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Quarion
12-10-2007, 11:49 AM
Weekly Development Activities

In QA
These items are currently in testing for release in Module 6.

General

The Level Cap has increased to 16!
Player characters that have been rendered unconscious but have stabilized will very slowly regenerate health until they wake up at 1 hit point. Warforged auto-stabilize and repair at a rate of 1 hit point every 2 minutes while inert, the other races regenerate at a rate of 1 hit point every minute while unconscious but stable.
You can now use the command “/resloc” to find out where you will resurrect when you die.
Favored Enemy: Orc can now be taken during character generation by rangers.
Fixed an issue where other player's movement may appear to stutter
You will now be notified when a player picks up your soulstone with a message and alert: "Your soulstone has been picked up by <name>."
Torel the Wizard can no longer sit and spin while using rest shrines.
An adjustment has been made to ranged combat to prevent players from missing the target when it is moving in certain ways.
When struck by a critical, the visual effects will only play once a second instead of each time, to help with the frame rate.
Traps are nastier on Hard and Elite, and more forgiving on Solo difficulty. Detection and disable difficulties are unchanged.
We have added support for the Logitech G15 Keyboard LCD displays.
The Mail UI now has two separate lists of mail. Confirmed mail - Mail sent by the game (ie auction mail), alt characters, current friends, current guildmates, and admins. Unconfirmed mail - Mail from players who are not currently on your friends list or in your guild. There is aslo a "Delete All" button which allows you to delete all unconfirmed mail.
You can no longer send mail to character who have you squelched.
Rest Shrines on landscape, solo, and normal difficulties are now reusable. Landscape and Normal difficulty rest shrines reset after fifteen minutes, Solo difficulty rest shrines reset after five minutes.
NEW Adventurers using ranged attacks will now be able to get a better aim while standing still, than when moving. Ranged combat now has an attack bonus progression while the player is standing still, similar to melee combat. Moving while attacking will interrupt the progression of attack bonuses.UI Improvements
Bringing up the enhancement panel will now remove players from mouse-look mode.
Examination tooltips now appear when hovering over the text of an item in a "choose your rewards" window and chests.
Guild login and logout messages will now show up in the chat window. You can turn these messages off via a new option under the UI tab in the Options UI.
On the Create Party Panel:
A button has been added allowing the player to clear the selected quest.
If a player has made changes to their party criteria and closes the panel, they will be asked if they wish to apply the changes before the menu is closed.
The "Update my party" button will no longer be ghosted initially. Clicking this button will auto-select the "Advertise my party" check box.
When clicking in the 3D world after typing in the chat window, the game will now recognize your change in focus, while also preserving the text you typed.
Bringing up the enhancement panel will now remove players from mouse-look mode.
Critical spell hits now show up larger in the floaty text.
New party commands:
/party invite <name>
/party dismiss <name>
/party promote <name>
/party leave
/party disband
/party raid
/party normal
NEW While using Mouse-look mode, some dialog boxes will now cause the cursor to appear until the dialog is acknowledgedShopping

Added a "Sell Gems" button to the sell window of vendors which buy gems. Hitting this button will sell all unsecured gems in your inventory as well as all gems contained in all of your gem bags.
Collectable and gem bags will now appear in the Miscellaneous category of the auction house.Spells

New Spells
Polar Ray
Evocation [Cold]
Level: Sor/Wiz 8
Deals 1d6 per caster level (max 25d6) cold damage to an enemy with a ray of freezing ice and air.
Sunburst
Evocation [Light]
Level: Sor/Wiz 8
A globe of searing radiance explodes silently to blast targets for 6d6 of light damage in addition to permanently blinding them. Oozes and Undead take 1d6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell
Charm Monster, Mass
Enchantment (Charm) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Casts Charm Monster on multiple targets. Charmed monsters will fight as trusted allies but get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
Cure Critical Wounds, Mass
Conjuration (Healing)
Level: Clr 8
Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d8 +1 per caster level (max +20). Undead who make a successful Will save reduce the damage by half.
Firestorm
Evocation [Fire]
Level: Clr 8
A storm causes an area to become shot through with sheets of roaring flame, causing 1d6 per caster level fire damage to targets in its area. (Max 20d6)
Horrid Wilting
Necromancy
Level: Sor/Wiz 8
Deals 1d6 per caster level (max 20d6) damage to living targets by evaporating moisture from their bodies. Deals 1d8 per caster level (max 20d8) damage to water subtype outsiders and plants.
Inflict Critical Wounds, Mass
Level: Clr 8
Casts Inflict Critical Wounds on multiple targets at range inflicting 4d8 +1 per caster level (max +20) damage or healing undead a like amount. A successful Will save reduces the damage by half.
Otto's Irresistible Dance
Enchantment (Charm) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
At your touch, enemies feel an irresistible urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place.
Shout, Greater
Evocation [Sonic]
Level: Brd 6, Sor/Wiz 8
Emits an ear-splitting yell that deafens and deals 10d6 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.
Summon Monster VIII
Conjuration (Summoning)
Level: Clr 8, Sor/Wiz 8
Summons a bezekira to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 8 minutes.
Trap the Soul
Conjuration (Summoning)
Level: Sor/Wiz 8
Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires a khyber dragonshard as a special material component, and can affect creatures of up to 30 hit dice.

(Note: The quality of the gem required varies on the hit dice of the targeted creature. Three versions of this spell exist using a spell selector, appropriate for creatures of up to 10 HD, 20 HD, and 30 HD.)
Seek Eternal Rest
Conjuration (Healing)
Level: Clr 2, Pal 1
Grants a +4 Sacred bonus to level for the purposes of turning undead.
Bards gain access to the following existing spells:
Cat's Grace, Mass; Cure Moderate Wounds, Mass; Eagle's Splendor, Mass; Fox's Cunning, Mass; Heroes' Feast; and Summon Monster VI
Power Word: Blind
Enchantment (Compulsion)
Level: Sor/Wiz 7
One creature with 600 or fewer current hit points is blinded.

150 or fewer HP: Blinded permanently
151 to 300 HP: Blinded for minutes
301 to 600 HP: Blinded for rounds
Power Word: Stun
Enchantment (Compulsion)
Level: Sor/Wiz 8
One creature with 450 or fewer current hit points is stunned.
150 or fewer HP: Stunned for a long duration
151 to 300 HP: Stunned for a moderate duration
301 to 450 HP: Stunned for a short duration
Merfolk's Blessing
Transmutation
Level: Brd 1, Rgr 1, Sor/Wiz 1
Grants one ally per caster level a +10 enhancement bonus to Swim, plus one per two caster levels.
Ram's Might
Transmutation
Level: Rgr 1
Enlarges the hands of the caster, granting a +2 size bonus to Strength and damage.
Master's Touch
Divination
Level: Brd 1, Sor/Wiz 1
Range: Personal
The caster gains proficiency with all simple and martial weapons for one minute per caster level. General Spell Changes
A Paladin's Aura of Courage will no longer cause various other spell effects to repeat over and over. The Aura of Courage bonus has also been changed to a Sacred Bonus to Will Saves vs. Fear, and as such, will stack with Morale effects.
Acid Rain now uses a normal "attack spell" animation instead of the one associated with summons and lingering clouds.
Touch of Idiocy no longer permits Heighten, as it has no save.
Stone to Flesh can no longer be cast on "self", since statues are rarely capable of casting spells.
Cure <various> Wounds spells, including the Mass Cures, can no longer be Heightened as Clerics can already freely cast the higher level versions of those spells and are the ones most likely to use them as offensive spells against Undead. Note that the Heal spell is unaffected by this change as there are more circumstances under which you may wish to Heighten the spell.
Freedom of Movement will now protect against the Crippling weapon effect. This change will include some monsters with wards that are similar to Freedom of Movement.
Self targeting spells should no longer ever be "blocked".
The Holy Sword spell now creates Holy Burst weapons rather than Holy weapons.
Shocking Grasp can no longer be Heightened, as it has no save.Skills, Feats, & Abilities

New Feats
Force of Personality
Prerequisite: Cha 13
Benefit: Picks the highest modifier between your charisma and your wisdom
modifier for your will saves.
Insightful Reflexes
Prerequisite: Int 13
Benefit: Picks the highest modifier between your intelligence and your dexterity modifier for your reflex saves.
NEW Oversized Two-Weapon Fighting
Prerequisites: Str 12, Two-Weapon Fighting
Benefit: When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand. (Essentially, you gain the +2 bonus for wielding a light weapon in your off-hand even if it’s not a light weapon.)
Special: Fighters may select Oversized Two-Weapon Fighting as one of their Fighter bonus feats. General Feat Changes:

Improved precise shot is now a toggle feat and can be performed with untargetted shots.
NEW Combat stances, metamagic feats, and improved precise shot now will stay toggled through logout and after death/resurrection.New Abilities

Barbarians now possess a new ability in the feats section of their character sheet. "Dismiss Rage" can be used at any time to prematurely end their barbarian rage. Note that you will still be subject to fatigue from your rage, and it functions only on the barbarian class ability - you cannot dismiss any other rage like effects.
New Rogue Special Abilities:
Skill Mastery: A rogue with this ability gains +1 to all skills. This ability may be taken multiple times.
Defensive Roll: Grants the rogue a chance to cheat death when critically injured. When below 20&#37; health, a rogue with Defensive Roll has a chance equal to their total Reflex Save Modifier of taking half damage from melee or ranged weapon attacks, and negating any special effects associated with the attack as if the rogue were blocking. Defensive Roll is subject to the same armor and encumbrance restrictions as the Evasion class skill.
Slippery Mind: Grants the rogue a second chance to avoid harmful enchantments. Upon failure of a Will Save vs. Enchantments, the rogue immediately receives a second attempt at the saving throw.
Rogues now can choose which special ability (Improved Evasion, Crippling Strike, Defensive Roll, Slippery Mind, or Skill Mastery) they desire when they reach levels 10, 13, or 16 rather than having one automatically assigned to them. In addition, Rogues can now swap these special abilities for others as if they were feats.General Skills, Feats & Abilities changes

Crippling strike now occurs with ranged sneak attacks using bows, crossbows, and thrown weapons.
The intimidate skill has always factored in the size of your target. You get a bonus when attempting to intimidate creatures that are smaller than you and get a penalty against creatures that are larger than you. The description for this skill now explains this.
Greater two weapon fighting now enables an extra left hand attack hook while standing, making it more consistent with mobile attacks.
NEW The deepwood sniper enhancement is an active feat that lets you let loose your next shot with an arrow that has +4 to hit, +1 to critical threat range, and +1 to the critical damage multiplier. This ability can be performed every 10 seconds and works in conjunction with many shot, improved precise shot, and whatever bow/arrow effects are in play.Enhancements
New Enhancements:
NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Point Blank Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.
NEW Ranger Arcane Archer II:
Prereqs: Ranger level 9, Ranger Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.
NEW Ranger Arcane Archer III:
Prereqs: Ranger level 12, Ranger Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.
NEW Ranger Arcane Archer IV:
Prereqs: Ranger level 15, Ranger Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.
NEW Ranger Arcane Archer V:
Prereqs: Ranger level 18, Ranger Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
NEW Elven Arcane Archer II:
Prereqs: Elf level 11, Elven Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.
NEW Elven Arcane Archer III:
Prereqs: Elf level 14, Elven Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.
NEW Elven Arcane Archer IV:
Prereqs: Elf level 17, Elven Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.
NEW Elven Arcane Archer V:
Prereqs: Elf level 20, Elven Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
NEW Ranger Deepwood Sniper I:
Prereqs: Ranger 6, Point Blank Shot, Weapon Focus: Ranged, Ranger Hide 2, Ranger Move Silently 2, Ranger Spot 2.
Benefit: Grants a +1 bonus to Hide, Move Silently, and Spot. Also grants the ability to take an aimed 'sniper shot' with a +4 bonus to hit, +1 critical threat range, and +1 critical threat multiplier.
NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding. General Enhancement Changes

Many enhancement descriptions have been clarified to reduce confusion about their benefits.
The Bard enhancement "Music of the Dead" is now trainable at level 6 instead of level 7.
The Rogue: Way of the Assassin active abilities now have an increased chance of applying their poison effects on sneak attacks. (33% chance per hit, rather than 25%)Items

For all normal chests, players who are not in the dungeon at the time the chest is opened with not get loot from the chest and will not be able to have loot re-assigned to them. For all raid chests, players who are not in the dungeon at the time the raid boss is killed will not have loot generated for them and cannot have loot re-assigned to them.
An issue with thrown weapons not dealing appropriate damage and not having appropriate to hit rolls has been fixed.
Bashing damage from the shield Ward of Undeath is now flagged as Good.

Blessed Cold Iron Khopeshes, Blessed Cold Iron Mauls and Blessed Cold Iron Heavy Picks will now always be sold at the Divine Reagent vendor in Feather Fall's Apothecary. House Jorasco.
A problem with UMD devices becoming unequipped when logging in has been fixed.

When an item is unequipped while a character is offline, (because a spell wore off, for example.) the item will no longer appear as if it is still equipped.
Corrected issues with Everbright effect and weapons made of special materials (adamantine, mithril etc.). These weapons should all now have full time protection from item wear caused by rust and acid.
Critical hit effects on weapons were preventing in certain rare circumstances sneak attack damage from applying. This has been fixed.
Darkweave Armor and Darkleaf Breastplates can now be found in treasure chests throughout Xendrik.
Various barkskin potions have been added to the random potion treasure drops.
Rapid reload now affects repeating crossbows.
Great Crossbows now deal 2d8 damage, with a 18-20/x2 critical threat range. This should be retroactive to all existing Great Crossbows.
Reducing a character's Charisma will now only reduce that character's Turn Undead Attempts if the current number of attempts is greater than the new maximum number of attempts.NPC's

Zawabi now checks to see if he can give you the demon queen raid quest before taking your items.
A banker has been added to Zawabi's Refuge.Monsters

A troglodyte in Freshen the Air had not been scaling correctly with the difficulty level. This has been fixed.
Beholders will no longer emit any beams while petrified.
Charmed and summoned monsters now make noise detectable by other monsters as if they were players.
Creatures will now only display "Zzz's" if they are magically compelled to sleep.
Elemental arrows fired by monsters are now less flashy, but should no longer bog your client down when encountered in large numbers.
The hill giant seers in Madstone Crater now have an immunity to charm affects because in certain circumstances being charmed could break their scripting. Now, they can't be charmed and will always pay attention to when the enchanter controlling them dies and will then become allies.
Fixed a case where some of Whisperdoom’s Daughters would sometimes not spawn, thereby preventing progress.
Further reduced the rate at which incorporeal enemies phase on hit to about a third of the rate it was at before.
Monsters now have a better understanding of the world around them know what to do around doors and some area of effect spells.
Monsters will no longer fight over each other when they're all trying to get to the same place at the same time.
Made various improvements to patrolling creatures.Quests

Caverns of Korromar
The "Source of Evil" will now be found when entering the Beholder's room, instead of when approaching him.
Euphonia's Challenge
The Wizard's Stones can no longer be deleted.
Vault of Night
Each player is now allowed 1 one the gifts from the Laughing Knives
Gianthold: Cabal for One
A crafty Hobgoblin trap is now a bit easier to find. This does not mean it’s any easier to disable. Note also that on higher difficulty levels, it may still be incredibly difficult to spot.
Hazadills Shipping Warehouse:
Fixed an unclimbable ladder.
Prison of the Mind
Improved the pathing of the Arcane Oozes in this quest.
Abandoned Keep
The quest will no longer care if Coyle enters the room before you do. Other Changes:

Multi-class paladins and barbarians will now always be able to respec their feats without crashing their client.
Using the "Sell Gems" button will now properly report your earnings instead of stating that you didn't sell anything.
Fixed issues with greater teleport.
Fixed a series of stuck spots in the Flesh Maker quest that players were being pushed into by some clever air elementals.
Fixed an issue that would cause two secret doors in low road to occasionally break.
In the Maze of Madness, a certain trap's control box has been rotated so that it faces forward.
The optionals relating to disabling the traps now work in Missing in Action.
Some items which were not marked as magical, such as a Minor Kinetic Lore Scepter, will now have the blue magical item background on it's icon.
Spells should now appear in proper alphabetical order in spell lists.
The touch of the Avatar of Jubilex will no longer make Warforged sick to their stom... err... uhh inner workings.
Sound Changes:
Sound transitions in the Necropolis will no longer be so harsh.
Landscape music will now continue playing after engaging in combat in the Necropolis Plains.
Silent areas in Tempest's Spine will now have music and ambience.
There are now fewer places in the public areas of Gianthold to get stuck.
Fixed a trap in Foundation of Discord that wouldn't turn off if you disabled the control box.
Path to Madness will give favor again
The exit waypoints on several of the dungeons now correctly indicate they go the Necropolis and not the Orchard of the Macabre
NEW On solo difficulty level, adventures now give 80% of the XP of an adventure on Normal instead of 50%.6.8

Sensei
12-10-2007, 11:50 AM
I am really hoping that patch comes soon Q.

Yaga_Nub
12-10-2007, 11:51 AM
Weekly Development Activities

In QA
These items are currently in testing for release in Module 6.

General

NEW Adventurers using ranged attacks will now be able to get a better aim while standing still, than when moving. Ranged combat now has an attack bonus progression while the player is standing still, similar to melee combat. Moving while attacking will interrupt the progression of attack bonuses.

AWESOME THANK YOU FOR THIS!

Skills, Feats, & Abilities

New Feats
Force of Personality
Prerequisite: Cha 13
Benefit: Picks the highest modifier between your charisma and your wisdom
modifier for your will saves.
Insightful Reflexes
Prerequisite: Int 13
Benefit: Picks the highest modifier between your intelligence and your dexterity modifier for your reflex saves.
NEW Oversized Two-Weapon Fighting
Prerequisites: Str 12, Two-Weapon Fighting
Benefit: When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand. (Essentially, you gain the +2 bonus for wielding a light weapon in your off-hand even if it’s not a light weapon.)
Special: Fighters may select Oversized Two-Weapon Fighting as one of their Fighter bonus feats.

