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AA Pass Preview
Oct 6th, 2015 at 11:49pm
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https://www.ddo.com/forums/showthread.php/466230-Ranger-Arcane-Archer-Changes-(E...)


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Here's some changes we'd like to make to Arcane Archer sooner rather than later. We expect we may come back to Arcane Archer in the not-distant future to address additional issues we'd like to get to. We consider this a strong basis for improvement in some of the primary Arcane Archer features. There are some specific abilities that we consider underperforming that we want to address but may not have time to get in very soon1.

Arcane Archer


Action Boosts reduced to 1 AP per rank
DC Based Arrow Stances: Includes Terror, Paralyzing, Banishing, and Smiting Arrows:
Each becomes one rank, 2 AP.
Each has a saving throw of 20 + Wisdom Modifier + Enchantment Spell Bonuses
Each enhancement taken grants +1 DC with Enchantment Spells.
Paralyze and Terror become short durations, but no additional save after the initial save. Short in this case is about 6 seconds. If you keep shooting one target, it can continue to be Paralyzed or Terrored. If you can keep a line going for Improved Precise Shot, you can keep this going on multiple enemies. To control maximum enemies, you'll need to frequently switch targets.
Paralyzing Arrows: On save, chance to apply 3 seconds of -10% Movement and Attack speed.
Smiting Arrows gains a chance to apply Deconstructed (slows attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair healing)
Banishing Arrows gains chance to inflict Pull of Reality1 on each hit.
Pull of Reality1: -1 PRR, -1 MRR. Stacks up to 25 times. 5 stacks fade away every 3 seconds (if no new stacks were added).

Elemental Arrows (Corrosive, Flaming, Frost, Shock)
Increase base damage to 1d8.
Damage scales with Spell Power. Exact amount TBD.
Each additional Elemental Arrows increases damage by +1 die.
Each enhancement tier from 2-5 has a new multiple choice option, "Elemental Damage", that increases damage by +2 dice (for a maximum of 7 dice if you select only one damage type).
Tier 5 Elemental Arrow damage (Improved) also scales with Spell Power.
Force Arrows scales number of dice with Elemental Arrows, and also scales with spellpower

Shadow Arrows (Core, 18 levels of Ranger):
Gains: "Passive: Equipped bows gain +1 Competence bonus to Critical Damage Multiplier"

Mystical Archer (Core, 20 levels of Ranger):
Dexterity bonus increased to +4

Slaying Arrow:
Depending on DPS testing, this may be decreased or increased in power. Yes, if we've injected too much power into Arcane Archer, this is where we will probably pull back on some of it. We don't expect to fundamentally change the design of this ability, but it's not healthy or good design for so much of the power of one enhancement tree or build to be in a single ability like this. (And yes, we understand just how powerful and vital it is for certain builds, but that's part of the problem.)


This accomplishes a few goals:



DC based abilities2 have long been a bane of Arcane Archers. They were often extremely strong when obtained, but had no way at all to scale up towards higher levels, which has only gotten worse over time and higher levels. Reworking these abilities was a key feature we wanted to get to sooner rather than later. This has meant we've wanted to adjust how some of those abilities work as well, and in particular wanted Smiting and Banishing Arrows to feel more impactful on attacks that were not criticals (while not simply adding damage).
Elemental Arrows were simply too weak, and also didn't scale into Epic levels. These changes should make them feel pretty powerful in heroic while also having some good options to scale into Epic. The addition of multiple choice options gives players some meaningful choices on how to progress.
Those two changes, especially focusing on Spell DCs and Spell Power, help with the lore and flavor of Arcane Archer as well. While not strictly necessary for gameplay, we like to support this when we can. It also gives us a means of differentiating Arcane Archer from other potential bow users. We know this isn't a large and fully realized group of build choices, but we certainly want that open as a development path, and hopefully they won't look all that similar when we get there. Fighters focusing on bows should be viable, for instance, and wouldn't be likely to invest heavily in Spell Power or Enchantment DCs.
Some of the other changes are really quality of life, keeping up with the Joneses, and things we can quickly and easily do.


Again, we want to say that we don't think this is a perfect or even a complete pass for Arcane Archer. As an example, it pains us to leave Dispelling and Shattermantle shot as-is, and we've been discussing some other possibilities with the Player's Council. Those abilities really need a larger redesign - potentially touching on things like a redesign of Dispels across DDO, for instance, which we just don't have time for right now. But some of us having been pushing to get some of this came out sooner rather than later!

