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  1. #21
    Hero JOTMON's Avatar
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    Quote Originally Posted by HatsuharuZ View Post
    One of the things that really makes it hard for any ranged build is finding useful ammunition. There are no vendors that sell "flaming arrows" for example, most types of ammo have to be purchased on the AH or found in chests. I really don't like this situation.

    Lets make it so that whatever ammo you equip in your ammo slot is 100% returning, and do the same for crafted ammunition as well. This makes it easier for everyone to use and keep ranged weapons, not just AAs and artificers. Then, do the same for throwing weapons.
    It is annoying to be in a class without access to returning arrows/bolts (umd conjuring aside), especially when returning throwing weapons are a dime a dozen..
    What happens with conjured bolts/arrows with the Beholders spamming overlapping anti-magic fields in the upcoming abbott?

    Returning arrows/blots in treasure drops.. I have no issue with, just make them extremely rare.

    Perhaps add something to Free Agent Favor that gives crafting alter the ability to melt down returning throwing weapons into an essence that can be bonded to arrows/bolts to make them returning. (restrictive list of course).

    Add named Epic quivers that put returning effect on any equipped arrows/bolts.. madness one is aright for junk arrows and overflowing your inventory, but in Epic content getting hit is not something you want to happen often enough to proc arrows..
    Better variations should be available.

    Some workarounds include splashing artificer to conjure bolts for repeater builds that are not artificers.. such as a repeater rogue mechanic.. that cant even craft bolts...
    this is something that the class should be able to do.. craft trap effects onto bolts and create stacks of bolts at the rogue crafting station based on their level/trap skills.

    Many classes/builds would make use of returning arrows/bolts if they were available instead of using the returning hammer/handaxe/dart/dagger/shuriken or other boxbreakers..

    I would even be ok with a basic pack of returning bolts/arrows from the Kortho's chain for those days when I run out of the good ones.
    Last edited by JOTMON; 09-25-2014 at 09:55 AM.
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  2. #22
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by Desonde View Post
    I was just thinking about this the other day when I started pulling all kinds of non-returning throwing weapons. At low levels (1-3) on normal, a stack of 20 will last through 4-7 creatures. At lvl 28, while doing 110 average damage with a throwing weapon, you will use 18 to drop a single enemy on epic normal. If anything, the stack size needs to scale with the chest level.
    Best idea so far. I have horded arrows and every now and again wonder if I will actually pull those stacks of slayers and use them. LOL

  3. #23
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by cdbd3rd View Post
    Hmm.

    And here I'd been thinking that bolts (& arrows) were one of the redeeming features still worthwhile from Cannith crafting.

    Stacks of 100 elemental types, with minimal skill investment needed.
    Yes, it is. I regularly use it for my toons. Crunch down several stacks of +1 Holy Arrows, and you're off and on your way. It works great.

    The problem is that if you really want to get into ranged combat - without having to go AA - slaying arrows are where it's at. Problem is, there are so many variations of these items - between target mob type, lesser / greater attribute, and enchantment value - that maintaining these in relevant stacks is next to impossible. at least, that they way it was when I actually gave up attempting to collect these items and use them.

    Then when it comes to switching them out easily? Fugetaboutit.

    I've gone the Flame Arrow route. It's "meh." I'd rather have Cannith arrows.

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