, lots of work. And I know how hard is to made this kind of thread.

What I like in your ideas is different view on the AA Tree.

But in my opinion your suggestion is just too much. You made overpower ranged toon for all.
And it's in total opposition to my suggestion: No versatility, Lot's of clicks, Only on way to progress.

The main and OP abilities in your suggestion are:
- AA Core systems (+7d6 dmg every hit, 40% attack speed, and other bonuses)
- Resonan Shot to shut down any caster in game
- Inferno Shot line to additional +4d6 damage every hit (almost) with stacks.
- Killer instinct for x5 criticals with Bows
- On the Mark, for +1 critical threat for Bows
- Master of Precision for Fortification bypass and PBS all the time (thus any Sneek attack each shoot)

And all these abilities can be taken together.

These abilities alone made ranged combat combine with IPS, Adrenaline and Manyshoot just superior class. And you give even more super strong abilities in your Tree like Aimed Shot, More power to Favored Enemies (Stun and Vorpal in 10% hits), And clicks for EACH kind of enemies in game, and more.

In my opinion is just too much.

Great job, lot's of work, but IMO this is not a good way to improve and balance Ranger and Ranged combat in DDO.


This is more like it. On the mark is what is needed. This is the most sensible and most in line with the other classes suggestion I have seen to date.

Everyone like OP classes :-)
But after you play one and destroy every boss in game, alone in only 5 minutes, game will become boring...

And BTW: "Moonbow (T5) - 2nd rank: +1 threat critical for Bow". Just to remind ;)

Seikojin
09-17-2015, 05:13 PM
I really liked the OP's proposal, however, I think this would be a bit more focused and offer a specialty for AA's.


Arcane Archer:

Graphic version of Tree:
http://i57.tinypic.com/2urr2n9.png

And detailed changes:

CORE

Rank 1: Arcane Archer:
• Active: Conjure Arrows ability (100 Arrows with 100% Returning ability), These disappear on entering / exiting quest, or logout. Cost 10 SP, Cooldown: 15 second
• Passive: +1 % doubleshot per Core Enhancement you possess.
• Passive: Conjured arrows have an enhancement bonus equal to your number of core enhancements you possess.
• Passive: Every Core ability grants +10 spell points.

Rank 2: Arcane Arrow stance: Morphic
• Active Imbue (Property): Arrows now do piercing, bludgeoning and slashing damage. Cost: 10 SP, Cooldown: 60 second.

Rank 3: Arcane Arrow stance: Metalline
• Improved Imbuing: While Metalline stance is active, your arrows also gain the Morphic stance (allowing the arrows to have piercing, bludgeoning, slashing)
• Active Imbue (Property): Arrows gain the "metalline" effect. Cost: 20 SP, Cooldown: 90 seconds.
• New spell: Add Elemental Arrows spell to the spell book as a 1st tier spell. (Multiselector: Summon stack of 500 Masterwork arrows, which have one of Flaming, Frost, Shock, or Acid.)

Rank 4: Arcane Arrow stance: Aligned
• Improved Imbuing: While Aligned stance is active, your arrows also gain the Morphic and Metaline stances (allowing the arrows to have piercing, bludgeoning, slashing, and metalline bypassing)
• Active Imbues (Property): Arrows gain the "aligned" effect. Cost: 20 SP, Cooldown: 90 seconds.
• Passive: Shortbows and Longbows are treated as implements, granting universal spell power equal to 4*enhancement bonus.
• Passive: All Imbue (Effect) increase in DC by 1.

Rank 5: Arcane Arrow stance: Shadow
• Improved Imbuing: While Shadow stance is active, your arrows also gain the Morphic, Metaline, and Aligned stances (allowing the arrows to have piercing, bludgeoning, slashing, metalline bypassing, and alignment bypassing)
• Active Imbue (Property): Your shots bypass all incorporeal effects, blur and displacement effects.
• Passive: All Imbue (Effect) increase in DC by 1.

Rank 6: Master of Imbuement:
• Improved Imbuing: While Shadow stance is active, your arrows also gain the Morphic, Metaline, and Aligned stances (allowing the arrows to have piercing, bludgeoning, slashing, metalline bypassing, alignment, and incorporeal, blur, and displacement effects)
• Active Imbue (Property): Equipped arrows gain 75% returning. Cost: 20 SP, Cooldown: 120 seconds.
• You gain an additional +4 Dexterity, +50 spell points, and 20% doubleshot
• Passive: All Imbue (Effect) increase in DC by 1.

