Arcane Archer : Deep Rework and Analysis

Abramax

Emerald Archer
Hello everyone! Today, I want to share some ideas I had about the Arcane Archer. Any feedback is appreciated, especially if it’s constructive. If you like my ideas and my work, don’t forget to upvote my suggestion by clicking on the little arrow at the top right of my post. Thank you!

*It is important to me to take into account the ideas and feedback from other players who have read my suggestion and shared their thoughts. As such, I will regularly update and adapt the ideas shared here to make the relevant and necessary changes in the enhancement tree.*

CHANGES MADE WITH FEEDBACKS WILL BE WRITTEN IN ORANGE
LAST UPDATE 2025/04/25


Current Context


Currently, the most effective bow builds rely almost exclusively on Ranged Power and Sneak Attacks. The dominant builds are Horizon Walker and Deepwood Stalker, with the latter being particularly appreciated for its devastating shots like Devastating Shot and Sniper Shot, offering high damage and short cooldowns. Devastating Shot even has the advantage of being an AoE ranged attack.

These builds are often combined with classes like Dark Hunter or Rogue to maximize Sneak Attack Dice. Following this optimization logic, the imbues chosen are those that scale with Ranged Power (e.g., Light or Poison, at 200%). This choice is perfectly coherent with the way damage is maximized.

This raises a crucial question: what is the place and value of the Arcane Archer in the ecosystem of archers? The Arcane Archer primarily offers an AoE shot and elemental imbues that scale with Spell Power. But is this design truly viable in the current meta?

Imbue Builds

In general, at the endgame level, builds specializing in imbue dice are significantly less effective than those that focus on Ranged Power and Sneak Attacks. Even with the imbue rework and maximum investment (feats, enhancements, filigrees, equipment, set bonuses), these builds remain behind.

Several reasons explain this:

  • 17 out of the 29 available imbues currently scale at 100% with Spell Power, but none benefit from a 200% scaling. Meanwhile, 6 imbues scale with 200% of Ranged or Melee Power.
  • 6 imbues have damage higher than 1d6, but only one scales with Spell Power.
  • Imbue dice are difficult to obtain.
  • Imbue damage cannot crit, except via Improved Elemental Arrows (Tier 5 Arcane Archer), which comes at the cost of a lower number of available imbue dice.
If the imbue used does not scale with Ranged Power, as is the case with Arcane Archer, overall damage suffers. A build optimized for the number of imbue dice and Spell Power cannot also maximize Ranged Power. However, Ranged Power combined with critical hits represents the main source of applicable damage, particularly with abilities like Hunt’s End and Devastating Shot. This creates a vicious cycle where the Arcane Archer seems to be at an impasse.

Access to Arcane Archer

The Arcane Archer is normally accessible via the Ranger class, which automatically provides most of the necessary ranged feats. However, another access route exists through the racial enhancements of Elves, allowing other classes to unlock this specialization, creating new and interesting combinations.

This system is unique, and if I’m not mistaken, it was introduced 17 years ago with Module 6: The Thirteenth Eclipse, released in February 2008. Since this update, Elves have been able to develop Arcane Archer abilities without specializing as Rangers. The concept is great and deserves an update.

Today, with the current context of Universal Enhancement Trees and Archetypes, here are some possible options:

  • Expand this mechanic to all races, allowing each to unlock their preferred enhancement tree through their racial tree. This system would be worth generalizing as it opens up interesting possibilities (I will develop this point in a future suggestion).
  • Comparing it with Universal Enhancement Trees, the penalties for obtaining core enhancements in the Elven Arcane Archer enhancement tree should be standardized and removed, making them available at levels 3 – 6 – 12 – 18 – 20 instead of 4 – 8 – 15 – 22 – 25. The AP cost is already high, which is a sufficient constraint.
  • Turn Arcane Archer into a Universal Enhancement Tree (possibly with an Elf race prerequisite) and give the Elven enhancement tree +3 imbue dice as a replacement. In this case, the Arcane Archer could be designed to work with the highest Wisdom, Intelligence, or Charisma, offering even more flexibility.
  • Create a new Arcane Archer class. A class specializing in bows, imbues, elements, attack speed, and spells. The Artificer, Druid and Artificer classes could serve as a base to design this new class, incorporating offensive elemental spells and Archery attacks that align with Elemental Arrows.
  • Develop a relevant Archetype in the same spirit, providing two complementary enhancement trees suited for the Arcane Archer.
Arcane Archer for the Ranger Class

Looking at the Ranger’s enhancement trees, an internal inconsistency becomes apparent:

  • Tempest: Melee specialization, dual wielding, Melee Power, Dex/Str.
  • Deepwood Stalker: Ranged specialization, melee options, Sneak Attack, Ranged Power, Dexterity.
  • Arcane Archer: Bow specialization, imbues, Spell Power, elemental damage, Wisdom DC.
The contrast is striking. While the other Ranger trees focus on raw physical damage and Ranged Power, Arcane Archer imposes a radically different playstyle, which does not naturally synergize with the class’s existing mechanics.

