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  1. #21
    Community Member Turial's Avatar
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    So what are AA 2-5 like or does conjure arrows cover that?
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  2. #22
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    Conjure Arrows +2 - +5 covers the Arcane Archer II - V requisites.

    Slaying deals 500 damage btw.

    And it looks like Explosive Arrow is just Flaming Burst as standard. Was only getting 11-20 damage. I can't test Force Burst until 3 days pass.

    Fear is exactly what it says as well. Fearsome that you can attack enemies with. Which is pretty awesome I think.
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  3. #23
    Founder Aesop's Avatar
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    Yeah the Fearsome thing is pretty neat over all... for soloing

    In parties it may annoy some ... good thing there are other choices


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  4. #24
    Community Member Turial's Avatar
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    Quote Originally Posted by Coldin View Post
    Conjure Arrows +2 - +5 covers the Arcane Archer II - V requisites.

    Slaying deals 500 damage btw.

    And it looks like Explosive Arrow is just Flaming Burst as standard. Was only getting 11-20 damage. I can't test Force Burst until 3 days pass.

    Fear is exactly what it says as well. Fearsome that you can attack enemies with. Which is pretty awesome I think.
    500 you say?

    Not bad for a vorpal strike ability.
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  5. #25
    Founder Aesop's Avatar
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    Quote Originally Posted by Turial View Post
    500 you say?

    Not bad for a vorpal strike ability.
    as long as its straight damage and Reds and Purples aren't immune

    Aesop
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  6. #26
    Community Member sirdanile's Avatar
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    500 is a pretty good number actually...but shoot i have to wait longer to manyshot that raid boss. XD
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  7. #27
    Community Member Jay203's Avatar
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    Quote Originally Posted by Eladrin View Post
    Only if you want it fixed.
    isn't it your fault for not fixing it since now that you know it's there anyway?

    but yah, i do wish there is an actual FIREBALL arrow that does AoE
    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"

  8. #28
    Community Member Turial's Avatar
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    Quote Originally Posted by Aesop View Post
    as long as its straight damage and Reds and Purples aren't immune

    Aesop
    And there goes my hopes and dreams. Cause you know they will be immune for some reason.
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  9. #29
    Community Member Visty's Avatar
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    imo 2 other importan questions are:

    any new effect on the arcane archer set bonus?
    and
    do the burst arrows scale up to x6 which you can get? or is it capped at 3x?
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  10. #30
    Hatchery Founder
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    Quote Originally Posted by Visty View Post
    imo 2 other importan questions are:

    any new effect on the arcane archer set bonus?
    and
    do the burst arrows scale up to x6 which you can get? or is it capped at 3x?
    I didn't see any new effect on the necklace I have...but I didn't put it into a Stone of Change either.

    No clue about the scaling.
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  11. #31
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    So far, it looks like slaying arrows work against Undead and Constructs, still dealing the flat 500 damage.
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  12. #32
    Community Member sirdanile's Avatar
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    I suggest not bug reporting that...
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  13. #33
    Hatchery Founder
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    Quote Originally Posted by sirdanile View Post
    I suggest not bug reporting that...
    I'm going to assume it's working as intended.
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  14. #34
    Community Member barecm's Avatar
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    Looks good. Not sure where I am going to come up with all the extra Action Points to get all the enhancements (looks like 6 total ???).

  15. #35
    Community Member ninjaeli's Avatar
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    Will Acid arrow stack with the Acid arrow effect from tortured livewood bow?
    -

  16. #36
    Community Member barecm's Avatar
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    Quote Originally Posted by ninjaeli View Post
    Will Acid arrow stack with the Acid arrow effect from tortured livewood bow?
    From a previous post by the devs, I believe the higher damage will take effect.

  17. #37
    Community Member paul1devries's Avatar
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    wow - 500 damage on a 20 - that is actually pretty good for increasing dps but i guess no real difference versus some other things coming down the pipe - don't monks get the same thing on one of their enhancements?

    But basically like adding 25 damage per shot - beggars can't be choosers.

    Lightning strike plus slaying plus many shot = alot of damage in a very short period of time.

  18. #38
    Community Member InSoNiAc's Avatar
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    Smile No purple named immunity

    Quote Originally Posted by Aesop View Post
    as long as its straight damage and Reds and Purples aren't immune

    Aesop
    I just tried this out on the Stormreaver on elite and was getting the full 500 points of pierce damage on each confirmed crit.

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  19. #39
    Community Member hermespan's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    This prestige enhancement is all about that last ability. Just how much damage is it? What mobs are immune to it? Are red names and the like immune? How about monsters which have deathward? This prestige enhancement is a fail from a dps standpoint (which is where ranged needed the most help) unless that last ability is real good.
    From the description Slayer = Vorpal so all the same restrictions apply. Death ward will protect against it so red named bosses and players with death ward will be immune. The other imbues add more damage, which will be a considerable increase in burst DPS when many shot is active.

