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  1. #1
    Community Member Requiro's Avatar
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    Smile Ranged Ranger Pass (Enhancements pass)

    Hello everyone.
    I would like present solid version of Ranged Ranger Enhancements Pass. I want post this ideas some time ago, but I was afraid that some buffs will be too powerful. But with last changes to bards, paladins and barbarians, this is no problem anymore :-)


    Here is Coded version (thanks to doubledge), of 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 entering / 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 conjured arrows, and any arrow created by "Elemental 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 any arrow you equip, including lootgenerated 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, Shock) 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, Shock) 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 (Buffed): 
    •    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, Shock) 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 bane 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 bane 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, Shock) 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, Shock) 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 bane damage versus undead with Ghost Touch ability.
    •    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.
    And Coded version of Deepwood Stalker:
    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 do not 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, +2 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, +3 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: Knockdown 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 :-)

    Thanks everyone who read to the end :-) And sorry for my English. This is not my native language.
    Last edited by Requiro; 08-05-2015 at 05:42 AM. Reason: Some polish
    -------------------------------------------------------------
    Quote Originally Posted by stoerm View Post
    Player remembers. Player never forgets.
    I'm not native speaker

  2. #2
    Community Member Sehenry03's Avatar
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    Default

    It doesn't appear to over the top except when used in conjunction with Manyshot and when used with Manyshot I see WAY to much DPS with all the weapon additives you could use with it.

    Toons - Ziffin / Hirtz / Mheka / Duskh
    Guild - High Lords of Malkier
    Server - Sarlona

  3. #3
    Community Member Requiro's Avatar
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    Quote Originally Posted by Sehenry03 View Post
    It doesn't appear to over the top except when used in conjunction with Manyshot and when used with Manyshot I see WAY to much DPS with all the weapon additives you could use with it.
    But this is a problem with Manyshoot overall. Because, any modification, any buffs or nerfs, must be consider x4.

    Made this broken feat, passive ability: 2% double shoot per character level, and problem solved
    -------------------------------------------------------------
    Quote Originally Posted by stoerm View Post
    Player remembers. Player never forgets.
    I'm not native speaker

  4. #4
    Community Member CrackedIce's Avatar
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    Default really like it

    I think that there are things which are OP and altogether with the combination of both trees very powerful.

    That said, there is a lot of thought put here. The ideas look fun to play around with. I would really want to go full ranged between these two trees. Forget monk...

    This IS something to draw on for the Ranger's enhancement pass.

    Kudos on the ideas. Very well thought out.

  5. #5
    Community Member doubledge's Avatar
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    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)
    Last edited by doubledge; 03-17-2015 at 01:05 AM. Reason: Explaining cores better


  6. #6
    Community Member LuKaSu's Avatar
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    Quote Originally Posted by CrackedIce View Post
    I think that there are things which are OP and altogether with the combination of both trees very powerful.

    That said, there is a lot of thought put here. The ideas look fun to play around with. I would really want to go full ranged between these two trees. Forget monk...

    This IS something to draw on for the Ranger's enhancement pass.

    Kudos on the ideas. Very well thought out.
    One thing that makes it less OP is the fact that you need 75 AP to fill out the AA tree. So if you took all of the AA tree, you're not going to have a lot left to put into the Stalker tree.

    There are a whole lot of really solid ideas here. I think that the blinding arrows are a little bit easy to reach (using char level instead of ranger level really makes it overpowered). I would personally put blinding arrows as a single shot attack with a cooldown and stick it into the Deepwoods Stalker tree, to make it so every single creature out there isn't blind.

    I especially like that you basically get Holy Sword for your favored enemies (though I would make sure it didn't stack with Holy Sword and keep it at the current 1 new favored enemy instead of 3 new ones)

    But yeah, if the devs decide to revamp all of the ranger trees, this makes some great material to draw from.
    LuKaSu's DDO Wishlist.
    SSG, Thanks for a super-fun game!

  7. #7
    Community Member Kawai's Avatar
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    Thumbs down

    no.
    appreciate work Op has laid out.
    but...
    Ranger Pass should/will b complete overhaul.
    -not an adjusting of numbers.

  8. #8
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by Requiro View Post
    But this is a problem with Manyshoot overall. Because, any modification, any buffs or nerfs, must be consider x4.

    Made this broken feat, passive ability: 2% double shoot per character level, and problem solved
    No, then you kill the one drawing card for Rangers with Multi-shot: a Boss-killer. The cool-down is the great equalizer in this sense.

