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  1. #1
    Community Member bhgiant's Avatar
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    Default NEW Ranger Enhancement Line

    Update!
    Quote Originally Posted by Vargouille View Post
    We intend to restore positive spellpower (devotion) to Rangers in some form.
    Well, here it is. Some interesting things going on here. IMO, it equates to a net positive, though not without it's drawbacks. Remember people this is ALPHA. Things WILL change. Please be constructive with your feedback and be courteous to each other.




    Tempest

    Core Abilities

    Shield of Whirling Steel: While you are dual wielding, you gain a +2 Shield bonus to armor class. This increases by +1 for each additional Tempest Core Ability you acquire
    Requires: Ranger Level 1
    AP: 0
    Tempest: You gain +20% chance to make off-hand attacks when dual wielding. While you are dual wielding, you can use your dexterity modifier to hit with light melee weapons. You now treat Scimitars as if they were light melee weapons.
    Requires Shield of whirling Steel
    Requires: Ranger Level 3
    Requires: 5 points spent in tree
    AP: 2
    Graceful Death: While you are dual wielding, you can use your dexterity modifier for damage with light melee weapons.
    Requires: Tempest
    Requires: Ranger level 6
    Requires: 10 points spent in tree
    AP: 2
    Deflect Arrows: You gain the benefits of the Deflect Arrows feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. You also gain an additional 10% chance to make off-hand attacks when dual wielding.
    Requires: Graceful Death
    Requires: Ranger level 12
    Requires: 20 points spent in tree
    AP: 2
    Whirlwind: You gain +5% melee doublestrike chance when dual wielding.
    Requires: Deflect Arrows
    Requires: Ranger 18
    Requires 30 points spent in tree
    AP: 2
    Dervish: You gain +2 Dexterity. You now have a +25% chance to doublestrike with you off-hand when dual wielding.
    Requires: Whirlwind
    Requires: Ranger level 20
    Requires: 40 points spent in tree
    AP: 2

    Tempest Tier 1
    Requires: Ranger level 1

    Item Defense: You have a 25/50/75% chance to negate potential item wear
    AP: 1
    Improved Reaction: +1/2/3 Reflex saves and an additional +1/2/3 saves against traps
    AP: 2
    Improved Defense: Your Shield of Whirling Steel grants +1/2/3 additional AC and if you possess Deflect Arrows it can trigger once every 4/3/2 seconds
    AP: 2
    Whirling Blades: +1 to-hit and damage when dual wielding.
    AP: 2
    Awareness: +1/2/3 Balance, Jump and Tumble. +2/4/6 AC while tumbling.
    AP: 1

    Tempest Tier 2
    Requires: Ranger level 2
    Requires: 5 points spent in tree

    Improved Parry: Gain +3/6/10 PR when dual wielding
    AP: 2
    Improved Dodge: +1%/2/3 dodge when wearing light or no armor
    Requires: Dodge
    Requires: Improved Reaction
    AP: 2
    Bleed Them Out: Melee attack - Deals +1/2/3[W] damage and on successful damage causes you opponent to bleed. The bleed effect can stack up to 5 times. 6 second cooldown.
    AP: 2
    Whirling Blades: +1 to hit and damage when dual wielding
    Requires: Whirling Blades Tier 1
    AP: 2
    Action Boost: choose 1
    Haste Boost: Activate to gain a +10%/20/30 action boost bonus to attack speed for 20 seconds. 30 second cooldown.
    Sprint Boost: Activate to gain a +30%/40/50 action boost bonus to movement speed for 20 seconds. 30 second cooldown.
    AP: 2

    Tempest Tier 3
    Requires: Ranger level 3

    Critical Accuracy: +1/2/3 to confirm critical hits
    AP: 2
    Improved mobility: +1/2/3 Maximum Dexterity bonus and dodge cap while wearing light or no armor. -1/2/3 armor check penalty in light armor.
    Requires: Mobility
    Requires: Dodge
    Requires Improved Dodge
    AP: 2
    Whirling Blades: +1 to-hit and damage when dual wielding.
    Requires: Whirling Blades Tier 2
    AP: 2
    Strength/Dexterity: +1 Strength/+1 Dexterity (choose 1)
    AP: 2

