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  1. #1
    Community Member Grailhawk's Avatar
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    Default Ranger Tree suggestion.

    Deepwood Stalker
    Code:
    Core
    Far Shot: No Change 
    
    Improved Weapon Finesse: You can use your Dexterity modifier for damage when wielding melee weapons with which you can use your Dexterity modifier to hit. +2 sneak attack die, +10 Positive Spell Power.
    
    Called Shot: No Change 
    
    Leg Shot: Cooldown: 10 seconds Ranged Attack: +2 [W]. On Damage: Slow your enemy's movement by 50% for 10 seconds. Passive: +3 sneak attack die, +10 Positive Spell Power.
    
    Mark of the Hunter: Activate: Expend a use of Animal Empathy. Your currently selected enemy receive -10% Fortification, -10 Armor Class, -10 Spell Resistance, and suffers a -4 penalty to all ability scores for 3 minutes. Passive:+10 Positive Spell Power +1 Critical Multiplier 
    
    Horizon Shot: You are always considered to be in Point Blank Shot and Ranged Sneak Attack range. +4 Dex, +4 Sneak Attack Die, +1 Crit Threat Range, +20 Positive Spell Power.   
    
    Tier 1
    REMOVE: Favored Defense 
    ADD: Improved Favored Enemy I: You gain +1 to-hit and damage when attacking a favored enemy, +1 to Saving Throws against spells or effects from a favored enemy, and +2 Armor Class when attacked by a favored enemy. AP Cost 2 
    
    Stealthy: No Change 
    
    Tendon Cut: Melee Attack: Deals +1/2/3[W] damage. On Sneak Attack: Slow your enemy's movement by 50% for 10 seconds. (Cooldown: 6 seconds)
    
    Increased Empathy: +1/2/3 Diplomacy and Animal Empathy use per rest, +10/20/30 Positive Spell Power, Rank 2: Your Wild Empathy ability now also pacify Vermin, Rank 3: Your Wild Empathy ability now pacify Elementals. 2 AP per Rank 
    REMOVE: Versatile Empathy: 
    
    ADD: Companion: Chose one of Wolf, Bear, or Panther animal companion. AP Cost 2. 
    
    Tier 2
    REMOVE: Favored Defense 
    ADD: Improved Favored Enemy II: You gain +1 to-hit and damage when attacking a favored enemy, +1 to Saving Throws against spells or effects from a favored enemy, and +2 Armor Class when attacked by a favored enemy. AP Cost 2 
    
    Faster Sneaking: +20/35/50% movement speed while sneaking. AP 1 per rank
    
    Empathic Healing: Spell-like ability: You may expend a use of Animal Empathy to produce a Vigor/Greater Vigor effect
    
    REMOVE: Improved Weapon Finesse (moved to core)
    ADD: Strong Companion: Your pets, hirelings, summoned, and charmed creatures gain [+2/+4/+6] to all ability scores.
    
    Action Boost: Choose one of Damage Boost or Skill Boost. AP 1 per rank
    
    Tier 3
    REMOVE: Favored Defense 
    ADD: Improved Favored Enemy III: You gain +1 to-hit and damage when attacking a favored enemy, +1 to Saving Throws against spells or effects from a favored enemy, and +2 Armor Class when attacked by a favored enemy. AP Cost 2 
    
    Thrill of the Hunt: You gain +2/+4/+6 Melee Power for 15 seconds after killing an opponent. AP 2 per rank 
    
    ADD: Fortify Companion: Your summoned creatures, hirelings, and pets get +25/50/100% fortification, +5/10/20 Physical Resistance Rating, and +5/10/20 Magical Resistance Rating.
    
    
    Tier 4
    REMOVE: Favored Defense 
    ADD: Improved Favored Enemy IV: You gain +1 to-hit and damage when attacking a favored enemy, +1 to Saving Throws against spells or effects from a favored enemy, and +2 Armor Class when attacked by a favored enemy. AP Cost 2 
    
    Hunter's Mercy
        Merciful Strike: Melee attack: +3[W] damage. If the target is below 30% health, deal 500 damage. This damage scales with 400% Melee Power. (Cooldown: 15 seconds)
        Merciful Shot: Ranged attack +3[W] damage. If the target is below 30% health, deal 500 damage. This damage scales with 400% Ranged Power. (Cooldown: 15 seconds)
    
    REMOVE: Leg Shot (moved to core)
    ADD: Powerful Companion: Your summoned creatures/hirelings/pets gain +10/20/30 Melee, Ranged, and Universal Spell Power.
    