VERY NICE. Thank you again.

Enhancements
New Enhancements:
NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Ranged Precise Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.
NEW Ranger Arcane Archer II:
Prereqs: Ranger level 9, Ranger Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.

NEW Ranger Arcane Archer III:
Prereqs: Ranger level 12, Ranger Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.

NEW Ranger Arcane Archer IV:
Prereqs: Ranger level 15, Ranger Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.

NEW Ranger Arcane Archer V:
Prereqs: Ranger level 18, Ranger Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.

NEW Elven Arcane Archer II:
Prereqs: Elf level 11, Elven Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.

NEW Elven Arcane Archer III:
Prereqs: Elf level 14, Elven Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.

NEW Elven Arcane Archer IV:
Prereqs: Elf level 17, Elven Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.

NEW Elven Arcane Archer V:
Prereqs: Elf level 20, Elven Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
NEW Ranger Deepwood Sniper I:
Prereqs: Ranger 6, Point Blank Shot, Weapon Focus: Ranged, Ranger Hide 2, Ranger Move Silently 2, Ranger Spot 2.
Benefit: Grants a +1 bonus to Hide, Move Silently, and Spot. Also grants the ability to take an aimed 'sniper shot' with a +4 bonus to hit, +1 critical threat range, and +1 critical threat multiplier.
NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding.

I'm actually very underwhelmed regarding these enhancements (or at least in the amount of detail released so far). Additionally, it makes very little sense to require Point Blank Shot for the Deepwood Sniper enhancement. A sniper doesn't work in close range to their targets. Being close to your target defeats the purpose of sniping.

Items [LIST]
Darkweave Armor and Darkleaf Breastplates can now be found in treasure chests throughout Xendrik.

Can you give us stats on these items?



See comments in red.

Gadget2775
12-10-2007, 11:57 AM
And from the DDO Masses there was much rejoicing.

Theboz
12-10-2007, 11:59 AM
lots of ranger love :cool:

i love this
NEW Oversized Two-Weapon Fighting

Prerequisites: Str 12, Two-Weapon Fighting
Benefit: When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand. (Essentially, you gain the +2 bonus for wielding a light weapon in your off-hand even if it’s not a light weapon.)
Special: Fighters may select Oversized Two-Weapon Fighting as one of their Fighter bonus feats

Mad_Bombardier
12-10-2007, 11:59 AM
Oversized TWF :eek: :D And there was much rejoicing!

frederjoe1
12-10-2007, 12:00 PM
Have to say great job on the new Ranger Enhancements and such...

I am looking forward to my new and improved Tempest Ranger...

Might even reroll one of my other toon for the Arcane Archer build...

Again great job..

DareDelvis
12-10-2007, 12:00 PM
When? When?

Are we there yet? Are we there yet?

Nice to see some Ranger stuff...Maybe more than just a + to the arrows, there could be a elemental damage attached that stacked with the bow...

Took me a second to figure out what "rebestow" meant :o

Cheers

The_Silver_Griffon
12-10-2007, 12:00 PM
NEW Adventurers using ranged attacks will now be able to get a better aim while standing still, than when moving. Ranged combat now has an attack bonus progression while the player is standing still, similar to melee combat. Moving while attacking will interrupt the progression of attack bonuses.

Since tumbling does not interrupt the progression of melee attacks, I feel compelled to ask: Will tumbling interrupt the progression of ranged attack bonuses?

Aesop
12-10-2007, 12:01 PM
NEW The deepwood sniper enhancement is an active feat that lets you let loose your next shot with an arrow that has +4 to hit, +1 to critical threat range, and +1 to the critical damage multiplier. This ability can be performed every 10 seconds and works in conjunction with many shot, improved precise shot, and whatever bow/arrow effects are in play.[/LIST]Enhancements
New Enhancements:
NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Ranged Precise Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.
NEW Ranger Arcane Archer II:
Prereqs: Ranger level 9, Ranger Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.

NEW Ranger Arcane Archer III:
Prereqs: Ranger level 12, Ranger Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.

NEW Ranger Arcane Archer IV:
Prereqs: Ranger level 15, Ranger Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.

NEW Ranger Arcane Archer V:
Prereqs: Ranger level 18, Ranger Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.

NEW Elven Arcane Archer II:
Prereqs: Elf level 11, Elven Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.

NEW Elven Arcane Archer III:
Prereqs: Elf level 14, Elven Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.

NEW Elven Arcane Archer IV:
Prereqs: Elf level 17, Elven Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.

NEW Elven Arcane Archer V:
Prereqs: Elf level 20, Elven Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
NEW Ranger Deepwood Sniper I:
Prereqs: Ranger 6, Point Blank Shot, Weapon Focus: Ranged, Ranger Hide 2, Ranger Move Silently 2, Ranger Spot 2.
Benefit: Grants a +1 bonus to Hide, Move Silently, and Spot. Also grants the ability to take an aimed 'sniper shot' with a +4 bonus to hit, +1 critical threat range, and +1 critical threat multiplier.
NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding. [U].[/LIST]6.8



Not too shabby there bub

How often can the True Strike be used on the Arcane Archer? Once per rest? Once per rest per level of the enhancement?

will there be further expansion of the Tempest and Deepwoods Sniper?

Aesop

JayDubya
12-10-2007, 12:03 PM
Those Ranger enhancements are so cool. Very, very neat. Luckily my hybrid ranger is just the right level for those :)

axebender
12-10-2007, 12:06 PM
love the new stuff...but still no pally love?

Coldin
12-10-2007, 12:09 PM
Any word on how many APs the new ranger enhancements will cost? The Arcane Archer ones look really interesting, but with the upgrades only offering higher bonus arrows, I can't see them going at a 1,2,3,4 progression and actually being worthwhile. Not with bows at those levels already having +3 or so bonuses already, and +3 75% returning arrows being readily available.

Kerr
12-10-2007, 12:09 PM
NEW The deepwood sniper enhancement is an active feat that lets you let loose your next shot with an arrow that has +4 to hit, +1 to critical threat range, and +1 to the critical damage multiplier. This ability can be performed every 10 seconds and works in conjunction with many shot, improved precise shot, and whatever bow/arrow effects are in play.[/LIST]Enhancements
New Enhancements:
NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Ranged Precise Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.
NEW Ranger Arcane Archer II:
Prereqs: Ranger level 9, Ranger Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.

NEW Ranger Arcane Archer III:
Prereqs: Ranger level 12, Ranger Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.

NEW Ranger Arcane Archer IV:
Prereqs: Ranger level 15, Ranger Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.

NEW Ranger Arcane Archer V:
Prereqs: Ranger level 18, Ranger Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.

NEW Elven Arcane Archer II:
Prereqs: Elf level 11, Elven Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.

NEW Elven Arcane Archer III:
Prereqs: Elf level 14, Elven Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.

NEW Elven Arcane Archer IV:
Prereqs: Elf level 17, Elven Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.

NEW Elven Arcane Archer V:
Prereqs: Elf level 20, Elven Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
NEW Ranger Deepwood Sniper I:
Prereqs: Ranger 6, Point Blank Shot, Weapon Focus: Ranged, Ranger Hide 2, Ranger Move Silently 2, Ranger Spot 2.
Benefit: Grants a +1 bonus to Hide, Move Silently, and Spot. Also grants the ability to take an aimed 'sniper shot' with a +4 bonus to hit, +1 critical threat range, and +1 critical threat multiplier.
NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding. [U]

Yay! :) So the returning arrows, are those 50% or 75% or 100%? Also, how many do you get, and how many times can you summon a stack? Any more info on the Tempest enhancement line?

My Ranger is already setup to take the Tempest Enhancement, and I think I'll end up taking the oversized Feat for the offhand too. :D

Yvonne_Blacksword
12-10-2007, 12:09 PM
NEW The deepwood sniper enhancement is an active feat that lets you let loose your next shot with an arrow that has +4 to hit, +1 to critical threat range, and +1 to the critical damage multiplier. This ability can be performed every 10 seconds and works in conjunction with many shot, improved precise shot, and whatever bow/arrow effects are in play.
Uh...clairification?
Is clickable once per 10 second?...Or does it stay on once clicked...
And allows the effect to happen when applicable?

(similar to auto attack or intimidate, button mechanics wise...)

Please make me want to play my ranger...

Aesop
12-10-2007, 12:11 PM
[COLOR=white]Uh...clairification?
Is clickable once per 10 second?...Or does it stay on once clicked...
And allows the effect to happen when applicable?

(similar to auto attack or intimidate, button mechanics wise...)

Please make me want to play my ranger...

I think he means like Trip, Sunder and Stunning Blow type button attack


Aesop

CSFurious
12-10-2007, 12:12 PM
i think it means that when i dual-wield, a heavy pick in my main hand & a light pick in my off-hand, that i get +2 to attack rolls

Aesop
12-10-2007, 12:13 PM
Yay! :) So the returning arrows, are those 50% or 75% or 100%? Also, how many do you get, and how many times can you summon a stack? Any more info on the Tempest enhancement line?

My Ranger is already setup to take the Tempest Enhancement, and I think I'll end up taking the oversized Feat for the offhand too. :D

Doesn't matter if they are returning... They are conjured at will... so an unlimited arrow supply... only problem with them is that they don't have special effects on them other than the +x from each level


Aesop

roggane
12-10-2007, 12:13 PM
Yes, yes, and yes.

ranger love FTW!

Yvonne_Blacksword
12-10-2007, 12:14 PM
I think he means like Trip, Sunder and Stunning Blow type button attack


Aesop

Bummer...As I am not so quick on the hotbars...because I use my mouse rather than the # buttons...
:(
Ah well.

JayDubya
12-10-2007, 12:15 PM
i think it means that when i dual-wield, a heavy pick in my main hand & a light pick in my off-hand, that i get +2 to attack rolls

Hrm.. You should get that now, no? I assumed it meant that if you dual-wield and you have a heavy pick in your off-hand, you still get +2 to attack rolls

So that dual-wielding bastie battle-cleric warforged build is on the rebound!

Aesop
12-10-2007, 12:15 PM
i think it means that when i dual-wield, a heavy pick in my main hand & a light pick in my off-hand, that i get +2 to attack rolls

instead of taking a -4/-4 for fighting with a one handed (non light) weapon in your off hand you only take a -2/-2

ie with this feat you could fight with 2 Dwarven Waraxes in each hand and only take penalties as though you were fighting with a Dwarven War Axe in your main hand and a Hand Axe (light Weapon) in your off hand


got it?

Aesop

Kerr
12-10-2007, 12:17 PM
Doesn't matter if they are returning... They are conjured at will... so an unlimited arrow supply... only problem with them is that they don't have special effects on them other than the +x from each level
Aesop

Do you know that for fact or is that an assumption? The summoned mechanical pooches are summoned at will too, and you only get them so many times between rest. Unless they have already stated you have an unlimited supply, I want more information.

May be time to start building a range specific Ranger though. :D

KoboldKiller
12-10-2007, 12:17 PM
Much Ranger love, thanks!!!!

Would like to see some Paladin love though.

MrCow
12-10-2007, 12:18 PM
Darkweave Armor and Darkleaf Breastplates can now be found in treasure chests throughout Xendrik.

Can you give us stats on these items?

Darkleaf is like a toned down Mithril. It bestows:


-5% ASF
+1 DEX bonus
-2 Armor Check Penalty
Heavy armor is treated as Medium armor
Medium armor is treated as Light armor
Only armor normally made of metal can be made with Darkleaf (ie, breastplates and banded mail)


Darkweave, I think (not quite sure myself) is a dark thread material. I'm guessing this would improve the wearer's hide skill.

Aesop
12-10-2007, 12:18 PM
Bummer...As I am not so quick on the hotbars...because I use my mouse rather than the # buttons...
:(
Ah well.

It'll still work I think... though you may want to set that up in either a #1 slot on the quick bar or at a point that you can easily click it... I'm thinking the easy click spot for me...

Aesop

Aesop
12-10-2007, 12:19 PM
Do you know that for fact or is that an assumption? The summoned mechanical pooches are summoned at will too, and you only get them so many times between rest. Unless they have already stated you have an unlimited supply, I want more information.

May be time to start building a range specific Ranger though. :D

nope dunno just going by wording... if it was only once every 5 min I'd hope he'd say that in the description though...well Q?


Aesop

Serpent
12-10-2007, 12:19 PM
[
NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding.

Is this really worth 3 feats? How fast do they attack now?

I'm ready for the flame.

CSFurious
12-10-2007, 12:19 PM
you should write the explanation of the feat

so, now if my dwarf rogue wants to dual-wield dwarven axes there is a less of a penalty, that is great


instead of taking a -4/-4 for fighting with a one handed (non light) weapon in your off hand you only take a -2/-2

ie with this feat you could fight with 2 Dwarven Waraxes in each hand and only take penalties as though you were fighting with a Dwarven War Axe in your main hand and a Hand Axe (light Weapon) in your off hand


got it?

Aesop

Kerr
12-10-2007, 12:21 PM
nope dunno just going by wording... if it was only once every 5 min I'd hope he'd say that in the description though...well Q?
Aesop

Well if it's a single arrow that's 100% returning, then that's all you need, but if it's a stack of 50 or 75%, then we definately need to know how many stacks of what size you can summon per rest.

Serpent
12-10-2007, 12:22 PM
[U][B]
NEW If you abandon the raid quest instead of letting the NPC reset it, he will now respond accordingly and rebestow if you are eligible.[/LIST]6.8

Thank you for fixing this. The boycott may end now.

Kerr
12-10-2007, 12:23 PM
Is this really worth 3 feats? How fast do they attack now?

I'm ready for the flame.

The only Feat that may not be worth it is the Mobility. It's a pain you only get the AC bonus while Tumbling.

But Spring Attack is useful for keeping full attack bonus while moving and Dodge gives more AC which is always a good thing.

So I'm happy to have already spent the Feats when I was building the character, and am now ready to take that Tempest Enhancement (note the sig, changed a few weeks ago).

Eladrin
12-10-2007, 12:23 PM
Well if it's a single arrow that's 100% returning, then that's all you need, but if it's a stack of 50 or 75%, then we definately need to know how many stacks of what size you can summon per rest.
Arcane Archers get a stack of 100 bound 100% returning arrows. (That's better than just a single 100% arrow, since if you get hit by a Flame Strike or something, a single arrow can be destroyed.)

The higher levels of the Arcane Archer enhancement free your bow up to stay at +1 with beneficial prefix/suffix combinations.

Stanley_Nicholas
12-10-2007, 12:25 PM
Arcane Archers get a stack of 100 bound 100% returning arrows. (That's better than just a single 100% arrow, since if you get hit by a Flame Strike or something, a single arrow can be destroyed.)

The higher levels of the Arcane Archer enhancement free your bow up to stay at +1 with beneficial prefix/suffix combinations.

Wow, 100% returning means no need for carrying multiple stacks of arrows unless you want to have slaying, etc... Now that's handy.

Fennario
12-10-2007, 12:26 PM
NEW Adventurers using ranged attacks will now be able to get a better aim while standing still, than when moving. Ranged combat now has an attack bonus progression while the player is standing still, similar to melee combat. Moving while attacking will interrupt the progression of attack bonuses.

Will the Shot on the Run feat allow you to move without interrupting the attack bonus progression?

Aesop
12-10-2007, 12:27 PM
Arcane Archers get a stack of 100 bound 100&#37; returning arrows. (That's better than just a single 100% arrow, since if you get hit by a Flame Strike or something, a single arrow can be destroyed.)

The higher levels of the Arcane Archer enhancement free your bow up to stay at +1 with beneficial prefix/suffix combinations.

Thank you EL for clarifying this :D

is this summonable say if I'm an idiot and accidentally explode my arrows? ie do we just get this once or do we reaquire it through some button pushing ;)

Also about the True Strike thingy ... how many uses per rest is this... one ... one per level of the Enhancment?

Aesop

theedtwo
12-10-2007, 12:28 PM
When? When?

Are we there yet? Are we there yet?

Cheers

HERE HERE just let me know when i can play my sorcs and lv him to 15 and you will see me on everyday getting him up. keep us in the loop about when plz. thanks

Cutedge
12-10-2007, 12:30 PM
It seems that there's a lot of changes going in to making grouping easier and soloing easier.

Would there be a chance of making grouping with people of higher levels less painful? We have had a problem on a lot of occasions of "oh we can't group with person A in the guild because he'll take too much of an XP hit". I know there needs to be a stop to powerlevelling but at this point it would be nice to expand the range of who you can take in groups.

Yvonne_Blacksword
12-10-2007, 12:30 PM
Is Darkleaf armor...A wRAP?

Copy right?
lol
EEEKKKKK!!!!!
/slaps self.

Coldin
12-10-2007, 12:33 PM
Darkleaf is like a toned down Mithril. It bestows:


-5&#37; ASF
+1 DEX bonus
-2 Armor Check Penalty
Heavy armor is treated as Medium armor
Medium armor is treated as Light armor
Only armor normally made of metal can be made with Darkleaf (ie, breastplates and banded mail)


Darkweave, I think (not quite sure myself) is a dark thread material. I'm guessing this would improve the wearer's hide skill.

Here's the actual stats for both armors

Darkleaf Breastplate : +5 Armor Bonus, +4 Max Dex, -2 ACP, 20% ASF

Darkleaf Breastplate is essentially made of pieces of darkwood that have be alchemically altered to be as hard as steel, but still very flexible. Leaves are used to cover fill in the gaps similar to a chainshirt.

Leafwave (Called Darkweave in the WDA) : +2 Armor Bonus, +7 Max Dex, -0 ACP, 5% ASF

Leafweave is made from bronzewood leaves (though I assume darkleaves could be used as well) that have been altered to take on the properties of leather.

