The Ideas are good, but the spelling errors are driving me a bit nuts. Mind if I do a grammar check for the whole thing?
Seriously though, the ideas are great, but the way the arcane arrow imbues are worded is very confusing.
Edit: i'm sorry for being a stick in the mud, but here's my interpretation of what you've posted, with a clarity fix:
Here's my clarity fix for arcane archer....
Code:
Arcane Archer:
Graphic version of Tree:
And detailed changes:
CORE
Rank 1: Arcane Archer:
• Active: Conjure Arrows ability (100 Arrows with 100% Returning ability), These disappear on exiting quest, or logout. Cost 10 SP, Cooldown: 15 second
• You may apply a single "Damage" or "Effect" imbue to your conjured arrows.
• Conjured arrows have an enhancement bonus equal to your number of core enhancements you possess.
• Every Core ability grants +10 spell points.
Rank 2: Arcane Arrows:
• Passive Imbue (Property): You can apply a single "Property" enchantment, in addition to one "Effect" or one "Damage" Imbue.
• Active Imbue (Property): Arrows now do piercing, bludgeoning and slashing damage. Cost: 10 SP, Cooldown: 60 second.
Rank 3: Morphic Arrows:
• Improved Imbuing: Imbue (Property), Imbue (Damage) and Imbue (Effect) now work on both your conjured arrows, and any arrow created by "Elemental Arrows".
• Active Imbue (Property): Arrows gain the "metalline" effect. Cost: 20 SP, Cooldown: 90 seconds.
• New spell: Add Elemental Arrows spell to the spell book as a 1st tier spell. (Multiselector: Summon stack of 500 Masterwork arrows, which have one of Flaming, Frost, Shock, or Acid.)
• Passive: Shortbows and Longbows are treated as implements, granting universal spell power equal to 4*enhancement bonus.
Rank 4: Aligned Arrows:
• Improved Imbuing II: You can apply two Imbue (Property), and one of either an Imbue (Damage) or Imbue (Effect) to your equipped arrows.
• Active Imbues (Property): Arrows gain the "aligned" effect. Cost: 20 SP, Cooldown: 90 seconds.
• You gain an additional +1% doubleshot for each core ability you possess.
• Passive: All Imbue (Effect) increase in DC by 1.
Rank 5: Shadow Arrows:
• Improved Imbuing III: You can apply two Imbue (Property), and both an Imbue (Effect) and an Imbue (Damage) to your equipped arrows.
• Active Imbue (Property): Equipped arrows gain 75% returning. Cost: 20 SP, Cooldown: 120 seconds.
• Passive: All Imbue (Effect) increase in DC by 1.
Rank 6: Master of Imbuement:
• Improved Imbuing IV: You can now apply two Imbue (Property), one Imbue (Effect), one Imbue (Damage), and one additional Imbue of any type to any arrow you equip, including lootgenerated arrows.
• You gain an additional +2 Dexterity, +50 spell points, and 20% doubleshot
• Passive: All Imbue (Effect) increase in DC by 1.
TIER 1
Conjure Arrows – removed (merged with Rank 1 AA Core ability)
True Strike (Buffed):
• 1st rank: +20 to hit, +1 insight bonus to hit for 3 second
• 2nd rank: +25 to hit, +2 insight bonus to hit for 6 second
• 3rd rank: +30 to hit, +4 insight bonus to hit for 12 second
Energy of the wild (Buffed):
• 3rd rank: remove Antirequisite. If you already have Magical Training, you gain only +40 Max SP
Imbue (Damage) I (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow
• 1st rank: On every hit: +1d6 Elemental / +1d4 Force damage and Ghost touch ability
• 2nd rank: On critical hits: additional 1d6 Elemental / 1d4 Force x (crit. Multiplier) damage
• This ability becomes stronger as more Imbue (Damage) enhancements are taken.
Awareness (Buffed):
• 3rd ranks give you Alertness feat
Arcane Empathy (New ability):
• 2 rank, 1AP each
• 1st rank: Use one of the Wild Empathy to gain SP Regeneration 1d6 per second. Duration: 3 second, Cooldown: 30 second.
