Page 4 of 7 FirstFirst 1234567 LastLast
Results 61 to 80 of 130
  1. #61
    Community Member ProdigalGuru's Avatar
    Join Date
    Sep 2009
    Posts
    194

    Default

    The requirements state pretty clearly that they need Arcane Archer II-V.

    The conjure ability is: Arcane Archer: Conjure +1 - +5 arrows.

    How is that fulfilling the requirement?

    I am thinking this is a bug, as there MUST be an Arcane Archer II-V, right?
    Tip# 203: Death is a traumatic experience.

  2. #62
    Community Member Voxreal's Avatar
    Join Date
    Apr 2006
    Posts
    0

    Question What Does this mean for Deepwood Sniper then

    Quote Originally Posted by Eladrin View Post
    The Arcane Archer imbue arrow abilities are intended to function only with bows. (Currently on Lammania that's not the case, but we've already changed that internally.) While it wasn't too big a deal when all they had was Imbue Force Arrows, Slaying is too unbalancing with Repeaters.

    Deepwood Sniper is planned to be a weapon-agnostic ranged attack PrE line.
    –noun 1. a person who holds that the existence of the ultimate cause, as God, and the essential nature of things are unknown and unknowable, or that human knowledge is limited to experience.
    2. a person who denies or doubts the possibility of ultimate knowledge in some area of study.

    –adjective 3. of or pertaining to agnostics or agnosticism.
    4. asserting the uncertainty of all claims to knowledge.

    So Deepwood Snipers are getting.......
    A little info would be good.

  3. #63
    Community Member ProdigalGuru's Avatar
    Join Date
    Sep 2009
    Posts
    194

    Default

    I am pretty sure that means Deepwood Snipers are not going to be restricted to just bows, but ANY ranged attacks, such as Repeating X-Bows and even thrown weapons.
    Tip# 203: Death is a traumatic experience.

  4. #64
    Community Member Turial's Avatar
    Join Date
    Apr 2006
    Posts
    394

    Default

    Quote Originally Posted by Aesop View Post
    Agreed... something a little more in those tiers would be nice.

    even if it was just 10 SP extra per level
    Yeah I was always a bit disappointed with the sp gain from AA 1. 20 SP...spell singers get 100. Granted AA are not true casters but all of the good abilities for AA cost additional AP and SP to use. Its not like my SP pool is representative of all rangers...or even 75% of them.
    970 sp and counting
    Help Fix Ranged Combat for Everyone. Come help complete the DDO Wiki

  5. #65
    Community Member barecm's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by Visty View Post
    ditch some lowlevel arrow stances

    think that might be the intend, to create veraity (sp?)

    I guess I can ditch the two tiers of +1 to hit (6 APs). Or if I happen to get a +4 dex tome, I can ditch 1 lvl of dex enhancement.

  6. #66
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Turial View Post
    Yeah I was always a bit disappointed with the sp gain from AA 1. 20 SP...spell singers get 100. Granted AA are not true casters but all of the good abilities for AA cost additional AP and SP to use. Its not like my SP pool is representative of all rangers...or even 75% of them.
    yeah and my SP pool is based on Charisma and 2 levels of Bard

    So My SP pool will probably be a little lower than that

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  7. #67
    Community Member Turial's Avatar
    Join Date
    Apr 2006
    Posts
    394

    Default

    Quote Originally Posted by totmacher View Post
    .....

    * Arcane Archer: Imbue Terror Arrows
    o Cost: 1 Action Point
    o Prerequisite: Elf or Ranger Arcane Archer IV, 54 (or 62 for Elves) Action Points Spent
    o Effect: Imbues all missiles that you fire with negative energy, granting them the Fearsome ability. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue ability may be active at any time.
    ...
    I'm assuming this triggers when you hit your target rather than when they hit you. Does it apply fear on every hit or is there a save involved?
    970 sp and counting
    Help Fix Ranged Combat for Everyone. Come help complete the DDO Wiki

  8. #68
    Founder xberto's Avatar
    Join Date
    Feb 2006
    Posts
    978

    Default

    Quote Originally Posted by hermespan View Post
    On arcane ranger/deepwood sniper, your twf is gimped anyway since you took the ranged enhancements, so it's nearly useless. There's no valid reason for a ranged focused ranger to have these feats at all, provided a ranged ranger could get the attack speed increases with the ranged fighting feats.
    I don't think archers should be pigeonholed into ranged combat exclusively. I personally like the balance of ranged-twf with my AA. A ranged focused Arcane Archer doesn't have the raw DPS of a Tempest but where so much of the game it's better to use vorpal and stat damage, the twf fighting enhancements can't be considered useless. So often in the forums, it's suggested that if X is not max, it is useless. Certainly a ranged focused AA even doing 50% twf DPS of a tempest is something.