Logically, Horizon Walker is a far better alternative for a Ranger looking to deal ranged damage. It provides superior defensive and offensive tools for Ranged Power-based damage, along with better Reflex saves, unlike Arcane Archer.

As it stands, Arcane Archer feels out of place for a Ranger. The class works much better with Deepwood Stalker as a Dark Hunter, as they synergize through Sneak Attack Dice and imbues that scale with Ranged Power (such as Bleed the Weak from Dark Hunter, although I doubt this imbue sees much use compared to Paladin and Alchemist imbues).

It’s also worth noting that Horizon Walker could be further improved by granting it a Force Damage imbue that scales with Ranged Power, reinforcing its identity and synergy potential.

The discrepancy becomes even clearer when considering that Arcane Archer relies on Spell Power and Wisdom/DC for its imbues, while the Ranger is Dexterity-based and lacks offensive spells.

This major issue with Arcane Archer stems from the inconsistency between the stats it prioritizes and those generally used by the Ranger. Maximizing Wisdom DCs for certain imbues like Paralyzing Arrow requires a significant investment, while the Ranger primarily relies on Dexterity for Evasion starting at level 9.

Should we consider the possibility of obtaining Wisdom-to-Reflex Save to benefit from Evasion as a Ranger? Or should the Arcane Archer be given other, more appropriate advantages?

For Paralyzing Arrow to be truly effective, a Ranger must invest in Enchantment Spell Focus through feats, enhancements, and gear. However, Rangers only have two very weak enchantment spells (Charm Animal, Hold Animal), making this investment pointless.

Arcane Archer does not provide any native way to obtain Wisdom-to-hit-and-damage for bows. This forces players to invest 12 AP into Falconry or take the Zen Archery feat just to make a Wisdom build barely viable. This double requirement further complicates and burdens the optimization of the build.

Elemental Arrows and Elemental Inferno, which scale with Spell Power, also add contrast.
As I already mentioned, you cannot simultaneously optimize Ranged Power and Spell Power.
One inevitably comes at the expense of the other, and in the current design, the Arcane Archer needs both.

The Arcane Archer Today

What made the Arcane Archer strong in the past was Arrow of Slaying combined with Adrenaline, and later, Hunt’s End with the Epic Destinies.

Today, that is no longer the case. Hunt’s End is much better and more relevant for ranged builds without needing Slaying Arrow, which is now obsolete.

So what does the Arcane Archer have left?

The Arcane Archer is designed as an elemental damage-focused archer, utilizing fire, cold, electricity, acid, and force. Its essence embodies flexibility to adapt to any situation by adjusting its damage to the enemies it faces—especially with its secondary imbues.
But in reality, aside from a few imbue dice, the Arcane Archer has nothing of value left.

Its imbue system is outdated, despite being the core of its very existence. What once appeared to be a strength—flexibility and adaptation—has now become a crippling rigidity.
This versatility is meant to be an advantage, yet its outdated design forces difficult trade-offs that no other class faces:

  • More imbue dice or additional elemental options
  • More imbue dice or unique effects for Elemental Arrows
  • Prioritize Ranged Power or Spell Power
  • Spell DC requirements but no spells
  • A Wisdom-based tree for a Dexterity-based class
Imbue Issues

The Arcane Archer has 12 different imbues, yet can only benefit from 2 at a time. This means that 10 enhancements in its tree are completely unusable. Given that an enhancement tree has a maximum of 31 enhancements (25 + 6 cores), this means that potentially 33% of its enhancements are just wasted. This is a major issue because the AP invested should provide real benefits.

There are 6 ranged attacks, but only 2 are viable in endgame (Arrow of Slaying and Elemental Inferno). They aren’t particularly strong, just usable. This means that the 4 other Ranged Archery Attacks are effectively useless, adding even more dead weight to the enhancement tree.

Having so many Ranged Archery Attacks is also a significant problem because using them disrupts the normal attack rhythm and overall DPS. The animations for these attacks are not performed at the same speed, adding an inherent penalty that reduces the already minimal benefits they provide. When chaining multiple Ranged Archery Attacks, the difference in flow becomes obvious, making the experience frustrating.

Additionally, other enhancements are outdated, lack synergy, and force the Arcane Archer into suboptimal builds. It tries to do everything but excels at nothing, as it can ultimately only take advantage of 50% of its enhancement tree.