• 2nd rank: Use one of the Improved Wild Empathy (require 7 Levels of Ranger or Druid), to gain SP Regeneration 1d6 + ½ character levels SP per second. Duration: 3 + ¼ character levels. Cooldown: 30 second.
TIER 2
Dispeling Shot – No change
Force Arrows – removed (merge with Redesigned Elemental Imbues)
Inferno Shot – No change
Improved Imbue (Damage) (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (1d6 -> 1d8, 1d4 -> 1d6 for elemental, and force respectively).
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (1d6 * crit multiplier -> 1d8 * crit multiplier, 1d4 * crit multiplier -> 1d6 * crit multiplier respectively).
Action Boost (Buffed):
• Cost: 1AP each
Imbue (Effect) Terror:
• Arcane Archer Imbue Toggle 3 Ranks, 1 AP each, Moved from Tier 3
• 1st rank: Terror Arrows, Will DC = 12 + ¼ ranger levels
• 2nd rank: Terror Arrows, Will DC = 12 + ½ ranger levels
• 3rd rank: Terror Arrows, Will DC = 12 + ½ character levels + 1 per AA core enhancements possessed.
TIER 3
Shattermantle Shot (Buffed):
• 100/120/150 stacks per rank.
Imbue (Effect) Blinding (New ability):
• Arcane Archer Imbue Toggle: 3 Ranks, 1 AP each
• Blinding Arrows: On hit target become blinded. Additional save each second. On Vorpal: Target is additional subject to Mind Fog effect.
• 1st rank: Blind duration: 2 second, Will DC = 14 + ¼ ranger levels
• 2nd rank: Blind duration: 4 second, Will DC = 14 + ½ ranger levels
• 3rd rank: Blind duration: 6 second, Will DC = 14 + ½ character levels + 1 per AA core enhancements possessed.
Soul Magic (Buffed):
• 2 Ranks, 1AP each
• Passive: You have 15% / 20% chance to gain 10/20 temporary spell poinst whenever you hit an enemy with arrows. Temporary SP stays 60/90 second. Stacks with Moonbow ability.
Improved Imbue (Damage) (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (1d8 -> 1d10, 1d6 -> 1d8 for elemental, and force respectively).
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (1d8 * crit multiplier -> 1d10 * crit multiplier, 1d6 * crit multiplier -> 1d8 * crit multiplier respectively).
Ability choice: No changes
TIER 4
Imbue (Effect) Paralyzing) (Buffed):
• Arcane Archer Imbue Toggle: 3 Ranks, 1 AP each
• Paralyzing Arrows: On vorpal: Target is subject to Hold Monster effect.
• 1st rank: Will DC = 15 + ¼ ranger level
• 2nd rank: Will DC = 15 + ½ ranger level
• 3rd rank: Will DC = 15 + ½ character level + 1 per AA core enhancements possessed.
Imbue (Effect) Banishing (Buffed):
• Arcane Archer Imbue Toggle: 2 Ranks, 1AP each
• 1st rank: On vorpal: Instantly kill any extraplanar creature with less than 1500 hp, if they possess more than 1500 hp, deal 150 untyped damage instead.
• 2nd rank: Arrow gains 1d6 untyped damage versus extraplanar creatures. On vorpal: Instantly kill any extraplanar creature with less than 2000 hp, if they possess more than 2000 hp, deal 200 untyped damage instead.
Imbue (Effect) Smiting (Buffed):
• Arcane Archer Imbue Toggle: 2 Ranks, 1AP each
• 1st rank: On vorpal: Instantly kill any construct with less than 1500 hp, if they possess more than 1500 hp, deal 150 untyped damage instead.
• 2nd rank: Arrow gains 1d6 untyped damage versus constructs. On vorpal: Instantly kill any construct with less than 2000 hp, if they possess more than 2000 hp, deal 200 untyped damage instead.