Basically, they're like MrCow said, toned down mithral. The people that would use these are Druids, People that can't find/afford Mithral, or people that want to be different from the crowd.

I would assume that these would use some variation of the Darkleaf Banded mail skins, as well as various Leather Armor and Breastplate skins too. Those should create very interesting looks.

Eladrin
12-10-2007, 12:34 PM
is this summonable say if I'm an idiot and accidentally explode my arrows? ie do we just get this once or do we reaquire it through some button pushing ;)

Also about the True Strike thingy ... how many uses per rest is this... one ... one per level of the Enhancement?

You push the button again to get a new stack. It's got a fairly short cooldown.

True Strike is a timed ability, like Cleave. It's on a 30 second cooldown, shared with the Conjure Arrow ability.


Will the Shot on the Run feat allow you to move without interrupting the attack bonus progression?
No. Shot on the Run is like the equivalent of Spring Attack, which doesn't do that either, they negate the -4 penalty for attacking on the move.

KaKa
12-10-2007, 12:35 PM
So when will this stuff be up on Risia?

Kerr
12-10-2007, 12:36 PM
Arcane Archers get a stack of 100 bound 100% returning arrows. (That's better than just a single 100% arrow, since if you get hit by a Flame Strike or something, a single arrow can be destroyed.)

The higher levels of the Arcane Archer enhancement free your bow up to stay at +1 with beneficial prefix/suffix combinations.

Good point, I've rarely had items destroyed in inventory by attacks, but that's good to know. I figured the progression was useful for using those +1 bows, though the fact that they're 100% returning makes it an invaluable enhancement.

Stanley_Nicholas
12-10-2007, 12:37 PM
Will the Shot on the Run feat allow you to move without interrupting the attack bonus progression?

Since Spring Attack doesn't do this for melee attacks, I'd guess no.

Aesop
12-10-2007, 12:37 PM
You push the button again to get a new stack. It's got a fairly short cooldown.

True Strike is a timed ability, like Cleave. It's on a 30 second cooldown, shared with the Conjure Arrow ability.


.

HOLY CRUDBUNNIES


now that is potent...

I may have to pick this bad boy up... but Deepwoods is so tempting as well with the improved Crit Shots :D

Aesop

Fennario
12-10-2007, 12:42 PM
Thanks for the answers Eldarin. One more stupid question from me.:) What exactly is an Arcane Arrow? :o How much and of what type of damage does it do? Thanks.

Yshkabibble
12-10-2007, 12:42 PM
The Arcane archer summon arrows ability is pretty good I think. The true strike is less valuable with the long cooldown and the fact that it is a single shot. It is also nice that it's available to elves as well for those rgr/ftr archers out there.

The deepewoods sniper doesnt seem to be much to get excited over either but it is something.

But the attack progression thing!!!! Wow that is very good news.

Overall lots of stuff for archers to be excited over. Thanks!

Kerr
12-10-2007, 12:42 PM
Eladrin,

Since it came up, I was wondering if there's a chance we could get a change made to the Feat Mobility. The +4 AC is nice, but requiring you to be tumbling at the time really isn't all that useful, except if you have a massive amount of aggro and just start rolling around like you're on fire. How about reducing the bonus to AC to +2 stackable with any other bonuses and make it on all the time? That way it's not ridiculously overpowering bonus, but at least is useful all the time?

bigal4458
12-10-2007, 12:42 PM
If you haven't thought of a name for Mod 6 yet, i'm thinking the words "Ranger" and "Love" could fit in there somewhere.

I'm hoping to see word "Paladin" somewhere in there too.

Kerr
12-10-2007, 12:44 PM
Thanks for the answers Eldarin. One more stupid question from me.:) What exactly is an Arcane Arrow? :o How much and of what type of damage does it do? Thanks.

Nothing I've read about the enhancement in here or other places indicates it has any special damage effect.

VonBek
12-10-2007, 12:44 PM
Bummer...As I am not so quick on the hotbars...because I use my mouse rather than the # buttons...
:(
Ah well.

I'm trying something based on one of Mystic Theurge's posts: button mashing for hot bars 1 & 2, mouse clicks for the rest. As I get better at it, I may be able to get keyboard happy.

Coldin
12-10-2007, 12:44 PM
Well, getting free 100% returning arrows solidifies my choice in picking up Arcane Archer. I'm really glad I made my bard an elf now. :cool:

Lots of good things in this WDA. Now how about seeing those new Rogue Enhancements? :D

llevenbaxx
12-10-2007, 12:48 PM
Just wanted to say sweet to the new ranger enhancements. That will go a long way in making ranged combat what it should be. I would get so bored waiting for the manyshot to recharge with my finger over the hotkey. I so needed more to hotkey on him(no sarcasm, I mean it), thank you.

Serpent
12-10-2007, 12:49 PM
Eladrin could you please give us teh attack speed increase on tempest

We are building for mod six would like to know if i take a feat now if i have to trade it later thanks

Aesop
12-10-2007, 12:50 PM
The Arcane archer summon arrows ability is pretty good I think. The true strike is less valuable with the long cooldown and the fact that it is a single shot. It is also nice that it's available to elves as well for those rgr/ftr archers out there.

The deepewoods sniper doesnt seem to be much to get excited over either but it is something.

But the attack progression thing!!!! Wow that is very good news.

Overall lots of stuff for archers to be excited over. Thanks!

Think about the use of Deepwoods with Improved Precise Shot... an entire line of kaboom... That has the potential to be truly nasty.

I could see a Second Enhancmetn tier of this that improved those benefits to +6 to hit +2 to Crit Range and +2 to Crit Multiplier...

and with the short cooldown on the Deepwoods ability should make this very usable... it may take some getting use to though... I know it will for me

the True Strike ... that's just really nice... I mean you are nearly guarenteed to hit with that... Slaying Arrows can get even better mileage now and again what about IMproved Precise Shot? you could clear a lot with that if used in the right places


Aesop

Eladrin
12-10-2007, 12:50 PM
One note:
I changed one of the prereqs for Arcane Archer midway through development, and it seems I didn't update the release notes properly.

Arcane Archer requires Point Blank Shot and Weapon Focus: Ranged, not Precise Shot. Early feedback recommended the change as Precise Shot becomes somewhat obsolete when Rangers pick up their free Improved Precise Shot. I'll see if I can get those notes updated.

Fennario
12-10-2007, 12:51 PM
Nothing I've read about the enhancement in here or other places indicates it has any special damage effect.

See, I told you it was a stupid question.:D I thought maybe they would do something other than just save you some pack space. You already can get +3 75% returning arrows in House D. Taking the full enhancement line would give you an endless supply of +5 arrows though I guess. But how many APs will that cost?

It would take the 3rd tier of the enhancement line to give up the House D arrows without lowering your to-hit on your +1 and +2 bows. +3 or higher bows and your golden though I suppose.

Aesop
12-10-2007, 12:52 PM
Thanks for the answers Eldarin. One more stupid question from me.:) What exactly is an Arcane Arrow? :o How much and of what type of damage does it do? Thanks.

NOrmal arrow just magical (+1 or higher depending on Enhancment level) and apparently 100% returning

Aesop

Aesop
12-10-2007, 12:54 PM
One note:
I changed one of the prereqs for Arcane Archer midway through development, and it seems I didn't update the release notes properly.

Arcane Archer requires Point Blank Shot and Weapon Focus: Ranged, not Precise Shot. Early feedback recommended the change as Precise Shot becomes somewhat obsolete when Rangers pick up their free Improved Precise Shot. I'll see if I can get those notes updated.

THat makes sense thank El


Aesop

Mad_Bombardier
12-10-2007, 12:54 PM
i think it means that when i dual-wield, a heavy pick in my main hand & a light pick in my off-hand, that i get +2 to attack rollsNo, I don't think it improves anything with light weapon in offhand. It means you can wield a Heavy Pick and Light Pick at -2/-2 or with Oversized TWF, you can wield a Heavy Pick and Heavy Pick at -2/-2.

Lorien_the_First_One
12-10-2007, 12:55 PM
instead of taking a -4/-4 for fighting with a one handed (non light) weapon in your off hand you only take a -2/-2

ie with this feat you could fight with 2 Dwarven Waraxes in each hand and only take penalties as though you were fighting with a Dwarven War Axe in your main hand and a Hand Axe (light Weapon) in your off hand

:p My dwarven TWF Barb is gonna be so happy.

Benjai
12-10-2007, 01:01 PM
Does the deadwood sniper threat range stack with improved critical? I'd assume so because it works with Barbarians, and it wouldn't be that overpowered (17-20/x4) instead of 18/x4.

Aesop
12-10-2007, 01:04 PM
Does the deadwood sniper threat range stack with improved critical? I'd assume so because it works with Barbarians, and it wouldn't be that overpowered (17-20/x4) instead of 18/x4.

I certainly hope so... and assume so


Aesop

totmacher
12-10-2007, 01:05 PM
Eladrin, will there be a Deepwood Sniper 2 and a Tempest 2? That Sniper trait is really neat and would love to see the threat range extend by 2.

Also, any chance in applying this to repeaters and crossbows in general? It seems that crossbows are the bow's poor cousin, with a slower fire rate (except for repeaters) and less stuff to apply to them. My repeater ranger would love if I didn't have to swap all the way over to bows but c'est la vie :)

The_Phenx
12-10-2007, 01:07 PM
Ahhh much love on the oversize twf feat...my dual kopeshs thank you already...

Still on my list of must haves tho

Two handed throwing feat

And how about some fighters improved crit chain to match the barbarians?

Dariuss
12-10-2007, 01:08 PM
loving the TWF enhancement/feat!

The_Phenx
12-10-2007, 01:12 PM
Eladrin,

Since it came up, I was wondering if there's a chance we could get a change made to the Feat Mobility. The +4 AC is nice, but requiring you to be tumbling at the time really isn't all that useful, except if you have a massive amount of aggro and just start rolling around like you're on fire. How about reducing the bonus to AC to +2 stackable with any other bonuses and make it on all the time? That way it's not ridiculously overpowering bonus, but at least is useful all the time?


Agreed 90% I view it now as a wasted feat that i had to take to get spring attack...Even better how about making it a +4 while moving at all.. so we can run around and attack, and get the bonus.

And id still prefer tumble to be a one button deal so you don't have to block to activate it.

Zenako
12-10-2007, 01:12 PM
And those poor beholders were already suffering from my Axiomatic Greater Aberration Bane Bow with Manyshot turned on. Can we get both Manyshot and Sniper boosts running at the same time? mega hurts are coming down the pike....

Really love the Arcane Arrows line as well. That will free up half a backpack for my Ranger.

Mad_Bombardier
12-10-2007, 01:15 PM
Does the deadwood sniper threat range stack with improved critical? I'd assume so because it works with Barbarians, and it wouldn't be that overpowered (17-20/x4) instead of 18/x4.Based on what they did with CritRage for Barbs, it should stack. But, unlike Barbs who get it on every attack for 3+ minutes of Rage, it's on an activated timer like Cleave. So, 1 Sniper Shot every 10 seconds (roughly every 8 shots). 1 out of 8 shots has 18-20/x4 crits (16-20/x4 for Silver Bow).

5footStep
12-10-2007, 01:17 PM
Arcane Archers get a stack of 100 bound 100% returning arrows. (That's better than just a single 100% arrow, since if you get hit by a Flame Strike or something, a single arrow can be destroyed.)

The higher levels of the Arcane Archer enhancement free your bow up to stay at +1 with beneficial prefix/suffix combinations.

any plans to apply this to bolts? or are the repeater and great xbow users still stuck carrying around at least 6 piles of +3 sturdy deneiths?..

Kerr
12-10-2007, 01:24 PM
any plans to apply this to bolts? or are the repeater and great xbow users still stuck carrying around at least 6 piles of +3 sturdy deneiths?..

I'm pretty sure the Arcane Archer system has always only applied to bows, not crossbows, so I doubt it.

Teufel_Hunden
12-10-2007, 01:24 PM
I was noticing that the arcane archer requires either Elven Arcanum or spell point increase line for Bards/Sorcs/Wizards. This means that an Arcane Multiclass must be present. I understand, and don't have a problem w/ it as the Orginal Arcane Archer requires it as well. I bring it up, because I was wondering if Flame Arrow would work on the conjured arrows. Seems like a waste w/ 1 level of arcane.

All in all, i love the changes

Kisaragi
12-10-2007, 01:26 PM
I'm playing a level 14 paladin as one of my capped characters. Yet as a tank the character seems to be growing weaker as the level increases. My ability to hit, damage, and lack of feats means that more then likely I'm going to end up becoming a backup healer to fighters/barbarians.

So as a few have asked, any plans to help?

I've got some suggestions, even if they're not implimented for Mod 6. All of these use Smite Evil to activate their effects. The higher the pure paladin you are, the longer they last (typically 30 seconds per paladin level).

Divine Armor - Enhances your ac and dr by charisma modifier. After it wears off, the character is unable to use non-healing magic spells.

Divine Healing - The character regenerates health like divine health III. After it wears off, the character suffers an attack penality of 50%.

Divine Judgement - Sort of like a rage version for paladins. It increases to hit and damage by charisma modifier. After it wears off, the character is unable to use healing magic spells.

Divine Purity - The paladin exudes holy energy within range. All evil beings within the area must make a willpower check (difficulty paladin charisma modifier + level) or be shaken in fear and suffer a penalty to ac.

Other possibilities are enhancements lines;

Divine Guidance I - You recieve an attack/damage bonus equal to 1/3 of your charisma modifier (rounded up) (4 ap)
Divine Guidance II - You recieve an attack/damage bonus equal to 2/3 of your charisma modifier (rounded up) (6 ap)
Divine Guidance III - You recieve an attack/damage bonus equal to your charisma modifier (rounded up) (8 ap)

Divine Judgement - Enemies must make a willpower check or suffer a penality to attack while around the character (4 ap)

Divine Protection I - You recieve an DR bonus equal to 1/3 of your charisma modifier (rounded up) (4 ap)
Divine Protection II - You recieve an DR bonus equal to 2/3 of your charisma modifier (rounded up) (6 ap)
Divine Protection III - You recieve an DR bonus equal to your charisma modifier (rounded up) (8 ap)

Divine Vessel I - You recieve a hp bonus equal to your charisma modifier x level. (4 ap)
Divine Vessel II- You recieve a hp bonus equal to x2 your charisma modifier x level. (6 ap)
Divine Vessel III- You recieve a hp bonus equal to x3 your charisma modifier x level. (8 ap)

Fennario
12-10-2007, 01:29 PM
I was noticing that the arcane archer requires either Elven Arcanum or spell point increase line for Bards/Sorcs/Wizards. This means that an Arcane Multiclass must be present.

You could just take Mental Toughness to avoid splashing an arcane level.

Mad_Bombardier
12-10-2007, 01:31 PM
I was noticing that the arcane archer requires either Elven Arcanum or spell point increase line for Bards/Sorcs/Wizards. This means that an Arcane Multiclass must be present. I understand, and don't have a problem w/ it as the Orginal Arcane Archer requires it as well.


You could just take Mental Toughness to avoid splashing an arcane level.
Yup. Player options, FTW! :)

Aesop
12-10-2007, 01:32 PM
I was noticing that the arcane archer requires either Elven Arcanum or spell point increase line for Bards/Sorcs/Wizards. This means that an Arcane Multiclass must be present. I understand, and don't have a problem w/ it as the Orginal Arcane Archer requires it as well. I bring it up, because I was wondering if Flame Arrow would work on the conjured arrows. Seems like a waste w/ 1 level of arcane.

All in all, i love the changes

MC is not required in this as you can take Mental Toughness

and Flame Arrow only works on Normal Arrows so I doubt it will work on these Arcane Arrows


Aesop

Kerr
12-10-2007, 01:32 PM
I'm playing a level 14 paladin as one of my capped characters. Yet as a tank the character seems to be growing weaker as the level increases. My ability to hit, damage, and lack of feats means that more then likely I'm going to end up becoming a backup healer to fighters/barbarians.

I gotta hope that they are planning on some help for Paladins, with the next Raid and stuff going to be so very demon-centric and all. I really liked the cover art of "A Paladin in Hell" and really think that should be what a PURE class Paladin should be like in the next Raid.

Coldin
12-10-2007, 01:33 PM
I was noticing that the arcane archer requires either Elven Arcanum or spell point increase line for Bards/Sorcs/Wizards. This means that an Arcane Multiclass must be present. I understand, and don't have a problem w/ it as the Orginal Arcane Archer requires it as well. I bring it up, because I was wondering if Flame Arrow would work on the conjured arrows. Seems like a waste w/ 1 level of arcane.

All in all, i love the changes

Read closer, it also lists Mental Toughness as an option at the end. So a pure ranger can still take the feat. Of course they are going to need to invest in 3 feats then, Weapon Focus, Point Blank Shot, and Mental Toughness. Those first two also being feats that most rangers won't invest in. That makes it quite an expensive enhancement in terms of pre-reqs.

As for flame arrow, I highly doubt it would work on the conjured arrows turning them into +x Flaming 100% returning arrows. The spell doesn't work with any of the current arrow variations, so it's highly unlikely it would with the new ones.

Strykersz
12-10-2007, 01:47 PM
Is there any reason to stay "Arcane Archer X" and not just spec it up, summon a few stacks of arrows and spec out of it(or spec down to 1 if you want the True Strike)?

Eladrin
12-10-2007, 01:49 PM
Is there any reason to stay "Arcane Archer X" and not just spec it up, summon a few stacks of arrows and spec out of it(or spec down to 1 if you want the True Strike)?
Like most other conjured items, they're bound on acquire and destroyed on adventure exit.

KoboldKiller
12-10-2007, 01:53 PM
I gotta hope that they are planning on some help for Paladins, with the next Raid and stuff going to be so very demon-centric and all. I really liked the cover art of "A Paladin in Hell" and really think that should be what a PURE class Paladin should be like in the next Raid.