    I do however agree that some kind of ranged speed progressing via feats or enhancement would a nice addition on top of the capstone already in place.

    In regards to the new Arcane Archer PrE's...it all looks good. I can't wait to play them and test in real game situations.

    Question for the devs: There are a couple of technical aspects to ranged combat that come to mind when I think of ranged combat being broken. I remember them being acknowledged in the past.
    The first and biggest issue is the inability to hitting targets moving horizontally across the screen. The other is the invisible pixels around an object that obstruct a target from ranged attack.
    How are these issues being addressed?

  9. #69
    Hatchery Founder
    2014 DDO Players Council
    Coldin's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    Quote Originally Posted by Turial View Post
    I'm assuming this triggers when you hit your target rather than when they hit you. Does it apply fear on every hit or is there a save involved?
    Right, it works every time you hit a monster. It does have a save, and seems pretty much like the current form of fearsome that we can get on armor.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
    Member of the DDO Player Council

    Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
    Takai-
    Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer

  10. #70
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by xberto View Post
    Certainly a ranged focused AA even doing 50% twf DPS of a tempest is something.
    Now that would be something... sadly they don't.

    Under the old system (cause I can't find the data on post Mod9)

    maxed out TWF (without Tempest) attacked about ... 190 per minute... roughly

    a maxed out Archer with Ranger Capstone fired at about 65 per minute


    so about 1/3 of the base TWF.

    so yeah an RoA upgrade would be nice.. and some other things

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  11. #71
    Founder xberto's Avatar
    Join Date
    Feb 2006
    Posts
    978

    Default

    Aesop, I was responding to a comment about twf feats for arcane archers being useless. My comparison was Tempest TWF vs an Arcane Archer using TWF and my point was not to take TWF feats away from Archers, as hermespan suggested. Certainly an Arcane archer dual wielding would get at least 50% DPS output compared to a Tempest, if not closer to 70%

    Perhaps I could have worded it differently. Read my post again.

  12. #72
    Community Member
    Join Date
    Mar 2006
    Posts
    2,897

    Default

    Quote Originally Posted by Eladrin View Post
    The Arcane Archer imbue arrow abilities are intended to function only with bows. (Currently on Lammania that's not the case, but we've already changed that internally.) While it wasn't too big a deal when all they had was Imbue Force Arrows, Slaying is too unbalancing with Repeaters.

    Deepwood Sniper is planned to be a weapon-agnostic ranged attack PrE line.
    The more I think about it, the more this bugs me. Please consider fiddling with the numbers somehow to make AA continue working with repeaters. Perhaps Slaying can do 250 damage on a 19-20 for bows, and only a 20 for repeaters, or repeaters just do 250 with this ability, something...But entirely excluding the weapon from the Arcane Archer PrE doesn't sit well with me. There's just no good reason to exclude it.
    Last edited by rimble; 01-09-2010 at 08:28 PM.

  13. #73
    Community Member Visty's Avatar
    Join Date
    Jun 2009
    Posts
    4,442

    Default

    Quote Originally Posted by rimble View Post
    The more I think about it, the more this bugs me. Please consider fiddling with the numbers somehow to make AA continue working with repeaters. Perhaps Slaying can do 250 damage on a 19-20 for bows, and only a 20 for repeaters, or repeaters just do 250 with this ability, something...But entirely excluding the weapon from the Arcane Archer PrE doesn't sit well with me. There's just no good reason to exclude it.
    well, theres always the argument: look at the name and in your DMG
    Love Life of an Ooze: One ooze. Idiot hits ooze. Two oozes.
    0
    *insert axe*
    o o

  14. #74
    Community Member AylinIsAwesome's Avatar
    Join Date
    Oct 2009
    Posts
    2,968

    Default

    Quote Originally Posted by Aesop View Post
    yeah and my SP pool is based on Charisma and 2 levels of Bard

    So My SP pool will probably be a little lower than that

    Same here (18 levels of Fighter, not even a level of Ranger anywhere in the build).

    Aesop
    Quote Originally Posted by Turial View Post
    I'm assuming this triggers when you hit your target rather than when they hit you. Does it apply fear on every hit or is there a save involved?

