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well these are the abilities listed in Deepwoods sniper (that I could find). Though this is the 3.0 version I believe and someone said there is a 3.5 version I just don't recall the source... but anyway
Keen Arrows (Ex) : At 1st level, all projectiles the deepwood sniper fires behave as if they were keen weapons in addition to any other properties they might possess. Thus, a normal arrow fired by a deepwood sniper has a threat range of 19-20 instead of 20. This effect does not stack with any other keen effect .
Range Increment Bonus (Ex) : With each level the deepwood sniper gains, the range increments of her projectile weapons increase by +10 feet (added after all multipliers) . Thus, a 10th-level deepwood sniper who has the Far Shot feat would have a 280-foot range increment with a heavy crossbow (120 feet x 1 .5 + 100 feet).
Concealment Reduction (Ex) : When the deepwood sniper reaches 2nd level, her miss chance against opponents with concealment drops by 10%. Thus, she has a miss chance of 10% rather than 20% against an opponent with one-half concealment . Her miss chance drops by an additional 10% per four deepwood sniper levels she gains thereafter, but this ability never reduces her miss chance against any opponent below 0%.
Magic Weapon (Sp): At 2nd level, the character can produce an effect identical to that of a magic weapon spell cast by a cleric of her deepwood sniper level. This ability is usable once per day on projectile weapons only.
Projectile Improved Critical (Ex) : When the deepwood sniper reaches 2nd level, the critical damage multipliers of all her projectile weapons increase by +1. Thus, an arrow that normally deals damage x3 on a critical hit instead does damage x4 in her hands. When she reaches 7th level, these critical multipliers increase by an additional +1 .
Safe Poison Use (Ex): At 3rd level, a deepwood sniper can use poison without any chance of poisoning herself (see Perils of Using Poison in Chapter 3 of the DUNGEON MASTER's Guide).
Take Aim (Ex) : A 4th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary target by aiming carefully.Taking aim is a full-round action, and if the target moves more than 5 feet during that period, the bonus is lost. No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 at 8th level.
Consistent Aim (Su) : Once per day, a 5th-level deepwood sniper can reroll one attack roll that she has just made with a projectile weapon. She must keep that result, even if it is worse than the original roll. She can use this ability twice per day at 7th level and three times per day at l0th level, though each use must relate to a different attack roll.
True Strike (Sp): At 10th level, the deepwood sniper can produce an effect identical to that of a true strike spell cast by a cleric of her deepwood sniper level. This ability is usable once per day on projectile weapons only.
so just to get a general feeling of this that would be easy to do...
Deepwoods Sniper I
Static:+1 crit multiplier
Activate: Poison Shot (select from 4 poison types)
Deepwoods Sniper II
Static: +1 Crit Multiplier (total +2)
Activate: Take Aim +4 to hit
honestly the Activate powers are a bit weak...maybe instead
tier 1 could be +2 to hit (or maybe Seeker) and Poison
tier 2 could be +4 to hit (or Seeker) and poison with a higher DC
if someone has the source on 3.5 Deepwoods Sniper let me know
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
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First off I think the +1 arrows are useless since a bow will be at least +1.
You need to start at least with +2 arrows or make the + stack with a bow. THAT would make it worth while.
Next with each step there should be a 2 - 5 % boost in bow speed. 2% is reasonable if other abilities are boosted.
Summoning "elemental" arrow is fine but it would be nice is at stage 2 you could summon a choice of which element.
At step 3 maybe the ability to summon special arrows such as transmuting, cold iron, silver, etc
At step 4 holy/unholy/chaos etc.
At step 5 a 5% slaying or special ability would be nice.
That would put a pure range archer on par with his melee counterparts.
Any Port in a storm... But why one with so many vermin?
The simple fact is that even 100% returning +5 arrows are pretty much useless to most bow users. With quivers, you don't even need to bother taking up inventory slots with arrows, and eventually most players will have +3-5 bows at cap. True Strike is a little help, but it's cool-down makes it cumbersome to use, plus it's another clicky ability to keep track of.