Agreed.

Leothalas is awaiting his oportunity to smite the demonic hoard.

Serpent
12-10-2007, 01:57 PM
Could we please get the attack rate increase on Tempest to know if its worth taking.if its less then 20% and does not stack with haste I don't think 3 feats are worth it.

Aesop
12-10-2007, 01:59 PM
Could we please get the attack rate increase on Tempest to know if its worth taking.if its less then 20&#37; and does not stack with haste I don't think 3 feats are worth it.

I believe the description specifically says Stackable Attack Rate increase... should check it again...

oh but it doesn't say how much... maybe only 5% :D... but it is still faster right ;)

Aesop

NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding.

Teufel_Hunden
12-10-2007, 02:01 PM
Yep, Reading FTW. Forgot about that Mental Toughness. Although, OUCH another feat a Ranger wouldn't take. But, all in the name of Specialization.

Missing_Minds
12-10-2007, 02:02 PM
Like most other conjured items, they're bound on acquire and destroyed on adventure exit.

If this is the case, will you please make it to where if my arrow stash is empty (on the character, arrows in bags) to where it will try to auto reload right away with first shot tried?

Right now it is such to where you had to have arrows loaded for the auto reload. aka 1 left in stash, shoot it, auto reload happens.

if you have 0 left in stash, "error, no arrow message", no auto reload even if arrows are ready to be auto reloaded.

skyking613
12-10-2007, 02:03 PM
It looks like we're getting some ranger love.

Serpent
12-10-2007, 02:04 PM
I believe the description specifically says Stackable Attack Rate increase... should check it again...

oh but it doesn't say how much... maybe only 5% :D... but it is still faster right ;)

Aesop

NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding.

Well if its 5% then its garbage imo. Honestly I'm not sure any of the rangers enhancements are good. Interesting, yes. Useful, yes. But good, not sure.

Dirkan
12-10-2007, 02:10 PM
If this is the case, will you please make it to where if my arrow stash is empty (on the character, arrows in bags) to where it will try to auto reload right away with first shot tried?

Right now it is such to where you had to have arrows loaded for the auto reload. aka 1 left in stash, shoot it, auto reload happens.

if you have 0 left in stash, "error, no arrow message", no auto reload even if arrows are ready to be auto reloaded.

Please! it will be very annoying to have to create then load new arrows everytime you load into a quest.

Aesop
12-10-2007, 02:10 PM
Well if its 5% then its garbage imo. Honestly I'm not sure any of the rangers enhancements are good. Interesting, yes. Useful, yes. But good, not sure.

you'd still attack faster than someone with out that though and that translates into more DPS. 5% is only a lowball guess and with the extra AC its still pretty good overall I could see a second tier increasing to 10%... or maybe it starts at 10% and increases to 15% however you look at it some one with it will have more attacks than someone without


Aesop

Kerr
12-10-2007, 02:11 PM
Well if its 5% then its garbage imo. Honestly I'm not sure any of the rangers enhancements are good. Interesting, yes. Useful, yes. But good, not sure.

I'd hope 10%, which is the same amount you get from Raid loot, and this requires 3 Feats and a significantly high level for it.

GrayOldDruid
12-10-2007, 02:13 PM
Weekly Development Activities
NEW Adventurers using ranged attacks will now be able to get a better aim while standing still, than when moving. Ranged combat now has an attack bonus progression while the player is standing still, similar to melee combat. Moving while attacking will interrupt the progression of attack bonuses.


Woohoo!! This is GREAT! THANK YOU, thank you thank you thank YOU! If I understand correctly, we get to shoot based on our BAB now? The increasing bonus to hit per shot even makes sense in ranged, the more shots at a target, the better you can guage your aim based on that target. Smooth!!



NEW The deepwood sniper enhancement is an active feat that lets you let loose your next shot with an arrow that has +4 to hit, +1 to critical threat range, and +1 to the critical damage multiplier. This ability can be performed every 10 seconds and works in conjunction with many shot, improved precise shot, and whatever bow/arrow effects are in play.

Very cool... very very cool. That is loose as in "shoot" or "fire" not lose as in "No longer have" right? Just being sure...


[B][U]Enhancements
New Enhancements:
NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Point Blank Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.

Awesome! Eats at least one feat... .but what about Energy of the Wild?? That not count? "Weapon Focus: Point Blank Shot," or "Weapon Focus:Ranged, Point Blank Shot," ?? This is a clickable turn-on for the one shot or is it timed?


NEW Ranger Arcane Archer II:
Prereqs: Ranger level 9, Ranger Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.

er... loosing cool here.. a +2 bow would nullify this level. Maybe I am confused....


NEW Ranger Arcane Archer III:
Prereqs: Ranger level 12, Ranger Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.

Uhm... very loosing cool... a +3 bow would make this level obsolete.


NEW Ranger Arcane Archer IV:
Prereqs: Ranger level 15, Ranger Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.

You're kidding... or does this stack with the bow's enchantment? If this stacks with the bow's enchantment bonus, because its an enhancement, then okay, I retract the earlier loosing cool, because THAT would be cool.


NEW Ranger Arcane Archer V:
Prereqs: Ranger level 18, Ranger Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.

Okay, even with the stacking... loosing me on this. No Elemental Arrows? No damage increase, no crit enhancement bonus? just a basic +1 each level? There comes a point where a +1 to hit and damage is just not worth 4 or 6 action points.


NEW Ranger Deepwood Sniper I:
Prereqs: Ranger 6, Point Blank Shot, Weapon Focus: Ranged, Ranger Hide 2, Ranger Move Silently 2, Ranger Spot 2.
Benefit: Grants a +1 bonus to Hide, Move Silently, and Spot. Also grants the ability to take an aimed 'sniper shot' with a +4 bonus to hit, +1 critical threat range, and +1 critical threat multiplier.

Spot!?!?! Man, I hate spot... but.. cool. (Does the +1 to crit range apply before improved crit?? :D oooh... that would be awesome!)



NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding.


Wow... that is a Feats list from ... heck. 4 feats to get this... wow. (considering two are on the Ranger granted feat list)

muffinlad
12-10-2007, 02:13 PM
NM, reading FTW.

muffindude

Aesop
12-10-2007, 02:14 PM
I'd hope 10%, which is the same amount you get from Raid loot, and this requires 3 Feats and a significantly high level for it.

but the items don't stack, this does... At least that's what I was told... ya know hearsay though could be right could be wrong could be some combiniation of the two

Aesop

Serpent
12-10-2007, 02:14 PM
you'd still attack faster than someone with out that though and that translates into more DPS. 5% is only a lowball guess and with the extra AC its still pretty good overall I could see a second tier increasing to 10%... or maybe it starts at 10% and increases to 15% however you look at it some one with it will have more attacks than someone without


Aesop

Yes but that much attack more for 3 feats is a waste of feats in a manner. And two AC is nothing in a game where mobs can hit you know matter what. AC is pretty much over and for the ranger its hard to get real high. My little guy is fortunate cause he can hit 61 (64 vs favored enemy) fully buffed with shield but most are not that fortunate. If it doesn't stack with haste then even more reason not to take. Haste is only gonna get longer from this point on.

rpasell
12-10-2007, 02:15 PM
Quick question Eladrin:

Can you take the Deepwoods Sniper and Arcane Enhancements on the same character at the same time?

Aesop
12-10-2007, 02:16 PM
It looks to me like we have a duplication on the list, as Arcane Archer is listed twice with the same notes.....or am I missing something? Can this be edited out?

Regs,

muffindouble

one is the Elven Prerequisites if goingthe Elven LIne the other is the Ranger Prerequisites if going the Ranger line


Aesop

MysticTheurge
12-10-2007, 02:16 PM
I'd hope 10%, which is the same amount you get from Raid loot, and this requires 3 Feats and a significantly high level for it.

6th level is "a significantly higher level" than when you get raid loot? :eek:

I mean, let's be honestly TWF and ITWF are automatic as a ranger 6. They might as well not be listed. (Unless, they're planning to switch to a system where rangers have to choose their weapon style.)

You need dodge, mobility and spring attack. 1st, 3rd, 6th.

Plus, keep in mind, that this would stack with raid loot, haste or any other attack-speed-increasing bonus you might have.

MysticTheurge
12-10-2007, 02:20 PM
Awesome! Eats at least one feat... .but what about Energy of the Wild?? That not count? "Weapon Focus: Point Blank Shot," or "Weapon Focus:Ranged, Point Blank Shot," ?? This is a clickable turn-on for the one shot or is it timed?

You're kidding... or does this stack with the bow's enchantment? If this stacks with the bow's enchantment bonus, because its an enhancement, then okay, I retract the earlier loosing cool, because THAT would be cool.

Okay, even with the stacking... loosing me on this. No Elemental Arrows? No damage increase, no crit enhancement bonus? just a basic +1 each level? There comes a point where a +1 to hit and damage is just not worth 4 or 6 action points.

I'd suggest using the dev tracker to read Eladrin's posts in this thread, he answers these questions.

UtherSRG
12-10-2007, 02:20 PM
Oooh... I like the implementation of Arcane Archer. The Prestige Class was always one you'd only take for a multiclass ranged arcane attacker. I have an Elven 2/12 Ranger/Rogue. I could take 1 level of Wizard and the Mental Toughness Feat, and have the whole AA prestige line open to me. I'll have to play with that in the Character Generator....

Hrm... Shield... Detect Secret Doors... Expeditious Retreat... Grease... Jump... Tumble...

Nah. Probably not worth it.

Aesop
12-10-2007, 02:23 PM
Yes but that much attack more for 3 feats is a waste of feats in a manner. And two AC is nothing in a game where mobs can hit you know matter what. AC is pretty much over and for the ranger its hard to get real high. My little guy is fortunate cause he can hit 61 (64 vs favored enemy) fully buffed with shield but most are not that fortunate. If it doesn't stack with haste then even more reason not to take. Haste is only gonna get longer from this point on.

It says it STACKS...

and the Feats aren't a Waste... as they grant Feat Bonuses... really its just a direction to specialize. I mean I know Mobility kinda sucks right now but still Dodge gets a bonus to AC SA reduces penalties... Mobility sucks... I mean gives AC while Tumbling ...

and a 61 AC is pretty uber you must admitt. Most people have trouble breakin 50

top that off with the +2 AC and you grab a Shield Clicky and there you have an effective +6 bonus to your ac kinda like a +4 Heavy Steel Shield there... I mean Rangers are the only sorce of +5 Natural Armor Bonus currently in game. The only way to get higher is to grab a full defense specced pally and have huim stand next to you...


Rangers have about the highest potential AC in the Game really especially Dwarven Rangers

but reguardles the Attack Speed bump = more DPS and that's really what you are looking for... this enhancment has everything ya need for the twf.

Aesop

UtherSRG
12-10-2007, 02:25 PM
Woohoo!! This is GREAT! THANK YOU, thank you thank you thank YOU! If I understand correctly, we get to shoot based on our BAB now? The increasing bonus to hit per shot even makes sense in ranged, the more shots at a target, the better you can guage your aim based on that target. Smooth!!



Very cool... very very cool. That is loose as in "shoot" or "fire" not lose as in "No longer have" right? Just being sure...



Awesome! Eats at least one feat... .but what about Energy of the Wild?? That not count? "Weapon Focus: Point Blank Shot," or "Weapon Focus:Ranged, Point Blank Shot," ?? This is a clickable turn-on for the one shot or is it timed?



er... loosing cool here.. a +2 bow would nullify this level. Maybe I am confused....



Uhm... very loosing cool... a +3 bow would make this level obsolete.



You're kidding... or does this stack with the bow's enchantment? If this stacks with the bow's enchantment bonus, because its an enhancement, then okay, I retract the earlier loosing cool, because THAT would be cool.



Okay, even with the stacking... loosing me on this. No Elemental Arrows? No damage increase, no crit enhancement bonus? just a basic +1 each level? There comes a point where a +1 to hit and damage is just not worth 4 or 6 action points.



Spot!?!?! Man, I hate spot... but.. cool. (Does the +1 to crit range apply before improved crit?? :D oooh... that would be awesome!)



Wow... that is a Feats list from ... heck. 4 feats to get this... wow. (considering two are on the Ranger granted feat list)

The point being that a +1 burst of gr. bane bow is easier to find than a +2 or +3 or +4 or +5 version of the same weapon... so these arrows would allow you to use the +1 weapon as if it were the +2 or +3, etc weapon.... which means being able to have a weapon combo greater than you'd be able to find in a chest and combined with the +3 deneith returners.

juniorpfactors
12-10-2007, 02:28 PM
does any of this stuff work on REPEATERS ..or is this all BOW....

barecm
12-10-2007, 02:33 PM
For deepwood sniper, I am assuming that the feat needs to be acitvated in order to use? What I am saying is that you have to click on it to use it? I think perhaps it should be changed to a stance and have it fire a snipper shot every 10 secs instead of having to click on it every 10 seconds. Way too much clicking and whatnot to be an enjoyable experience.

muffinlad
12-10-2007, 02:34 PM
While the plusses to hit/damage, with 100% return are great, I am wondering what the costs are?

Meaning-

Is it 2 points for level 1, 3 points for level 2, 4 points for level 3, 5 points for level 4, 6 points for level 5 for a total of 20 AP at maximum level? Or is it 4 points for the first Enhancement, 1, 2, 3, 4 for the following (total of 14) "sub-enhancers"?

Just wondering.

muffinarrow

GrayOldDruid
12-10-2007, 02:39 PM
Please! it will be very annoying to have to create then load new arrows everytime you load into a quest.

Please, if I am loading into a quest, Arcane Arrow is before even buffing!!

Come on! Its awesome... don't quibble over the small stuff, be happy we got coolness for ranged!!

Of course, i do that now with my Flame Arrow wand.... zone in... equip wand, create arrows (failing UMD 50% at the moment...), load those arrows....

This is wonderful!

Mercules
12-10-2007, 02:49 PM
Please, if I am loading into a quest, Arcane Arrow is before even buffing!!

Come on! Its awesome... don't quibble over the small stuff, be happy we got coolness for ranged!!

Of course, i do that now with my Flame Arrow wand.... zone in... equip wand, create arrows (failing UMD 50% at the moment...), load those arrows....

This is wonderful!

Yes, but those Flame Arrows go away quick. I love them too, but these are very nice. Maybe future versions will give us a selectable 1d6 elemental damage option for them since we can't add spells to them like the PrC can.

Gratch
12-10-2007, 02:49 PM
Fixed with Eladrin's comments and combined for ya Q. :)


New Enhancements:
NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Ranged, Point Blank Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Arrows are bound, conjured in stacks of 100, destroyed on adventure exit, and 100&#37; returning. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit (30 second cooldown timer for Truestrike).
NEW Ranger/Elven Arcane Archer II:
Prereqs: Ranger level 9 or Elf 11, Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.
NEW Ranger/Elven Arcane Archer III:
Prereqs: Ranger level 12 or Elf 14, Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.
NEW Ranger/Elven Arcane Archer IV:
Prereqs: Ranger level 15 or Elf 17, Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.
NEW Ranger/Elven Arcane Archer V:
Prereqs: Ranger level 18 or Elf 20, Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.


Unless it's not supposed to be combined if Elven Rangers need to take only one line only...

Mercules
12-10-2007, 02:52 PM
does any of this stuff work on REPEATERS ..or is this all BOW....

No... it's Arrows only for the Ranger class enhancements. Rangers use bows as many of their ranged abilities do not work with Crossbows. My Repeater Fighter is happy about the attack progression and several other ranged updates none the less.

Prinstoni
12-10-2007, 02:54 PM
I guess no one heard me the first 10 times that I said the proposed changes to the Abbott are not good enough.

Elite is unchanged, and that means it will not be completable on elite even with a party of 12 level 20 characters. The twitch skills based puzzles combined with any server/voice lag will mean instant failure. With the combination of touch of dolurth...NOT DOABLE!

Hard is definately not good enough. Given the increased power of the mobs and Abbott, I will bet all my plat and items that noone can beat it on hard. Although it may be slightly more completable with a group of 12 L20 characters controlled by high twitch skilled players, it is not likely to ever be completed.

Normal might be completable using the brute strenght method that we tried previous to the "fix". I still highly doubt that anyone will be capable of completing the puzzles even with the proposed changes.

There needs to be more work done to correct the issues with this quest. The only reason I am still paying (and not playing) is that I am waiting for the devs to un-"fix" this raid. If they implement the current proposed changes I'll give it 10 more attempts with the best players I can find (as if the first 38 attempts pre and post fix without completing it were not good enough). If I cannot beat it with 10 solid attempts, I will be posting my goodbye post on the forums.

GrayOldDruid
12-10-2007, 02:57 PM
The point being that a +1 burst of gr. bane bow is easier to find than a +2 or +3 or +4 or +5 version of the same weapon... so these arrows would allow you to use the +1 weapon as if it were the +2 or +3, etc weapon.... which means being able to have a weapon combo greater than you'd be able to find in a chest and combined with the +3 deneith returners.

Ooh... point taken... yes... very cool.

Still, adding in something other than a +1 to hit/dmg for all those APs would be nice.

lvl 2 True Strike adds x1 crit multiplier
lvl 3 adding "Acid" or "Shock" or "Flaming" or "Frost" to the arrows would be cool. Have that add 1d6 elemental damage to the arrows.
lvl 4 True Strike adds +1 crit range (stacks)
lvl 5 add +1d6 to the elemental damage.

I've always felt a bit non-plussed by spending 6 action points for a +1 anything...


Yes, but those Flame Arrows go away quick. I love them too, but these are very nice. Maybe future versions will give us a selectable 1d6 elemental damage option for them since we can't add spells to them like the PrC can.

These arcane arrows will drop at quest end as well... .. then again, you're right, the arcane arrows are 100&#37; returning... (doah!)