Improved Imbue (Damage) (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (1d10 -> 2d6, 1d8 -> 1d10 for elemental, and force respectively).
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (1d10 * crit multiplier -> 2d6 * crit multiplier, 1d8 * crit multiplier -> 1d10 * crit multiplier respectively).
Ability choice: No changes
TIER 5
Moonbow (Buffed):
• 2 ranks, 1 AP each
• 1st rank: Your bow has an additional +1 [W] and you gain 20 temporary sp once per 45 seconds. +5 USP
• 2nd rank: Your bow has an additional +1 bonus to critical threat range, and you gain +30 temporary sp once per 30 seconds. +5 USP
Arrow of Slaying (Buffed):
• 3 ranks, 1 AP each
• +100 dmg
• +200 dmg
• +300 dmg
Imbue (Damage) Mastery (Redesigned):
• Arcane Archer Imbue Toggle: 2 ranks, 1AP each
• Choice from Elemental Arrow (Fire, Ice, Acid, Electric) or Force Arrow not taken earlier. You gain access to it.
• 1st rank: Adds additional damage type to available imbues. Also increases damage dealt by Imbue (Damage) for all available imbues. (2d6 -> 3d6, 1d10 -> 2d6 for elemental, and force respectively). In addition, force arrows do an additional 1d6 untyped damage versus undead.
• 2nd rank: Increases damage dealt on crit by Imbue (Damage) for all available imbues. (2d6 * crit multiplier -> 3d6 * crit multiplier, 1d10 * crit multiplier -> 2d6 * crit multiplier respectively). You also gain an additional effect based on the type of imbue:
--o Corrosive Arrows: No changes
--o Flaming Arrows: No changes
--o Frost Arrows: No changes
--o Shock Arrows: No changes
--o Force Arrows: Your arrows gain Bone Breaking ability
Rune arrows (Redesigned):
• 3 Ranks, 1 AP each (Runic bonus does not stack. Heartseeker bonus replaces itself.)
• 1st rank: Your conjured arrows gain a +1 Runic bonus to enhancement bonus, and Heartseeker 1. You also gain 30 spell points, and 5 USP.
• 2nd rank: Your conjured arrows gain a +2 Runic bonus to enhancement bonus, and Heartseeker 2. You also gain 35 spell points, and 5 USP.
• 3rd rank: Your conjured arrows gain a +3 Runic bonus to enhancement bonus, Maiming, and Heartseeker 3. You also gain 40 spell points, and 5 USP.
Here's my clarity fix for DWS.
Code:
Deepwood Stalker
Graphic version of Tree:
And detailed changes:
CORE:
Rank 1: Far shoot:
• Passive: +1 Sneak Attack Dice
• Passive: +10 Healing amplification
• You gain +10 positive spell power per core ability you possess. In addition, your point blank shot and ranged sneak attack range is increased by 5 m for each core enhancement you possess.
Rank 2: Sneak Attack:
• Passive: +1 Sneak Attack Die
• Passive: +5 melee and ranged power
Rank 3: Called shoot:
• Active: Called Shot (no changes)
• Passive: +1 Animal Empathy use per rest
Rank 4: Shadow Attack:
• Passive: +1 Sneak Attack Dice
• Passive: +10 melee and ranged power
• Passive: +20 Healing amplification
Rank 5: Mark of the Hunt:
• Active: Use one charge of Animal Empathy to mark one target. This effect has a maximum duration of 180 seconds, and applies 5 stacks of “Hunter's Mark” ability. One stack lasts for 15 second and one stack is lost on expiration (and refreshing the cooldown). Every time a Marked target receives damage there is 2% chance a new stack to be applied. On bosses this is decreased to a 1% chance for a new stack. After the 180 seconds are over, all stacks are removed from the target. Max. 25 stacks. Cooldown: 15 seconds.
For each stack of Hunt the Weak applied to a target, they receive -2 to AC, fortification, spell resistance, movement speed, attack speed, and recieve -1 to all ability scores. In addition, they receive 1% increased damage from all sources.