This is, of course, a design-in-progress, subject to change from testing, math, deep insights of wisdom, a million kobolds with typewriters, or designers unscrupulously trying to fit a bit more improvement in when they should probably get on with Level 30 work.



Thanks for your thoughts and feedback, and may you always be fighting in the shade!



Footnotes, Vargouille? That's so outdated. Do you think you're in the module years?

1. (TM)

2. I'm going to recommend that when you fight in other planes, some enemy monsters should inflict Pull of Reality on player characters...

3. Developer Trivia: Some of the choices here in particular relate to technical hurdles that we've spent some time investigating working around but are probably not worth (even more) time. If you look carefully across DDO, you may note a relative lack of saving throws on most player abilities which are triggered passively. (Shiradi's Nerve Venom, for instance, was always intended to have a saving throw... it just didn't actually work, so got redesigned some at the last minute!) It's not that it's 100% impossible to do some of this kind of thing, but the amount of extra work is staggering (compared to even moderately simple abilities, can take 20-40 times as long to create). Even getting the saving throws we do have here is a bunch of extra work that doesn't really help anywhere else in the game, but at least applies to four abilities. This is also part of why they all use Enchantment Spell DC bonuses, rather than Terror Arrows using Necro... err, I mean, you are clearly enchanting your arrows in any case. So it's a lore reason! That sounds better, right? And therefore part of the flavor is that Arcane Archers specialize in Enchantment. It all comes together, somehow. (No, we're not going to base monster saves assuming you have 4 levels of Arcane Archer to get better Enchantment DCs... but if some Elf Wizard wants to go for it, well, we love somewhat crazy builds.)

  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
I don't think naming names would be a good thing for me to do, but I'd pretty much add anyone who's a know-it-all dick on the list.� Even if they are sometimes intelligent with their opinions, the way they state them in long, "i'm a lawyer at trial"-type posts makes me want to punch them in the face.� They act like whiney babies with god complexes and then freak out if someone so much as breathes criticism in their direction.
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AtomicMew
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Re: AA Pass Preview
Reply #1 - Oct 7th, 2015 at 12:30am
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Even if elemental arrows scale with 200% spell power, it's still going to be shit DPS, or am I missing something? 

Also, why would they use Wisdom modifier for DCs?  Isn't it supposed to be an Arcane Archer?
  
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Re: AA Pass Preview
Reply #2 - Oct 7th, 2015 at 12:35am
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AtomicMew wrote on Oct 7th, 2015 at 12:30am:
Even if elemental arrows scale with 200% spell power, it's still going to be shit DPS, or am I missing something? 

Also, why would they use Wisdom modifier for DCs?  Isn't it supposed to be an Arcane Archer? 


They go up to like 8 Die in the same element, so 8D8 200% with 400 Spell power seems pretty big.
  
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Re: AA Pass Preview
Reply #3 - Oct 7th, 2015 at 12:58am
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Well, for just additional damage, the elemental arrows are going to be pretty damn sweet. 

Each additional Elemental Arrows increases damage by +1 die.
Each enhancement tier from 2-5 has a new multiple choice option, "Elemental Damage", that increases damage by +2 dice (for a maximum of 7 dice if you select only one damage type).
Tier 5 Elemental Arrow damage (Improved) also scales with Spell Power.

So, as an add on for arrow damage, you are looking pretty good actually considering what they did already with DWS adding the +1 crit range and now the multiplier in shadow arrows....  gonna be pretty friggin sweet imho.  Personally, I am thinking 7d8 acid arrows with whatever they do with the tier 5 that all scales with spell power.

Also, who cares about paralyzing and terror arrows anymore outside of having to take them to get slayer arrow.  I hope they remove that requirement.
« Last Edit: Oct 7th, 2015 at 1:02am by Kluege »  
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Grand
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Re: AA Pass Preview
Reply #4 - Oct 7th, 2015 at 3:15am
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God they are really half-assing it.

And fuck me,
Vagboy wrote: Quote:
We expect we may come back to Arcane Archer in the not-distant future to address additional issues we'd like to get to.


Seriously, fuck me, these silly bastards really are trying to stall and avoid doing a proper AA pass combined with the Manyshot/doublshot. Looks like Wallwanker had the Devs number on that.
« Last Edit: Oct 7th, 2015 at 3:19am by Grand »  
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Re: AA Pass Preview
Reply #5 - Oct 7th, 2015 at 4:15am
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Varg sounds ... human.