Glacier123
12-10-2007, 03:03 PM
Ooh... point taken... yes... very cool.

Still, adding in something other than a +1 to hit/dmg for all those APs would be nice.

lvl 2 True Strike adds x1 crit multiplier
lvl 3 adding "Acid" or "Shock" or "Flaming" or "Frost" to the arrows would be cool. Have that add 1d6 elemental damage to the arrows.
lvl 4 True Strike adds +1 crit range (stacks)
lvl 5 add +1d6 to the elemental damage.

I've always felt a bit non-plussed by spending 6 action points for a +1 anything...



These arcane arrows will drop at quest end as well... .. then again, you're right, the arcane arrows are 100% returning... (doah!)

So basically for levels 2 and 4 you want them to add the benefits of the deepwood sniper class?

Aesop
12-10-2007, 03:04 PM
Ooh... point taken... yes... very cool.

Still, adding in something other than a +1 to hit/dmg for all those APs would be nice.

lvl 2 True Strike adds x1 crit multiplier
lvl 3 adding "Acid" or "Shock" or "Flaming" or "Frost" to the arrows would be cool. Have that add 1d6 elemental damage to the arrows.
lvl 4 True Strike adds +1 crit range (stacks)
lvl 5 add +1d6 to the elemental damage.

I've always felt a bit non-plussed by spending 6 action points for a +1 anything...



These arcane arrows will drop at quest end as well... .. then again, you're right, the arcane arrows are 100% returning... (doah!)



um... not so keen on the True Strike Adds stuff ... but

lvl 2 2d6 Elemental damage shots
lvl 3 3d6 Elemental shots
lvl 4 2d6 Elemental AoE shots
lvl 5 3d6 Elemental AoE shots

could be nice ... one a timer use maybe :D

Aesop

Strumpoo
12-10-2007, 03:04 PM
How about an enhancement that shortens the many shot timer??:confused:

That would be SWEET! :eek::D

These new enhancements look pretty good. Be interesting to see how they turn out in a few months with the module.

I think the Arcane Archer enhancement should have some kind of elemental effect on it or something otherwise I don't really see a huge benefit to it.

Other than pack space, that is. We can get the +3's now, and with the new ranger BAB advancement on their shots, I see no need for an extra +2 to hit...


Sniper enhancement is nice.

The Tempest enhancement I haven't made up my mind about, the feat usage is a problem. But, depending on the attack speed boost it may be worth it.

One thing though, the +2 to AC is pointless. If you are dual wielding weapons, you are getting hit, UNLESS you are dodging around. Your AC is doing nothing for you since it is probably at 32-38. Which is an autohit for mobs in high level quests. So could we get rid of the + 2AC and put something in there that actually will have an effect in level 14-16 quests? Just a thought.

I do like ideas though Devs, keep em coming.

Serpent
12-10-2007, 03:07 PM
NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Point Blank Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.
[/LIST]6.8

Just in case no one noticed this. You have to be either an elf, multi classed with wiz, sorc, bard or take mental toughness to benefit from this. Being just a ranger is not going to cut it. Mental toughness is a real feat bummer, but if you want this its probably worth it to you.

Also the stock on elf ranged fighters just went up.

Dirkan
12-10-2007, 03:12 PM
Please, if I am loading into a quest, Arcane Arrow is before even buffing!!

Come on! Its awesome... don't quibble over the small stuff, be happy we got coolness for ranged!!

Of course, i do that now with my Flame Arrow wand.... zone in... equip wand, create arrows (failing UMD 50% at the moment...), load those arrows....

This is wonderful!

I am not complaining about creation of the arrows, I was simply agreeing with another poster asking for the auto load to work as I will have none in my quiver. I don't want to zone into an instance, get attacked, have to create my arrows, find my arrows in a random empty space in my backpack, equip the arrows to begin the fight. Granted there aren't many zones that start fighting right away why not ask them to fix this why they are on it?

Yaga_Nub
12-10-2007, 03:19 PM
One note:
I changed one of the prereqs for Arcane Archer midway through development, and it seems I didn't update the release notes properly.

Arcane Archer requires Point Blank Shot and Weapon Focus: Ranged, not Precise Shot. Early feedback recommended the change as Precise Shot becomes somewhat obsolete when Rangers pick up their free Improved Precise Shot. I'll see if I can get those notes updated.

E,

Can you check the prereqs for Deepwood Sniper?

It doesn't really make sense for Arcane Archer and Deepwood Sniper to have the same prereqs and having point blank shot be a prereq for a sniping enhancement doesn't make sense either. A sniper hits from long range so why would I want PBS?

GrayOldDruid
12-10-2007, 03:22 PM
So basically for levels 2 and 4 you want them to add the benefits of the deepwood sniper class?

Not necessarily... but Something...

lvl 2 True Shot becomes +25 or +2d6 damage
lvl 4 True Shot becomes +30 or +3d6 damage

Something besides +1 to hit/dmg being ALL of it.

GrayOldDruid
12-10-2007, 03:24 PM
um... not so keen on the True Strike Adds stuff ... but

lvl 2 2d6 Elemental damage shots
lvl 3 3d6 Elemental shots
lvl 4 2d6 Elemental AoE shots
lvl 5 3d6 Elemental AoE shots

could be nice ... one a timer use maybe :D

Aesop

Sweet! Much better idea. Especially the AOE... (like I need more aggro)

Anything besides JUST +1 to hit/dmg would be good. +1 for 4 AP is not an incentive to take the higher levels in this.

I suppose we don't know the AP costs yet, but unless they are all 2 AP (lvls 2-5) then.... pffth.

skyking613
12-10-2007, 03:29 PM
Fixed with Eladrin's comments and combined for ya Q. :)

NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Ranged, Point Blank Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Arrows are bound, conjured in stacks of 100, destroyed on adventure exit, and 100&#37; returning. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit (30 second cooldown timer for Truestrike).

Unless it's not supposed to be combined if Elven Rangers need to take only one line only...


Now if they are 100% returning why would we need a stack of 100??

GeneralDiomedes
12-10-2007, 03:30 PM
um... not so keen on the True Strike Adds stuff ... but

lvl 2 2d6 Elemental damage shots
lvl 3 3d6 Elemental shots
lvl 4 2d6 Elemental AoE shots
lvl 5 3d6 Elemental AoE shots

could be nice ... one a timer use maybe :D

Aesop

That should probably require the ability to cast Fireball or the Orb line of spells.

Mad_Bombardier
12-10-2007, 03:30 PM
Now if they are 100% returning why would we need a stack of 100??So you can Manyshot with 2, 3, or 4 arrows. And in case items in your backpack are destroyed from an enemy Flamestrike or other area spell.

Aesop
12-10-2007, 03:37 PM
That should probably require the ability to cast Fireball or the Orb line of spells.

nah because a Fireball does more damage than that... that's why I had them be a little lower on the damage potential... and you are spending things for this... dunno a balance could be found I'm sure

Aesop

Talon_Moonshadow
12-10-2007, 03:37 PM
My WF Rgr6 has been debating taking a lvl of Sor for awhile now.....thx for making the choice easy.
repair wands, light repair spell, shield spell, flame arrow wands.....and now Arcane archer enhancement line......yep.

And my Elf Ranged specced Ftr10 seems to be able to just spend one AP on elven arcanum which he doesn't need, but that will open up the arcane archer line for him as well............awesome!

Kerr
12-10-2007, 03:42 PM
Now if they are 100% returning why would we need a stack of 100??

In case some are destroyed by spells, combat, etc. 100 arrows is a nice round number.

Yaga_Nub
12-10-2007, 03:43 PM
My WF Rgr6 has been debating taking a lvl of Sor for awhile now.....thx for making the choice easy.
repair wands, light repair spell, shield spell, flame arrow wands.....and now Arcane archer enhancement line......yep.

And my Elf Ranged specced Ftr10 seems to be able to just spend one AP on elven arcanum which he doesn't need, but that will open up the arcane archer line for him as well............awesome!

Talon, you might think of taking Wiz instead of Sorc unless you have your CHA higher than 6.

Wiz gives you a free meta-magic feat so you could take extend or my new favorite eschew materials.

maddmatt70
12-10-2007, 03:48 PM
If you are an elf, but you can not cast spells i.e. you dont have a class that gives you spell casting ability or you dont have enough levels in a class to cast spells (ex. ranger or paladin) can you use the elven arcane archer feat if you just take elven arcanum I.. This would benefit elves as a race by the way if it were true.... This is more about usage then it is about qualifying because you can clearly qualify for it....

cdbd3rd
12-10-2007, 03:48 PM
Now if they are 100% returning why would we need a stack of 100??

Shhh.....

So we can break them up and sell them one at a time. :D

arcanehealer
12-10-2007, 03:48 PM
The Level Cap has increased to 16!
cure critical wounds mass
Conjuration
Level: Clr 8
Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d8 +1 per caster level (max +20). Undead who make a successful Will save reduce the damage by half.
Firestorm
Evocation
Level: Clr 8
A storm causes an area to become shot through with sheets of roaring flame, causing 1d6 per caster level fire damage to targets in its area.
Inflict Critical Wounds, Mass
Level: Clr 8
Casts Inflict Critical Wounds on multiple targets at range inflicting 4d8 +1 per caster level (max +20) damage or healing undead a like amount. A successful Will save reduces the damage by half.
Summon Monster VIII
Conjuration (Summoning)
Level: Clr 8, Sor/Wiz 8
Summons a bezekira to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 8 minutes
Seek Eternal Rest
Conjuration
Level: Clr 2, Pal 1
Grants a +4 Sacred bonus to level for the purposes of turning undead.

did you list them all or will there be more

GeneralDiomedes
12-10-2007, 03:50 PM
nah because a Fireball does more damage than that... that's why I had them be a little lower on the damage potential... and you are spending things for this... dunno a balance could be found I'm sure

Aesop

If they required some arcane levels instead of just mental toughness, then perhaps the arcane archer progression could allow something like

AA III
- +1 returning fire arrows or +3 returning arrows or 5 +1 fireball arrows/rest at caster level
AA IV
- +2 returning fire arrows or +4 returning arrows or 10 +2 fireball arrows/rest at caster level

etc.

Mad_Bombardier
12-10-2007, 03:50 PM
If you are an elf, but you can not cast spells i.e. you dont have a class that gives you spell casting ability or you dont have enough levels in a class to cast spells (ex. ranger or paladin) can you use the elven arcane archer feat if you just take elven arcanum I.. This would benefit elves as a race by the way if it were true.... This is more about usage then it is about qualifying because you can clearly qualify for it....Elven Arcanum I requires Wizard level 1. So, no. You can be just an elf with Mental Toughness, which opens up the specialty to Elven Clerics and Paladins.

Coldin
12-10-2007, 03:53 PM
Here's a thought about the returning arrows from Arcane Archer. Instead of them being destroyed upon exiting the adventure, instead they're Enhancement Restricted? That way a person could only use them if they still had the Arcane Archer enhancement, and stop people from trying to just switch it in then switch it back out.

Kerr
12-10-2007, 03:55 PM
Here's a thought about the returning arrows from Arcane Archer. Instead of them being destroyed upon exiting the adventure, instead they're Enhancement Restricted? That way a person could only use them if they still had the Arcane Archer enhancement, and stop people from trying to just switch it in then switch it back out.

I like that, just as long as it's not UMD-able.

maddmatt70
12-10-2007, 03:58 PM
Elven Arcanum I requires Wizard level 1. So, no. You can be just an elf with Mental Toughness, which opens up the specialty to Elven Clerics and Paladins.

That is too bad. I thought they might have the opportunity here to really benefit elves which in metagaming terms they should and it kind of makes sense from the sense of elves' mystical nature as elves wouldn't need to meet the prerequistes of other classes without taking a penalty to base attack (from multiclassing) or having to take many levels of ranger for the better ranger version. I have a 12 fighter 2 ranger elf character by the way...

Coldin
12-10-2007, 04:04 PM
I like that, just as long as it's not UMD-able.

Nah, it wouldn't be. It would be more like how Docents are Race Absolutely Required, with no UMD to overcome.

At least this way you'd save the people that invested in the feats and enhancements the frustration of constantly having to recreate and re-equip the arrows.

Mad_Bombardier
12-10-2007, 04:11 PM
That is too bad. I thought they might have the opportunity here to really benefit elves which in metagaming terms they should and it kind of makes sense from the sense of elves' mystical nature as elves wouldn't need to meet the prerequistes of other classes without taking a penalty to base attack (from multiclassing) or having to take many levels of ranger for the better ranger version. I have a 12 fighter 2 ranger elf character by the way...It only takes 4Ranger to get spellcasting and access to Mental Toughness. In your case, you could take 2 more Ranger levels and Mental Toughness with your L18 feat when the level cap goes up again. But, you wouldn't be able to take Arcane Archer until then. :(

Pecky
12-10-2007, 04:14 PM
On a completely separate note, whats the chances of getting Lesser Restoration potions fixed so that they do not act as a spell (thus disallowing you to use them while raged)?

For a barbarian, this is one of the most annoying bugs in the game.

Lorien_the_First_One
12-10-2007, 04:17 PM
On a completely separate note, whats the chances of getting Lesser Restoration potions fixed so that they do not act as a spell (thus disallowing you to use them while raged)?

For a barbarian, this is one of the most annoying bugs in the game.

Agreed

Talon_Moonshadow
12-10-2007, 04:18 PM
Talon, you might think of taking Wiz instead of Sorc unless you have your CHA higher than 6.

Wiz gives you a free meta-magic feat so you could take extend or my new favorite eschew materials.

Actually, he has 10 in Int and Cha. Might be good advice. Extend is real nice for rangers. Plus repair is a class skill for Wiz. Thx.

Talon_Moonshadow
12-10-2007, 04:30 PM
Elven Arcanum I requires Wizard level 1. So, no. You can be just an elf with Mental Toughness, which opens up the specialty to Elven Clerics and Paladins.

Your right, I was confusing it with Elvem Arcane Fluidity witch always shows up as an enhancement option for my elf fighters, even though it does them no good whatsoever...... :(

skyking613
12-10-2007, 04:33 PM
"Adventurers using ranged attacks will now be able to get a better aim while standing still, than when moving. Ranged combat now has an attack bonus progression while the player is standing still, similar to melee combat. Moving while attacking will interrupt the progression of attack bonuses. "


Does this mean When standing still your BAB: 14\14\19\24\24\24\24\24\24\24\24..... Until you move?

Lillitheris
12-10-2007, 04:43 PM
One thing though, the +2 to AC is pointless. If you are dual wielding weapons, you are getting hit, UNLESS you are dodging around. Your AC is doing nothing for you since it is probably at 32-38. Which is an autohit for mobs in high level quests. So could we get rid of the + 2AC and put something in there that actually will have an effect in level 14-16 quests? Just a thought.

32-38 you said? :D
Uhh... Self-buffed AC for a robe wearing dex-Ranger at level 16:

10 Base
14 Dex (38)
8 Armor Bracers
5 Barkskin
5 Deflection
4 Shield Clicky
3 Chattering Ring
2 Tempest
1 Dodge
1 TWF Defense
1 Haste Potion
= 54 AC

Optimal:
54 +
4 Paladin Aura
3 Favored Enemy Defense III
2 Recitation
2 Defensive Fighting
4 Tumbling
= 69 AC

However I'm very underwhelmed by the Tempest line. I'd have to swap out both WF: Piercing and TWF Defense to fit Mobility and Spring Attack in there. End result: +1 AC, yet unknown attack speed increase (probably in the 10-15% range), -1 to-hit and a useless feat (Mobility). Woo-frickin-hoo.

The_Phenx
12-10-2007, 04:45 PM
I guess no one heard me the first 10 times that I said the proposed changes to the Abbott are not good enough.



Agreed but at least we will be able to beat it on normal now...LOL.

They should have made the games mandatory and not the silly touch.

ALTHOUGH he is a wannabe-god and shouldn't be too easy to kill

GrayOldDruid
12-10-2007, 04:47 PM
Actually, he has 10 in Int and Cha. Might be good advice. Extend is real nice for rangers. Plus repair is a class skill for Wiz. Thx.

You need 10 +spl level to actually cast spells, so you would need an 11 to cast lvl 1 spells, 12 for lvl 2... etc.

Kerr
12-10-2007, 05:22 PM
32-38 you said? :D
Uhh... Self-buffed AC for a robe wearing dex-Ranger at level 16:
10 Base
14 Dex (38)
8 Armor Bracers
5 Barkskin
5 Deflection
4 Shield Clicky
3 Chattering Ring
2 Tempest
1 Dodge
1 TWF Defense
1 Haste Potion
= 54 AC


That's a nice Dex there. What are your other stats?

Pellegro
12-10-2007, 05:52 PM
That's a nice Dex there. What are your other stats?

Is 38 dex even possible???

Start 20
Lvl ups (4/8/12) to 23
Enhancments - Elf (+2)/ranger(+3) to 28
Tome (+3) to 31
Item (+6) to 37

Am I missing something? Can you get +7 stat mod items now?

MysticTheurge
12-10-2007, 05:55 PM
It doesn't really make sense for Arcane Archer and Deepwood Sniper to have the same prereqs and having point blank shot be a prereq for a sniping enhancement doesn't make sense either. A sniper hits from long range so why would I want PBS?

Because DDO doesn't have range increments and therefore it doesn't have Far Shot. But it needs some other kind of prerequisite to give it balance.


Extend is real nice for rangers.

Since the change Extend is ok for rangers. It's not that great any more. Just as a heads up.

Eschew Materials on the other hand could be pretty nice. Minimal SP increase in exchange for backpack space.

Pellegro
12-10-2007, 05:57 PM
Tempest looks great, but why not a level 2 with a prereq of Ranger 12?

Cheers.

BigBadBarry
12-10-2007, 06:01 PM
NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding.


Having capped an original Tempest TWF'ing Ranger I must say I was pretty disappointed to see the Tempest line linked to Spring Attack - which really has nothing to do with TWF.