An imbue like Paralyzing Arrow prevents the use of Elemental Arrow, resulting in a significant loss of damage. A Ranger who chooses to optimize control through paralysis completely sacrifices the offensive power of their imbue, making the Arcane Archer even less competitive compared to other archery builds. There is a real need to ensure that the Arcane Archer benefits from the enhancements in which it invests AP.

It is also frustrating to see that for the same imbue dice bonuses as other classes, the AP cost is exorbitant and far less rewarding (this point will be developed further).

Even an optimized Arcane Archer build cannot compete with Ranged Power/Sneak Attack builds. And the gap is even larger when compared to crossbow builds (dual & repeaters).

Advantage for Sneak Attack Builds vs. Imbue Builds

The situation is even more problematic with mechanics like Shadowstrike (the Shadowdancer Epic Strike), which grants a potentially permanent bonus to damage based on Sneak Attack Dice:

"When you activate your Shadowdancer Epic Strike, you imbue your weapons and spells with Evil energies for 10 seconds. You deal 1d6 per Sneak Attack Dice in Untyped damage on hit (scaling with the higher of Melee or Ranged Power)."

The exact scaling of this bonus remains to be determined, but it further increases the gap between Sneak Attack builds and those based on imbue dice.

Currently, there is no equivalent for imbue-based builds, which heavily penalizes builds like the Arcane Archer.

There is some damage scaling from the Shiradi Champion Destiny Mantle for every 7 bonus Imbue Dice, but we can all agree that this is not the same thing.

My Build Experience

After several years with this enhancement tree, my experience is that the Arcane Archer is more relevant in hybrid builds that mix caster classes based on Wisdom.

However, these builds require massive investments and compromises. Currently, you must be an Elf to access Arcane Archer via the racial tree, which requires either 42 racial reincarnations or 14 AP. While opening up new possibilities is interesting, the cost is too high compared to the results.

Even with maximum investment, these builds cannot compete with dominant archetypes. The Arcane Archer is outdated and obsolete, having not received a real update in far too long.

Arcane Archer’s History and Updates

To put things into perspective, it has been 10 years since the Arcane Archer was last directly reworked to make it shine again—while crossbow builds (repeaters and dual crossbows) now dominate.

While the Arcane Archer has been indirectly impacted by other major updates—such as the imbue system, AOE ranged attacks, and the reworks of Manyshot and Hunt’s End—its last major rework was in October 2015.

That’s why I am proposing an update to bring some diversity while staying true to the core identity of what an Arcane Archer should be today.

Update 28 Patch 1 (October 2015) – Major Changes

  • Terror, Paralyzing, Banishing, and Smiting Arrows now have a Saving Throw of 20 + Wisdom Modifier + Enchantment Spell Bonuses
  • Elemental Arrows: Base damage increased to 1d8, now scales with Spell Power
  • More Elemental Arrows dice
  • Shadow Arrows: Passive +1 Competence Bonus to Critical Damage Multiplier
Update 57 (November 2022) – New Imbue System

  • Increased number of imbue dice available
  • Elemental Arrows damage dice reduced from 1d8 to 1d6
Update 66 (October 2024) – AOE Ranged Attacks Update

  • Hunt’s End changed to a direct shot
  • Arrow of Slaying now deals +250% Damage and +25 flat damage
  • AOE Inferno Shot: Damage is now the same as Elemental Arrows imbue when activated, and the DoT’s damage scales with the relevant Spell Power
  • AOE Final Strike: +20% Damage. Enemies hit take 7 stacks of Vulnerability

Imbues: Comparison with Other Classes

Choosing between elemental variety (fire, cold, electricity, acid) or additional imbue dice is a frustrating and outdated dilemma. The constraints—both in flexibility and AP cost—are extreme compared to other classes.