    Tempest Tier 4
    Requires: Ranger 4

    Critical Damage: +1/2/3 Critical hit damage (before weapon multipliers)
    AP: 2
    Elaborate Parry: Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +2% dodge for 5 seconds. This effect can stack up to 15 times. Cooldown: 1 minute.
    AP: 2
    The Growing Storm: Melee Dual Wielding Attack: Attacks an opponenet. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage and -2AC for 5 seconds. This effect can stack up to 10 times. Cooldown: 2 minutes.
    AP: 2
    Whirling Blades: +1 to-hit and damage when dual wielding.
    Requires: Whirling Blades Tier 3
    AP: 2
    Strength/Dexterity: +1 Strength/+1 Dexterity (choose 1)
    AP: 2

    Tier 5 Abilities
    Requires: Ranger 5

    Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.
    Requires: Evasion
    AP: 1
    A Thousand Cuts: Melee Dual Wielding Attack: Deals 1/3/5[W] damage. *you gain +30/60/90 melee Doublestrike chance for 6 seconds. Cooldown: 2 minutes.
    Requires: Growing Storm
    AP: 1
    Dance of Death: Melee Dual Wielding Attack: Deals +1/3/5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 6 seconds. Cooldown: 1 minute.
    Requires: Whirling Blades Tier 4
    AP: 2
    (currently bugged, can only take 1st rank)






    Arcane Archer

    Core abilities

    Arcane Archer: Any bow you equip gains a +1 Enhancement bonus for each arcane archer core ability you possess. (This does not stack with the bow's existing Enhancement bonus.) All bows are treated as Implements in you hands.
    Requires: Ranger level 1
    AP: 0
    Morphic Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage (Activation Cost - 20 spell points, cooldown 10 seconds)
    Requires: Arcane Archer
    Requires: Ranger level 3
    Requires: 5 points spent in tree
    AP: 2
    Metalline Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
    Requires: Morphic Arrows
    Requires: Ranger level 6
    Requires: 10 points spent in tree
    AP: 2
    Aligned Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
    AP: 2
    Shadow Arrows: Arcane Archer Secondary Imbue Toggle: +5% extra shot chance any time you fire an arrow. Activation Cost: 20 spell points. Cooldown: 10 seconds.
    Requires: Aligned Arrows
    Requires: Ranger level 18
    Requires: 30 points spent in tree
    AP: 2
    Master of Imbuement: You gain +2 Dexterity and +10% Extra shot chance (repeating crossbows have a reduced chance to produce extra shots). When you leave primary arcane archer imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed.
    Requires: Shadow Arrows
    Requires: Ranger level 20
    Requires: 40 points spent in tree
    AP: 2

    Arcane Archer Tier 1
    Requires: Ranger level 1

    Conjure Arrows: Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time. Cooldown 3 seconds.
    AP: 2
    True strike: Ranged Archery Attack: perform a ranged attack with +20 to-hit (rank 2/3 - You receive a +2/4 insight bonus to hit for 6/12 seconds). Activation cost: 2 spell points. Cooldown: 3 seconds.
    AP: 2
    Energy of the Wild: +30/60/100 maximum spell points. (rank 3 - You gain the Magical Training feat)
    AP: 2
    Elemental Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Corrosive/Flaming/Frost/Shock ability, dealing 1d6 [element] damage on hit. (note, can only take each element once). Activation cost: 20 SP. Cooldown: 10 seconds.
    AP: 2
    Awareness: +1/2/3 Listen, Search, Spot, and to-hit.