    Decent sources for double-shot are few and far between. Giving rangers 2% passive will make no difference at all.

  9. #9
    Community Member bsquishwizzy's Avatar
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    As far as the OP is concerned: I sorta like it!

    Likes:

    1) Force Arrows are mainstreamed with the other elemental imbues.

    2) You’ve made Favored Enemy not useless.

    3) Paralyzing / Terror arrows scale better,

    4) You didn’t throw away Ghost Touch.

    5) Arcane Empathy is a nice touch (see dislikes below),

    6) Slaying arrows make better sense than they did before.

    7) Blind / Mind Fog is a nice addition. More CC! LOVE it!


    What I don’t like:

    1) Nothing has been done with slaying arrow loot drops. This would be nice to somehow incorporate.

    2) You could probably kill off the Soul Magic and no one would notice. The timing on the temp SP working in conjunction with stuff like Slaying Arrows or Inferno shot is next to impossible to make work. This would then free up another slot for something. Plus you have Arcane Empathy to cover this.

    3) Most people use Shattermantle Shot for the additional +[W] boost. I’m unsure how the stacks would work, or if they would even be worth it to have.

    4) I think shifting the current metalline and morphic enhancements into passive attributes in the core abilities may end up pushing this into OP territory. Providing these as active imbues that cost SP to cast would be better, and would provide a decent limitation on their use (you may only have one cast imbue going at a time).

    5) Consider a knock-down effect on a Leg Shot Vorpal (or maybe even critical), as opposed to bleed. You’ve got a lot of DPS in these changes already.

    6) Just a thought, but consider changing “Bone Breaking” effect on force arrows (which is actually a blunt weapon damage attribute) to something like Disintegrate (which is actually a force-like spell) or Knockback.

  10. #10
    Community Member Requiro's Avatar
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    Thanks everyone for so much respond. Especially thanks to Doubledge for great work to made this ideas more English. And you understand and translate most part of what I meant. I made only a few correction.

    And answer to your question: Yes – that should work Tier 5 Improvements to Favored Enemy. I know that this is A LOT power against Favored Enemy, but this is Tier 5 ability, require 6 AP to get it, and additional 12 from sub-tree.

    Quote Originally Posted by LuKaSu View Post
    (...)
    Thank you for kind word :-)

    About overpower Blinding Arrows. You refer probably to monkcher and other multiclassing. And you are right that this will be very powerfull. What I can provide is table of DC of that and other CC abilities from AA tree.

    Only for 3rd rank of each ability:
    LEGEND:
    1 - SPLASH - Minimum Ranger level to take this ability (2,3,4 levels) + Maximum Core AA ability what you can take (1 or 2)
    2 - MULTI - Optimal Ranger level to take adventade of this ability (12 levels)
    3 - PURE - PURE 20 level Ranger (20 levels) or AA from Race tree

    Terror arrow

    Char.Lvl 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
    Splash 14 14 15 15 16 16 17 17 18 18 19 19 20 20 21 21 22 22 23 23 24 24 25 25 26 26 27 27 28
    Multi 14 15 16 16 18 18 19 19 20 20 23 23 24 24 25 25 26 26 27 27 28 28 29 29 30 30 31 31 32
    Pure 14 15 16 16 18 18 19 19 20 20 23 23 24 24 25 25 28 28 31 31 32 32 33 33 34 34 35 35 36
    Today N/A 21 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25

    Blind arrow (New ability)

    Char.Lvl 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
    Splash 15 18 18 19 19 20 20 21 21 22 22 23 23 24 24 25 25 26 26 27 27 28 28 29 29 30 30 31
    Multi 15 18 18 20 20 21 21 22 22 25 25 26 26 27 27 28 28 29 29 30 30 31 31 32 32 33 33 34
    Pure 15 18 18 20 20 21 21 23 23 25 25 26 26 27 27 30 30 33 33 34 34 35 35 36 36 37 37 38

    Paralyzing arrow

    Char.Lvl 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
    Splash 20 20 21 21 22 22 23 23 24 24 25 25 26 26 27 27 28 28 29 29 30 30 31 31 32
    Multi 21 21 22 22 23 23 26 26 27 27 28 28 29 29 30 30 31 31 32 32 33 33 34 34 35
    Pure 21 21 22 22 23 23 26 26 27 27 28 28 31 31 34 34 35 35 36 36 37 37 38 38 39
    Today 22 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26 26

    Just to remind: Today we have flat DC: Terror Arrows DC=25 and Paralyzing Arrows DC=26

    After that I'm not 100% sure, if that ability will be overpowerd, tbh.

    Quote Originally Posted by bsquishwizzy View Post
    As far as the OP is concerned: I sorta like it! (...)
    Glad to hear it

    Quote Originally Posted by bsquishwizzy View Post
    What I don’t like:

    1) Nothing has been done with slaying arrow loot drops. This would be nice to somehow incorporate.

    2) You could probably kill off the Soul Magic and no one would notice. The timing on the temp SP working in conjunction with stuff like Slaying Arrows or Inferno shot is next to impossible to make work. This would then free up another slot for something. Plus you have Arcane Empathy to cover this.

    3) Most people use Shattermantle Shot for the additional +[W] boost. I’m unsure how the stacks would work, or if they would even be worth it to have.

    4) I think shifting the current metalline and morphic enhancements into passive attributes in the core abilities may end up pushing this into OP territory. Providing these as active imbues that cost SP to cast would be better, and would provide a decent limitation on their use (you may only have one cast imbue going at a time).

    5) Consider a knock-down effect on a Leg Shot Vorpal (or maybe even critical), as opposed to bleed. You’ve got a lot of DPS in these changes already.

    6) Just a thought, but consider changing “Bone Breaking” effect on force arrows (which is actually a blunt weapon damage attribute) to something like Disintegrate (which is actually a force-like spell) or Knockback.
    Re.1 You mean randomgenerated arrow loot? If yes, then agree with you. Stacks of 20 is just too small.
    Re.2 Soul Magic, can be useful. Especially in lower Heroic levels. But I agree that this is overall week ability.
    Re.3 This is only minor buff.
    Re.4 But this is still Active Imbues that cost SP. Maybe new wording given by doubledge made it more clear. Sorry again for my English.
    Re.5 Very good idea. I change it.
    Re.6 I was thinking about it. But Disintegrate will be too powerful compare to other effects from “Damage” Imbues sub-tree. Same with Knockback. And force arrows just add more DPS that I want avoid to that sub tree. Bone braking on the other hand, seem in pair with other abilities and it's thematically - You will break the bones with force :-)
    Last edited by Requiro; 08-05-2015 at 06:44 AM. Reason: New table
    -------------------------------------------------------------
    Quote Originally Posted by stoerm View Post
    Player remembers. Player never forgets.
    I'm not native speaker

  11. #11
    Community Member eachna_gislin's Avatar
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    Quote Originally Posted by Requiro View Post
    Hello everyone.
    I would like present solid version of Ranged Ranger Enhancements Pass. I want post this ideas some time ago, but I was afraid that some buffs will be too powerful. But with last changes to bards, paladins and barbarians, this is no problem anymore :-)

    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 :-)

    Thanks everyone who read to the end :-) And sorry for my English. This is not my native language.
    To start, you obviously put a huge amount of thought and effort into creating these suggestions. Great work!

    Here are some negative responses on my part, mostly revolving around the application of AA as a racial tree for elves and helves.

    1) I would shunt _any_ "ranger specific" enhancements to the Deepwood Sniper tree. Arcane Empathy and anything else that depends on ranger levels/ranger powers/favored enemies/etc should be kept out of the AA tree. _EVERY_ AA enhancement needs to be accessible to racial AA's as well.

    2) I didn't see AP costs anywhere (I must be blind) but someone else said it was a total of 75 AP in the AA tree. That's crippling for a racial AA who has to spend 14 points _JUST_ to unlock the tree. The tree shouldn't have any more AP costs than any other enhancement tree. 75 AP available in the tree is not "balance".

    3) I'd like to see the entire spell point increase be in the first two tiers of Energy of the Wild. The echoes add-on isn't that useful for classes that don't already have a blue bar and thus forcing them to take it to get their last bit of spell points is a bit of an AP tax. I've found that echoes is most useful for classes like paladin/ranger/bard, that have a blue bar and cast real spells. Fighters/barbs/rogues have much less use for echoes but desperately need raw spell points to power this tree. If anyone wants it, it should be there. Just make it the third tier of the enhancement and push all spell points to the first two tiers. I'd also like to see more spellpoints in the pool.

    4) I'd like to see someone suggest that slayer arrows start _slaying_ targets. At the point that slayer arrows were introduced, 250 damage was enough to kill most heroic mobs. With hit point inflation and champions, it's a bit of a joke as far as damage goes. An attack that can only be used once every 20 seconds should _kill_ whatever it touches (at least up to orange name). If there's going to be a DC/save, the 250 (or 300 in the suggested change) damage could be applied if the mob saves.

    With the changes to repeaters and heavy crossbows, there's no hope for regular bows to hope to compete on rate of fire or crits. I'd like to suggest/see an option for AA's to get to attach AoE attacks to their arrows (maybe as the T5 for the elemental imbues). This fits with pnp and give AA's something unique (that the crossbow ranged users aren't already doing better).

    I realize the first priority of a ranger pass is to improve rangers. However, given the accessibility of the AA tree to any elf/helf build, at least some thought needs to be put into helping AA be viable for racial users.

  12. #12
    Community Member Requiro's Avatar
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    Quote Originally Posted by eachna_gislin View Post
    To start, you obviously put a huge amount of thought and effort into creating these suggestions. Great work!
    Thanks!

    Here are some negative responses on my part (Oh boy!) mostly revolving around the application of AA as a racial tree for elves and helves.

    1) I would shunt _any_ "ranger specific" enhancements to the Deepwood Sniper tree. Arcane Empathy and anything else that depends on ranger levels/ranger powers/favored enemies/etc should be kept out of the AA tree. _EVERY_ AA enhancement needs to be accessible to racial AA's as well.
    In AA Tree this is only one ability, that require Ranger or Druid levels. I have no replacement so far, but I will think about it.

    2) I didn't see AP costs anywhere (I must be blind) but someone else said it was a total of 75 AP in the AA tree. That's crippling for a racial AA who has to spend 14 points _JUST_ to unlock the tree. The tree shouldn't have any more AP costs than any other enhancement tree. 75 AP available in the tree is not "balance".
    AP cost in on the graphics. I lower AA Tree Cost from 78 to 75, and DWS from 82 to 70. I think, compared to today cost it is balanced. You gain 3 additional AP in AA and 12 in DWS.

    3) I'd like to see the entire spell point increase be in the first two tiers of Energy of the Wild. The echoes add-on isn't that useful for classes that don't already have a blue bar and thus forcing them to take it to get their last bit of spell points is a bit of an AP tax. I've found that echoes is most useful for classes like paladin/ranger/bard, that have a blue bar and cast real spells. Fighters/barbs/rogues have much less use for echoes but desperately need raw spell points to power this tree. If anyone wants it, it should be there. Just make it the third tier of the enhancement and push all spell points to the first two tiers. I'd also like to see more spellpoints in the pool.
    I just remove antirequisite, in Energy of the Wild. Right now, you can't take 3rd tier of Energy of the Wild if you have already Magical Training feat. And overall you have more SP by AA Cores (+10 SP per Core, +60 Total), AA Capstone (+50SP) and Rune Arrows (T5 AA +105SP). You also gain limited SP regeneration from Arcane Empathy (T1 AA), and much better temp. SP with Soul Magic (T3 AA) and Moonbow (T5 AA). I think it's enough.

    4) I'd like to see someone suggest that slayer arrows start _slaying_ targets. At the point that slayer arrows were introduced, 250 damage was enough to kill most heroic mobs. With hit point inflation and champions, it's a bit of a joke as far as damage goes. An attack that can only be used once every 20 seconds should _kill_ whatever it touches (at least up to orange name). If there's going to be a DC/save, the 250 (or 300 in the suggested change) damage could be applied if the mob saves.
    That 300 dmg can be amplified by many Epic abilities. Right now +250 dmg it's one of the most powerful Bow enhancement ability in game, when use wise. I don't think it need another boost. Especially with all the other changes.

    With the changes to repeaters and heavy crossbows, there's no hope for regular bows to hope to compete on rate of fire or crits. I'd like to suggest/see an option for AA's to get to attach AoE attacks to their arrows (maybe as the T5 for the elemental imbues). This fits with pnp and give AA's something unique (that the crossbow ranged users aren't already doing better).
    With my changes AA and DWS will be unique and will be competitive with other ranged weapons.

    AA adds Many additional abilities applied to your Arrows (2xProperty, 1xDamage, 1xEffect, 1xUniversal with AA Capstone - TOTAL: 5!), ALL of your choice.
    DWS will get great boost in Favored Enemy, with special abilities like Mark of the Hunt or Dex to dmg for bows with Capstone.

    This is more important then flavor AoE attacks IMO (but I like your idea).

