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  1. #21
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by unbongwah View Post
    You have to be WIS-based if you want good DCs with these imbues. But remember, you can still only have one primary imbue active at a time. So you could decide to ditch WIS and stick with the DPS imbues and ignore the CC effects entirely. It's a build choice as to what's most important to you.

    Furthermore, remember before this patch Paralyzing Arrow DC capped at 26; so even if you have a modest WIS score of 22, you're still no worse off than you were before this patch. But now WIS-based AAs might actually be capable of consistent CC.
    You can get Paralyzing Arrows at around Lvl 10 - How many AAs will have a Wis of 22 by that point?

    Paralyzing Arrows were always pretty much "Need the mob to roll a 1" in Epics - Now they're "Need the mob to roll a 1" EVERYWHERE!

    This change isn't going to help Rangers in Epics {Except those few who go full on Wis build} and will make Paralying Arrows much weaker in Heroics!


    BTW - Yes I know full well that 12 Base, +6 Masterful Wis Item min Lvl 9, +2 Tome and +2 Ship Buff = 22 but that's pretty much where we were pre update when Paralyzing Arrows were dumped at Lvl 20.
    Let's say we now start going 14 Wis base and grab a +8 Wis item asap. Let's say we also have a +4 tome. That's +3 to DC!

    Yeah - That's gonna work on anything other than a 1 in EEs!

  2. #22
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    You can get Paralyzing Arrows at around Lvl 10 - How many AAs will have a Wis of 22 by that point?

    Paralyzing Arrows were always pretty much "Need the mob to roll a 1" in Epics - Now they're "Need the mob to roll a 1" EVERYWHERE!

    This change isn't going to help Rangers in Epics {Except those few who go full on Wis build} and will make Paralying Arrows much weaker in Heroics!


    BTW - Yes I know full well that 12 Base, +6 Masterful Wis Item min Lvl 9, +2 Tome and +2 Ship Buff = 22 but that's pretty much where we were pre update when Paralyzing Arrows were dumped at Lvl 20.
    Let's say we now start going 14 Wis base and grab a +8 Wis item asap. Let's say we also have a +4 tome. That's +3 to DC!

    Yeah - That's gonna work on anything other than a 1 in EEs!
    Your missing his point.
    Paralyzing Arrows are a build choice if you want them to work you build a CC (Wisdom ranger who takes enchantment dc boosts). If you want a DPS Ranger you use elemental imbues and slot a spell power item some where.

    Not every ranger should use paralyzing arrows, and those who do will come out a head of where they were by a good deal.

  3. #23
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    Quote Originally Posted by FranOhmsford View Post
    You can get Paralyzing Arrows at around Lvl 10 - How many AAs will have a Wis of 22 by that point?

    Paralyzing Arrows were always pretty much "Need the mob to roll a 1" in Epics - Now they're "Need the mob to roll a 1" EVERYWHERE!

    This change isn't going to help Rangers in Epics {Except those few who go full on Wis build} and will make Paralying Arrows much weaker in Heroics!


    BTW - Yes I know full well that 12 Base, +6 Masterful Wis Item min Lvl 9, +2 Tome and +2 Ship Buff = 22 but that's pretty much where we were pre update when Paralyzing Arrows were dumped at Lvl 20.
    Let's say we now start going 14 Wis base and grab a +8 Wis item asap. Let's say we also have a +4 tome. That's +3 to DC!

    Yeah - That's gonna work on anything other than a 1 in EEs!
    Ok, so under the old system the DC was capped at 26 if you had all three ranks.

    As it stands now, you will hit DC 26 with little to no effort by the point you are able to buy paralysing arrows (base 20 + 2 enhancement + 4 wisdom mod). A wisdom of 18 (for the +4 mod) should be trivially easy to achieve by level 6 as a first lifer, unless you completely dumped wis, but even then, it doesn't require much more work.

    For non-first lifers, it should be even easier.

  4. #24
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    Default Enchantment Spell Bonuses

    Hello,

    I'm having a hard time understanding how this is calculated. With my archer I see four enhancements that have a passive of +1 dc enhancement bonus: paralyzing, terror, etc.