    Arcane ARcher Tier 2
    Requires Ranger 2

    Dispelling Shot: Ranged Archery Attack: Performs a ranged attack that deals +1/2/3[W] damage and dispels 1 beneficial effect from your target. Activation Cost 5SP. Cooldown 3 seconds.
    AP: 2
    Force Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d4/1d6/1d6+1d10-3d10 on crit force damage and the Ghost Touch ability. Activation Cost: 20 spell points. Cooldown: 10 seconds.
    AP: 2
    Inferno Shot: Ranged Archery Attack: performs a ranged attack with +0/1/2[W] damage. On Hit: Target gain 1 stack of Inferno (taget takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) Activation cost: 6 spell points. Cooldown 3 seconds.
    Elemental Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Corrosive/Flaming/Frost/Shock ability, dealing 1d6 [element] damage on hit. (note, can only take each element once). Activation cost: 20 SP. Cooldown: 10 seconds.
    Requires: Tier 1 Elemental Arrows
    AP: 2
    Action Boost (Attack/Energy Resistance, choose 1)
    Attack Boost: Activate to gain a +4/6/8 action boost bonus to hit for 20 seconds. Cooldowns 30 seconds.
    Energy Resistance Boost: Activate to gain a +5/10/15 action boost bonus to Energy Resistance for 20 seconds. Cooldown: 30 seconds.
    AP: 2

    Arcane Archer Tier 3
    Requires: Ranger 3

    Shattermantle Shot: Ranged Archery Attack: Performs a ranged attack with +1/2/3[W] damage. On hit: Target gains 1/2/3 stack of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times) on Vorpal Hit: Shattermantle (-100 spell Resistance for 10 seconds. Will DC 10/14/18 + 1/2 Ranger Level + Wisdom Modifier negates.) Activation Cost: 4 SP. Cooldown: 3 seconds.
    Requires: Dispelling Shot
    AP: 2
    Terror Arrows: Arcane ARcher Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC17/21/25 negates.) On Vorpal: Target is subject to a Phantasmal Killer effect. Activation Cost: 20 SP. Cooldown: 10 seconds.
    Requires: Force Arrows
    AP: 2
    Soul Magic: Every time you strike an enemy with your bow, you gain 1 temporary spell point. This effect can stack up to 10 times.
    Requires: Magical Training
    AP: 2
    Elemental Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Corrosive/Flaming/Frost/Shock ability, dealing 1d6 [element] damage on hit. (note, can only take each element once). Activation cost: 20 SP. Cooldown: 10 seconds.
    Requires: Tier 2 Elemental Arrows
    AP: 2

    Arcane Archer Tier 4
    Requires: Ranger 4

    Banishing Arrows: Arcane Archer Imbue Toggle: Your arrows fain On Vorpal: Banish an extraplanar creature back to their home plane. Powerful creatures may resist the vorpal effect until sufficienly damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed. Activation Cost: 20 SP. Cooldown: 10 seconds.
    Requires: Paralizing Arrows
    AP: 2
    Paralizing Arrows: Arcane Archer Imbue Toggle: You imbue your arrows iwth paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 negates.) Activation Cost: 20 SP. Cooldown: 10 seconds.
    Required: Terror Arrows
    AP: 2
    Smiting Arrows: Arcane ARcher Imbue Toggle: Your arrows gain On Vorpal: Destroy a construct. Powerful constructs may resist the vorpal effect until sufficienly damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed. Activation Cost: 20 SP. Cooldown: 10 seconds.
    Requires: Paralyzing Arrows
    AP: 2
    Elemental Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Corrosive/Flaming/Frost/Shock ability, dealing 1d6 [element] damage on hit. (note, can only take each element once). Activation cost: 20 SP. Cooldown: 10 seconds.
    Requires: Tier 3 Elemental Arrows
    Dexterity/Wisdom: choose 1, +1 Dexterity or +1 Wisdom
    AP: 2