Strumpoo
12-10-2007, 06:09 PM
32-38 you said? :D
Uhh... Self-buffed AC for a robe wearing dex-Ranger at level 16:

10 Base
14 Dex (38)
8 Armor Bracers
5 Barkskin
5 Deflection
4 Shield Clicky
3 Chattering Ring
2 Tempest
1 Dodge
1 TWF Defense
1 Haste Potion
= 54 AC

Optimal:
54 +
4 Paladin Aura
3 Favored Enemy Defense III
2 Recitation
2 Defensive Fighting
4 Tumbling
= 69 AC

However I'm very underwhelmed by the Tempest line. I'd have to swap out both WF: Piercing and TWF Defense to fit Mobility and Spring Attack in there. End result: +1 AC, yet unknown attack speed increase (probably in the 10-15% range), -1 to-hit and a useless feat (Mobility). Woo-frickin-hoo.


Ok...riiiight..

Because we all have +8 ac bracers (are these even in game?), I have seen +7's but +8's???

Not many TWF rangers take Two Weapon Defense.

Not many have the Chattering Ring.

No one has a 38 dex... not sure how that's possible..? Please correct me if I am wrong.. Most are at 34 to maybe 36 on the super high end rangers. I am talking an average player Ranger, not the uber leetz version.. Lets face it, most rangers when TWF will be in the AC ranges I described. And at that range AC doesn't matter. I do realize there are some out there that are "optimized" but they are few and far between. ;)

GeneralDiomedes
12-10-2007, 06:21 PM
Is 38 dex even possible???

Start 20
Lvl ups (4/8/12) to 23
Enhancments - Elf (+2)/ranger(+3) to 28
Tome (+3) to 31
Item (+6) to 37

Am I missing something? Can you get +7 stat mod items now?

Notice he said a lvl 16 ranger ..

Start 20
Lvl ups (4/8/12/16) to 24
Enhancements +5 to 29
Tome +3 to 32
Item +6 to 38

Lorien_the_First_One
12-10-2007, 06:21 PM
Is 38 dex even possible???

Start 20
Lvl ups (4/8/12) to 23
Enhancments - Elf (+2)/ranger(+3) to 28
Tome (+3) to 31
Item (+6) to 37

Am I missing something? Can you get +7 stat mod items now?

+7s may show up in the next mod but he's prob adding the +1 for the L16 levelup.

All in all though, very few could hit that total for Dex or for the other items he listed...you would have to grind to death to get all that.

Kerr
12-10-2007, 06:22 PM
NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding.


Having capped an original Tempest TWF'ing Ranger I must say I was pretty disappointed to see the Tempest line linked to Spring Attack - which really has nothing to do with TWF.

Clearly there should be additional levels, since they call it a I tier level, so when do we hear about it Eladrin?

MysticTheurge
12-10-2007, 06:36 PM
Having capped an original Tempest TWF'ing Ranger I must say I was pretty disappointed to see the Tempest line linked to Spring Attack - which really has nothing to do with TWF.

The Prestige Class (from Complete Warrior), on which this Tempest is based, requires Spring Attack. Thus the requirement for the correlating PrE.

MysticTheurge
12-10-2007, 06:37 PM
Clearly there should be additional levels, since they call it a I tier level, so when do we hear about it Eladrin?

I doubt we'll see second tiers for Tempest or Deepwood Sniper in Mod 6.

But we are supposed to get some Tier II Way of ... enhancements for rogues. Eh Eladrin?

Eladrin
12-10-2007, 06:44 PM
Clearly there should be additional levels, since they call it a I tier level, so when do we hear about it Eladrin?
Most enhancements are marked with a tier, even if there's only one. See "Paladin Divine Righteousness I". It's planning ahead for the future. (The Faith enhancements are one of the few that aren't written like that, but even they were originally "Paladin Faith I: Follower of the Sovereign Host" and the like, but that was really long so we trimmed them.)

There might be a Tempest II in the future, that might offer an alternate way to acquire the benefits of Superior Two Weapon Fighting, to solve that problem, but may end up as something else entirely. It's still in the early debate/balancing stage.


But we are supposed to get some Tier II Way of ... enhancements for rogues. Eh Eladrin?
Pushed out to Mod 7, to make sure that they're as good as we want them to be. Mechanic II will be much better for the additional time. M7 will likely be called a "Rogue / Paladin love" module, if this one was Rangers.

Kerr
12-10-2007, 06:46 PM
I doubt we'll see second tiers for Tempest or Deepwood Sniper in Mod 6.

But we are supposed to get some Tier II Way of ... enhancements for rogues. Eh Eladrin?

We have listings for the Arcane Archer enhancements up through level 20. Why not have the Tempest enhancements through level 20 listed as well?

Symar-FangofLloth
12-10-2007, 06:48 PM
Oversized TWF ftw! Now we just need to find something else to bug them to add, hmm...

Many, many good changes coming up.

Symar-FangofLloth
12-10-2007, 06:49 PM
We have listings for the Arcane Archer enhancements up through level 20. Why not have the Tempest enhancements through level 20 listed as well?

Because Arcane/Elven Archer is easy to figure out the higher tiers? I doubt we'll see the other enhancements end up with 5 tiers, and this only does to get the bonus that high.

Kerr
12-10-2007, 06:50 PM
There might be a Tempest II in the future, that might offer an alternate way to acquire the benefits of Superior Two Weapon Fighting, to solve that problem, but may end up as something else entirely. It's still in the early debate/balancing stage.

Pushed out to Mod 7, to make sure that they're as good as we want them to be. Mechanic II will be much better for the additional time. M7 will likely be called a "Rogue / Paladin love" module, if this one was Rangers.

Well that answers that at least, it's not currently designed, but may have something bigger in the future? I am hoping that you guys develop the higher Tier stuff to be requiring a heavier investment in a single class. I'm sick of seeing so many melees pick up Rogue 2 / Paladin 3 and other combinations. The pure classes should really get something for sticking to their class.

Good to hear Mod 7 will get the Paladins so much help, their class is really hurting right now I think. Rogues could definately use it, but sadly unless all the existing quests are changed they'll only really be desirable on the quests that are designed to make having a Rogue more helpful.

Coldin
12-10-2007, 06:52 PM
Pushed out to Mod 7, to make sure that they're as good as we want them to be. Mechanic II will be much better for the additional time. M7 will likely be called a "Rogue / Paladin love" module, if this one was Rangers.

Awwwwwww.... :(

I'm glad to hear they're being improved, but Mod 7 is such a long ways off.

How about a hint of what's to come for rogues in Mod 7?

Or maybe at least increasing the range of the current Repair Construct for Mod 6? I can't count how many times I've tried to use it on my iron defender, only to have him move 5 feet and waste my boost.

MysticTheurge
12-10-2007, 07:01 PM
M7 will likely be called a "Rogue / Paladin love" module, if this one was Rangers.

And monks, right? ;)

Kerr
12-10-2007, 07:01 PM
Or maybe at least increasing the range of the current Repair Construct for Mod 6? I can't count how many times I've tried to use it on my iron defender, only to have him move 5 feet and waste my boost.

Sounds like the Halfing Hero's Companion enhancement, which we have been told will be upped from short range to regular. Why not up this one to regular as well?

Lorien_the_First_One
12-10-2007, 07:11 PM
And monks, right? ;)

Nope, it will be more like "you call THAT a monk? What kind of crappy implimentation is that!?!?! Have you read the PHB/DMG Don't you know you missed the key feats of uberness that we were all waiting for? And why does XXX work like that? It's supposed to work like YYY!!! Don't you people hire anyone that knows what they are doing?...and so on..."


Well, at least that will be the forum feedback. I'm sure L1 Monks will be running around everywhere in game 1-2 minutes after release.

DasLurch
12-10-2007, 07:15 PM
Most enhancements are marked with a tier, even if there's only one. See "Paladin Divine Righteousness I". It's planning ahead for the future. The Rogue enhancements have been pushed out to Mod 7, to make sure that they're as good as we want them to be. Mechanic II will be much better for the additional time. M7 will likely be called a "Rogue / Paladin love" module, if this one was Rangers.


Ahhh the old double sided coin....

I'm blown over about the new rogue/pally stuff (been waiting to make a pally), but I was hoping Mod 7 was going to be more along the lines of "The End of All the We Want Monks!!!" threads...

Still thanks for the tantalizing tidbit :)

salmag
12-10-2007, 08:43 PM
Weekly Development Activities

NEW The deepwood sniper enhancement is an active feat that lets you let loose your next shot with an arrow that has +4 to hit, +1 to critical threat range, and +1 to the critical damage multiplier. This ability can be performed every 10 seconds and works in conjunction with many shot, improved precise shot, and whatever bow/arrow effects are in play.[/LIST]Enhancements
New Enhancements:
NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Point Blank Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.
NEW Ranger Arcane Archer II:
Prereqs: Ranger level 9, Ranger Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.
NEW Ranger Arcane Archer III:
Prereqs: Ranger level 12, Ranger Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.
NEW Ranger Arcane Archer IV:
Prereqs: Ranger level 15, Ranger Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.
NEW Ranger Arcane Archer V:
Prereqs: Ranger level 18, Ranger Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
NEW Elven Arcane Archer II:
Prereqs: Elf level 11, Elven Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.
NEW Elven Arcane Archer III:
Prereqs: Elf level 14, Elven Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.
NEW Elven Arcane Archer IV:
Prereqs: Elf level 17, Elven Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.
NEW Elven Arcane Archer V:
Prereqs: Elf level 20, Elven Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
NEW Ranger Deepwood Sniper I:
Prereqs: Ranger 6, Point Blank Shot, Weapon Focus: Ranged, Ranger Hide 2, Ranger Move Silently 2, Ranger Spot 2.
Benefit: Grants a +1 bonus to Hide, Move Silently, and Spot. Also grants the ability to take an aimed 'sniper shot' with a +4 bonus to hit, +1 critical threat range, and +1 critical threat multiplier.
NEW Ranger Tempest I:[LIST]
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding.

WOW. I am so...... disenchanted :( The Arcane Archer enhancements are......... disappointing :(
There are NO area of effects, Just additional to hit/damage bonus. Arcane Archer in PnP was so much more powerful than this joke. And I am very saddened to see the True Strike garbage. So you get one good shot in with minimal damage, not impressive.

The Deepwoods Sniper should get the True Strike capability, the Arcane Archer should get a choice of a fireball, ball of lightning, Snowball, Soundburst, or acid splash effect. Also, the manyshot cooldown timer should still be lowered to 20-30 secs.

AND if melee types flame this thread, remember they can always take range feats TOO.

QuantumFX
12-10-2007, 08:44 PM
Pushed out to Mod 7, to make sure that they're as good as we want them to be. Mechanic II will be much better for the additional time. M7 will likely be called a "Rogue / Paladin love" module, if this one was Rangers.

I'm already calling it - Module 6: Thank goodness that I saved all my Dragonshards from last time the servers died. ;)


Since the change Extend is ok for rangers. It's not that great any more. Just as a heads up.

Eschew Materials on the other hand could be pretty nice. Minimal SP increase in exchange for backpack space.

However Extend just rules for Dragonmarked Elven Rangers...

Qzipoun
12-10-2007, 08:48 PM
And monks, right? ;)

Monks are a myth :p

VonBek
12-10-2007, 08:52 PM
(Unless, they're planning to switch to a system where rangers have to choose their weapon style.)

Don't you think the feat prereqs encourage specialization, without pushing it overtly? Pretty nice if I can tune a character for a speciality, or remain a generalist.


I mean I know Mobility kinda sucks right now but still [it] gives AC while Tumbling ...

I tumble more than a little. (My character once tossed his cookies from it.) So it might not be good for everyone, but it's not bad for everyone, either.

RemoJr
12-10-2007, 09:02 PM
hazzah! oversized TWF! Now if only we had the monkey grip feat. Then my dual greatsword weilding barbarian can live! muahahahahaha! :) (Yes, i know monkey grip wouldn't actually let him weild 2 greatsword, but a large bastard sword is very close to a greatsword)

MysticTheurge
12-10-2007, 09:53 PM
Don't you think the feat prereqs encourage specialization, without pushing it overtly? Pretty nice if I can tune a character for a speciality, or remain a generalist.

I just meant, since the enhancement requires Ranger 6 and every single sixth level ranger has TWF and ITWF it's kind of redundant to list them as enhancement prerequisites.

Unless there's the potential to go to a choose-your-style system like in D&D, in that case 6th level rangers would either have those two feats or the two ranged feats.

QuantumFX
12-10-2007, 10:19 PM
Eladrin, Quarion or Codog (if you're watching): I've got a crazy question for you... Can a surface elf ranger take both a ranger "way of" enhancement and Elven Arcane Archer? (Some people are asking about this in the ranger forums.)

gpk
12-10-2007, 11:27 PM
Pushed out to Mod 7, to make sure that they're as good as we want them to be. Mechanic II will be much better for the additional time. M7 will likely be called a "Rogue / Paladin love" module, if this one was Rangers.

Does that mean Paladins aren't even going to get a simple ro add spell like Righteous Fury and Righteous Aura by Mod6? Those 2 little spells don't introduce ANY new mechanics for spell.(leave out R. Aura. pally explosion)
By the time mod7 rolls around, it will have been one full year if not more since Paladins got many abilities reduced and enhancements pushed back for the sake of balance in mod4.

The way it seems to me : the class most in need of any kind of "love" gets it last and others "more powerful" classes get it 1st. That makes really very little sense to me. No other class has had so much taken away and changed without getting anything in return. Heck even my Ranger buddies feel that they're better off that Paladins are since mod4, so why wasn't the Paladin class the focus of Mod6? Kinda funny everyone kept saying "Oh plenty more time for them to announce stuff" "Plenty more WDAs to come".

Is there really no easy way to throw us a bone or two before Mod7? 12 months is an awful long time to go from nerf to un-nerf, that's really very discouraging :(

SteeleTrueheart
12-11-2007, 12:53 AM
For the Paladins maybe just a reworking of the Action Point costs. Thanks.

MysticTheurge
12-11-2007, 05:27 AM
Eladrin, Quarion or Codog (if you're watching): I've got a crazy question for you... Can a surface elf ranger take both a ranger "way of" enhancement and Elven Arcane Archer? (Some people are asking about this in the ranger forums.)

Ooh good question.

Hakushi
12-11-2007, 06:52 AM
M7 will likely be called a "Rogue / Paladin love" module, if this one was Rangers.

Oh great, I can't see what these changes will be. :D :D :D

Cowdenicus
12-11-2007, 07:16 AM
/cough

Cleric Love????

/cough cough

Serpent
12-11-2007, 07:23 AM
/cough

Cleric Love????

/cough cough

They got that in mod 4 and 5 along with all other casters. I can solo Vol with only using one shrine with my cleric And I don't even care that the mobs are immune to fire.

Cowdenicus
12-11-2007, 07:31 AM
They got that in mod 4 and 5 along with all other casters. I can solo Vol with only using one shrine with my cleric And I don't even care that the mobs are immune to fire.

You have to use a shrine????

Well I guess not everybody has a ghost touch disruptor. (or 2)

honkuimushi
12-11-2007, 07:34 AM
First off, thanks for the information and the effort everyone put into this. This module has more things that I've been waiting for since any I can remember, except maybe 1. Now down to business.

Topic 1: Tempest Ranger

First, what type of bonus is the +2 to AC? Does it stack with TW Defense or the shield spell?

Next, one of the majore bonuses of the Tempest is the decrease in the TWF penalty. I was hoping to see a -1 reduction. Will we see this in later enhancements.


Topic 2: Arcane Archer

I like the initial enhancement, but I'm a little underwhelmed by the later additions. There aren't any AP costs listed, but any more than 1AP per increase seems pretty steep. At the same time, abilities like Imbue Arrow, Hail of Arrows, and Arrow of Death are nowhere to be found. While Imbue Arrow and Hail of Arrows might simply be an aggro magnet with the HPs the monsters have in this game, Arrow of Death would be a great addition to Arcane Archer V. And, in exchange for Imbue Arrow and Hail of Arrows, how about the ability to choose an element to add to your arcane arrows, 1 element/ enhancement step for enhancement levels 2 -4? So if you take Arcane Archer II, you might choose Electricity. At Arcane Archer III, you might choose cold. All elements add 1d6 and only 1 element can be added per arrow, Though you could make separate stacks. So the above character could have a stack of +3 Electric Arrows and another stack of +3 Cold Arrows.

I would also like to see Flame Arrow work with non elemental Arcane Arrows. At level 5, an archer with an arcane level can use a wand of Flame Arrow to create 50 arrows/ 1 Normal arrows. 100 normal arrows make 5000 flame arrows. And as long as you have a +1 bow, you have a better to hit and do more damage than you would with Arcane Arrows. 5000 arrows is also usually enough for any 1 quest. If you can't use Flame Arrow, +3 Arcane Arrows are barely better that +3 Sturdy Denieth Arrows. They do free up some inventory space, but the number of APs and the levels required seem very expensive for little return.


Topic 3: Oversized TWF

The PnP feat requires 13 STR, DDO Requires 12 STR. Why the difference? I'm not complaining, just curious.


That's all I have right now. I look forward to any information you could give me. Keep up the good work.



@Mystic Theurge
Why is Extend Spell less useful for Rangers? I've been gone awhile and I don't have any Rangers with Extend. I would assume Extend still allows you to Extend your Ranger spells. That's the only use for it I could think of.

Serpent
12-11-2007, 07:50 AM
You have to use a shrine????

