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Originally Posted by
Steelstar
Tier One
~ Favored Defense: AP cost reduced to 1/1/1 AP. Is no longer a multi-selector, but instead gives the following benefits against Favored Enemies: +2/+4/+6 to Armor Class, +1/+2/+3 Saving Throws
I wonder if there is something more interesting that can be added here. Like a guard-proc against all attacks made by your FEs... a sort of riposte? with a chance to inflict a -10% attack speed and -20 spell power debuff?
![Quote](images/misc/quote_icon.png)
Originally Posted by
Steelstar
Tier Three
~ Favored Hunter: (1/1/1 AP) You gain +1/+2/+3 to hit and damage against favored enemies. (This moved horizontally to the middle of Tier 3)
I think you can safely increase this damage. Bonus damage against FEs used to be pretty substantial in years past, but with all the relatively recent additions of deadly items and +[w]'s and whatnot, FE bonus damage has lost a lot of its relative impact and attractiveness. Of course this is something that may be better solved by changing the FE feats to grant +3 damage or even +[w] instead of +2 damage.
Beyond that though, I feel something should be done to make combat against FEs more noticeable and dramatic. Something that you can really "feel". Here is an idea to be worked in IDK where, perhaps as a rider on t5 Extra Favored Enemy, based somewhat on KotC's passive stun chance against evil outsiders:
Favored Wrath
Whenever you strike one of your favored enemies, you have a 10% chance to inflict one of the following:
- a 2-second stun
- deal +100% damage (not a crit, just +100% damage similar to adrenaline)
- reduce it's fortification by 100% for 6 seconds
- a 3-second knockdown
Notice that some of these effects will only really work against fleshie/living FEs (e.g. the stun), some will really only work against non-living FEs (e.g. -100% fort --fleshies usually don't have any to begin with), while some will work equally well against all FEs (e.g. +100% damage). You can add or subtract from this list as you see fit; I aimed for an approximately equal number of "Good Things to Hit Fleshies With" vs "Good Things to Hit Non-Fleshies With" to keep all FEs on roughly equal footing.
![Quote](images/misc/quote_icon.png)
Originally Posted by
Steelstar
Tier Five
~ Head Shot: Multiselector (No longer requires Leg Shot)
* Head Shot: Ranged Attack. +5(W) attack that is automatically considered a critical threat and blinds the opponent for 6 seconds. (Fort DC 14 + Ranger Level + the Dexterity bonus). Cooldown 15 seconds.
* Head Strike: Melee Attack. +5(W) attack that is automatically considered a critical threat and blinds the opponent for 6 seconds. (Fort DC 14 + Ranger Level + the Dexterity bonus). Cooldown 15 seconds.
This DC is not really competitive even today, and a year from now when mob saves in newest content have gone up another +10, this DC will be nearly unchanged unless you intend to release +20 stat items or something. I'd say base it off char level instead of ranger to help shore it up. We're talking about a single-target blind with lowish uptime even if you have 95% to beat their saves; no need to fear the MCs when core3 already offers 100% chance to make sneak attacks on your target.
Also, 15 second cooldown is still too long. Way too long. This ability should be more competitive with permanent +2 threat range (as found in kensei, ravager, holy sword and approximately swashbuckler t5). It could then serve as a novel ability to mimic the power of those abilities, without actually being identical in form to them.
Considering that a vanilla archer can make about 2 attacks per second (factoring in avg manyshot uptime, alacrity and some fraction of double shot), then an extra +2 threat => +10% crit chance would yield an average 0.2 crits per second, or ~3 extra crits per 15 seconds.
Considering that a TWFer can make about 3 attacks per second, then an extra +2 threat => +10% crit chance would yield an average 0.3 crits per second, or 4.5 extra crits per 15 seconds.
Since headshot offers only 1 extra crit per 15 seconds, it is clearly far, far weaker than a permanent +2 threat for either ranged attacks or especially TWF, making this a poor t5.
If we were aiming for equivalency, then the ranged version of headshot should have a cooldown of 5 seconds (call it 6 for the +5[w] and blind chance), and the melee version of headshot should have a cooldown of ~3 seconds (call it 4 for the same reasons). But, such a cooldown would be too short for the simple reason that I don't want to spam headshot every 4 or 6 seconds in perpetuity.
So, we need to add more power to it. We could make the headshot also apply +100% damage on the guaranteed crit (I was going to suggest +multiplier, but that would get too crazy with adrenaline). This doubles the value of the guaranteed crit, so we could then double the calculated cooldown from above, to 12 seconds for the ranged version and 8 seconds for the melee version.
Additionally, we need to make it exclusive with competence bonuses to threat range, since we are aiming for equivalency and therefore exclusivity with that effect (namely holy sword and pulverizer, since kensei is t5 and already exclusive). This should be easily accomplished with an on-equip weapon effect -- let's call it "Deepwood Decapitator" for now -- packaged into the headshot abilities. This weapon effect will do 2 things:
- on application, any competence bonuses to threat range will be dispelled
- while present, the weapon is immune to competence bonuses to threat range
(if you don't have a way to provide general immunity to competence bonuses to threat, then holy sword and pulverizer must fail to apply if "Deepwood Decapitator" is present)
Text will need to be added to the Headshot ability to reflect this immunity to competence bonuses.
This will give us a unique version of crit profile enhancement, with no need to worry about holy sword splits becoming (remaining?) the go-to ranger builds.
Empathic Healing: This is both too weak (in terms of effect and usage limitation), and too expensive. It will not be easy to beat it into shape though, being only t2 and highly poachable. One approach is to leave it where it is, and boost it through cores.
E.g.,
core2 gains: If you have Empathic Healing, it now receives 3 additional caster levels.
core3 gains: If you have Empathic Healing, it now receives a total of 6 additional caster levels.
core4 gains: If you have Empathic Healing, it now becomes Vigor/Mass Vigor and receives a total of 9 additional caster levels.
core5 gains: If you have Empathic Healing, it now becomes Greater Vigor/Mass Greater Vigor and receives a total of 12 additional caster levels.
core6 gains: If you have Empathic Healing, it now receives a total of 18 additional caster levels.
Being capped at 6? uses per shrine and competing with core5 active for uses, I don't think Greater Vigor at cl 38 is too much for a pure 20 ranger.
I think something missing from this tree is a defensive cooldown. Maybe a big PRR boost, or a big +concealment or +incorp boost, with a short duration and 1-2 minute CD.