    This at least puts ranged on par with melee with regard to clearing trash at level 12+ (outside of attack speed) where there's so many hitpoints a vorpal is usually more efficient. It's a start. All that's needed now is an attack speed progression similar to melee. I'd be happy with that even if it meant a shorter manyshot or a limited number of manyshots per rest with a shorter cooldown (to behave like smite does) the number of which is able to be increased with enhancements.

    The core problem with ranged is attack speed and the capstone +25% speed frankly doesn't make up for it. The capstone would actually be worthwhile if rangers increased their attack speed with feats.

    Solution:
    Remove TWF as automatic feats for ranger
    Add restricted feat slots in their place where you can either take ranged fighting or two weapon fighting feats.
    Make the ranged feats offer increased number of attacks similar to the way the twf feats do
    Reduce the ranger ranged speed capstone as necessary to balance the increased number of attacks.

    Deepwood sniper should get slayer (call it mortal wound or something, Vorpal), maiming, puncturing, weakening, destruction and a root for their version of imbue. Remove maiming, puncturing and weakening etc bows from the game as necessary to make Deepwood Sniper something an arcane can't mimic simply with gear AND get the arcane dps.
    Give them a "craft returning arrows" enhancement with the same +'s that conjure gives.
    problem solved.

    On arcane ranger/deepwood sniper, your twf is gimped anyway since you took the ranged enhancements, so it's nearly useless. There's no valid reason for a ranged focused ranger to have these feats at all, provided a ranged ranger could get the attack speed increases with the ranged fighting feats.

    My 2 cents. This would turn arcane and deepwood sniper into viable primary class paths with dps on par with tempest, adjusted for the arrow effects, as it should be. The dps would still be a bit less than tempest, however the range of ranged damage would more than make up for it, the trade off being they weren't getting hammered with melee attacks and could hit stuff that was out of reach.

    It would also allow ranger multiclassers to have more viable options for their multiclass builds that include ranged attack.

    If done right this would balance things out and fixed ranged fighting once and for all. Tempest should still be able to out-dps ranged but the disparity would be a lot smaller with a change like this. Offer a free respec on live for rangers after the change. Offer unlimited free respecs on Lammania after the change so people could test it out before committing their one free respec on live.

    Naturally ranged fighting would need to be gimped a little in pvp to balance for pvp, but everyone else is too...
    Last edited by hermespan; 01-08-2010 at 01:17 PM.

  20. #40
    Community Member Visty's Avatar
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    Quote Originally Posted by hermespan View Post
    From the description Slayer = Vorpal so all the same restrictions apply. Death ward will protect against it so red named bosses and players with death ward will be immune. The other imbues add more damage, which will be a considerable increase in burst DPS when many shot is active.

    This at least puts ranged on par with melee with regard to clearing trash at level 12+ (outside of attack speed) where there's so many hitpoints a vorpal is usually more efficient. It's a start. All that's needed now is an attack speed progression similar to melee. I'd be happy with that even if it meant a shorter manyshot or a limited number of manyshots per rest with a shorter cooldown (to behave like smite does) the number of which is able to be increased with enhancements.

    The core problem with ranged is attack speed and the capstone +25% speed frankly doesn't make up for it. The capstone would actually be worthwhile if rangers increased their attack speed with feats.

    Solution:
    Remove TWF as automatic feats for ranger
    Add restricted feat slots in their place where you can either take ranged fighting or two weapon fighting feats.
    Make the ranged feats offer increased number of attacks exactly like the twf feats do
    Reduce the ranger ranged speed capstone as necessary to balance the increased number of attacks.

    Deepwood sniper should get slayer (call it mortal wound or something, Vorpal), maiming, puncturing, weakening, destruction and a root for their version of imbue. Remove maiming, puncturing and weakening etc bows from the game as necessary to make Deepwood Sniper something an arcane can't mimic simply with gear AND get the arcane dps.
    Give them a "craft returning arrows" enhancement with the same +'s that conjure gives.
    problem solved.

    On arcane ranger/deepwood sniper, your twf is gimped anyway since you took the ranged enhancements, so it's nearly useless. There's no valid reason for a ranged focused ranger to have these feats at all, provided a ranged ranger could get the attack speed increases with the ranged fighting feats.

    My 2 cents. This would turn arcane and deepwood sniper into viable primary class paths with dps on par with tempest, adjusted for the arrow effects, as it should be. The dps would still be a bit less than tempest, however the range of ranged damage would more than make up for it, the trade off being they weren't getting hammered with melee attacks and could hit stuff that was out of reach.

    It would also allow ranger multiclassers to have more viable options for their multiclass builds that include ranged attack.

    If done right this would balance things out and fixed ranged fighting once and for all. Tempest should still be able to out-dps ranged but the disparity would be a lot smaller with a change like this. Offer a free respec on live for rangers after the change. Offer unlimited free respecs on Lammania after the change so people could test it out before committing their one free respec on live.

    Naturally ranged fighting would need to be gimped a little in pvp to balance for pvp, but everyone else is too...
    read the post above yours, it shows youre wrong

    even though it might only work on a vorpal roll (aka natural 20) it has nothing to do with vorpal

    that guy did get it off a raidboss
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