TIER 1

Conjure Arrows – removed (merged with Rank 1 AA Core ability)

True Strike (Buffed):
• 1st rank: +20 to hit, cannot fail on a roll of a 1 (if the hit would hit with the bonus, it hits)
• 2nd rank: +20 to hit, +1 to critical Threat Range
• 3rd rank: +20 to hit, +2 to Critical Threat Range

Energy of the wild (Buffed):
• 3rd rank: remove Antirequisite. If you already have Magical Training, you gain only +40 Max SP

Imbuement Stance: Elemental (Damage) I (Redesigned):
• Arcane Archer Imbue Toggle: 1 rank, 2AP
• Choice from Elemental Arrow (Fire, Ice, Acid, Shock) or Force Arrow
• On every hit: +1d6 Elemental / +1d4 Force damage

Awareness (Buffed):
• 3rd ranks give you Alertness feat

Arcane Empathy (New ability):
• 2 rank, 1AP each
• 1st rank: Use one of the Wild Empathy to gain SP Regeneration 1d6 per second. Duration: 3 second, Cooldown: 30 second.
• 2nd rank: Use one of the Improved Wild Empathy (require 7 Levels of Ranger or Druid), to gain SP Regeneration 1d6 + Ranger levels in SP per second. Duration: 3 + ¼ character levels. Cooldown: 30 second.

TIER 2

Dispeling Shot – No change

Force Arrows – removed (merge with Redesigned Elemental Imbues and core)

Inferno Shot – No change

Imbuement Stance: Elemental (Damage) II (Redesigned):
• Arcane Archer Imbue Toggle: 1 rank, 2AP
• Selected element becomes stronger doing 1d6 more damage per shot (1d4 for force arrows).
• Elemental Arrow damage is affected by Spellpower.

Imbue (Effect) Blinding (New ability):
• Arcane Archer Imbue Toggle: 3 Ranks, 1 AP each
• Blinding Arrows: On hit target become blinded. Additional save each second.
• 1st rank: Blind duration: 2 second, Will DC = 14 + ¼ ranger levels
• 2nd rank: Blind duration: 4 second, Will DC = 14 + ½ ranger levels On Vorpal: Target is additionally subject to Mind Fog effect.
• 3rd rank: Blind duration: 6 second, Will DC = 14 + ranger levels + 1 per AA core enhancements possessed.

Action Boost (Buffed):
• Cost: 1AP each


TIER 3

Shattermantle Shot – No change

Imbue (Effect) Terror (Buffed):
• Arcane Archer Imbue Toggle 3 Ranks, 1 AP each
• 1st rank: Terror Arrows, Will DC = 12 + ¼ ranger levels
• 2nd rank: Terror Arrows, Will DC = 12 + ½ ranger levels, vorpal strike: target becomes shaken.
• 3rd rank: Terror Arrows, Will DC = 12 + ranger levels + 1 per AA core enhancements possessed. Vorpal Strike: Performs a Phantasmal Killer effect.

Soul Magic (Buffed):
• 3 Ranks, 1AP each
• Passive: +5/+10/+15 universal SpellPower

Imbuement Stance: Elemental (Damage) III (Redesigned):
• Arcane Archer Imbue Toggle: 1 rank, 2AP
• Selected element becomes stronger doing 1d6 more damage per shot (1d4 for force arrows).
• Shots gain elemental burst on crit: 2d6 elemental damage (2d4) per weapon multiplier.

Ability choice: No changes

TIER 4

Imbue (Effect) Paralyzing) (Buffed):
• Arcane Archer Imbue Toggle: 3 Ranks, 1 AP each
• 1st rank: Will DC = 15 + ¼ ranger level
• 2nd rank: Will DC = 15 + ½ ranger level
• 3rd rank: Will DC = 15 + ranger level + 1 per AA core enhancements possessed. On vorpal: Target is subject to Hold Monster effect.

Imbue (Effect) Banishing (Buffed):
• Arcane Archer Imbue Toggle: 2 Ranks, 1AP each
• 1st rank: On vorpal: Instantly kill any extraplanar creature with less than 1500 hp, if they possess more than 1500 hp, deal 150 untyped damage instead.
• 2nd rank: Arrow gains 1d6 bane damage versus extraplanar creatures. On vorpal: Instantly kill any extraplanar creature with less than 2000 hp, if they possess more than 2000 hp, deal 200 untyped damage instead.

Imbue (Effect) Smiting (Buffed):
• Arcane Archer Imbue Toggle: 2 Ranks, 1AP each
• 1st rank: On vorpal: Instantly kill any construct with less than 1500 hp, if they possess more than 1500 hp, deal 150 untyped damage instead.
• 2nd rank: Arrow gains 1d6 bane damage versus constructs. On vorpal: Instantly kill any construct with less than 2000 hp, if they possess more than 2000 hp, deal 200 untyped damage instead.

Imbuement Stance: Elemental (Damage) IV (Redesigned):
• Arcane Archer Imbue Toggle: 1 rank, 2AP
• Selected element becomes stronger doing 1d6 more damage per shot (1d4 for force arrows).
• Elemental damage is affected by 150% spellpower

Ability choice: No changes

TIER 5

Moonbow (Buffed):
• 1 ranks, 2AP
• +10 Universal SpellPower
• +50 Spellpoints
• +10 maximum stacks to Archers Focus

Arrow of Slaying (Buffed):
• 3 ranks, 1 AP each
• +100 dmg
• +200 dmg
• +300 dmg

Imbuement Stance: Elemental (Damage) Mastery (Redesigned):
• Arcane Archer Imbue Toggle: 1 rank, 2AP
• Selected element becomes stronger doing 1d6 more damage per shot (1d4 for force arrows).
• Selected element gains an AoE blast on vorpal: 10 damage per ranger level to a large area.
• Your arrows also gain an additional effect based on the type of imbue:
--o Corrosive Arrows: No changes
--o Flaming Arrows: No changes
--o Frost Arrows: No changes
--o Shock Arrows: No changes
--o Force Arrows: Your arrows gain Bone Breaking ability

Rune arrows (Redesigned):
• 3 Ranks, 1 AP each (Runic bonus does not stack. Heartseeker bonus replaces itself.)
• 1st rank: Your conjured arrows gain a +2 Runic bonus to enhancement bonus, and Heartseeker 1. You also gain 30 spell points, and 5 USP.
• 2nd rank: Your conjured arrows gain a +4 Runic bonus to enhancement bonus, and Heartseeker 2. You also gain 35 spell points, and 5 USP.
• 3rd rank: Your conjured arrows gain a +6 Runic bonus to enhancement bonus, Maiming, and Heartseeker 3. You also gain 40 spell points, and 5 USP.



I think the changes to DWS on Lamannia would help bolster this version of AA in the right way.

archerforever
09-17-2015, 10:02 PM
Thanks for your comment, i was thinking that you could post directly on my thread ;)
Well... as i said in my suggestions, " the most important is not numbers shown in my description, but the main idea and the gameplay mechanic i am talking about". And sadly, you are only focusing on numbers...


In my opinion your suggestion is just too much. You made overpower ranged toon for all.
And it's in total opposition to my suggestion: No versatility, Lot's of clicks, Only on way to progress.

No versatility? Actually Morphic arrows, Metalline arrows, Aligned Arrows give high versatility.
Although I like your idea about master of imbuement, stacking all these different bonus and giving returning effect of your equipped arrows, this is just too much. One skill to allow arrows to have piercing, bludgeoning, slashing, metalline bypassing, alignment, incorporeal, blur, and displacement effects, all this at the same time is just OP and there are no questions about numbers right here.
In my suggestion, tier 5 "Ancient Arcane Archer" (with inferno shot, my tier 4 "Burning Spirit" and my tier 2 "conjure elemental arrows") give also high versatility on effects and elemental damage.

Only one way to progress ? yes, the arcane archer is... an archer, as yours. But of course you checked my Deepwood Stalker tree, didnt you ? Do you think that the actual DwS tree gives good enhancements for pure melee builds ? I really worked on it, and I think it could be a good tree for melee also and not focused 75% ranged.

Lot's of clicks ? Just 4 More
Arcane Archer has many situational skills, giving a high adaptability against enemies you are fighting : "Resonant Shot" (casters can t cast spells), Dispelling shot (dispels buffs as Blur or stone skin), Disrupting, Smiting and Banishing Shot are focused to destroy undeads, constructs and extraplanar only.

That means that you have only 3 main shot to use : "Inferno Shot" for constant damages, "Paralyzing Shot" to have utility for the group and some "CC" and of course the "Arrow of Slaying" for Bust Damages.

My reflexion was that the actual "Paralyzing Arrows" are too strong in heroic and too weak for epic. The best thing to do is to have an active skill as a shot, choosing the right moment to CC your ennemies, with an increased DC depending on your wisdom on epic and an equivalent DC on heroic.
The actual "Banishing Arrows" and "Smiting Arrows" are Arcane Archer Imbue Toggle, I dont think it s the right thing to do. In my opinion :
- The Main Arcane Archer Imbue Toggle should be high Elemental damages
- The 2nd Arcane Archer Imbue Toggle should be addaptability as morphic, metalline and aligned arrows
It s more like "I want to kill this kind of ennemies, I need it now and not always" so I shot a specific arrow to kill this kind of ennemy = a shot and not an Arcane Archer Imbue Toggle.

We can have different point of view but i dont think that 4 situational clicks are "a lot".