    Overall thanks for good criticism. The worst part is that Devs and Player Council probably, not even consider these changes. And all we can do is have fun with the dreams.
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  13. #13
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by bsquishwizzy View Post
    No, then you kill the one drawing card for Rangers with Multi-shot: a Boss-killer. The cool-down is the great equalizer in this sense.

    Decent sources for double-shot are few and far between. Giving rangers 2% passive will make no difference at all.
    He said 2% per character level, so that's 56%.

    Which would be awesome for thrower builds, and crossbow builds. They would probably try to build in manyshot and never use a bow...


    But I agree, it would kinda not help bow users, since the big burst dps is the thing about bows that people actually like.

  14. #14
    Community Member Requiro's Avatar
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    Quote Originally Posted by Lonnbeimnech View Post
    He said 2% per character level, so that's 56%.

    Which would be awesome for thrower builds, and crossbow builds. They would probably try to build in manyshot and never use a bow...

    But I agree, it would kinda not help bow users, since the big burst dps is the thing about bows that people actually like.
    I change my mind. This is not even OP sick per feat, but also remove bows from game.

    Maybe something like:
    Passive: +1% double shoot per character level only for Bows (nice +30% double shoot for Bows with incoming 30 level cap)
    Active: Active shoot ability: Depends of BAB you can shoot additional Arrows, 6BAB +1, 11BAB +2, 16BAB +3, Cooldown: 10 second.
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  15. #15
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by Requiro View Post
    Only for 3rd rank of each ability:
    LEGEND:
    1 - SPLASH - Minimum Ranger level to take this ability (2,3,4 levels) + Maximum Core AA ability what you can take (1 or 2)
    2 - MULTI - Optimal Ranger level to take adventade of this ability (12 levels)
    3 - PURE - PURE 20 level Ranger (20 levels) or AA from Race tree

    {snip}
    Unfortunately, this will never happen. The system in place does not define nor recognize the difference between pure, multi, and splash. It only recognizes character levels and levels of a class. And that is highly unlikely to change.

    What you could do, however, is change your formula so that the DCs calculated on your imbues take into account the levels of Ranger you have:

    Original Formula:
    3rd rank: Will DC = 15 + ½ character level + 1 per AA core enhancements possessed

    Revised Formula:

    DC = 15 + ½ character level + Ranger Bonus

    Ranger level bonus is determined by

    Lvl 4 = 1
    Lvl 8 = 2
    Lvl 12 = 3
    Lvl 16 = 4
    Lvl 20 = 7 (Figure a +2 DC boost for capstone as a benefit)

    DC for pure at lvl 16 is
    15 + 8 + 4 = 27.
    DC for pure at lvl 20 is
    15 + 10 + 7 = 32
    DC for splash toon with 4 levels of Ranger at lvl 20:
    15 + 10 + 1 = 26.
    DC for splash toon with 12 levels of Ranger at lvl 20:
    15 + 10 + 3 = 28.

    This way you provide an incentive to go pure, while not discouraging splashes, and maintaining a similar scaling that you have in your table.

    Quote Originally Posted by Requiro View Post
    You mean randomgenerated arrow loot? If yes, then agree with you. Stacks of 20 is just too small.
    Somewhat. I’m talking about the randomized SLAYER arrows you get in lootgen (Construct Slaying Arrows and Greater Construct Slaying Arrows for example). I had an idea sometime back that a Ranger should be able to increase the benefits and DCs of these arrows based on their selected Favored Enemy. So, for example, if one of your favored enemies is undead, should you have a stash of Undead Slaying Arrows on hand, you’d get a +5 increase to the DC as well as a damage boost if you are using that type of ammunition. This encourages the collecting of this type of ammunition, as opposed to it being just a novelty.

    Slaying ammo that does not align with your selected Favored Enemies does not gain that kind of benefit.

    Again, just an idea I thought I’d throw out there, just to see where you might take it.

  16. #16
    Community Member the_one_dwarfforged's Avatar
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    only going to comment on the aa tree.

    overall i think your suggestions are very good ones, however i dont think they solve the problems that come with choosing a pure ranger aa over a monkcher, as the sustained burst on a monkcher would still outclass a pure ranger, and a monkcher will also have access to any buffs in the t5s, so it doesnt really help pures much comparatively.

    i think adding spells to the spell list is a great idea, but they shouldnt be level 1 spells, they should be lvl 2 minimum, so a 6 ranger monkcher doesnt have access to them, creating greater choices in which ranger aa build is better, a 12/6/2, 11/6/3, or pure.