    Arcane Archer Tier 5
    Requires: Ranger 5

    Moonbow: While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
    Requires: 40 points spent in tree
    AP: 2
    Arrow of Slaying: Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.) Activation Cost: 20 Spell Points. Cooldown: 20 seconds.
    Requires: Paralyzing Arrows
    Requires: 40 points spent in tree
    AP: 2
    Improved Elemental Arrows: Your elemental arrow imbues gain On Critical: 1d10-3d10 elemental damage based on critical multiplier and an additional effect.
    Corrosive Arrows: Your arrows fain the Improved Destruction ability
    Flaming Arrows: Your arrows gain On Critical Hit: Target gain 1 stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 second. This effect can stack 20 times and loses one stack on expiration.)
    Frost Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Lethargy (You have -1 to all Saving throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)
    Shock Arrows: Your arrows gain On Critical Hit: Vulnerable (Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times and loses one stack on expiration.)
    Requires: Elemental Arrows (all tiers)
    Requires: 40 points spent in tree
    AP: 2
    Runebow: Bows you wield gain an additional +2 enhancement bonus. This is considered a Magic WEapon effect.
    Requires: 40 points spent in tree
    AP: 2






    Deepwood Stalker

    Core Abilities

    Far Shot: You gain +1 Sneak Attack Die. Your Point Blank Shot and Ranged Sneak Attack range is increased by 5 meters for each Deepwood Stalker Core Ability you possess.
    Requires Ranger level 1
    AP: 0
    Sneak Attack: +1 Sneak Attack Die
    Requires: Far Shot
    Requires: Ranger 3
    Requires: 5 points spent in tree
    AP: 2
    Called Shot: choose one
    Sniper Shot: Ranged Attack: Performs a ranged attack with +2[W], a +4 bonus to-hit, +2 to critical threat range, and +2 to Critical Damage Multiplier. On Damage: The target will become momentarily confused and rendered vulnerable to sneak attacks for four seconds as if affected by the bluff skill. Cooldown 6 seconds.
    Exposing Strike: Performs a melee attack with +2[W], a +4 bonus to-hit, +1 to critical threat range, and +1 to Critical Damage Multiplier. On Damage: The target will become momentarily confused and rendered vulnerable to sneak attacks for four seconds as if affected by the bluff skill. Cooldown 6 seconds.
    Requires: Sneak Attack
    Requires: Ranger 6
    AP: 2
    Sneak Attack: +1 Sneak Attack Die
    Requires: Called Shot
    Requires: Ranger 12
    AP: 2
    Mark of the Hunted: Activate: Expend a use of animal empathy. Your currently selected enemy receive -10% Fortification, -10 AC, -10 Spell Resistance, and suffers a -4 penalty to all ability scores for 3 minutes.
    Requires: Sneak Attack
    Requires: Ranger level 18
    Requires: 30 points spent in tree
    AP: 2
    Horizon Shot: You gain +2 Dexterity and +1 Sneak Attack Die. You are always considered to be in Point Blank Shot and Ranged Sneak Attack range.
    Requires: Mark of the Hunted
    Requires: Ranger level 20
    Requires: 40 points spent in tree
    AP: 2

    Deepwood Stalker Tier 1
    Requires: Ranger 1

    Favored Defense: choose 1
    Favored Protection: You gain +2/4/6 AC when attacked by a favored enemy.
    Favored Resistance: You gain +1/2/3 saving throws against spells or effects from a favored enemy.
    AP: 2
    Stealthy: +1/2/3 Hide and Move silently. (Rank 3 add You gain +1 additional Sneak Attack Die.)
    AP: 2
    Increased Empathy: +1/2/3 Diplomacy and Animal Empathy uses per rest.
    AP: 1
    Versatile Empathy: Your Wild Empathy ability now also pacifies Vermin. (Rank 2 adds Elementals)
    Requires: Increased Empathy
    AP: 1
    Tendon Cut: Melee Attack: Deals +0.5/1/1.5[W] damage. On Sneak Attack: Slow your enemy's movement by 50% for 10 seconds.
    AP: 2