    Tier 5
    Extra Favored Enemy: A new forest-dwelling creature type is added to your list of favored enemies. You gain +1 Crit Threat, and Crit Multiplier when attacking a favored enemy, you no longer automatically fail a saving throw on a 1 against spells or effects from a favored enemy, and gain 10% Dodge when attacked by a favored enemy. AP Cost 2 
    
    Heavy Draw: Toggle: While Heavy Draw is active, you deal +5 damage, and gain +10 Melee and Ranged Power but have -5 to attack rolls.
    
    Head Shot: Ranged Attack: Stealth Ranged Assassinate Attack: Perform a ranged attack that is automatically considered a critical threat with +3 crit multiplier. On Sneak Attack: Kills a living target instantly, Fortitude save (10 + Ranger level + the greater of Wisdom or Dexterity bonus + bonuses to Assassinate) negates. (Cooldown: 12 seconds.)
    
    ADD: Agile Companion: Your summoned creatures/hirelings/pets gain +10/20/30% dodge.
    Tempest
    Code:
    Core
    Shield of Whirling Steel: While you are dual wielding, you gain a +2 Shield bonus to Armor Class and PRR/MRR. This increases by +2 for each additional Tempest Core Ability you acquire.
    
    Graceful Death: While you are dual wielding, you can use your Dexterity modifier for damage with light melee weapons. +2 Maximum dodge and Maximum Dexterity Bonus of your armor
    
    Deflect Arrows: You gain the benefits of the Deflect Arrows feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. You also gain an additional 10% chance to make off-hand attacks when dual wielding. +2 Maximum dodge and Maximum Dexterity Bonus of your armor
    
    Whirlwind: You gain +10% doublestrike, and off-hand Dobulestrike chance when dual wielding. +2 Maximum dodge and Maximum Dexterity Bonus of your armor
    
    Dervish: You gain +4 Dexterity and Maximum dodge and Maximum Dexterity Bonus of your armor. +25% chance to off-hand doublestrike. You gain a bonus to your off hand doublestrike chance equal main hand doublestrike.
    
    Tier 1
    Improved Defense: Your Shield of Whirling Steel grants +2/+4/+6 additional AC and if you possess Deflect Arrows it can trigger once every 4/3/2 seconds.
    
    Tier 2
    Improved Parry: Gain +3/+6/+10 PRR when dual wielding. AP 1 per rank
    
    Improved Dodge: +1/2/3% dodge when wearing light or no armor, Requirement None
    
    Bleed Them Out: Melee attack - Deals +1/+2/+3[W] damage and on successful damage causes you opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds.) Bleed deals 1d6 damage every 2 seconds for 14 seconds. This damage scales with 200% Melee Power.
    
    Action Boost: Choose one of Haste Boost or Sprint Boost. AP 1 per rank
    
    Tier 3
    REMOVE: Critical Accuracy
    ADD: Critical Mastery: +1/2/3 bonus to critical damage and to confirm critical hits. AP 1 per rank.
    
    Improved Mobility: +1/+2/+3 Maximum Dexterity bonus and dodge cap while wearing light or no armor. -1/-2/-3 armor check penalty in light armor. Requires Improved Dodge
    
    Tier 4
    REMOVE: Critical Damage
    
    Elaborate Parry: Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +2% Dodge, Maximum Dodge and Maximum Dexterity Bonus of your armor for 5 seconds. This effect can stack up to 15 times. (Cooldown: 30 seconds)
    
    Tier 5
    ADD: Fast Movement: You run 20% faster if you are wearing cloth or light armor. AP Cost: 2
    
    Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage. +2/4/6 to Reflex saving throw.
    
