(sidenote: I know that developers won’t change ranger combat. So this threat is mostly for some feedback and for fun )
My new vision about rework of Imbues for AA:
On Arcane Archer I enchantment we get active ability named: “Imbue Arrows”.
This ability will be connect with any others passive Imbues which we choice during out level up in Arcane Archer way. For now to activate Imbues we must “cast” them individually. With this ability we have can activate only this one, and effect and cost of SP will depend from enchantment of our choice. Cooldown: 60 sec. Base cost SP: 0 SP.
(My new) passive enchantment will get list of choice (just like Summons Spell today) with option: No active (for 0 SP). We just have to drag this from Enchantments list to hotbar. After Click on them, you get this list. In the end of my post I will give some example to clarified what I have in my mind.
Possible passive enchantments (all cost 1 AP):
Level 6: Elemental strike: our arrows get (1d4+1 and +1 / 5 level) elemental damage for our choice (fire/ice/electric/acid/force). SP cost: additional 10 SP
Level 9: Magic strike: our arrow can be imbue with spell depends of level: 9 level: Melf’s Acid Arrow, 12 level: Gust of wind , 15 level: Fear, 18 level: Shout. SP cost: additional 15SP
Level 12: Elemental Critical strike: our arrows get (1d8 +2 and +2 every 5 level beyond 10) additional elemental damage (elemental depends of our choice in Elemental strike) on critical shoot. SP cost: additional 15SP
Level 15: Magic Critical strike: our arrow can be imbues with spell which will be activate only on critical shoot. Depends on level: 15 level: Fireball / Acid Blast 18 Level: Ball Lightning / Otiluke's Freezing Sphere. SP cost: additional 10SP
Level 18: Vorpal strike: our arrow can be imbues with powerful ability, which only activate on natural Vorpal attack (20): Slay Living (deals 300 untyped damage with fortitude save for half) or Finger of Death spell. SP cost: additional 20SP
- All passive enchantments need prereq: +x conjure returning arrow ability, on step lower other passive enchantments (exception: Elemental strike need Arcane Archer I)
- All Magic critical spells have reflex save. For mobs with evasion, successful save mean no damage.
- Metamagic and items won’t work on this abilities
- Formula for DC: 10 + ½ Ranger / ELf / Half-elf level + Wisdom ability score
Example:
Level 9 AA: We fight against Fire Moobs, so we choice: Elemental: Ice (get 1d4+2 dmg) and Magic: Melf’s Arrow. We choice it from the list and when we are ready, press Imbues Arrow ability. It will cost us 25 SP.
Level 15 AA: We are solo, and fight against Ice Moobs, so we choice: Elemental Strike Fire (get 1d4+4dmg), Magic: Fear (we are solo, isn’t we?), Elemental Critics (1d8+4 dmg) and Magic critical: Fireball. We press Imbues Arrow ability and it will drain our 50SP
Level 15 AA: We are in group and fight Fire and Acid Invulnerable mobs (no any vulnerable), so we choice: Elemental Strike Force (get 1d4+4 dmg), Magic: Gust of wind, Elemental Critics (1d8+4 dmg) and Magic Critical: No active (because of Fire and Acid Invulnerable). We press Imbues Arrow ability and it cost us 40SP.
Level 20 AA: We are fight against mobs with lots of Invulnerable (Fire, Ice, Acid, Electric): So we choice: Elemental Strike Force (1d4+5 dmg), Magic: Shout, Elemental Critical (1d8+6 dmg), Vorpal: Slaying Living (and if this mobs are not alone, and others have some vulnerable then Magic: Critical for AOE effect. If not: No active). This will cost us: 60SP (with Magic Critical: No active) or 70SP if we choice Magic Critical. When we finish choosing, we press Imbues Arrow ability.
From technical side: Don’t know is this is possible in current mechanic. Same as Icon of this ability (Imbues Arrows).
And if anyone asking: Yes - I nerf Slaying Ability because in my proposal we can get same amount of damage.