  • Arcane Archer:
    • One possible elemental choice per tier.
    • Faster access to imbue dice at lower levels but only if focusing on a single element.
    • Option 1: 8 AP for +8 imbue dice (single element, no Improved Elemental Arrows).
    • Option 2: 8 AP for +3 imbue dice (four elements, with Improved Elemental Arrows).
    • Additional 2 AP to unlock imbue with bows.
    • Additional 2 AP to unlock Force Arrow to get ghost touch.
    • No imbue dice from core enhancements.
  • Eldritch Knight:
    • 1 AP at level 3 grants imbue with all weapons, ghost touch, and +6 imbue dice (lvl 18).
    • By level 20, for a total of 5 AP, gains +10 imbue dice, 50 Spell Power, +8% Double Strike, -35% Arcane Spell Failure, Implement Bonus, Quick Draw, Deflect Arrows, Greater Deflect Arrows, +5% stacking incorporeality, and a powerful buff granting +10% weapon damage, +4 imbue dice, +25 Universal Spell Power.
  • Vile Chemist:
    • 1 AP at level 3 grants imbue with simple weapons and +6 imbue dice (lvl 18).
    • By level 20, for a total of 5 AP, gains +11 imbue dice, +25 Universal Spell Power, +25 Poison Spell Power, +10% Dodge and Dodge Cap, +12% Double Shot and Double Strike, Base Attack Bonus equal to Character Level, +1 Competence bonus to Critical Damage Multiplier, +4 Intelligence.
  • Dark Apostate:
    • 11 AP for +8 imbue dice, with bonuses such as +15% incorporeality, +1 Necromancy DC, +4 Wisdom, Ghost Touch, Implement Bonus, Curse on critical hits, and 3 stacks of vulnerability on critical hits.
    • Additional synergy through Cursed Words and Dark Judgment, further enhancing imbue dice effectiveness.
    • Additional 2 AP to unlock imbue with favored weapons.
  • Inquisitive:
    • 8 AP for either +6 or +7 imbue dice.
      • Option 1: +6 imbue dice with a 66% increase to imbue damage.
      • Option 2: +7 imbue dice.
    • By level 20, gains additional buffs including: Permanent True Seeing, +1 Competence Bonus to Critical Threat Range and Multiplier, +30 Ranged Power, +3 to all Saving Throws, +4 Maximum Dexterity Bonus to armor, Slippery Mind feat, +2 to all Ability Scores, Knockdown on vorpal hits, +15% Attack Speed and +15% Doubleshot.
    • This imbue scales with 200% Ranged Power and is not reduced by elemental resistances, unlike Arcane Archer's imbue damage.
    • Additional 2 AP to unlock imbue with crossbows.
This pattern is clear: other classes gain their imbues more efficiently and with significant additional benefits. Whether it’s spell power, defensive buffs, extra damage scaling, or critical bonuses, each of these alternative enhancement trees offers meaningful value alongside their imbue dice. In stark contrast, Arcane Archer demands a significantly higher AP investment while providing little to no extra utility.

Despite its name, Arcane Archer is far from being the "master of imbues." Its imbue system is outdated, rigid, and inefficient. Not only does it force players to choose between imbue dice and elemental variety—an arbitrary and unnecessary limitation—but it also lacks the flexibility, synergy, and secondary benefits that other imbue-based classes enjoy.



A Unique Identity for Arcane Archer

Arcane Archer is fundamentally different from other ranged enhancement trees, blending archery with magic. At first glance, this might seem like a disadvantage, especially when compared to builds like Inquisitive or Vile Chemist, whose imbues scale at 200% Ranged Power and are not subject to elemental resistances. However, rather than forcing Arcane Archer to conform to this standard, a better solution would be to lean into its magical nature and fully embrace a distinct playstyle.

Instead of trying to compete with physical damage-based archery, Arcane Archer could become a truly arcane-focused archer, relying on Spell Power, Spell Crit, Wisdom, and ranged attacks with DC-based effects rather than Ranged Power and physical scaling. This would open up a unique alternative to traditional ranged combat.

Key Improvements for Arcane Archer

To make Arcane Archer feel rewarding, competitive, and truly magical, the following adjustments could be considered:

  • Make it a fully independent enhancement tree that doesn’t rely on Ranged Power, freeing it from physical damage constraints.
  • Ensure it benefits from caster-based mechanics rather than Ranged Power.
  • Improve imbue synergy, making the imbue a central part of the playstyle.
  • Introduce metamagic feat compatibility for imbues through an Epic Destiny synergy, similar to rune arms in the Machrotechnic.
  • Make Wisdom (with Intelligence/Charisma?) the primary stat for Arcane Archer, reinforcing its thematic connection to magic.
  • Ensure all enhancements are usable and beneficial simultaneously.
Hybrid Builds

The recent Dragon Disciple archetype demonstrates that hybrid builds can be designed in a way that is both fun and effective, blending melee combat with spellcasting in a meaningful way. This is an exciting precedent that shows the potential for hybrid enhancement trees in DDO. If Arcane Archer followed a similar design philosophy, it could become a unique concept, allowing this tree to be a natural bridge between archery and spellcasting, opening up unique character concepts and offering something distinct from standard ranged builds while maintaining its magical identity.

With the right adjustments and a clear direction, Arcane Archer could evolve into an engaging, competitive, and rewarding enhancement tree. It has the potential to expand build diversity in DDO and introduce a unique playstyle that is both powerful and thematically rich—all it needs is a bit of time and care.



Rework Suggestions & Enhancement Analysis

The goal here is to propose and illustrate ideas for this rework. The numbers provided are merely a reference to give a general idea and highlight the evolutions or similarities within the enhancements. The primary focus is to emphasize the mechanics of these abilities, their synergies, and their role.