    Deepwood Stalker Tier 2
    Requires: Ranger 2

    Favored Defense: choose 1 (choice must be different than tier 1)
    Favored Protection: You gain +2/4/6 AC when attacked by a favored enemy.
    Favored Resistance: You gain +1/2/3 saving throws against spells or effects from a favored enemy.
    AP: 2
    Faster Sneaking: +20/35/50% movement speed while sneaking.
    Requires: Stealthy
    AP: 2
    Empathic Healing: Spell-like ability: you expend a use of Animal Empathy to produce a lesser vigor effect. (Rank 2 become mass vigor)
    Requires: Increased Empathy
    AP: 2
    Improved Weapon Finesse: You can use your Dexterity modifier for damage when wielding melee weapons with which you can use your Dexterity modifier to hit.
    Requires: Weapon Finesse
    AP: 2
    Action Boost: choose 1
    Damage Boost: Activate to gain a +10/20/30% action boost bonus to weapon damage for 20 seconds.
    Skill Boost: Activate to gain a +2/4/6 action boost bonus to all skills for 20 seconds.
    AP: 2

    Deepwood Stalker Tier 3
    Requires: Ranger 3

    Favored Accuracy: You gain +1/2/3 to-hit when attacking a favored enemy.
    AP: 2
    Thrill of the Hunt: You gain +1/2/3 damage for 6 seconds after damaging an opponent beneath 25% (35% at rank 3) health.
    AP: 2
    Aimed Shot: Ranged Attack: Performs a ranged attack with +10 to hit and +1 Critical Damage Multiplier. On Damage: Of you are in the Archer's Focus stance and Manyshot is not active, gain three stack of Archer's Focus.
    AP: 2
    Dexterity/Wisdom: choose 1, +1 Dexterity or +1 Wisdom
    AP: 2

    Deepwood Stalker Tier 4
    Requires: Ranger 4

    Favored Damage: You deal +1/2/3 damage when attacking a favored enemy.
    Requires: Favored Accuracy
    AP: 2
    Killer: When you kill a target, you gain a 5% morale bonus to Melee Doublestrike and Extra Shot Chance for 15 seconds. Weak enemies will not always produce this effect. The killer buff can stack up to 2/3/4 times. (Repeating Crossbows have a reduced chance to produce extra shots)
    AP: 2
    Hunter's Mercy: select one
    Merciful Shot: Ranged attack: Deals +3[W] damage. On Sneak attack: If the target is below 20% health, deal 500 damage. Cooldown 15 seconds.
    Merciful Strike: Melee Attack: +3[W] damage. On Sneak Attack: If the target is below 20% health, deal 500 damage.
    Leg Shot: Ranged Attack: On Damage: Slow your enemy's movement by 50% for 10 seconds.
    Dexterity/Wisdom: choose 1, +1 Dexterity or +1 Wisdom
    AP: 2

    Deepwood Stalker Tier 5
    Requires: Ranger 5

    Extra Favored Enemy: choose one not chosen before
    AP: 2
    Heavy Draw: Toggle: While Heavy Draw is active, you deal +5 damage but have -5 to attack rolls with archery and thrown attacks. Effects that modify the attack penalty and bonus of the Power Attack feat also modify this ability (but other effects related to Power Attack do not). This ability has no effect when using a crossbow.
    AP: 2
    Head Shot: Ranged Attack: Perform a ranged attack that is automatically considered a critical threat. On vorpal: 500 damage.
    Requires: Leg Shot
    AP: 2
    Improved Archer's Focus: Your Archer's Focus can now stack up to 25 times instead of 15.
    Last edited by bhgiant; 04-14-2013 at 05:40 PM.
    Quote Originally Posted by Cordovan View Post
    We are not working with the aliens to send messages that are picked up by your microwaved meatloaf dinner. At least I don't think so...
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    Community Member bhgiant's Avatar
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    Quote Originally Posted by Cordovan View Post
    We are not working with the aliens to send messages that are picked up by your microwaved meatloaf dinner. At least I don't think so...
    Proud member of Tyrs Paladium

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    Completely underwhelming. I waited a year for this?