Well I guess not everybody has a ghost touch disruptor. (or 2)

Well I don't have to use a shrine but I do. I have done it without a shrine. Swinging a wep, why would I do that. BTW he's a battle cleric with str 26 and wis 26 so don't tell me a pure heal cleric can do it. It is the caster ability. You have clerics go try it. Then tell me metamagics aren't a little over powered.

gpk
12-11-2007, 08:15 AM
Well I guess not everybody has a ghost touch disruptor. (or 2)

That's cause a ghost touch disruptor actually is slower and exposes you to more harm.

gpk
12-11-2007, 08:20 AM
@Mystic Theurge
Why is Extend Spell less useful for Rangers? I've been gone awhile and I don't have any Rangers with Extend. I would assume Extend still allows you to Extend your Ranger spells. That's the only use for it I could think of.

Because of the changes to the mod 5 metamagics.
Extend used to be 1.5X sp cost for double duration

Now its +10 SP for double duration
Arguably the rangers best spells (and paladins) are level 1 spells and Extend cost the same amount of SP as casting it twice, but you gave up a feat for not casting it twice. Difference being all the ranger spell are 1 minute /level (as Ram's might is likely to be) whereas Divine Favor is a fixed 1 minute duration...

Cowdenicus
12-11-2007, 08:21 AM
Well I don't have to use a shrine but I do. I have done it without a shrine. Swinging a wep, why would I do that. BTW he's a battle cleric with str 26 and wis 26 so don't tell me a pure heal cleric can do it. It is the caster ability. You have clerics go try it. Then tell me metamagics aren't a little over powered.

pure heal clerics can do it. Positive energy ftw....

honkuimushi
12-11-2007, 08:33 AM
Thanks, gpk. I remember that, I just didn't think through what it would mean for level 1 spells. Of course Barkskin is level 2 and I usually don't extend resists most of the time. I had forgotten about Ram's. I guess level 1 and 2 extends got more expensive while level 3 were unchanged and anything level 4 or above is cheaper, right? But anything above level one is cheaper than casting it twice. Of course if you go the arcane archer route, Wizards can choose Extend as a bonus feat. It does make extending shield less attractive though.

Now all we need is Practiced Spellcaster.

bobbryan2
12-11-2007, 08:53 AM
I was pretty happy with Deepwood sniper until I saw the actual implementation. The requirements are some hodge podge of reqs that don't make any sense, and some reqs that make sense if you go around and around the bush trying to make them make sense, and none that really fit perfectly.

Weapon Focus : Ranged - I get this feat. It makes sense that if you're sniping you should have some kind of focus in ranged weapons. But as far as that goes, it seems like any ranged feat should work here: Improved Critical Ranged, Weapon Specialization (which I tink you need focus for anyway), etc. So I'd let you choose between improved critical and weapon focus. But I believe that should be interchangeable on all prestigelike enhancement requirements. Weapon Focus is just a stupid feat.

Point Blank Shot : I really don't even understand that one. It's like weapon focus, but it only works at melee? This feat didn't translate all that well into Pnp, but furthermore, it doesn't make that much sense in the context of a sniper. Shot on the run at least makes a little more sense, but I'd drop it entirely.

Hide/Stalk + 2 : I guess it makes sense in a perfect world... but snipers in DDO wouldn't hide, and they wouldn't stalk... and even if they did, they wouldn't be able to take an enemy out in one shot in DDO. Why would you have us enhance skills we're never going to use just because 'snipers in the real world' would need this.

Spot +2 : Sure, why not.

Maybe it's just the fact that rangers get most of the bow feats for free, and you have to require half of the non-free ones for a ranged prestige class. But Rangers aren't fighters, and don't have a lot of free feats... right now this prestige class requires 2 useless feats and 9 wasted AP.

At least make the sniper enhancement awesome. :) Make it a toggle feat that fires an awesome arrow every 10 seconds.

MysticTheurge
12-11-2007, 08:58 AM
I guess level 1 and 2 extends got more expensive while level 3 were unchanged and anything level 4 or above is cheaper, right? But anything above level one is cheaper than casting it twice.

Yes.

Wulf_Ratbane
12-11-2007, 09:06 AM
Prerequisites: Str 12, Two-Weapon Fighting
Benefit: When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand. (Essentially, you gain the +2 bonus for wielding a light weapon in your off-hand even if it’s not a light weapon.)
Special: Fighters may select Oversized Two-Weapon Fighting as one of their Fighter bonus feats.

I know this will sound nit-picky, but "proper" design requires a STR13 pre-requisite.

Pre-reqs should never have an even-numbered ability score, to discourage "min-maxing." The even scores already have the benefit of being the break points for ability score modifiers.

But I am sure you know this, so I'm really just pointing out a typo. :D

Eladrin
12-11-2007, 09:07 AM
Eladrin, Quarion or Codog (if you're watching): I've got a crazy question for you... Can a surface elf ranger take both a ranger "way of" enhancement and Elven Arcane Archer? (Some people are asking about this in the ranger forums.)
They're exclusive - the Elven option to take them without Ranger levels still counts as a Ranger specialty.

Talon_Moonshadow
12-11-2007, 09:09 AM
You need 10 +spl level to actually cast spells, so you would need an 11 to cast lvl 1 spells, 12 for lvl 2... etc.

True, but a +1 stat item is all he would need.

Lillitheris
12-11-2007, 09:19 AM
About the TWF Ranger AC I posted earlier... Yeah, it is supposed to show the max potential of a level 16 Tempest Ranger. And I just noticed I forgot to put a 'of Parrying' weapon in there, adding another point of AC. So that's a grand total of 70 :)

If you want a more realistic approach, here goes:

10 Base
12 Dex (easy)
6 Armor Bracers (c'mon, +5 bracers drop all the time now)
5 Barkskin
4 Deflection (everybody has one Protection +4 item)
4 Shield Clicky (readily available on the AH)
2 Tempest
1 Dodge
1 Haste potion
= 45 AC

So even the crappiest level 16 Tempest should have at least 45 AC.
Let's see what my non-uber-pimped Vibius will have at 16:

Self-buffed:
10 Base
13 Dex
7 Armor Bracers
5 Barkskin
5 Deflection
4 Shield Clicky
2 Tempest
1 Dodge
1 TWF Defense
1 Haste Potion
= 49 AC

Probable:
49 +
3 Favored Enemy Defense (Undead, Giant, Evil Outsiders, Elementals = 75% of the monsters in the game)
4 Paladin Aura
1 'of Parrying' Weapon (say, a Wounding Rapier of Parrying)
= 57 AC

Optimal:
57 +
2 Recitation
2 Defensive Fighting
4 Tumbling
= 65 AC

49 is near the breaking-point in current content. Yeah, some monsters will still hit you 100% of the time, but you'll notice a difference. 57 AC is very nice. Add Displacement & Stoneskin and you have a pure tank :D
65 AC.. well 'tis what it is.

Anyway I'm just trying to persuade people to realize the huge AC potential Dex-rangers have. A Str-based Dwarf with a high Dex can come close with the Dwarven Armor Mastery enhancements.

Missing_Minds
12-11-2007, 09:27 AM
They're exclusive - the Elven option to take them without Ranger levels still counts as a Ranger specialty.

AWW nuts. I mean I can understand why. That would be nice and powerful, but then you've broken the convention that class stacks with race. You may need to do one name only with different restrictions so you don't have this issue.

Eladrin
12-11-2007, 09:36 AM
AWW nuts. I mean I can understand why. That would be nice and powerful, but then you've broken the convention that class stacks with race. You may need to do one name only with different restrictions so you don't have this issue.
The final description of Elven Arcane Archer will clearly mention the restriction. The Elf line got added rather late in development from an idea here on the forums.

Shrazkil
12-11-2007, 09:44 AM
Weekly Development Activities

[/U][/B]New Enhancements:
NEW Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Point Blank Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.
NEW Ranger Arcane Archer II:
Prereqs: Ranger level 9, Ranger Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.
NEW Ranger Arcane Archer III:
Prereqs: Ranger level 12, Ranger Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.
NEW Ranger Arcane Archer IV:
Prereqs: Ranger level 15, Ranger Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.
NEW Ranger Arcane Archer V:
Prereqs: Ranger level 18, Ranger Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
NEW Elven Arcane Archer II:
Prereqs: Elf level 11, Elven Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.
NEW Elven Arcane Archer III:
Prereqs: Elf level 14, Elven Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.
NEW Elven Arcane Archer IV:
Prereqs: Elf level 17, Elven Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.
NEW Elven Arcane Archer V:
Prereqs: Elf level 20, Elven Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
NEW Ranger Deepwood Sniper I:
Prereqs: Ranger 6, Point Blank Shot, Weapon Focus: Ranged, Ranger Hide 2, Ranger Move Silently 2, Ranger Spot 2.
Benefit: Grants a +1 bonus to Hide, Move Silently, and Spot. Also grants the ability to take an aimed 'sniper shot' with a +4 bonus to hit, +1 critical threat range, and +1 critical threat multiplier.
NEW Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding. [U]

Since people are already complaining that arcane archer seems a bit underwhelming, lets not forget , it would be easy for developers to now add spin off enhancements from the "prestige" enhancements.

Make it a pre-req to have them show up (like arcane archer 1 pre-req) . Things like fiery arrows, or even burst arrows could be added to the at will arrow creation through this system for some AP's.

Hendrik
12-11-2007, 09:44 AM
The final description of Elven Arcane Archer will clearly mention the restriction. The Elf line got added rather late in development from an idea here on the forums.

WOOT!

Dane_McArdy
12-11-2007, 09:46 AM
The final description of Elven Arcane Archer will clearly mention the restriction. The Elf line got added rather late in development from an idea here on the forums.

An idea on the forums! No Way!

Shrazkil
12-11-2007, 09:54 AM
Incidentally.... Now that we have a True Strike mechanism in place. Any chance of adding this to the spell lists for sorcerers and wizards. Have it create an attack icon when drug to the spellbar (Memmed) , so when put in the hotkey bar works like trip/sunder/stun ETC. Give it a very brief (close wound like) cast time, and have it attack like trip/stun and cost 10 mana with an apprpriate 1st level cooldown.

GrayOldDruid
12-11-2007, 10:04 AM
Since people are already complaining that arcane archer seems a bit underwhelming, lets not forget , it would be easy for developers to now add spin off enhancements from the "prestige" enhancements.

Make it a pre-req to have them show up (like arcane archer 1 pre-req) . Things like fiery arrows, or even burst arrows could be added to the at will arrow creation through this system for some AP's.

We still don't know (haven't seen it posted) how much these will cost. Paying an additional 6 APs for an additional +1 is horrible. There are benefits, but I have failed to see where +1 is worth 6 APs on any enhancement. The only thing that scales is the cost, not the benefit.

If it was +1, +1, +2, +2, +3 it would be better, not awesome, but better, where taking the whole 5, costing (based upon others) 20 or more APs would get you a grand total of +9 instead of +5. That is 5 character LEVELS worth of action points.

If they all cost only 2 APs, then, yeah... that is a good line, but if they cost 1, 2, 4, 6, 8 - then, it is non-plussing. All the benefit is in the first one with no real enticement to take the rest - other than spending 5 levels getting +4 to hit and damage, which with bloated enemy AC and HP, is not all that much return on investment.

If you're suggesting the elemental arrows cost More APs, why not just figure it into the cost already? The arrows are Bound and drop on exiting a Quest area, so.... its not like they will be passed around. The Plus One is not worth 4 APs.... so, for 4 APs, additional +1 and 1d6 elemental damage, for 6 APs, additional +1 and 2d6 Elemental AOE (the 2d6 would be the only dmg that is AOE, not the whole arrow+str+etc and not critable) Or anything besides JUST a measly +1

Heck, with flame arrow wands, the ONLY benefit to this line is extra inventory space and the every 10 second true-strike. I don't think I'd use the arcane arrows, come to think of it... my +3 Frost bow of pure good shooting Flame Arrows is better... and I already use the inventory space... so... just the True Strike (that doesn't get any better).

MysticTheurge
12-11-2007, 10:08 AM
Paying an additional 6 APs for an additional +1 is horrible.

Wow. You don't give Eladrin much credit.

I think he's smart enough to realize that.

chemonz
12-11-2007, 10:17 AM
Two quick questions.

Do Drow count as elves for purposes of qualifying for Arcane Archer? I suspect not.

Can you also take other non-ranger enhancement lines with Arcane Archer. For example can you make a bard AA/Virtuoso?

GrayOldDruid
12-11-2007, 10:40 AM
Wow. You don't give Eladrin much credit.

I think he's smart enough to realize that.

Hey, I never said HE didn't... Just pointing things out... thinking aloud...

I don't think I could come up with a well balanced addition to make this "worth it" Lots of ideas...

But, we have the Human Versatility line for a comparison - it has +1 for 6APs, granted to any one of five different areas, which is it's additional benefit. (But why does it lock out the Rogue action boost?? I want +4 Human Versatility to hit and my Rogue speed attack at the same time!! *Whaaaa*!!)

Eladrin and the other Devs are doing awesome jobs! Especially considering that the forum members mostly just give grief... They are all awesome.

Just trying to give some feedback and maybe some ideas... brainstorming...

and I was talking to Shrazkil



Two quick questions.

Do Drow count as elves for purposes of qualifying for Arcane Archer? I suspect not.

Can you also take other non-ranger enhancement lines with Arcane Archer. For example can you make a bard AA/Virtuoso?

Yes, Drow are Elves. Dark Elves, but still Elves. and Druegar are Dwarves, Dark Dwarves, but still Dwarves.

ccheath776
12-11-2007, 10:51 AM
The final description of Elven Arcane Archer will clearly mention the restriction. The Elf line got added rather late in development from an idea here on the forums.

When you say elf. Does that include Drow as well?

Shrazkil
12-11-2007, 10:56 AM
Hey, I never said HE didn't... Just pointing things out... thinking aloud...

I don't think I could come up with a well balanced addition to make this "worth it" Lots of ideas...

and I was talking to Shrazkil






Well i had no assumptions of AP cost. I would guess its likely to be 4 point initial cost, and then 1/2/3/4 . I was only giving some re-assurance to the people who seem to be crying already.

Dariun
12-11-2007, 11:00 AM
but then you've broken the convention that class stacks with race.

Actually, they did that with Human Versatility a long time ago (doesn't stack with ranger/rogue action boost :mad:).

Mad_Bombardier
12-11-2007, 11:07 AM
[
When you say elf. Does that include Drow as well?


Yes, Drow are Elves. Dark Elves, but still Elves. and Druegar are Dwarves, Dark Dwarves, but still Dwarves.I imagine not. As we saw explained with Elven Arcanum, Drow in Eberron are less a subtype of Elves, and almost their own race. We'll have to see what comes down from the Devs, though.

MysticTheurge
12-11-2007, 11:09 AM
I imagine not. As we saw explained with Elven Arcanum, Drow in Eberron are less a subtype of Elves, but almost their own race. We'll have to see what comes down from the Devs, though.

Yah, I'm going to hope Drow don't get access to AA the way elves do. Partly cause regular elves need the help while drow don't.

Hvymetal
12-11-2007, 11:35 AM
Wow. You don't give Eladrin much credit.

I think he's smart enough to realize that. It's only horrible if you're not a Paladin I think......

MysticTheurge
12-11-2007, 11:38 AM
It's only horrible if you're not a Paladin I think......

See below:


Once M6 is up on Risia, take a look at your enhancements. You might be a little bit happier. A few have been slightly adjusted in either cost or effect.

Hvymetal
12-11-2007, 11:41 AM
See below:
I certainly hope so.....

Jesster
12-11-2007, 12:13 PM
Arcane Archers get a stack of 100 bound 100% returning arrows. (That's better than just a single 100% arrow, since if you get hit by a Flame Strike or something, a single arrow can be destroyed.)

The higher levels of the Arcane Archer enhancement free your bow up to stay at +1 with beneficial prefix/suffix combinations.

Just a quick request... could it be a choice of conjuring up arrows or bolts? There are some elves and rangers that went with repeating crossbows and it would be a godsend for them too. Mostly just in opening up more pack space, but still a cool enhancement for the odd repeater user.

Mercules
12-11-2007, 12:27 PM
Just a quick request... could it be a choice of conjuring up arrows or bolts? There are some elves and rangers that went with repeating crossbows and it would be a godsend for them too. Mostly just in opening up more pack space, but still a cool enhancement for the odd repeater user.

Hush you.... I don't even see you online anymore. :) Ok, I'd love to get returning bolts, but this is an "archer" enhancement and I'm not sure if they want to open that door. :)

VonBek
12-11-2007, 04:30 PM
An idea on the forums! No Way!

IIRC, someone mentioned how they missed the old style elf, with some melee, some magic. I think it was from the Basic rules. I wonder who posted that, and if it was the seed behind the idea.

Aesop
12-11-2007, 04:44 PM
can we please drop the Exclusive Enhancement things. I mean seriously the PrEs have some heavy Prerequisites and if someone really wants to put all the effort into getting access to multiple then I don't see a good reason not to let them.


Aesop

MysticTheurge
12-11-2007, 04:55 PM
can we please drop the Exclusive Enhancement things. I mean seriously the PrEs have some heavy Prerequisites and if someone really wants to put all the effort into getting access to multiple then I don't see a good reason not to let them.

I concur.

Mercules
12-11-2007, 04:59 PM
can we please drop the Exclusive Enhancement things. I mean seriously the PrEs have some heavy Prerequisites and if someone really wants to put all the effort into getting access to multiple then I don't see a good reason not to let them.


Aesop

That is actually an interesting idea. I think they are meant to be a focus for that particular class. Unfortunately Arcane Archers in D&D don't have to be Rangers and often are not. I've seen a lot of single class Wizards go for the PrC.

MysticTheurge
12-11-2007, 05:06 PM
Unfortunately Arcane Archers in D&D don't have to be Rangers and often are not. I've seen a lot of single class Wizards go for the PrC.

And they can in DDO too.

As long as they're elves. (Which is a prerequisite for the PrC in D&D too.)

Mercules
12-11-2007, 05:13 PM
And they can in DDO too.

As long as they're elves. (Which is a prerequisite for the PrC in D&D too.)