The suggested values are inspired by what I have observed in other classes, but I make no claims regarding my ability to balance a class—that is not my job. I simply hope that my work will help move things in the right direction for the enjoyment of everyone.

CHANGES MADE WITH FEEDBACKS WILL BE WRITTEN IN ORANGE
LAST UPDATE 2025/04/25


Changes made since the initial suggestion :
- Wisdom to hit : moved from core 2 to core 1
- New core 2 passive : bonus imbue dice depending on spell levels
- Reduces MMR moved from core 5 to Elemental Inferno Upgrade 2 (Tier 4)
- New core 5 : 2nd imbue proc elemental damage (% chance scaling with imbue dice)
- New multiselector Tier 4 : This ability allows the archer to use the bow’s range rather than the spell’s range.
- Paralyzing Arrows : moved from elemental inferno tier 4 to elemental arrows tier 4 now 3 ranks
Moved from Tier 4 to Core 2, is now a secondary imbue, scaling with imbue dice and working with critical/vorpal hits with core 3 and 4.
- Strips elemental immunity : moved from elemental arrows tier 5 to elemental inferno tier 5
- Elemental vulnerability : moved from elemental inferno tier 5 to improved elemental arrows tier 5 on hit
- Improved Elemental Arrows : scaling with critical/vorpal hits, +1 imbue dice instead of +2 imbue dice and +5 spell power, now 3 ranks
- Restore 1 Manyshot charge with Moonbow on critical / vorpal hits (scaling with imbue dice)
- Elven Arcane Archer adapts to the highest of Wisdom, Intelligence, or Charisma
- Added option Tier 2 Action boost : +2 / +4 / +6 Imbue dice
- Runebow Tier 5 : added effect : you now do vorpal hits on 19-20


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The Ranger-based Arcane Archer continues to rely on Wisdom for all its enhancements. (simply to align with the existing framework of the game even if it could be a good change to be able to use intelligence and/or charisma also)

However, the Elven Arcane Archer, accessed through the racial enhancement tree, adapts to the highest of Wisdom, Intelligence, or Charisma, offering greater flexibility.
The AP cost of this versatility serves as a balancing factor.
To support this change, all enhancements that previously worked only with Wisdom are now multiselectors, allowing players to choose between Wisdom, Intelligence, or Charisma based on their preferred build.



Core Enhancements:

  • Arcane Archer: UPGRADED
    • Added Passive Effect: You can use Wisdom to hit with bows.

  • Secondary imbues : REWORKED
    You gain 2 secondary imbues : Morphic Arrows AND Paralyzing Arrows (can only have 1 actived)
    • Morphic Arrows: UNCHANGED
    • Paralyzing Arrows : REWORKED
      On hit you have, 20% chance to paralyze enemies. This chance increases by +1% for each imbue die you possess.
      Will save: DC 10 + Wisdom mod + Imbue Dice + highest Spell DC
    • Added Passive Effect: When elemental arrows imbue is activated, you gain +1 imbue dice for each spell level you have
      (+4 imbue dice maximum with spells level 4)


      NOTE: The Arcane Archer’s unique trait of having too many imbues was not an advantage but a drawback, as it restricted the use of other enhancements. Making Paralyzing Arrow a secondary imbue improves efficiency while maintaining the value and utility of Elemental Arrows as the main imbue.
      Morphic arrows and Paralyzing arrows are good as secondary imbues. Do you want to bypass ennemies Damage reduction to increase your damage with no requierements or do you prefer to have control on them ? (requiering maxed wisdom, imbue dice and spell DC)

  • Secondary Imbues UPGRADE 1 : REWORKED
    • PASSIVE : Your Morphic Arrow imbue now also bypasses all metallic damage reduction.
    • PASSIVE : Your Paralyzing Arrows have 40% chance to paralyze enemies on critical hit.
      This chance increases by +1% for each imbue die you possess.
      Will save: DC 10 + Wisdom mod + Imbue Dice + highest Spell DC
    • Added Passive Effect: You can use Wisdom to damage with bows.

  • Secondary Imbues UPGRADE 2 : REWORKED
    • PASSIVE : Your Morphic Arrow imbue now also bypasses all alignment-based damage reduction.
    • PASSIVE : Your Paralyzing Arrows have 100% chance to paralyze enemies on vorpal hits. No save
    • Added Passive Effects: +1 Imbue Dice, +3% Doubleshot, +5 Universal Spell Power.

  • New : Secondary Imbues UPGRADE 3 :
    • PASSIVE : Elemental Reminiscence :
      Your secondary imbues are now infused with elemental energy.
      On hit, you have a 20% chance to deal additional damage with a random single element, cold, fire, electricity, acid, or force.
      These extra elemental damage procs scale with the appropriate spell power.
      This chance increases by +1% for every 2 imbue dice you possess.
    • Added Passive Effects: +1 Imbue Dice, +3% Doubleshot, +5 Universal Spell Power, +5% Spell Crit Damage.