Fuck the enhancement changes, this is the update Turbine has needed for years. So long, that it generates suspicion now.
  

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Re: AA Pass Preview
Reply #6 - Oct 7th, 2015 at 5:49am
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I've often thought Varg was one of the better at comms there. Interesting. I wonder what'll be the first way the new imbues are abused...? Cheesy
  
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Re: AA Pass Preview
Reply #7 - Oct 7th, 2015 at 7:40am
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Only 3 pages of user comments so far. I guess that other than a few like Frantard they've got the message that none of their opinions will be taken on board, other than a token pat on the head gesture, because the "update must go on," and they've already dedicated all the time to it they're going to.
  
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Re: AA Pass Preview
Reply #8 - Oct 7th, 2015 at 8:07am
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Vagooey wrote: Quote:
designers unscrupulously trying to fit a bit more improvement in when they should probably get on with Level 30 work.


OH NO! he rolled a 1 on his bluff check..... Seriously Vag? you think we are buying this lame speil?

Work on lev 30? how hard is it to put more hit points in the bags of hp?  Grin

And come on, if you were worried about getting classes right for lev 30 you would want to be sure that all the classes we working correctly and the power-balance was tight and straight. Because any mistakes or lingering gremlins that are left in the classes are only going to be amplified when you stack a couple more levels on top of the whole system.

Seriously how dumb and gullible does he think players are? I mean I can see him trying to feed this line to the dumbasses he works for at turbine, but anyone with half a brain who has been around for the last 2-3 years can see just how much bullshit he is shoveling in this easily.   Undecided
« Last Edit: Oct 7th, 2015 at 8:10am by RemRemi »  
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Re: AA Pass Preview
Reply #9 - Oct 7th, 2015 at 9:29am
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Using Wisdom Modifier for DC calc.  I guess a monkcher would like that a lot.  Could easily have a paralyzing arrow with a DC in the 60's.  Who is investing a lot in wisdom on any other ranged build, though?
  
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Re: AA Pass Preview
Reply #10 - Oct 7th, 2015 at 9:45am
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So, 18 core of AA for multiplier +1 and 12 core of DWS for crit range +1.  2 levels left to play with after that.

Seems like the 14 Paladin 6 Monk versions of Monkcher will still excel but the 12/6/x lose out....
  
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Re: AA Pass Preview
Reply #11 - Oct 7th, 2015 at 12:10pm
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DoRayEgon wrote on Oct 7th, 2015 at 9:45am:
So, 18 core of AA for multiplier +1 and 12 core of DWS for crit range +1.  2 levels left to play with after that.

Seems like the 14 Paladin 6 Monk versions of Monkcher will still excel but the 12/6/x lose out....


The DWS capstone is worth consideration. I am pure ranger heavy into DWS.  Looking at what this latest update gives, I gambled correctly.  Slayer arrow looks to be primed for a nerf and elemental arrows for a huge boost.  I would be interested to see what Tier 5 elemental arrows give in comparison to what tier 5 gives in DWS.
  
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Re: AA Pass Preview
Reply #12 - Oct 7th, 2015 at 2:24pm
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Just found this bullshit from sev
Quote:
(We are still talking with the player's council about balance changes, but I wanted to give a teaser on what we are looking at for Manyshot and Ten Thousand Stars since it is relevant to this thread.)


We are considering changes to Many Shot and 10K Stars. We want a design that throws out fewer projectiles for server and client performance as missiles are actually expensive. We also want a design that doesn't require a doubleshot debuff.

Manyshot redesign: For the next 20 seconds you add your base attack bonus * 4 to your Doubleshot and Ranged Power. Using this ability places Ten Thousand Stars on a 30 second cool-down. (You no longer have a Doubleshot penalty applied.)

Ten Thousand Stars redesign: For the 30 seconds you add your Wisdom to your Doubleshot and Ranged Power. Using this ability places Manyshot on a 30 second cool-down. (You no longer have a Doubleshot penalty applied.)

Our goal is to make these abilities more efficient without reducing the overall DPS of ranged characters using one or both of these abilities.

Sev~

Quote:
The cooldown doesn't change.

Doubleshot will only provide one extra projectile, even if it goes over 100%. At the higher end this will mean that the ability essentially just rounds out your Doubleshot to 100%.