    No Deepwood sniper?
    Last edited by Ape_Man; 04-11-2013 at 02:56 PM.
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    Community Member Hokiewa's Avatar
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    Quote Originally Posted by Ape_Man View Post
    Completely underwhelming. I waited a year for this?

    No Deepwood sniper?
    You missed the first line
    Hilarious Princess....Sorry your life is so medicore after all this time..Lol, you are scared of a farmer? with a tractor....?

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    Quote Originally Posted by Hokiewa View Post
    You missed the first line
    Ahh, well that better blow me away because so far this all looks meh. Tempest isn't any better yet is more expensive. The devotion line is GONE so goodbye self-healing. AA looks overly complicated.

    Not looking good so far.
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    Quote Originally Posted by zwiebelring View Post
    Ape_Man does clever trolling nothing more. Don't feed him/her.

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    Community Member redspecter23's Avatar
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    Adrenaline + Arrow of Slaying looks quite fun. It should lead to some nice big numbers. I'm wondering how it interacts with manyshot or 10k stars. Perhaps all arrows during that volley get the slaying effect? If so that seems quite powerful.
    Kaarloe - Degenerate Matter - Argonnessen

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    Quote Originally Posted by redspecter23 View Post
    Adrenaline + Arrow of Slaying looks quite fun. It should lead to some nice big numbers. I'm wondering how it interacts with manyshot. Perhaps all 5 arrows get the slaying effect? If so that seems quite powerful.

    20 second cooldown. This is a nerf over existing slaying arrows.
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    Community Member redspecter23's Avatar
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    Quote Originally Posted by Ape_Man View Post
    20 second cooldown. This is a nerf over existing slaying arrows.
    I see it not so much as a nerf, but as a completely different ability in use and function. You see glass half empty, I see it half full.

    The ability to perform this attack at will instead of relying on the luck of the dice means that quite often, this will be your lead attack when first approaching a mob. Improved precise shot + adrenaline could equal a line of dead epic elite mobs. It's not the same consistent damage over time that the old slayer arrows provided, but there is much potential here.
    Last edited by redspecter23; 04-11-2013 at 03:10 PM.
    Kaarloe - Degenerate Matter - Argonnessen

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    Quote Originally Posted by redspecter23 View Post
    I see it not so much as a nerf, but as a completely different ability in use and function. You see glass half empty, I see it half full.
    It's a mathmatical function, this isn't objective. If you're need seeing things this way you need to check your glasses.
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    Quote Originally Posted by zwiebelring View Post
    Ape_Man does clever trolling nothing more. Don't feed him/her.

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    Community Member redspecter23's Avatar
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    Quote Originally Posted by Ape_Man View Post
    It's a mathmatical function, this isn't objective. If you're need seeing things this way you need to check your glasses.
    Ironically enough, I'm thinking the exact same thing about your glasses. We'll see how it pans out.
    Kaarloe - Degenerate Matter - Argonnessen

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    Quote Originally Posted by Ape_Man View Post
    20 second cooldown. This is a nerf over existing slaying arrows.
    The worst part about it is you have to click something to proc it.
    I like the current mechanism where it happens by chance, no need to actively click it.

    Too many active clicks and there's just no room on hotbars...(adreniline, manyshot, 10k stars, otto's whistler, now slaying arrows as an activatable click...not liking that.)

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    Quote Originally Posted by maximus123123 View Post
    The worst part about it is you have to click something to proc it.
    I like the current mechanism where it happens by chance, no need to actively click it.