    A Thousand Cuts: Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. You gain +15/30/60% melee Doublestrike chance for 20 seconds. (Cooldown: 2 minutes)
    
    ADD: Powerful Two-Weapon Fighting: Your off hand damage now does 100% of your appropriate ability score modifier instead of 50%. AP Cost: 2
    Arcane Archer
    Code:
    Core
    Arcane Archer: Any bow you equip gains a +1 Enhancement bonus for each arcane archer core ability you possess. All bows are treated as Implements in your hands.
    
    Morphic Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage. Activation Cost: 20 spell points. Cooldown: 10 seconds. You can use your Wisdom modifier to-hit and damage with Melee and Missile weapons.
    
    Metalline Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds. Obscuring Mist is added to your spellbook as a level 1 spell. 
    
    Aligned Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds. Web is added to your spellbook as a level 2 spell.
    
    Shadow Arrows: Arcane Archer Secondary Imbue Toggle: +15% Doubleshot chance with bows. Activation Cost: 20 spell points. Cooldown: 10 seconds. Sleet Storm is added to your spellbook as a level 3 spell, you gain a bonus to the DC of your Conjuration, and Transmutation spells equal 5 + two times your Ranger level.
    
    Master of Imbuement: You gain +4 Dexterity and +20% Doubleshot chance. When you leave a primary Arcane Archer Imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed. Haste is added to your spellbook as a level 4 spell.
    
    Tier 1
    True strike: Ranged Archery Attack: Perform a ranged attack with +20 to-hit, Rank 2: Perform a ranged attack with +20 to-hit, and +1 crit threat Rank 3: Perform a ranged attack with +20 to-hit, +1 crit threat, and +1 crit multiplier. Rank 2/3: You receive a +2/+4 Insight bonus to hit for 6/12 seconds. Activation cost: 2 spell points. Cooldown: 3 seconds.
    
    Elemental Arrows: Select one of four elemental arrow imbues. Passive +2 Ranged Power. 
    
    Tier 2
    Dispelling Shot: Ranged Archery Attack: Performs a ranged attack that deals +1/+2/+3[W] damage and dispels 1/2/3 beneficial effects from your target. (Activation Cost: 5 SP. Cooldown: 3 seconds). AP 1 per rank
    
    Force Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d4/1d6/1d6+(1d10-3d10 on crit) force damage and the Ghost Touch ability. (Activation Cost: 20 spell points. Cooldown: 10 seconds) Passive +2 Ranged Power per rank.
    
    Inferno Shot: Ranged Archery Attack: Performs a ranged attack with +0/+1/+2[W] damage. On Hit: Target gain 1 stack of Inferno (target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) (Activation cost: 6 SP. Cooldown 3 seconds). AP 1 per rank
    
    Elemental Arrows: Select one of four elemental arrow imbues. Passive +2 Ranged Power. 
    
    Action Boost: Choose one of Attack Boost or Energy Resistance Boost. AP 1 per rank
    
    Tier 3
    Shattermantle Shot: Ranged Archery Attack: Performs a ranged attack with +1/+2/+3[W] damage. On hit: Target gains 1/2/3 stack of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times) on Vorpal Hit: Shattermantle (-100 spell Resistance for 10 seconds.) (Activation Cost: 4 SP. Cooldown: 3 seconds). AP 1 per rank
    
    Terror Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC 17/21/25 + Wisdom Modifier negates.) On Vorpal: Target is subject to a Phantasmal Killer effect. (Activation Cost: 20 SP. Cooldown: 10 seconds). AP 1 per rank
    
    Elemental Arrows: Select one of four elemental arrow imbues. Passive +2 Ranged Power. 
    
    Tier 4
    Paralyzing Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 + Wisdom Modifier negates.) (Activation Cost: 20 SP. Cooldown: 10 seconds)
    
    Elemental Arrows: Select one of four elemental arrow imbues. Passive +2 Ranged Power. 
    
    Tier 5
    Improved Elemental: Your elemental arrow imbues gain On Critical: 1d10-3d10 elemental damage based on critical multiplier and an additional effect. Passive +10 Ranged Power.
    