But they can't take this, and then also take a Tempest Template as well if they decide to go Ranger in later levels. At least that is how I understand it.

GrayOldDruid
12-11-2007, 05:15 PM
Just a quick request... could it be a choice of conjuring up arrows or bolts? There are some elves and rangers that went with repeating crossbows and it would be a godsend for them too. Mostly just in opening up more pack space, but still a cool enhancement for the odd repeater user.

Crossbows are not real archery, they are not real bows - they have more in common with ballista than bows. An Elf or Ranger using crossbows should just be ashamed of themselves.

(Hi, my name is Graywalker Shadowbane, and I am a happily Non-recovering bow-snob)

... and the PnP Arcane Archer is ONLY open to Elves and 1/2 Elves - not even (non-elven) Rangers qualify. We should call this Ranger enhancement something else... like "Way of the Arcane Arrow" or something. That way, nobody expects the Death Arrow or AOE Spell arrow or other such Arcane Archer abilities... it is just a Ranger Enhancement.... not loaded with expectations from a lot of players.

Aesop
12-11-2007, 05:18 PM
An additional note on Deepwoods Sniper. It really is of secondary importance... if not tertiary or lower but, the Skill Bonuses to Hide, Move Silently and SPot are only listed as +1... these should grant +2 Bonuses as other similar lines do... at least it seems that way to me.


Aesop

Thrudh
12-11-2007, 07:26 PM
32-38 you said? :D
Uhh... Self-buffed AC for a robe wearing dex-Ranger at level 16:

10 Base
14 Dex (38)
8 Armor Bracers
5 Barkskin
5 Deflection
4 Shield Clicky
3 Chattering Ring
2 Tempest
1 Dodge
1 TWF Defense
1 Haste Potion
= 54 AC

Optimal:
54 +
4 Paladin Aura
3 Favored Enemy Defense III
2 Recitation
2 Defensive Fighting
4 Tumbling
= 69 AC



I hate posts like these... These numbers mean nothing... 38 Dex? Who has that? 8 Armor Bracers? 1 minute Shield clicky? Yeah, that's fun to try to keep 1 minute Shields up and running during combat... Let's go ahead and count that as our base AC. Sheesh... Chattering ring? So I guess you're assuming a certain race, with a +3 tome, and Titan raid loot.. Yeah, this post is meaningful... not...

bellack
12-12-2007, 08:14 AM
Bummer...As I am not so quick on the hotbars...because I use my mouse rather than the # buttons...
:(
Ah well.

Yes same here. I never use stuff like Trip and sunder because it is too much of a hassel using them and I only use my mouse. I save the slots for more important things like potions, wands, turn abilities stuff like that. And I never hit the numbers to activate items/abilities because it is slower for me than using the mouse.

bellack
12-12-2007, 08:37 AM
It seems that there's a lot of changes going in to making grouping easier and soloing easier.

Would there be a chance of making grouping with people of higher levels less painful? We have had a problem on a lot of occasions of "oh we can't group with person A in the guild because he'll take too much of an XP hit". I know there needs to be a stop to powerlevelling but at this point it would be nice to expand the range of who you can take in groups.

I perfer it just the way it is. Totaly against power leveling and to lessen this restriction will just increase the use of PL.

GrayOldDruid
12-12-2007, 08:38 AM
I hate posts like these... These numbers mean nothing... 38 Dex? Who has that? 8 Armor Bracers? 1 minute Shield clicky? Yeah, that's fun to try to keep 1 minute Shields up and running during combat... Let's go ahead and count that as our base AC. Sheesh... Chattering ring? So I guess you're assuming a certain race, with a +3 tome, and Titan raid loot.. Yeah, this post is meaningful... not...

Thank you.

I suppose if you have 'played since launch' you may have all of these items on all of your characters. I used to feel bad about not having a 38 dex already.... sheesh!

Wulf_Ratbane
12-12-2007, 08:50 AM
Yes same here. I never use stuff like Trip and sunder because it is too much of a hassel using them and I only use my mouse. I save the slots for more important things like potions, wands, turn abilities stuff like that. And I never hit the numbers to activate items/abilities because it is slower for me than using the mouse.

I have a mouse with a wheel that tilts left and right, and has two smaller buttons to either side of the mouse wheel. It's a pretty standard configuration, nothing special.

Then I just assign those mouse buttons to the hotbar keys. Tilt left for Sunder, tilt right for Trip-- I usually open every combat with those-- tilt, tilt = THWHACK THWHACK.

Left bonus button for Cleave, right bonus button for Stunning Blow.

If you aren't using Trip and Sunder-- FREE feats-- then you aren't getting the most out of your melee.

JayDubya
12-12-2007, 10:34 AM
I hate posts like these... These numbers mean nothing... 38 Dex? Who has that? 8 Armor Bracers? 1 minute Shield clicky? Yeah, that's fun to try to keep 1 minute Shields up and running during combat... Let's go ahead and count that as our base AC. Sheesh... Chattering ring? So I guess you're assuming a certain race, with a +3 tome, and Titan raid loot.. Yeah, this post is meaningful... not...

I hear you. Here's a better breakdown:


Modest (most people should be able to achieve this)

10 Base
10 Dex (30 == 20 + 5item +3 class enh +1 race enh +1 tome)
5 Armor Bracers
5 Barkskin
4 Deflection
2 Tempest
1 Dodge
== 37 generally (assuming you keep barkskin up)

Situational:
4 Shield Clicky
1 Haste Potion
4 Paladin Aura
2 Recitation
== 48 "in good situations"


Improvements: (you'll have to be more hardcore, but not ridiculously so)
+1 for better (+6) armor bracers
+1 for additional +2 racial dex
+1 for TWF Defense
+1 for a parrying weapon <-- this stacks, yes?
+1 to Dex for a +6 item and a +2 tome
+1 for a +5 protection item

or 43 all the time, and 54 in good situations, or best case, 60 if you're defensive fighting and tumbling in a paladin's aura while your recitation, shield and haste are all active). You would have a Dex of 34.


(btw, I don't see how one can get dex to 38 - I can only come up with 35 - 20 +6 +3 +3 +3 (item, tome, class enh, race enh). This is probably just "duh" on my part - please, someone, educate me!


So then that leaves +2 for uber bracers, +2 for uber dex, +3 for a chattering ring (which gets you to 50 all the time and 61 short-term)

and +3 for favored defense, which gets you to 70 in the ideal case (I'm assuming that parrying stacks w/everything else)

Emili
12-12-2007, 12:09 PM
(btw, I don't see how one can get dex to 38 - I can only come up with 35 - 20 +6 +3 +3 +3 (item, tome, class enh, race enh). This is probably just "duh" on my part - please, someone, educate me!


You left out +1 stat ability increases for every 4 levels... 4, 8, 12, 16, 20...

My elf ranger has a 36 dex now at level 14... 20 +3 +2 +2 +3 +6 (level 4-8-12 Stat increase, race enhancement, tome, class enhancement, item)

Now then as you can see it's 36 with and i've only a +2 tome (from favor), a +3 tome would make 35 and level 16 is another Stat ability point increase ... thus at level 16 any elf/drow and I believe halfling can achieve 38 dex.

High dex like this is not uncommon for a ranged build as it to assures your to-hit was consistant enough to land and compete with the attack sequences melee have (which rangers will not have until the upcomming mod) ... Elves are a bit better with getting away with it also as the dex being high means you lack somewhere else like in strength (usually 20-24 range) but also can make up for it in damages with your elven ranged damage enhancement II for another +2 wielding you the equivalent of the bow str damage of another race who has a str of 24-28 in strength.

Lillitheris
12-12-2007, 06:48 PM
I hate posts like these... These numbers mean nothing... 38 Dex? Who has that? 8 Armor Bracers? 1 minute Shield clicky? Yeah, that's fun to try to keep 1 minute Shields up and running during combat... Let's go ahead and count that as our base AC. Sheesh... Chattering ring? So I guess you're assuming a certain race, with a +3 tome, and Titan raid loot.. Yeah, this post is meaningful... not...

Try reading the whole read :)
I posted a more realistic breakdown here (http://forums.ddo.com/showpost.php?p=1468154&postcount=190). My first post was supposed to show the maximum AC potential of a Dex-based Ranger.

I don't mean to sound like an elitist jackass, but come on... 30 Dex on a finesse-Ranger? Every elf, drow and halfling has access to a total of +5 Dex from enhancements alone. Drop all your level-ups to Dex, bam, that's +9. EVERYBODY has +5 Dex items, there you go, +14. So you'd have to start with a 16 Dex to have a 30 Dex at level 16. And that is without tomes. Or raid gear.
The 34 Dex I used in my 'realistic' breakdown is far from uber, it is mediocre.

Angelis
12-13-2007, 02:08 PM
38 Dex is possible now at lvl 14.

20 base + 3 lvling + 3 tome + 2 racial dex + 3 class dex + 6 item + 1 Litany of the Dead (Trinket from the Abbot) = 38

Strumpoo
12-13-2007, 02:32 PM
Lilli -

You bring up some great points about Ranger AC. Never was arguing with you that rangers can't have great AC, I just don't think many of them running around out there do have a super high AC. Maybe in certain instances when fully buffed yes, but not all the time running around AC. That was my point. Didn't mean to derail the whole thread with this discussion.

Taking your calculations: you can see how I came to my numbers, so I don't think I was too far off. with the 38 AC for a TWF ranger.

from your thread, thanks for the break down by the way, I think these breakdowns do help those new to building a character so they know what gear to look for

If you want a more realistic approach, here goes:

10 Base
12 Dex (easy) - I agree here not hard to get a high dex with a ranger type
5 Armor Bracers (c'mon, +5 bracers drop all the time now) - I would say lets shoot for +5's; for how much looting I have done I still haven't seen more than 2 sets of these (+6's) on all my characters
5 Barkskin
4 Deflection (everybody has one Protection +4 item) - Agreed
0-Shield Clicky (readily available on the AH) While I think this is helpful for Maxxing AC I don't think it is a permanent AC effect - with all the dispelling enemy mobs do in high level content it will be gone fast, it also doesn't last more than 1:00.
0 Tempest - Not in game yet and I wasn't including it.
1 Dodge - don't think a lot of rangers have this feat, maybe they do but I think they probably have ranged crit and pierce crit instead. I will leave it though since it is probably 50/50..
1 Haste potion - don't like to include this, since it is a buff, which is short lived and dispellable, but it is readily available
= 38 AC
= 42 if we put back in shield. This is still an auto hit pretty much in high level dungeons.

Just wanted to show you where I got my numbers so you didn't think I was crazy and waaay too low in the AC area.

I do agree with you though that a properly built ranger can be great on the AC front. It just takes a lot of the right gear and they can be super.

Lillitheris
12-13-2007, 02:50 PM
Strumpoo, thank you for your understanding. I wasn't trying to bring you down or anything, just show that Rangers are not gimped :)

Dang it feels weird to agree with someone on teh intarnez :D

MysticTheurge
12-13-2007, 02:53 PM
Dang it feels weird to agree with someone on teh intarnez :D

You're wrong. That's perfectly normal.






;)

Strumpoo
12-13-2007, 05:53 PM
Strumpoo, thank you for your understanding. I wasn't trying to bring you down or anything, just show that Rangers are not gimped :)

Dang it feels weird to agree with someone on teh intarnez :D


I never would say rangers are gimped.. I love mine! Now if only we could get the devs to LOWER THE COOLDOWN ON MANYSHOT!!:eek::D

The agreeing on the internetz... We can't have that! I'll fix it...

You idiot! Rangers are the worst class! You should be a barbarian or a dwarven fighter!

Kerr
12-13-2007, 06:40 PM
Lilli -
12 Dex (easy) - I agree here not hard to get a high dex with a ranger type


What are the other stats after putting that much effort that you've got 34 in Dex?

Mad_Bombardier
12-14-2007, 09:58 AM
What are the other stats after putting that much effort that you've got 34 in Dex?My Ranger has 20 STR, 35 DEX, 16 CON, 20 WIS (w/ munchkin INT and CHA).

ChildrenofBodom
12-14-2007, 05:35 PM
This may sound kinda noobish, but can you take more then one of the ranger enhancements? Because I could easily make my ranger to have arcane archer AND deadwood sniper. That would make this the best update ever :). I don't really think it would be that overpowered either. Just my opinion though. It doesn't say anything (that I saw anyways) about only being able to take one so it popped in my head.

Also, sorry if someone has mentioned this already, but I don't feel like reading every post 'cause I'm really lazy. :D

Mili

Kerr
12-14-2007, 06:40 PM
My Ranger has 20 STR, 35 DEX, 16 CON, 20 WIS (w/ munchkin INT and CHA).

When you say munchkin, you mean scores below 10? A 6 perhaps before slots get used for trying to get out of negative penalties? I sincerely hope that the devs find good ways to make that kind of build having a significant drawback. Having a few less skill points and having slightly higher purchase prices isn't a good enough deterent. Builds that so significantly tank scores should have significant penalties.

Kerr
12-14-2007, 06:47 PM
Try reading the whole read :)30 Dex on a finesse-Ranger? Every elf, drow and halfling has access to a total of +5 Dex from enhancements alone. Drop all your level-ups to Dex, bam, that's +9. EVERYBODY has +5 Dex items, there you go, +14. So you'd have to start with a 16 Dex to have a 30 Dex at level 16. And that is without tomes. Or raid gear.
The 34 Dex I used in my 'realistic' breakdown is far from uber, it is mediocre.

Not every player thinks they have to play a particular race for a particular class. There are plenty of good Dwarven, Human and Warforged Rangers out there. It's simply unreasonable to expect everyone else to build characters according to what you think is the only way to build them.

MysticTheurge
12-14-2007, 07:10 PM
This may sound kinda noobish, but can you take more then one of the ranger enhancements?

No. At least not as of right now. Many of us are requesting that they remove that restriction.

ChildrenofBodom
12-14-2007, 07:11 PM
I sincerely hope that the devs find good ways to make that kind of build having a significant drawback. Builds that so significantly tank scores should have significant penalties.

Explain that to me please, and I REALLY hope your answer doesn't involve words like PnP, pen and paper D&D, etc.

EDIT:Thanks MT. They should at least let you take the elven part of arcane archer with tempest or deepwood since it's a race enhancement not a class. Makes sense to me.

woofy
12-14-2007, 07:15 PM
nice, lots of ranger love, ive always preffered to not have a ranger in my party because ive never really seen em do a good job, and my own was junk at everything

Hvymetal
12-15-2007, 02:13 AM
No. At least not as of right now. Many of us are requesting that they remove that restriction.If thats the case then perhaps we might get them to look at removing the restrictions on both Bards & Rogues only being able to take one line...

honkuimushi
12-15-2007, 07:31 AM
Ideally, as more prestige enhancements and tiers are added along with more racial and class enhancements are added, the limitation will be lifted. My ideal is for the primary restrictions on enhancements to be prereqs and enhancement costs. You could take Arcane Archer and Deepwood Sniper, but thats 8 AP right there. If you want to take additional tiers, that adds to the cost so maxing both would require a significant sacrifice.

MysticTheurge
12-15-2007, 08:38 AM
If thats the case then perhaps we might get them to look at removing the restrictions on both Bards & Rogues only being able to take one line...

Yeah those too.

Eladrin
12-15-2007, 10:32 AM
No. At least not as of right now. Many of us are requesting that they remove that restriction.
If we did so, expect the prerequisites of all of them to change, as they were balanced on the premise of "one per character". Arcane Archer and Deepwood Sniper, at the very least, wouldn't have nearly identical requirements.

MysticTheurge
12-15-2007, 11:16 AM
If we did so, expect the prerequisites of all of them to change, as they were balanced on the premise of "one per character". Arcane Archer and Deepwood Sniper, at the very least, wouldn't have nearly identical requirements.

I would hope so.

(And I, at least, would prefer a system like that to the one that's currently in place. :D)

derja
12-16-2007, 06:21 AM
smack me with a rolled up newspaper if im wrong for posting this here but its about mod 6...kinda

ive heard about this from someone and i dont know where so im sorry if i stole your idea; but in light of spending time on risia and doing the death thing and seeing the item damage alot of people are going to be binding there items now the issue is that yes some items aren't that hard to come by but stat items kinda are our mid levels hand me down what nots are going to become harder and harder to come by because people will need to bind them to keep them from breaking now i understand some items are meant to be bound and all items take damage but what if we had a way to send bound items to characters in our own account like have a vault that we can stick them in so that all of our toons can access them instead of bound items being bound to your character they would be bound to your account. also it would be more useful as far as the raid system a-lot of times i get something on a character that he cant use/need like my fighter pulling the docent from titan so i automatically have to give away my loot or sell it to a vendor when i have a perfectly good wf that could use it that seems wrong. i know before you didn't have a full shot at an item but now if it belongs to you and you cant use it; even if you take it you get scorned and uninvited to other groups there are issues there that could be solved by being able to put items in a bank that only your other toons could access.

just an idea hate me for it if you will if i get pms and enough support ill put this in its own thread

sergiok4
12-16-2007, 06:02 PM
[QUOTE=Quarion;1466052]Weekly Development Activities

NEW Adventurers using ranged attacks will now be able to get a better aim while standing still, than when moving. Ranged combat now has an attack bonus progression while the player is standing still, similar to melee combat. Moving while attacking will interrupt the progression of attack bonuses.[/LIST]




How will this work with the ranger multi-shot? Will the progression apply to each arrow for that shot cycle (as it would with single arrows) or will it count each arrow of a multi-shot individually?

Mad_Bombardier
12-17-2007, 11:01 AM
How will this work with the ranger multi-shot? Will the progression apply to each arrow for that shot cycle (as it would with single arrows) or will it count each arrow of a multi-shot individually?I imagine it will count by pulls of the bowstring, which will apply bonuses to the whole volley. :)

+0/0/0
+0/0/0
+5/5/5
+10/10/10