    Too many active clicks and there's just no room on hotbars...(adreniline, manyshot, 10k stars, otto's whistler, now slaying arrows as an activatable click...not liking that.)
    have no fear, the fanbois will rave on about how wonderful this is and we'll get stuck with it.
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    Quote Originally Posted by zwiebelring View Post
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    Community Member Ganolyn's Avatar
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    Quote Originally Posted by Ape_Man View Post
    Ahh, well that better blow me away because so far this all looks meh. Tempest isn't any better yet is more expensive. The devotion line is GONE so goodbye self-healing. AA looks overly complicated.

    Not looking good so far.

    I agree. With the exception of the interface needing improvement and maybe tweaking some costs and abilities here and there, I like the "old" system and its versatility. This seems like an unnecessary and wholesale revamp of a system that really isn't broken.
    Anál nathrach
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    do chél dénmha

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    Except for that this slaying arrow isn't instead of a AA stance, but rather in addition to it - making it a different ability and not a nerf. If you can get a different stance that does slightly less damage per hit than slaying arrows do currently, but the new slaying arrow ability makes up for that it won't be a nerf. If the new stances are way worse then it would be a nerf, and if the new stances are better it would be a buff.

    While it isn't objective, I wouldn't say for sure this early whether it is better or worse.

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    Community Member orakio's Avatar
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    Quote Originally Posted by Ape_Man View Post
    It's a mathmatical function, this isn't objective. If you're need seeing things this way you need to check your glasses.
    Except for the fact that it now stacks with primary imbues, no longer invalidating their existence, and additionally is affected by crit multiplier. It is also no longer the only mechanic that Arcane Archer has for dealing damage, as both the Inferno and Burning status effects from Inferno Shot and Improved Elemental Arrows: Flaming arrows should add a significant chunk of sustained damage to Arcane Archers.

    The question is, if Slayer arrows add +250 damage, and if they are affected by crit multiplier, are they physical bonuses to damage dealt and therefore also affected by Adrenaline? If so this is a VERY nice position for the ability to be in.

    Now of course if you have the mathematical function available and would like to show where it is a "nerf" over existing slayer arrows for Adrenaline archers then it may invalidate his statment of it being a different use and function.

  16. #16
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    Quote Originally Posted by Fecerak View Post

    While it isn't objective, I wouldn't say for sure this early whether it is better or worse.
    The synergy or lack-thereof with deepwood will make that determination.

    Maybe AA's still savable, tempest is meh.
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    Quote Originally Posted by zwiebelring View Post
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    Wow couple questions this raises, since I cant get on Lamm...

    -Does everything work with xbows now? repeaters? The core AA "capstone" seems to suggest that RXBs will function with at least some AA enhancements...

    -You only need to splash Ranger 5 for all tiers of enhancements, minus the core skills?

    -Does Inferno Shot refresh the timer as well as add a stack? It seems like, if it doesn't, there's no point in having a 6-second DOT with a 3-second cooldown stack up to 20 times...

    -Monkcher + Soul Magic = lots of free SPs... Also, same question with RXBs and Soul Magic. If you gain 3 SP per volley, I could see a whole lot of Arti AAs after the update...

  18. #18
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    I don't know how many of these abilities are imbues as opposed to activatable clicks.

    My fear would be that most of the power will be coming from activiting something making the build a lot more complicated to play than current mechanics. There just won't be enough room on my hotbar for everything I'd want to do (hotbar is currently full as it is).

  19. #19
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    Looks okay, so far. Arcane Archer seems a bit weak, but I like the imbues overall. Tempest looks wonderful!

    Two questions, though:

    1) Where is the devotion line?

    2) How does the Shattermantle imbue benefit the user? It's not like rangers are awesome spellcasters.

  20. #20
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    Quote Originally Posted by HatsuharuZ View Post
    Tempest looks wonderful!
    What am I missing? What's so wonderful about it that we don't already get from practically no AP.

    Seriously, I'm not trolling. What's so great about it?
    Personal d000m level: 83%

    Quote Originally Posted by zwiebelring View Post
    Ape_Man does clever trolling nothing more. Don't feed him/her.

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