    Runebow: Bows you wield gain an additional +4 enhancement bonus. +10% Doubleshot
    Last edited by Grailhawk; 09-09-2015 at 08:36 PM.

  2. #2
    Community Member LuKaSu's Avatar
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    Default

    Quote Originally Posted by Grailhawk View Post
    Tempest
    Code:
    Core
    Shield of Whirling Steel: While you are dual wielding, you gain a +2 Shield bonus to Armor Class and PRR/MRR. This increases by +2 for each additional Tempest Core Ability you acquire.
    
    Graceful Death: While you are dual wielding, you can use your Dexterity modifier for damage with light melee weapons. +2 Maximum dodge and Maximum Dexterity Bonus of your armor
    
    Deflect Arrows: You gain the benefits of the Deflect Arrows feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. You also gain an additional 10% chance to make off-hand attacks when dual wielding. +2 Maximum dodge and Maximum Dexterity Bonus of your armor
    
    Whirlwind: You gain +10% doublestrike, and off-hand Dobulestrike chance when dual wielding. +2 Maximum dodge and Maximum Dexterity Bonus of your armor
    
    Dervish: You gain +4 Dexterity and Maximum dodge and Maximum Dexterity Bonus of your armor. +25% chance to off-hand doublestrike. You gain a bonus to your off hand doublestrike chance equal main hand doublestrike.
    
    Tier 1
    Improved Defense: Your Shield of Whirling Steel grants +2/+4/+6 additional AC and if you possess Deflect Arrows it can trigger once every 4/3/2 seconds.
    
    Tier 2
    Improved Parry: Gain +3/+6/+10 PRR when dual wielding. AP 1 per rank
    
    Improved Dodge: +1/2/3% dodge when wearing light or no armor, Requirement None
    
    Bleed Them Out: Melee attack - Deals +1/+2/+3[W] damage and on successful damage causes you opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds.) Bleed deals 1d6 damage every 2 seconds for 14 seconds. This damage scales with 200% Melee Power.
    
    Action Boost: Choose one of Haste Boost or Sprint Boost. AP 1 per rank
    
    Tier 3
    REMOVE: Critical Accuracy
    ADD: Critical Mastery: +1/2/3 bonus to critical damage and to confirm critical hits. AP 1 per rank.
    
    Improved Mobility: +1/+2/+3 Maximum Dexterity bonus and dodge cap while wearing light or no armor. -1/-2/-3 armor check penalty in light armor. Requires Improved Dodge
    
    Tier 4
    REMOVE: Critical Damage
    
    Elaborate Parry: Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +2% Dodge, Maximum Dodge and Maximum Dexterity Bonus of your armor for 5 seconds. This effect can stack up to 15 times. (Cooldown: 30 seconds)
    
    Tier 5
    ADD: Fast Movement: You run 20% faster if you are wearing cloth or light armor. AP Cost: 2
    
    Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage. +2/4/6 to Reflex saving throw.
    
    A Thousand Cuts: Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. You gain +15/30/60% melee Doublestrike chance for 20 seconds. (Cooldown: 2 minutes)
    
    ADD: Powerful Two-Weapon Fighting: Your off hand damage now does 100% of your appropriate ability score modifier instead of 50%. AP Cost: 2
    The Thousand Cuts additions might be a bit overkill, but other than that, there are some ideas I think are pretty nice in there.
    LuKaSu's DDO Wishlist.
    SSG, Thanks for a super-fun game!

  3. #3
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by LuKaSu View Post
    The Thousand Cuts additions might be a bit overkill, but other than that, there are some ideas I think are pretty nice in there.
    The thought process behind my suggestion for a A Thousand Cuts is that Manyshot is x4 attacks per attack every 20 second out of 180 seconds. Rangers can do that as is why not let them do it with there melee weapons as an option. If my suggestion for A Thousand Cuts is to much the first suggestion would be to make this share a cooldown timer with Manyshot. If its still to much after that then I would suggest lowing the Doublestrike values. IMO the up time down time ratio is correct for an ability in DDO, the current 6 second up time is worthless and needs to be adjusted.

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