Sev~


Conclusion: repeater rangers FTW
  
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Re: AA Pass Preview
Reply #13 - Oct 7th, 2015 at 2:35pm
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DoRayEgon wrote on Oct 7th, 2015 at 9:45am:
So, 18 core of AA for multiplier +1 and 12 core of DWS for crit range +1.  2 levels left to play with after that.

Seems like the 14 Paladin 6 Monk versions of Monkcher will still excel but the 12/6/x lose out....


If this is the AA tree, couldn't you make an Elf or Helf 12/6/x build to get the DWS crits and the AA crits from the elf AA tree?

I know you are spending some AP to unlock it first, but most of those are adding DPS.
  
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Re: AA Pass Preview
Reply #14 - Oct 7th, 2015 at 3:17pm
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Asheras wrote on Oct 7th, 2015 at 2:35pm:
If this is the AA tree, couldn't you make an Elf or Helf 12/6/x build to get the DWS crits and the AA crits from the elf AA tree?

I know you are spending some AP to unlock it first, but most of those are adding DPS.


I think 12 Ranger 6 Monk 2 X would work with that.  I don't think 12 Monk will work any more unless I'm missing something.

I'm not sure it matters with the proposed Manyshot/10k changes.  Not sure how I feel about them yet...
  
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Re: AA Pass Preview
Reply #15 - Oct 7th, 2015 at 3:29pm
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You will need to be 18 ranger to get both the +1 crit range and multiplier.  At that point, you may as well go pure ranger and get the DWS capstone.
  
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Re: AA Pass Preview
Reply #16 - Oct 7th, 2015 at 3:41pm
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Kluege wrote on Oct 7th, 2015 at 3:29pm:
You will need to be 18 ranger to get both the +1 crit range and multiplier.  At that point, you may as well go pure ranger and get the DWS capstone.

Indeed.

PURE Rangers FTW!

BTW...this also sounds to me like Holy Sword is less likely to get nerfed considering another class besides Pally can get, more or less, the same benefit.
« Last Edit: Oct 7th, 2015 at 3:43pm by Technomage »  

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Re: AA Pass Preview
Reply #17 - Oct 7th, 2015 at 3:45pm
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Kluege wrote on Oct 7th, 2015 at 3:29pm:
You will need to be 18 ranger to get both the +1 crit range and multiplier.  At that point, you may as well go pure ranger and get the DWS capstone.


Does it say somewhere that the AA tree will no longer be available to Elves and Half Elves?  The current AA tree is not different between the two.  Theoretically, you can get +1 to crit multipler with bow just by being a level 18 or higher elf.

  
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Re: AA Pass Preview
Reply #18 - Oct 7th, 2015 at 3:56pm
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Kluege wrote on Oct 7th, 2015 at 3:29pm:
You will need to be 18 ranger to get both the +1 crit range and multiplier.  At that point, you may as well go pure ranger and get the DWS capstone.


You are wrong.  Varg specifically mentions the 12/6/x Elf build as a possibility with this post:

Quote:
Here's some builds we're explicitly considering for AA and Manyshot/10K changes:
Pure Ranger Archer, primary AA secondary DWS
Pure Ranger Archer, primary DWS secondary AA
Monkcher 6/12 Monk/Ranger (+a couple extra levels... somewhere?) using both 10k and Manyshot. This build doesn't get +1 Critical Multiplier in AA. The development team is divided on whether or not this is enough to balance getting 10k Stars. A cage match has been scheduled (by which I mean DPS Testing). Should this not be enough, we are explicitly open to ideas. There are a lot of options on the table, most of them are undesirable for one reason or a nother.
Elven Pure Monk'cher AA: Gives up DWS.
Elven 12 Ranger 6 Monk: 31 points to get Crit in AA, 21 points to get crit in DWS, 14 points to get the Elven AA tree (so you don't need 18 Ranger for the AA Core Crit) This is potentially the worrying build!


You do not NEED 18 ranger to get +1 Crit Mult and +1 Crit Range. 
  
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Re: AA Pass Preview
Reply #19 - Oct 7th, 2015 at 3:56pm
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I will prolly get a lot of hate for this but imho they shud actually nerf bushwacker, mechanic, assasin, deepwood stalker, tempest, warchenter, eliminate harper tree, remove warlock and fury of the wild.

