You mention Death Aura, so does that mean you favour a Wizard Inquis build? Also, do you think more imbue dice or more SA dice should be prioritised?
I'd say Imbue Dice since they scale better with Ranged Power and the damage is always there from it without having to meet Sneak Attack criteria.
Stoner81.
What?!!?Ranged DPS is a waste of spot in end-game and would get automatically declined for high reaper quests or raids. For levelling, there is Ottos box.
On later ranged builds when you're working with sentient items is there any advice on what to shoot for (pun intended)? I would assume stack ranged power filigree (which is my plan)? I was thinking 2 items from Wild Hunter, Deadly Rain, and/or The Long Shadow.
What about filigree for artifacts? Should they be bumped with more ranged power or maybe something else?
@DDO Noob I’d ignore the quoted advice if I were you.Ranged DPS is a waste of spot in end-game and would get automatically declined for high reaper quests or raids. For levelling, there is Ottos box.
Well I guess they havent really added much to change the filigree meta since then lolThanks for the info droid327. I like the idea of using Shattered Device for debuffs. In my searches, I stumbled on a post in Reddit from you 4 years ago that was pretty much the same thing.
What about 3 pieces from the Electrocution filigree set if your build is mainly Arti? +50 electric spell power and +2 imbue dice seems strong to me. Or is every little incremental gain in range power from filigrees more valuable?Well I guess they havent really added much to change the filigree meta since then lol
If your build isn't purely ranged then you have different priorities, yes...but point for point RP is usually hard to beat. Depends if you have a RP or a SP imbue too.What about 3 pieces from the Electrocution filigree set if your build is mainly Arti? +50 electric spell power and +2 imbue dice seems strong to me. Or is every little incremental gain in range power from filigrees more valuable?
Thanks for the explanation regarding RP and SP imbue. Do you know the mathematical formula for calculating the average damage your build and weapon would do taking into account all the variables such as (W) of weapon, ranged power, imbue dice, spell power etc? That would help immensely in getting my head around different types of weapons and builds for crossbows calculating their damage roughly and comparing them.If your build isn't purely ranged then you have different priorities, yes...but point for point RP is usually hard to beat. Depends if you have a RP or a SP imbue too.
At 300 RP and 21 imbue dice scaling 200%RP, 5 RP is worth about 3.1% to both your base and imbue damage, while 1 imbue die is worth 4.7% to just your imbue damage
Thanks for the explanation regarding RP and SP imbue. Do you know the mathematical formula for calculating the average damage your build and weapon would do taking into account all the variables such as (W) of weapon, ranged power, imbue dice, spell power etc? That would help immensely in getting my head around different types of weapons and builds for crossbows calculating their damage roughly and comparing them.
I played an Alch / Rog Inquis some time ago and the Alchemist has a lot of utility and is quite versatile. However, the one issue I had with this build was that I found it awkward and clunky trying to aim the short ranged cone for the Vile Chemist's Wave of Poison ability to strip poison immunity. There are quite a few mobs that are poison immune. Apart from this it was an excellent build. Do you struggle with stripping poison immunity or do you just switch to another imbue that does less damage?My favorite ranged build recently has been Alchemist 15 / Ranger 3 / Rogue 2. You get Goldskin and Heal from Alch 15, a lot of extra imbue from Ranger and Rogue splashes (as well as free evasion and Rapid Shot). Alchemist has a lot of self-buff and survivability, and good DPS in the Vile Chemist tree. I am at 29 imbue dice, 33 dodge in light armor, 97% double-shot and 260 RP at cap, have infinite haste boost and sprint boost. It's not top tier in any manner, but I can easily solo R3, and survive and contribute around R6-R8, and it's fun.
I have also run Alch 16 / Rog 2 / Art 2 for runearm, or Alch 18 / Art 2 for a heavier VC investment.
I use the Law imbue from the Inquisitive tree and just use Vile Chemist to get a lot of extra dice. 1d10 scaling at 200% Ranged Power is a little weaker at the early levels when spell power is easier to get than ranged power, but at cap, with 250+ RP, I would have to get to 700 poison SP just to be equal, and the Law damage is not subject to resistance/immunity. I still take Poisoned Shot for the 30% extra damage and limited cases where stripping immunity is nice, e.g. VoN pillars and getting benefits from Nightshade Shooter on poison-immune mobs.I played an Alch / Rog Inquis some time ago and the Alchemist has a lot of utility and is quite versatile. However, the one issue I had with this build was that I found it awkward and clunky trying to aim the short ranged cone for the Vile Chemist's Wave of Poison ability to strip poison immunity. There are quite a few mobs that are poison immune. Apart from this it was an excellent build. Do you struggle with stripping poison immunity or do you just switch to another imbue that does less damage?