Adding force damage might help the enhancement a little, but I think it's going to need a bit more than that to be truly worth the feat and AP investment.
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PS: Greensteel RUINED the game! and you all know it!
less buffing, more nerfing!!!
to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"
I am on my third set and since I use +5 bows...
Set 2 - 5 do not add any value to a greensteel bow which is what this discussion should address.
it still only replaces 100000000000 arrows which I could carry in multiple quivers or make daily trips back to the +3 merchant. As it is my rogue, bard, Wiz and Sorc carry summon arrow wands. Making a greensteel arrow would render this completely useless which is why they haven't added one. Right now a greensteel throwing dagger or star makes this marginal. As it is when I go against the pit fiend or other special mobs I use Silver, X-bane or slayer arrows.
The +1 - +5 by themselves is useless by the times you get them so all you get is endless arrows in exchange for the Enhancement points. Lets see the Devs make this skill useful past 1 enhancement point.
Any Port in a storm... But why one with so many vermin?
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I have a capped "Ranged rogue" (15 ranger Deepwoods sniper/1 Rogue with maxed out skills) Maybe I don't realize the benefits that I get from deepwoods that are passive but when i click my "sniper shot" active I notice little effect most of the time and sometimes I even miss with it.(That'll twist your knickers let me tell ya!) I built this character to be ranged all the time when I started her and now at end game am about 80% ranged. I do awesome damage to the pit fiend with my greensteel bow and silver arrows from house D, but I am wondering should I have went tempest for the 20% that I'm not ranged due to quest or party makeup. It seems like I am missing out on damage there and it wouldn't change my ranged damage at least during the "active sniper shot" time. Can anyone CONSTRUCTIVLY comment on that? Am I missing the passive benefits? Is arcane archer better for this or does it just give you the arrows? Should I switch when this mod gets put in if I want to stay ranged most of the time?
Last edited by The10man; 09-10-2008 at 11:02 PM.
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Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
So Eladrin any chances of a more structured idea as to what the boosts to arcane archer maybe? Maybe tier 1 does this and just let us speculate from there. Pretty please.
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i agree that ranged combat as a whole needs to be fixed, but both AA and DWS are considerabley weaker than tempest and the problem should be adressed for both. though i do like my DWS it could be better balanced.
970 sp and counting
Help Fix Ranged Combat for Everyone. Come help complete the DDO Wiki
The sad thing about bow combat, is I would put my repeater Ranger (Rgr 13/Ftr 2/Rog 1) up against any build of the Ranged Specialties, and out dps them.
Hi, I play Generic Fantasy RPG Online, formerly known as DDO.
I have a holy bow of gtr bane, with my ranger str damage bonus, and my favor att/dam bonus I can wander thru GH and kite kill most of the giant class mobs without taking too much damage. If it was transmuting / or +4 / elemental now that would make it even more fun
I love seeing the multishot damage flash and see them drop in one to three salvos. 100% returning would certainly be nice. I am building a pure Arcane based ranger just to check it out. But it's only 4th level now. Way to early to tell. Kiting is the way to kill stuff and not have to spend a bunch of pp on repairs, pots, and SPs.
Is there any news on the development front on this topic? I know information on the Tempest line has been released, but nothing on Arcane that I have seen. Can anyone confirm the rumors of fireball arrows or something better than lvl 1 magic missle arrows that we have now?
Sincerely,
Ranged Combat (aka the "other" combat)
Meh. My AA spec'd ranger makes a pretty good TWF. I don't see a need to change anything.
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It's pretty much par for the course that the most over-used or populated build, the tempest ranger, gets an enhancement increase while the most under-developed, under-powered build, the ranged combatant, gets zero. I just wish Turbine would come out and say "hey, we don't like ranged combat... quit asking us to develop for it" and be done with it so I can quit keeping my hopes up.