Also revert paladin spell holy sword back to pre u 19(?) version.
Then remove thunderholme pack and thunderforged items and that will balance the system back i think. Roll Eyes Tongue
« Last Edit: Oct 7th, 2015 at 3:57pm by m4lacka »  

Vaultaccount wrote on Aug 29th, 2016 at 7:06pm:
The most broken epic PL in the game is the ridiculous AC buff from martial PLs. But when you include all the inherent benefits from reincarnation, the thing is above the roof. The benefit from TR was supposed to be minimal, but now it is game breaking. start a new character and you will feel, you will get raped in heroics.

Personally I think lower heroics on new characters are harder than Legendary Elite content on a character with good gear and has all destinies farmed.


Arkat wrote on Apr 2nd, 2014 at 4:14pm:
And someone in another thread called ME delusional recently!

Wow.

Have you EVER gone to Law School Feyn? Have you EVER been asked by a United States Senator who is now the Vice President of the United States to write a paper just for him on a particular topic of Constitutional Law for his use as a Senator? Have you ever been asked to help a very notable Harvard PhD turned Constitutional scholar with his very-well received book on Legal Philosophy and Constitutional Revolutions? Have you ever been offered a job as a Deputy Attorney General BEFORE you even graduated Law School?

No? Then STFU you fucking amateur.


Meat-Head wrote on Jul 29th, 2015 at 12:03am:
Thx. I was semi-waiting because windows 10 will be here soon. but, the crashing is making me want to punch old people.


IMARANGER wrote on Sep 8th, 2014 at 5:40pm:
Pretty sure that the fact that a service can be hacked doesn't make it the "community chest".
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Re: AA Pass Preview
Reply #20 - Oct 7th, 2015 at 4:46pm
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Asheras wrote on Oct 7th, 2015 at 3:56pm:
You are wrong.  Varg specifically mentions the 12/6/x Elf build as a possibility with this post:


You do not NEED 18 ranger to get +1 Crit Mult and +1 Crit Range. 


Wait, what? I was under the impression that crit threat from DWS was level 12 and the multi in AA was 18?

From the update text:

Shadow Arrows (Core, 18 levels of Ranger):

    Gains: "Passive: Equipped bows gain +1 Competence bonus to Critical Damage Multiplier"
  
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Re: AA Pass Preview
Reply #21 - Oct 7th, 2015 at 5:09pm
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How the fuck is everyone so confused by the crit profiles?

Deepwood stalker core 4 (12 ranger levels) = +1 competence to crit threat.

AA core 5 (18 ranger levels) +1 competence to crit multiplier.

Elven AA core 5 (18 elven levels) +1 competence to crit multiplier.

Obviously an elf race has access to all the AA abilities without ranger levels.

A non elf race has to take the appropriate amount of ranger levels to benefit from AA abilities.

This update seems like it will strongly lend itself to Elven 12ranger/6monk/2x builds.
« Last Edit: Oct 7th, 2015 at 5:09pm by Munkenmo »  

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Re: AA Pass Preview
Reply #22 - Oct 7th, 2015 at 7:51pm
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m4lacka wrote on Oct 7th, 2015 at 3:56pm:
Then remove thunderholme pack and thunderforged items and that will balance the system back i think.

Balance is the problem. Seriously, give it up. D&D was never balanced. DDO gives zero fucks about PvP, so why be this concerned about balance?
  

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Re: AA Pass Preview
Reply #23 - Oct 7th, 2015 at 7:58pm
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Munkenmo wrote on Oct 7th, 2015 at 5:09pm:
How the fuck is everyone so confused by the crit profiles?

Deepwood stalker core 4 (12 ranger levels) = +1 competence to crit threat.

AA core 5 (18 ranger levels) +1 competence to crit multiplier.

Elven AA core 5 (18 elven levels) +1 competence to crit multiplier.

Obviously an elf race has access to all the AA abilities without ranger levels.

A non elf race has to take the appropriate amount of ranger levels to benefit from AA abilities.

This update seems like it will strongly lend itself to Elven 12ranger/6monk/2x builds.


U29: Rise of the Monkchers
  
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Re: AA Pass Preview
Reply #24 - Oct 7th, 2015 at 8:47pm
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Technomage wrote on Oct 7th, 2015 at 3:41pm:
Indeed.

PURE Rangers FTW!

BTW...this also sounds to me like Holy Sword is less likely to get nerfed considering another class besides Pally can get, more or less, the same benefit.


I don't see them as comparable, the weapon limitations on the ranger crits is a serious hurdle.
  
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