    Does anyone know what the DC check is, and if it's useful towards end-game? I've never used a Fearsome item past level 10 before, so I don't know if it'll be good to use in later levels of not.



    And Eladrin, if you're watching this thread, I'd also like to voice that I would really like to see an increase in ranged attack speed like a couple others have said. It's just sad, that when Hasted with Fighter Haste Boost 2 that I attack slower with ranged than I do without either buff on in melee. Just saying... >_>

  15. #75
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by xberto View Post
    Aesop, I was responding to a comment about twf feats for arcane archers being useless. My comparison was Tempest TWF vs an Arcane Archer using TWF and my point was not to take TWF feats away from Archers, as hermespan suggested. Certainly an Arcane archer dual wielding would get at least 50% DPS output compared to a Tempest, if not closer to 70%

    Perhaps I could have worded it differently. Read my post again.
    ah my mistake

    yeah TWF is pretty decent DPS with the TWF feats ... even without tempest


    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  16. #76
    Hatchery Founder
    2014 DDO Players Council
    Coldin's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    Quote Originally Posted by AylinIsAwesome View Post
    Does anyone know what the DC check is, and if it's useful towards end-game? I've never used a Fearsome item past level 10 before, so I don't know if it'll be good to use in later levels of not.



    And Eladrin, if you're watching this thread, I'd also like to voice that I would really like to see an increase in ranged attack speed like a couple others have said. It's just sad, that when Hasted with Fighter Haste Boost 2 that I attack slower with ranged than I do without either buff on in melee. Just saying... >_>
    Don't know what the DC is off hand. Near end game, you are looking close to that 5% chance since monsters need to roll a one...but the arrows seemed to be working often enough out in the Vale.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
    Member of the DDO Player Council

    Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
    Takai-
    Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer

  17. #77
    Community Member Therigar's Avatar
    Join Date
    Aug 2006
    Posts
    3,614

    Default

    Quote Originally Posted by totmacher View Post
    gotta love that i can finally play a ranged ranger again
    I'm concerned that the glee over the vorpal nature of arcane archer will horribly screw the game. It will increase the number of idiots playing range focused builds. I'm also concerned that the current slaying arrows will suddenly stop dropping.

    This is just a vorpal effect. It really is not that big of a deal. It really does not do anything to address the inherent problems with range builds.

    It looks cool and tons of people are going to build arcane archers -- no doubt about it.

    Too bad for the game though. It will make it even more difficult to get a competent group together and run most quests in anything approaching an efficient manner.

  18. #78
    Community Member
    Join Date
    Jul 2008
    Posts
    353

    Default

    I think the Fearsome Arrows are going to be pretty cool for some CC conditions, Fearsome Arrows and Wild Empathy? Would be pretty cool if your in an area fighting animals such as them pesky dogs that trip everyone, A CC type Ranged Rgr would be pretty cool in a situation like this, even though they are few and far between.
    Proud member of Blood Cloak Clan

  19. #79
    Community Member
    Join Date
    Mar 2006
    Posts
    2,897

    Default

    Quote Originally Posted by Visty View Post
    well, theres always the argument: look at the name and in your DMG
    Sure, but since they've already deviated from the core PrC to fit an MMORPG environment they could entertain making further changes.

    Restricting AA to Elves only, and requiring a 1 level Arcane caster splash isn't particularly fun. Nor is continuing to restrict it to bows, though I fully realize it'd have to work differently on Repeaters.
    Last edited by rimble; 01-10-2010 at 03:06 AM.

  20. #80
    Community Member Visty's Avatar
    Join Date
    Jun 2009
    Posts
    4,442

    Default

    Quote Originally Posted by Therigar View Post
    I'm concerned that the glee over the vorpal nature of arcane archer will horribly screw the game. It will increase the number of idiots playing range focused builds. I'm also concerned that the current slaying arrows will suddenly stop dropping.

    This is just a vorpal effect. It really is not that big of a deal. It really does not do anything to address the inherent problems with range builds.

    It looks cool and tons of people are going to build arcane archers -- no doubt about it.

    Too bad for the game though. It will make it even more difficult to get a competent group together and run most quests in anything approaching an efficient manner.
    it is NOT a vorpal effect

    its 500dmg on a natural 20 but NOT an instakill



    if ppl would read, the world would be better
    Love Life of an Ooze: One ooze. Idiot hits ooze. Two oozes.
    0
    *insert axe*
    o o

Page 4 of 7 FirstFirst 1234567 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload