But I do think Fury + Manyshot is a bit OP... And I've got this sinking bad feeling that bringing the nerf-hammer down on rangers, Turbine will swing wildly and hit Artis with a glancing blow by making Fury not work for ANY ranged attack.
Honestly I'd love to see Fury + ranged remain, but just omit it from being used with Manyshots, or have a decreasing rate of proc per shot, like it does with an Arti's normal repeater attack volley now.
IMO this is the main issue with ranged combat:
Outside of manyshot bow combat is terrible DPS and Manyshot is too easy for a melee focused rangers to get allowing them to easily use it despite being a melee character.
So any time ranged combat in general gets a boost those melee builds that exploit their free access to manyshot get more powerful...the devs are afraid of making that build too powerful.
Easy Fix: Make Rangers like they are in PnP so they have to choose a combat style at Lvl 1 so they get Melee OR Ranged feats for free not both.
This way Manyshot is only obtainable through heavy feat investment and the devs are free to tweak it and other ranged abilities.
As for the people saying "ranged combatants don't get damaged" I'm sorry but thats BS. Melee characters can dodge just as many attacks...well at least I can...if you cant that's a you issue not a DDO issue.
Last edited by Failedlegend; 11-14-2013 at 03:28 PM.
Originally Posted by Cordovan
Lol, you might miss that there are basically 100 times more Pinion wielding toons in pyjamas than last year, when being a monkcher was a novelty.
Bards, fighters, barbarians, rangers, free Pinions for everybody, oh joy ! DDO is hard.
Edit-As to manyshot..it isn't supposed to be a feat at all. It represents putting multiple arrows on a string as a standard action. It is supposed to come with hit penalties. By all means add those..so long as you fix ranged attack rate and..the strafe/juke garbage that allows mobs to sidestep arrows as though they were never fired. That function combined with slower attack rate is VERY palpable on a ranged.
As to kiting..who hasn't noticed mobs have run speeds higher than your own pretty much across the board? Even zombies and oozes move much much faster than they used too.
Last edited by woodchuckslayer; 11-14-2013 at 03:37 PM. Reason: addition
Anyways in my experience distance is irrelevant...I mean sure I can shoot a beholder from 100ft away if I was in a flat plain or other similar open area but first off the beholder can still disintegrate me just as well as the fighter bashing its face in and alot of ranged abilities require you to be in PBS range and very few dungeons actually afford you the space to be out of PBS range even if you wanted to.
Which PBS is conveniently the range of alot of powerful enemy abilities.
Beyond that the devs have seen fit to punish ranged combatants for moving by making alot of abilities require you to stay put whilst the melees can fly around like mad with little to no penalty (-4 to-hit is fairly irrelevant) now if they made Shot on the Run remove these "must not move" requirements it could make for some interesting builds...not required especially since its expensive but would make the feat slightly more attractive.
Final Nail in the Coffin: Sorcerors...their ranged too and do way more DPS than archers they get hurt just fine or you wouldn't see so many people going WF/BF or Palemaster to get some much needed survivability.
Also this vvvvv
Last edited by Failedlegend; 11-14-2013 at 03:47 PM.
Originally Posted by Cordovan
I also said I'd like to see Shot on the Run remove those penalties its still an expensive feat but would be worth it to some people instead of completely useless
As for manyshot I could care less if its the best burst DPS in the game thats nice but you may as well go make a sandwich whilst it cools down because you attack so slowly its just plain boring I'd rather see manyshot go away and see its burst DPS spread out as a general increase to ROF.
Any Melee worth their salt should know how to strafe,jump,etc. around attacks without moving out of their personal attack range whilst dodging alot of attacks. If you don't do that well that's your choice but you can't say Melees CANT dodge damage it just takes a bit more skill than a ranged character.
Last edited by Failedlegend; 11-15-2013 at 02:26 PM.
Originally Posted by Cordovan
Oh and I forgot to mention the HUGE nerf that no one seems to be bothered by that Manyshot procs a -100% doubleshot reduction making the post manyshot ranged DPS of a bow even less once again making manyshot more attractive to people who only use a bow for manyshot than melee than to actual bow users
Last edited by Failedlegend; 11-15-2013 at 04:01 PM.
Originally Posted by Cordovan
I've never been happier with my ranger. They even reduced the cost of some stuffs in the AA tree, and now I can have extra stuff. Pinion has a delicious DPS. Shiradi is fun; sneak and pin the enemy before it gets the chance to move, or if you are already kiting it, make it dance! If there are several, put Improved Precise Shot on, and with some practice you can hit 5 or 6 enemies in a single shot, sometimes paralysing 3 of them (quite unusual in EE though...). If in addition to all of this I could hit like a Barbarian it wouldn't be fun anymore. On that notice, just bear in mind the combo for bosses: Aimed Shot few times (to get +15 stack) + Damage Boost + Manyshots + Adrenaline + Slayer Arrow. Of course you can do that only once per Manyshots.
Even with the recent nerf/correction to doubleshot, This pure ranger is still out DPSing almost any melee class I pug with. (not that I dont melee at times too). In truth I seem to be most consistently out DPSed by Rogues. Am not happy that doubleshot feat is all but worthless now, but I still feeling lots of love since the enhancement pass.
Argonnessen - Glibb Bonefish, Lev 28 pure Elf Ranger
I think ranged combatants are in a good place right now. Kiting is still a viable tactic especially if you use the sprint action boost the ranger has or have the monk running speed. I wish my melee had the option to run away and still DPS. Easiest fix would be to put Manyshot and 10K stars on the same timer for those worried about the Monkcher invasion of the servers. Me I do not care as they are on my team.
Knowledge is power.
Proud resident of Sarlona. Player of "Gilgimesh the Steel Demon".
i do find being at range, even PBS range makes a massive difference to my survivability. sure i can dodge many attacks as a melee, something i like to call playing the off-tank where you are actively avoiding aggro and being hit normally due to being a glass cannon. however out at range, even PBS range you have a massive edge on any off-tank by virtue of starting out 1 step ahead of the mobs when they turn your way. so it's not that melees can't avoid damage, or that ranged makes you safe, but in my experience ranged does most certainly make you safer. it is a very clear advantage, and as you mention it is one casters also enjoy.
as for the restrictions on movement, i am aware of precise shot with the twinned archers focus that requires you to stand still. there might be other archer based things but that's all i have on my rogue to keep me still. most of the time i run with improved precise shot on to hit more than 1 mob at a time, which is 100% damage bonus for every extra mob you hit as opposed to a 30% bonus to base damage only. so for me the only time i'm actually stood still is during a boss fight when there is no trash to mop up. it's not had a major affect on my play and i am more often than no darting about the battle trying to line up the best shots, avoiding any mobs i might have accidentally got aggro from but don't feel the need to kill right now and just enjoying being a little halfling kicking up a storm whilst getting away with murder. it seems like my halfling has teflon coated shoulders in that regard
so i'm afraid i just don't agree with you. sure ranged isn't safe, and sure melees can avoid a ton of damage with an active playstyle, but ranged is certainly safer than melee.
does that mean i'm against ranged getting a buff? no, but i do believe ranged chars should be 1 step behind melee due to their inherent safety advantage. as for casters, well their finite well of resources is their balancing factor. sure in many quests they can nuke the mobs from orbit, but at other times they do have to hold a bit back to get between shrines (pot junkies excluded of course )
i don't think us ranged players have it bad at the moment. there is a reason i am focusing on my rogue over my melees and casters right now, he is just a metric ton of fun to play, especially when i have to mix the ranged with sneaking into melee range for an assassinate.
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