Upcoming Changes to Tempest
Hi! As some of you probably know we're working on updating Ranger. Here's our current thinking on Tempest changes.
Goals
We want to bring up Tempest DPS and durability to be more competitive with modern balance (for both classes and monsters). We also wanted to balance rewards for Dexterity Tempest builds - Strength and Dexterity builds should have a reasonable place after these changes. This is also a place we're working to make sure light armor melee characters can be competitive. Some of the changes simultaneously flesh Tempest out with additional flavor.
(Abilities in Orange cost 2 AP per rank.)
Core Abilities
- Shield of Whirling Steel: While dual wielding, 2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire. If you are a level 1 character, you gain the Two Weapon Fighting feat until you reach character level 2. (Two Weapon Fighting is granted permanently if you take a second Ranger level).
- Graceful Death: While you are dual wielding, you can use your Dexterity modifier for damage with light melee weapons, +5 Melee Power.
- Whirlwind: +5% melee doublestrike chance when dual wielding, +5 Melee Power, +5 Incorporeality (stacking).
- Dervish: Passive: +4 Dexterity. +25% chance to doublestrike with your off-hand when dual wielding. +10 Melee Power, Physical Resist Rating, and Magical Resist Rating while wearing light armor or cloth.
Tier One
- Improved Defense: Shield of Whirling Steel grants +1/2/3 Armor Class, Physical Resist, and Magical Resistance. If you possess Deflect Arrows it can trigger once every 4/3/2 seconds.
- Acrobatic: +1/+2/+3 Balance, Jump and Tumble. Rank 3: You gain +1 Reflex Saving Throws.
- Removed: +2/+4/+6 Armor Class while tumbling.
Tier Three
- Critical Accuracy: Removed from tree, functionality combined into Critical Mastery.
- Critical Mastery: (1/1/1 AP) +1/2/3 bonus to critical damage and to confirm critical hits.
- Storm Dancer: (2 AP) Stance: Absorb 15% of Electrical damage. Your melee attacks deal +1d6 Electrical damage. This damage scales 100% with Melee Power.
Tier Four
- Elaborate Parry: For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge and maximum dexterity bonus to light armor, equal to your Dexterity Modifier. Cooldown: 90 seconds
- The old Elaborate Parry didn't have a good fit anywhere for anyone. It wasn't a good "panic button", since you had to build up charges. Getting to maximum charges was possible but a chore, and you couldn't keep them for very long. This ability is now a strong panic button for dedicated Dexterity builds, capable of reaching very high Dodge for brief periods. It's still potentially useful for other builds as long as they include moderate Dexterity in their overall build. This also builds into the theme of Tempest as an generally mobile and evasive melee combatant.
- Critical Damage: Removed from tree, functionality combined into Critical Mastery.
- Storm Tempest: (2 AP) Passive. Upgrades Storm Dancer Electrical damage absorption to 30% (instead of 15%). Upgrades melee attacks to deal +2d6 Electrical damage (instead of 1d6).
Tier Five
- A Thousand Cuts: Melee Dual Wielding Attack. Deals +1/+3/+5(W) damage. You gain +15/+30/+45 doublestrike, +15/30/45 Melee Power, 15 seconds. Cooldown: 90 seconds.
- Gives more room for beneficial Doublestrike from other abilities, increases basic damage, synergy with other abilities that scale with Melee Power, slightly reduces lag with lower Doublestrike.
- Dual Perfection: (2 AP) Your off hand weapon now adds your full attribute damage modifier. (For instance, if you have 30 Strength, you'll gain +10 damage with your offhand weapon, like your main hand weapon.)
- Whirling Blades: (2 AP) +3 to hit and damage when dual wielding.
Thanks for your thoughts and feedback.