And please, forget the Terror Imbue, I think it s the worst thing to get for an Arcane Archer, especially in a group. :p


The main and OP abilities in your suggestion are:
- AA Core systems (+7d6 dmg every hit, 40% attack speed, and other bonuses)

As a tier 5, +7d6 can be too low, good or too much, it s not the question. The question is that it could be interresting to have an arcane archer with high elemental damage, scaling with spell power mechanic.
+40% attack speed is the bonus that a rogue mechanic has with a TIER 5 for great crossbows... in this case, we are talking about a core enhancement lvl 20 ranger... one more time, +40% attack speed can be good, not good or too much OP. None of us can say it actually.The idea is to have an increased attack speed to synergize with procs in the tier 5 "ancient arcane archer" , on criticals and on vorpal and additionnaly with AoE damage with the capstone.


- Resonan Shot to shut down any caster in game

Actually, it gives some versatility and utility in fights


- Inferno Shot line to additional +4d6 damage every hit (almost) with stacks.

You are really rude or i am missing something... Actually, inferno Shot gives +20d6 when you have all stack.... in your logic, = +13d6 every hit (almost) with stacks. So why my +3d6 is OP for you ??? I just reworked the inferno shot for 3 reasons:
1- It s to have LESS max damage but faster early damage (+3d6 fire damage with max 2 stack, for a total of 6d6 damages every 2 seconds, and not 20d6 as it is actually).
2- Scaling with spell power to have decent damage in Epic
3- Be able to change the elemental damage of the inferno shot ( for more versatility ) with "Tier 2 : conjure elemental arrows" and "Tier 4 : burning spirit"


- Killer instinct for x5 criticals with Bows

Barbarians got +2 critical multiplier with all weapons and it s not OP


- On the Mark, for +1 critical threat for Bows

Many many many classes enhancements got +1 critical threat range....

One more time, maybe numbers are not good but the idea is to have a Deepwood Stalker enhancement tree as good as in melee and ranged combat style. Where the Arcane archer is stronger with his magic and spell power and ONLY focused in bows, the Deepwood Stalker can use all kind of melee and ranged weapons to be physically stronger with critical threat range and critical multiplier (bleed, slow, ect...).


- Master of Precision for Fortification bypass and PBS all the time (thus any Sneek attack each shoot)

Ignore some fortification (15% in my suggestion) to synergize with Sneak attacks. It s a very situational bonus damage (cause if the ennemy is focused on you, you ll not have your sneak attack damage applyed). Dont forget that the fact to be always in point blank shot and sneak attack range doesn t give you more damages directly, but you can get benefit of your sneak attack from further, it s different. Additionaly some ennemies are immun to sneak attack and I m not sure that a "Horizon Shot" as tier 5 is really competitive with others tier 5 ability you can get as mechanic to increase your damage and attack speed with Great Crossbows.

Requiro
09-23-2015, 06:18 AM
snip

At the beginning - sorry if I'm being rude - that's not my intention, and my English is not the best one.

When I told that your idea is OP, it's because all these abilities can be taken together. Without any drawback.
Let’s look at theoretical bow user character with your ideas:

Stay Pure 20 Ranger, and you get:
(almost) passive abilities:
- Critical Improvements for Bows (without ANY feats): 19-20 x5 with Vorpals on 19-20.
- +40% attack speed
- +7d6 + 1d10 elemental dmage (half of the time doubled with good skill)
- On 19-20 hits: additional 15d6 elemental damage
- Dex to damage for Bow
- Any type of damage for arrows OR metalline ability 2nd Imbue
- Always in PBS range
- 6 SA die
- +5% doubleshoot
- 15% fortification bypass
- min. +65 Positive Spell Power
- unlimited arrows

- AND EXTRA bonuses Against Favored Enemies (6 different types)
+6 AC, +3 Saving Throws, 30% chance to knock down, when they hits you
+4 to hit, +15 damage
On 19-20 Hits: Stunned and Vorpal ability
+0,5[W]
Greater Bane Effect 20 second Boost

With some power clickies (6):
- Headshoot - +6[W] critical strike with average +50 damage (only cooldown, no resources)
- Sniper Shoot - +2[W], +2 critical and therat multiplier, Bluff (6 second cooldown, no resources)
- Bleed Them Out - +3[W], +1d6 bleed stack (max 5) (6 second cooldown, no resources)
- Aimed Shoot - +4 damage multiplier (10 second cooldown, no resources)
- Inferno Shoot - +2[W], +3d6 elemental damage stack (max 2) (3 second cooldown, 6 SP)
- Merciful Shot - +3[W] (only cooldown, no resources)

And Tactical clickies (6):
- Resonant Shot - +3[W] and silent - vs casters
- Dispeling Shot - +3[W] and dispell - vs buffed enemies OR (AP starve tree)
- Paralyzing shoot - +3[W] and paralyze - vs fast coming enemies
- Disrupting shoot - to destroy Undead
- Smiting shoot - to destroy Construct
- Banishing shoot - to destroy Outsider
- Leg shoot - to slow down enemies

For me it's waaaay too much. If you don't see it, well. Then there is nothing that I can post to convince you.

My changes are not even close to your proposal :)