    i also think that while removing the doubleshot penalty from manyshot with the lvl 18 or 20 core would be a good way to buff pure rangers, an idea occurred to me while reading your post that i really like, based off of your "add to spell list" thing. buff pure rangers with high level spells that are basically dps clickies that are actually strong and have various additional effects, and possibly can combo with one another. i think this would make archery a lot more fun than simply set up fury shot, kite mobs in a line, the end.

    for example, one kind of attack could be something like freezing arrow, that deals extra [w] and freezes an enemy based on a dc. you could then fire another arrow called say exploding arrow which deals extra [w] with a significant extra multiplier and some additional fire damage. and to combo them, exploding arrow could have special code so that when it is fired at an enemy affected by freezing arrow, said enemy must make another save or be instantly shattered.

    obviously cds and dcs would need to be balanced carefully, a difficult task with turbine at the helm.

    when i used to play aa ranger, i always found it fairly boring (not to mention weak, this was before monkchers), adding various abilities that monkchers cant have access to would i think vastly improve the game play of the class, making it desirable if only for fun factor if it is proven that the sustained burst of monkchers is still better dps.

    and no, i dont consider various imbues like terror arrow or smiting arrow powerful or interesting. turn them on, the end. boring.
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  17. #17
    Xionanx
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    Honestly, since Warlock is the new "bar" in which damage should be measured, I would use it as the basis for changes to AA. And I'm talking DRASTIC changes!

    1. I would change the Core 1 Ability to give any equipped arrow +20% returning per core acquired, as well as 0.5 Passive RP and 1 Universal Spell Power per point spent in the tree. (by core 5 you have 100% returning on ANY arrows you equip, making 18 ranger for Core 5 EXTREMELY WORTH IT) and 1% Doubleshot per point spent in the tree as well.
    2. I would change the imbues to grant 1d6 Energy Type per type acquired. (Fire, Frost, Acid, Electricity, Force, Sonic, Light). Get all types and your imbue does +7d6
    3. I would scale the Energy Type damage based on 100% spell power for its respective type.
    4. I would make Manyshot a toggle, that while active you fire multiple arrows at once at DIFFERENT targets near your primary target. These arrows can be affected by Improved Precise shot. Effectively turning your bow into a "Spread Shot". You get +1 Additional target per 5 Base attack bonus. So a BAB 20, you can attack 5 targets in front of you.
    5. I would remove the SP cost from special shots and imbues
    6. I would increase the DC of special shots and imbues to a point where its possible to obtain a 70+ DC with the right gear, feats, stats, etc.. so that your shots remain relevant in EPICS. (or alternatively, I would simply remove the DC's entirely and give them a flat X% chance to do their effect on hit)
    7. I would mimic almost entirely the Rogue Mechanic enhancements for GREAT CROSSBOWS and instead apply them to BOWS.

    I would adjust as needed until a Bow User is AT LEAST just as good at ranged damage, as an equal level warlock is with chain shape is.

  18. #18
    Community Member the_one_dwarfforged's Avatar
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    Quote Originally Posted by Xionanx View Post
    I would adjust as needed until a Bow User is AT LEAST just as good at ranged damage, as an equal level warlock is with chain shape is.
    add to 18 aa core:

    shrapnel imbue:

    your arrows now shatter on impact, dealing 50% damage to all enemies near the target you hit.

    sounds op, but if we are going to make aas warlocks...
    You are but a lamb, ignorant of your own ignorance. You no longer interest me.

  19. #19
    Community Member bsquishwizzy's Avatar
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    I honestly have no doubt that Warlocks are going to get the nerfhammer treatment.

  20. #20
    Hero nibel's Avatar
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    Quote Originally Posted by eachna_gislin View Post
    1) I would shunt _any_ "ranger specific" enhancements to the Deepwood Sniper tree. Arcane Empathy and anything else that depends on ranger levels/ranger powers/favored enemies/etc should be kept out of the AA tree. _EVERY_ AA enhancement needs to be accessible to racial AA's as well.
    I would actually like that the AA would be removed from the Ranger trees, and be an elven tree only, and then rebalanced with the assumption it costs 14 AP to unlock (thus max of 66 AP spent on tree). Rangers are not an arcane class (per the tree name), and in PnP this prestige class requires you to have elven blood.

    Instead, I would add another archer tree for rangers: Peerless Archer. Take a look. It is from Silver Marches.

    But since that will never happens because Turbine don't like to remove options, let's give rangers some new toys, and then distribute the toys to everyone via elf racial tree.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

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