  • NEW: Eclipse Archer:
    • +2 Imbue Dice, +2 Wisdom, +10% Doubleshot.
    • If you have the "Body to Mind" enhancement (new Tier 5), you gain a 1% chance for your shadow to fire an additional shot, replicating all your bow damage and effects. This chance increases by +1% for each imbue die you possess.


Tier 1:

  • True Strike: REMOVED
    Ineffective and irrelevant; the goal is to provide players with a passive hit bonus rather than an active ability. Arcane Archers have too many shots, and very few are usable.

  • Conjure Arrows: UNCHANGED

  • Open Your Eyes: NEW PASSIVE (replacing true strike)
    • When you miss an attack due to rolling a natural 1, you gain Awareness for six seconds: +1 Insight bonus to attack and damage. This effect stacks, and one stack fades every six seconds.

  • Energy of the Wild: UPGRADED
    • If you already have the Magical Training feat, you can take rank 3 and you gain +5 Universal Spell Power.

  • Elemental Arrows: UPGRADED
    • Taking this enhancement grants you five Imbue toggles: Fire, Cold, Electric, Acid, and Force. While active, you gain Ghost Touch. Requires a bow equiped to be activated.

  • Awareness: UNCHANGED


Tier 2:

  • Dispelling Shot: REMOVED
    Effect included in Elemental Inferno Upgrade 1 (Tier 3). This ability was too situational and offered little to no benefit in actual gameplay.

  • Force Arrows: REMOVED from Tier 2, merged into Elemental Arrows (Tier 1)
    This imbue was mainly used for Ghost Touch at low levels. Since Eldritch Knight gains Ghost Touch through elemental imbues, it makes sense for Arcane Archer to have the same benefit.

  • NEW PASSIVE: +1/2/3% Doubleshot

  • NEW: Elemental Spirit 1
    • When Elemental Arrows imbue is active, you gain +2% Spell Critical Chance.

  • Elemental Inferno: REWORKED
    Great at low levels but useless at level 30+.
    This rework makes it the Arcane Archer's signature attack with scaling upgrades and a unique mechanic.
Now an AOE Archery Spell-Like Ability, 3s cooldown.
  • Damage: (1d6+1) per 2 imbue dice.
  • Scales with relevant Spell Power, benefits from Spell Critical Chance, Spell Critical Damage, and Metamagic Feats.
  • Fire damage by default; changes to match the active Elemental Arrows Imbue.
Two options for mechanics:
  1. Ranged attack to hit your main target. If it hits, full damage is applied with no save.
    AOE damage applies with a Reflex save: DC 10 + imbue dice + Wisdom modifier + highest Spell DC.
  2. Fully spell-based, requires a bow to be cast. Uses ranged attack animation.
    DC 10 + imbue dice + Wisdom modifier + highest Spell DC, Reflex save for half damage.
Maintaining a 3s cooldown ensures a dynamic gameplay loop.

  • Elemental Arrows: UNCHANGED
    (+2 Imbue Dice, +5 Universal Spell Power)

  • Action Boost: UPGRADED
    Option 1 : Now grants +10% / 20% / 30% Doubleshot.
    NEW : Option 2 : Gains +2 / +4 / +6 Imbue Dice
NOTE: Currently, only Swashbuckler has the double shot Action Boost in Heroic.
The imbue dice action boost have been asked by players for many years now.
It would be a significant improvement for Arcane Archer, given that its existing boosts are outdated.




Tier 3:

  • Shattermantle Shot: REMOVED
    Ranger and Arcane Archers don’t have offensive spells requiring Spell Resistance reduction. This ability only benefits very niche hybrid builds.

  • Terror Arrows: REMOVED
    Concept redirected to Tier 5 for Arrow of Slaying.
    This imbue has always been problematic. Making enemies flee is detrimental to party coordination.
    When you obtain Paralyzing Arrow, this imbue becomes completely useless.
    The +1 Enchantment DC becomes obsolete with the new imbue-based DC scaling in this suggestion.


  • Soul Magic: UNCHANGED

  • NEW: Elemental Spirit 2
    • When Elemental Arrows imbue is active, you gain +2% Spell Critical Chance.

  • NEW: Elemental Inferno Upgrade 1
    • Now dispels 1 beneficial effect.
    • If the target has no beneficial effect, it suffers -1 to all Saving Throws for 10 seconds (max 3 stacks).
    • Damage increased to (1d6+2) per 2 imbue dice
    • Spell Point cost increased.