• Passive: + 2 Animal Empathy uses per rest
Rank 6: Horizon Shot:
• Active: Toggle: Instead of using Strength to determine damage with a bow, you will instead use your dexterity. Cooldown 15 seconds.
• Passive: +2 Dexterity, +15 ranged and melee power.
• Passive: +1 Sneak Attack Dice
• Passive: You are always considered to be in Point Blank Shot and Ranged Sneak Attack Range
• Passive: You slowly regain charges of your Wild Empathy ability (but not your improved wild empathy), you regain one charge every 180 seconds.
TIER 1
Favored Defense – Removed
Favored Enemy Expertise I (Redesigned):
• 3 ranks, 1 AP each
• 1st rank: +2 AC, +1% dodge, +1% maximum dodge when attacked by a Favored enemy,
• 2nd rank: +1 saving throws, +2 PRR when attacked by a Favored enemy
• 3rd rank: +1 to hit and +1 damage when attacking a Favored enemy
Stealthy: No changes
Increased Empathy (Buffed):
• Additional +1 Bluff and Intimidate per rank
Versatile Empathy (Redesigned):
• 3 ranks, 1 AP each
• +1 Improved Animal Empathy, Animal Empathy and Improved Animal Empathy works also on Vermin and Plant + 4 PSP
• +1 Improved Animal Empathy, Animal Empathy and Improved Animal Empathy works also on Elements, Dragon and Reptilian + 4 PSP
• +1 Improved Animal Empathy, Animal Empathy and Improved Animal Empathy works also on All Favored enemy + 4 PSP
Tendon Cut (Buffed):
• Per rank: +1/1,5/2 [W]
TIER 2
Favored Defense – Removed
Favored Enemy Expertise II (Redesigned):
• 3 ranks, 1 AP each
• Identical to Favored Enemy Expertise I
Faster Sneaking (Buffed):
• 3 ranks, 1 AP each
Empathic Healing (Buffed)
• 2 ranks, 1 AP each
• 1st rank: SL-a: You may expend 1 use of Animal Empathy for Extended Lesser Vigor, +6 PSP
• 2nd rank: SL-a: You may expend 1 use of Animal Empathy for Extended Mass Lesser Vigor, +6 PSP (replace 1st rank ability)
Improved Weapon Finesse: No changes
Action Boost (Buffed):
• 3 ranks, 1 AP each
TIER 3
Favored Accuracy – Removed
Favored enemy improvements III (Redesigned):
• 3 ranks, 1 AP each
• 1st rank: +3 AC, +1% dodge, +1% maximum dodge when attacked by a Favored Enemy
• 2nd rank: +1 saving throws, +3 PRR when attacked by a Favored Enemy
• 3rd rank: +1 to hit and +2 damage when attacking a Favored Enemy
Thrill of the Hunt (Buffed):
• Gain 1 stack of +1 dmg for 6 seconds when you hit an enemy below 20% HP, Stacks 3 times, lose one stack on expiration
• Gain 1 stack of +1 dmg for 8 seconds when you hit an enemy below 30% HP, Stacks 6 times, lose one stack on expiration
• Gain 1 stack of +1 dmg for 10 seconds when you hit an enemy below 40% HP, Stacks 10 times, lose one stack on expiration
Improved Empathic Healing (New ability):
• 2 ranks, 1 AP each
• 1st rank: SLA: You may expend 2 use of Improved Animal Empathy to cast Heal, +4 PSP
• 2nd rank: SLA You may expend 3 use of Improved Animal Empathy to cast Mass Heal, +4 PSP This effect replaces the regular heal effect.
