- Getting everything shouldn't be easy. Like many casters, it's difficult to maximize Spell Power and DCs on the same character. You can make a good effort. Arcane Archers also get very strong very-low-resource physical ranged damage on top of that. Yes, it may be hard to maximize your Arcane Archer's physical ranged damage, magical damage, and DCs. Since that's more than nearly any other class or build gets, it should be terrifically difficult.
- We expect some players to try to build for all three of Physical Ranged, Magical Ranged, and DCs. That's going to be a hard build to make. Consider it a challenge. We're not going out of our way to make it easy for you. (Dexterity is probably the worst choice for the DC-driver stat for this reason, though Constitution is close.)
- This enables a DC-based build for Arcane Archers that never existed, particular for epic. The DC formula is identical to what a level 10 (Ranger) spell would be. With a bow it's trickier, but you can probably still get pretty close to the same caster-stat and Enchantment DCs as a Sorc or Wizard (roughly). While there may yet be problems to solve with Epic DCs and monster saves, we think this is an excellent "target" to aim for with Arcane Archer DCs.
- Movement speed is probably already fine for Arcane Archers. I'm worried I'm being too generous giving a no-save -10% movement speed to AAs!
Let's re-state our stance on monkchers:
- Monkchers should be a viable top-tier ranged DPS build.
- Non-monkchers should also be viable top-tier ranged DPS builds.
In particular, I personally frequently bring up this goal (for instance, when discussing 10k and Manyshot): The best build ranged should not
require monk levels.
I will also personally, at threat of harm from my coworkers, encourage you to discuss and math as much monkcher vs. non-monkcher as possible. I truly absolutely do not want monk levels required in all the best ranged builds. I also truly absolutely want monkcher to exist as a top ranged build. This is
hard, especially with trying to keep overall changes sane and avoid breaking existing builds wherever possible.
For instance, we could make 10k & Manyshot fully exclusive timers. But then every monkcher would need to get rid of one of those, which is essentially a forced rebuild to run your existing character(s). We really hate doing those. (We do not in any way hate making new builds that are awesome and fun and may draw you away from existing builds - because usually you could keep playing your existing build and it would work as it has. If new stuff is exciting and awesome... well, that's simply not a thing to avoid, that's a goal to reach for every time. Note that this is NOT the same as "new things should be OP", which is not a goal and not desirable.)
Arcane Archers might be happy to have more run speed or the ability to reduce enemy movement by 50%... but they absolutely don't need it and it probably makes for more boring gameplay.
They also shouldn't really need Dodge the stat - they need to dodge in a more physical (digital-physical) sense.