  • Elemental Arrows: UNCHANGED
    (+2 Imbue Dice, +5 Universal Spell Power)

  • Dexterity or Wisdom: UNCHANGED (Ranger)
    • Wisdom / Intelligence / Charisma (Elven Arcane Archer)


Tier 4:

  • Banishing Arrows & Smiting Arrows: REMOVED
    These imbues were too situational and had significant damage trade-offs. Concept merged into Tier 5 Arrow of Slaying. The +1 enchantment DC becomes obsolete with my suggestion, as the DCs now scale with imbue dice.

  • Moonbow: MOVED from Tier 5 to Tier 4 / UPGRADED
    • Added Passive Effect:
      On critical hit, you have Imbue dice % chance to restore 1 Manyshot charge.
      On vorpal hit, you restore 1 Manyshot charge.

  • Paralyzing Arrows: REWORKED / MOVED in CORE 2 / UPGRADED CORE 3, CORE 4

  • NEW: Elemental Spirit 3 - Multi selector
    • OPTION 1 : When Elemental Arrows imbue is active, you gain +2% Spell Critical Chance.
    • OPTION 2 : Gain the ability to place a spell upon an arrow. When the arrow is fired, the spell’s area/effect is centered on the target when hit by the arrow, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range.

      For technical reasons, I believe the effect should only trigger when an enemy is hit, not when an arrow lands on the ground or a wall. Implementing spell effects on inanimate surfaces could be complex and inconsistent.
      Some important limitations would also be necessary:
      ✅ Allowed Spells: AOE damage/control spells or single-target spells and some epic strikes.
      ❌ Restricted Spells: Buffs, healing spells on allies, and line-based projectiles like Lightning Bolt (as they require directionality from the impact point). Cone-shaped spells may also present issues due to their vector-based nature.

      Upon taking the enhancement, a new spell list tab appears, containing all compatible spells, SLA and epic strikes that can be used with this mechanic.
      This way, players would have access to alternative versions of their avaible spells, which automatically apply via bow shots when hiting mobs.
      So to resume, your alternative versions of spells are in a new tab and are now Ranged archery attacks applying the effect of the spell when hiting the first ennemy hit with this attack.
      Share cooldown with the original spell.
      Cost 10 more spell points per casting.

  • NEW: Elemental Inferno Upgrade 2
    • Reduces MRR by 2 on hit for 10 seconds (max -10 MRR).
    • Damage increased to (1d6+3) per 2 imbue dice.
    • Spell Point cost increased.

  • Elemental Arrows: UNCHANGED
    (+2 Imbue Dice, +5 Universal Spell Power)

  • Dexterity or Wisdom: UNCHANGED (Ranger)
    • Wisdom / Intelligence / Charisma (Elven Arcane Archer)


Tier 5:

  • Opening Volley: REMOVED, Vulnerability merged into Improved Elemental Arrows (Tier 5)

  • Moonbow: MOVED to Tier 4

  • NEW: Body to Mind
    • +30% Attack Speed with bows.
    • Bow damage is no longer considered physical but magical, scaling with 50% Spell Power instead of Ranged Power.
      (It only affects damage calculation, replacing Ranged Power with Spell Power—it does not change the type of damage dealt.)
    • Improved precise shot has no penality to damage anymore

  • Arrow of Slaying: REWORKED
    • 20s cooldown
    • no more boosted damage
    • Automatically a Critical Threat
    • Targets must make a Will save or die (except bosses and red-named enemies)
      DC 10 + imbue dice + Wisdom modifier + highest Spell DC.
NOTE: With this change, Arrow of Slaying truly reaches its full potential, fulfilling its original purpose while reinforcing the Arcane Archer’s identity as a magic-infused archer. This also preserves the concepts of Banishing, Smiting, and Terror Arrows, but with greater control, relevance, and effectiveness.
  • NEW: Elemental Inferno Upgrade 3
    • strips elemental immunity for 10 seconds for the corresponding element on all ennemies hit.
    • Damage increased to (1d6+5) per 2 imbue dice.
    • AOE size increased by 50%.
    • Spell Point cost increased.