    The release notes indicate say : Each enhancement grants +1 DC with Enchantment Spells (Ar first thought this meant every enhancement - which would have been nice)

    Should I assume that just those four enhancements grant that bonus? If so, then am I correct that dc 20 + Wisdom Modifier (+4 with wis at 18 ) + enchantment bonus (another +4 ) = 28. For my Dex based, that's still 2 higher than it was.

    Ed

  5. #25
    Community Member kyostal's Avatar
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    Quote Originally Posted by Ed_Conn View Post
    Hello,

    I'm having a hard time understanding how this is calculated. With my archer I see four enhancements that have a passive of +1 dc enhancement bonus: paralyzing, terror, etc.

    The release notes indicate say : Each enhancement grants +1 DC with Enchantment Spells (Ar first thought this meant every enhancement - which would have been nice)

    Should I assume that just those four enhancements grant that bonus? If so, then am I correct that dc 20 + Wisdom Modifier (+4 with wis at 18 ) + enchantment bonus (another +4 ) = 28. For my Dex based, that's still 2 higher than it was.

    Ed
    Pretty much, even ona wis dumbstat archer, the DC should be higher now than it was before. So anything you were paralyzing before, will be again. There were a few people on lama that claimed it lasted for a much shorter time, and they couldnt keep the mobs paralyzed. I grabbed my good ol stars, walked into EE WGU, and kept everything i threw them at paralyzed, so not entirely sure what they were talking about.

  6. #26
    Community Member redoubt's Avatar
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    Quote Originally Posted by Bluenoser View Post
    I'd rather see a multiselector for Wis/Int regardless of your race, to allow this tree to work for someone other than monkchers or divine-based archers. God knows, no pure ranger (let alone a ranger-rogue) would ever put that much investment into Wis, especially with the Harper tree's Know the Angles as an option.
    I could be convinced by a WIS/INT option for the ranger version. (DEX just makes no sense to me as a casting stat.)

  7. #27
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    Quote Originally Posted by unbongwah View Post
    You have to be WIS-based if you want good DCs with these imbues. But remember, you can still only have one primary imbue active at a time. So you could decide to ditch WIS and stick with the DPS imbues and ignore the CC effects entirely. It's a build choice as to what's most important to you.

    Furthermore, remember before this patch Paralyzing Arrow DC capped at 26; so even if you have a modest WIS score of 22, you're still no worse off than you were before this patch. But now WIS-based AAs might actually be capable of consistent CC.
    Well, yes, but this was supposed to be the pass to improve AA's, not monks. But, apparently the devs think that AA's are monks, who are wisdom based, instead of rangers, who are not. Monkchers will not have to make this choice, they just go with Zen archery, and guess what? They get to do both DPS & CC. Rangers apparently don't.

  8. #28
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    Quote Originally Posted by redoubt View Post
    I could be convinced by a WIS/INT option for the ranger version. (DEX just makes no sense to me as a casting stat.)
    Where did the idea get started that AA's are casters? Has anyone even bothered to look at the 3.5 dnd rules? There's absolutely nothing in them about AA's needing spellpower or their imbues being spells. Of course, perhaps I missed that section, but I don't think so.

    Perhaps rogues poison attacks should now be counted as spells and require spellpower also? It makes about as much sense.

  9. #29
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    well, going by the 3.5e rules, you require the ability to cast at least 1st level arcane spells (that's where the 'arcane' part of the name comes from). Concepts like spellpower don't exist in D&D, they are purely a construct of DDO, so we'll leave that aside.

    Finally, their main low-level ability was to imbue a spell into their arrows which would then take effect centered on wherever the arrow landed.

    In general they were intended characters with at least a few levels of arcane spells (otherwise burning hands would pretty much the be only spell they could imbue).

    The arcane archer tree as presented in DDO takes a slightly different approach (something more compatible with the game style), and gives you a variety of magical abilities that you can do with your bow.

    and on the wisdom and rangers subject, rangers are at least slightly a divine casting class, so (certainly in PnP) wisdom was usually at least a secondary stat. Of course, in DDO and the world of min-maxers it is often taken as a dump stat (hence all the complaints about rangers not being wisdom based.

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