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  1. #161
    Community Member dsmwhiteknight's Avatar
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    Quote Originally Posted by droid327 View Post
    What +1? There's no +1 to Range

    The way I read it is this...

    +1 Comp to Mult
    Double feat benefit from IC:Pierce to Range

    That lets you stack another +1 Comp to Range from DWS....so with Rapier should be 18-20 +3 from IC:P +3 from double +1 from DWS for 11-20 x3

    That's a mod of .90, which is among the best but isnt an outlier
    I don't know if someone else already responded, but they are both comp bonuses, so they won't stack. You only get the best of the two since they are the same type of bonus.

  2. #162
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    Quote Originally Posted by boogeiyman View Post
    Coordinated Kill - You throw a net or mark the target with a scent and your wolf goes for the throat and instakills the target.
    I mentioned this in my post, ", and send the wolf to attempt to assassinate target on a two plus minute cooldown(?)(wolf will be able to climb ladder[at half character climb speed] in stealth to go for the kill. So point and click it to attack. If wolf dies you need to take it to a rez shrine, then you can attempt the instakill again.(death-timers/neg-levels timers?)"


    Quote Originally Posted by spifflove View Post
    I like that idea. That would force you to invest in your pet so it is alive to use the ability.
    This was the other point I made, " the pet wolf should be able to Trip/attack mob or maybe disable the trap, like in the arcade game SEGA's Shadow Dancer pet wolf(you send it forth to draw aggro and have to engage the enemy before your wolf dies, so the wolf at least can sustain 5 seconds of damage and give yourself the ability to call your wolf back before it dies, to heal over time.)
    Do that instead of throwing bear traps."


    This would be very interesting if your pet wolf could range(go out and kill, like in Falconry tier V)to disable traps(sniff around), trip, tendon slice/hamstring, savage mode(aoe piercing mobs/high bleed), it should have inherent sneak attack as well.




    https://www.youtube.com/watch?v=KdIq...l=RETRODANUART


    Quote Originally Posted by Kalapurka View Post
    @torc

    taking advantage of the fact that you are working on alchemical traps

    Can you please update (dc + damage) the alchemical traps from the mechanic anhancement so they viable in epic content


    Tanglefoot
    Thunderstone
    Ooze Flask
    Time Bomb
    This as well, but trapmaking in general, throwing flasks should be based off of Rogue level+MOD+Assassinate or Range-Melee Power.


    Quote Originally Posted by Tlorrd View Post
    i guess if this is the way DDO is going ... Sayonara Rogue.

    Mechanic was dead ... only now you're just beating on the dead horse.

    Literally you all are recycling rogue tree into the archetype same as you did with Inquisitive from Mechanic of the major xbow stuff.

    Is there no originality left in your repertoire?
    That is why I suggested for the wolf pet to be more involved in this Tree, to differentiate some.
    But yes I mentioned how Rogues lost out constantly abilities of:

    1. They took away Cheat Death from Rogues(Monks have Rise of Phoenix). Also taken away Enhancement Vorpal on 20, which Monks get still.
    2. Mechanic Rogues had pet dog, now gone to Artificers and boosted every Mechanic feat away from Mechanical Rogue.
    3. Rogues had flasks and vials to throw at targets, now they made Alchemists do the same but 20 times better.
    4. Assassinate should be Prestigious and end game powerful(at touch distance), now Dark Ranger can do it from their couch and not have any liability from accessing it.
    5. Oh yah, that trap thing Rogues do....well Rangers can now do it better, they can send a lupine canid and spot it, but here's the kicker, you know those traps Rogues can disable and get jack squat nothing for? Well Rangers can one up that and throw those stupid traps from a distance at a target and use it against them(Flying Bear trap).
    How youlike dem apples?(ShamWow guy face)

    Don't mention Shadow Dancer E Disfunction(Executioner Strike/Shot, Shadow Manipulation, Consume, separate Meld clicky[could of Tier V'd it to end Dodge% version of it], Tumble through enemies ALL OF IT, gone?) Locked out of Weird, but your buddy Artificer strolls on by to pick it up.
    Horroic, Waahhaund and Scroll Mastery thrown in there as place holder to no avail.
    Last edited by VinoeWhines; 01-28-2023 at 12:37 AM.

  3. #163
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    Default Skill points?

    Will Dark Hunter also have the same starting skill points of Rogue (8 pts)? I hope so, to accommodate for the additional class skills

  4. #164
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Archenicorus View Post
    Will Dark Hunter also have the same starting skill points of Rogue (8 pts)?
    No, it has the same skill points as regular ranger (6 + INT mod).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #165
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    For the tier 5 insta-kill ... it might be cool if it teleported you to the target for melee and knocked you away as range and did something to bosses and red mobs so it isn't a useless skill in those situations... like maybe good amount of dmg or a debuff that increases dmg from other attacks or something. Or it could blind all mobs around the target in an AOE so as to open them up to sneak attacks.... or it could slow or root all targets in AOE for ranged or something like that.
    Last edited by Azarak; 01-30-2023 at 05:47 PM.

  6. #166
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    Sorc Hunter
    Last edited by Tilomere; 01-31-2023 at 03:10 AM.

  7. #167
    Community Member DaviMOC's Avatar
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    Good or bad I like that it makes the class less restricted to ranged/dual wielding combat styles. Seems like the wolf is a big part of it be that the class's fantasy or points allocated . Hope to see it viable and scalable with the game power progressions as also in later updates not going total useless like most summons and pets have gone.
    Last edited by DaviMOC; 01-31-2023 at 07:15 AM.

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