Aimed Shot (Buffed):
• Additional +2[W]
Ability choice: No changes
TIER 4
Favored Damage – Removed
Favored Enemy Expertise IV (Redesigned):
• 3 ranks, 1 AP each
• 1st rank: +5 ranged and melee power, +1 to confirming a critical hit when attacking a Favored enemy
• 2nd rank: +5 ranged and melee power, +1 to confirming critical hit, +1 critical damage (before multipliers) when attacking a Favored enemy (for a total of +10 Ranged and Melee power, +1 to confirm, and +1 critical damage)
• 3rd rank: +5 ranged and melee power, +1 to confirming a critical hit, +1 critical damage, +1 Sneak Attack Die when attacking a Favored enemy (for a total of +15 Ranged and Melee power, +1 to confirm, +2 critical damage, and +1d6 sneak attack damage)
Killer: No changes
Hunter’s Mercy: No changes
Leg Shot (Buffed):
• 1 rank, 1 AP
• additional +3[W]
• On Vorpal: Bleed effect.
Ability choice: No changes
TIER 5
Extra Favored Enemy - removed
Favored Enemy Expertise V (Redesigned):
• 3 ranks, 2 AP each
• 1st rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1[W] when attacking a Favored Enemy
• 2nd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Multiplier when attacking a Favored Enemy (for a total of two additional favored enemies, granting +4 damage against all favored enemies, +1 [W] and +1 Critical Multiplier when attacking a Favored Enemy)
• 3rd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Threat range when attacking a Favored Enemy (for a total of three additional favored enemies, granting +6 damage against all favored enemies, +1 [W], +1 Critical Multiplier, and +1 Critical Threat range when attacking a Favored Enemy)
Heavy Draw (Buffed):
• 2 ranks, 1 AP each
• 1st rank: Toggle: +5 dmg, +1[W], -5 to hit
• 2nd rank: Toggle: +10 dmg, +2[W], -10 to hit (This replaces previous toggle)
Headshot (Buffed):
• 2 ranks, 1 AP each
• 1st rank: Always critical hits, 3[W] damage, Vorpal: +300 dmg, Cooldown: 60 second
• 2nd rank: Always critical hits, 6[W] damage, Vorpal: +600 dmg, +1 critical multiplier, Cooldown: 45 second (Replace 1st rank)
Improved Archer Focus (Buffed):
• 3 ranks, 1 AP each
• Archer’s Focus can now stack 20, When you possess 20 or more stacks you gain +5 ranged power
• Archer’s Focus can now stack 25, When you possess 25 or more stacks you gain a +10% Focus bonus to ranged attack speed
• Archer’s Focus can now stack 30, When you possess 30 stacks you gain +50% doubleshot.
This post was made mostly for fun. But if anyone like it, or have any opinion about it, please post it.
Of course I have tiny hope, that any Devs or Players Council, read this, and will find some inspiration to made DDO better :-)
I'm sorry if i got a bit of the information wrong: it's rather hard to understand it.
Edit: Yeah i'm sorry if i was a bit rough: it's amazingly hard to word some of these things! You did an admirable job for a non-native english speaker.
Bigger edit: try putting the original text in Code tags, that'd cut down the size of the page immensely.
One question, i'm pretty sure that i'm misunderstanding what you mean by the favored enemy bonus: am i correct that this:
Favored Enemy improvements (Redesigned):
• 3 ranks, 2 AP each
• 1st rank: +1 additional Favored Enemy, +1[W] against Favored Enemy
• 2nd rank: +1 additional Favored Enemy, +1 Critical Multiplier against Favored Enemy
• 3rd rank: +1 additional Favored Enemy, +1 Critical Thread range against Favored Enemy
meant this:
• 3 ranks, 2 AP each
• 1st rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1[W] when attacking a Favored Enemy
• 2nd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Multiplier when attacking a Favored Enemy (for a total of two additional favored enemies, granting +4 damage against all favored enemies, +1 [W] and +1 Critical Multiplier when attacking a Favored Enemy)
• 3rd rank: Choose an additional Favored Enemy (granting an additional +2 damage versus all favored enemies), +1 Critical Threat range when attacking a Favored Enemy (for a total of three additional favored enemies, granting +6 damage against all favored enemies, +1 [W], +1 Critical Multiplier, and +1 Critical Threat range when attacking a Favored Enemy)