  • Improved Elemental Arrows: REWORKED
    • Rank 1 : Now scales with 150% Spell Power (or imbue damage increased to 1d10)
    • Rank 1 : On hit Applies 1 stack of Vulnerability for the corresponding element. max 20 stacks
    • Rank 2 : On critical hit: Applies Elemental Fury.
      Elemental fury : 1 damage per imbue dice every 2 seconds for 6 seconds, max 5 stacks and loses one stack on expiration.
      This DOT is magic damage, scales with Spell Power and benefits from Spell Critical chance and spell critical damage.
    • Rank 3 : On vorpal hits : applies 5 stacks of Elemental fury
    • Rank 3 : +1 imbue dice

  • Runebow: REWORKED
    • +2 Critical Range with bows.
    • Base Attack Bonus equals Character Level when using Longbows and Shortbows.
    • You now do vorpal hits on 19-20


Synergies related to Wisdom
- Wisdom to hit and damage
- Increases the DC of Paralyzing arrows and Arrow of Slaying

Synergies related to Spells levels & Spell Focus
- Increases the DC of Paralyzing arrows and Arrow of Slaying (and elemental inferno if DC required)
- you gain +1 imbue dice for each spell level you have (+4 imbue dice maximum with spells level 4)

Synergies related to critical and vorpal hits
- Elemental Fury procs with Improved Elemental Arrows (Tier 5): critical or vorpal hits apply the DOT of elemental Fury
- Paralyzing Arrows (Core 3 / Core 4): increased chance to paralyze on crit and vorpal hits.
- Moonbow (Tier 4): restores Manyshot charges on critical and vorpal hits.

Synergies related to Imbue Dice
- Paralyzing Arrows (Core 2 / Core 3): Increases Chance to apply and increased DC
- Arrow of Slaying (Tier 5): increases DC of the death effect.
- Elemental Reminiscence (Core 5): increases chance to apply elemental damage.
- Eclipse Archer (Core 6): increases chance of a second shot per attack
- Increases damage of elemental Fury (Tier 5)

Synergies related to Spell Power, spell crit chance and crit damage
- Scaling with Elemental Arrows, Elemental Fury DOT, Elemental Reminiscence, and Elemental Inferno
- Body to Mind (Tier 5): Bow damage scale with spell power instead of ranged power

Other important synergies
- Bonus of+30% Attack Speed for more crit / vorpal hits and consitant elemental arrow imbue damage
- Eclipse Archer with a 2nd shot for more crit / vorpal hits and consitant elemental arrow imbue damage
- Elemental damage Boosted by : MRR Reduction, elemental vulnerability and elemental strip immunity
- Decreasing ennemies saves with elemental inferno (Tier 3) to maximize your DC with paralyzing arrows and arrow of slaying


Conclusion

This proposal emphasizes elemental damage and Spell Power across all aspects of gameplay.
The attack speed increase and Eclipse Archer's bonuses create a dynamic and competitive playstyle, standing alongside other viable archer builds.

It is important to me to see Arcane Archer shine once again, reclaiming a unique identity while staying true to its original design—after ten long years in the shadows.

I hope this suggestion has sparked interest and can serve as inspiration for future improvements. Thank you to everyone who took the time to read and consider these ideas.

If you like this suggestion, don’t forget to show your support by voting for it!
 
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Upvote 9

Sylvanush

Well-known member
That is an interesting proposal, but although I wish to see changes, that will never happen. When the bow pass happened with Horizon Walker, the Devs had the opportunity to make fundamental changes to the AA tree to add more identity. The AA archer tree lacks enough things to synergize with its model. Arcane archers were students of an archery technique developed by elves that imbued magic into their arrows, granting them various effects and almost supernatural accuracy. In elven nations, arcane archers were elite warriors usually posted to defend the borders of their territories or lead the elven armies into combat. Arcane archers could enhance their arrows, turning mundane arrows into magical projectiles. The strength of this enhancement increased as the archer became more experienced.

Working with Arcane forces requires Intelligence more than Wis. The tree puts wisdom based on a series of obsolete effects, and the cost of Ap is excessive. Why wisdom? I don't know, but I guess because initially, AA was developed for the ranger class, and the ranger needs the wisdom to cast their spells. More than half of the AP spent on the tree does not provide a direct benefit like other trees, and you need to trade DPS when using different abilities like paralyzing arrows, terror arrows, etc. The problem is that the developers don't like the range play style for any reason, including attack speed. Bow characters always have the problem of dry shots, hit animation, attack speed, and change imbues during combat with different abilities aggravate the situation. It is like swapping weapons or using other items for ability activation. It has been 5 years that bow users have been asking for a quiver for players who play bow characters, and nothing has happened yet, meaning they don't want to give more abilities to bow users. That means they will never revamp or fix the AA archer. Intelligence will make more sense if added to the tree for imbuing and scaling with spell power. Maybe adding a Batlle Trance or new action boots can help and put more passive abilities than active ones to get a benefit for the AP points spent.
 

Finngon

8500+ Hour Veteran
This is basically what I have in mind for an AA rework as well.

Although I can probably see Body to Mind not being able to work with the spaghetti code.

Instead I'd probably throw in a new attack there. Like a larger inferno shot basically (double the AoE of normal inferno shot) with longer cooldown and higher SP cost. Still benefits from the bonuses you got in enhancements. Or something new like a shot that acts kind of like EK's Eldritch Tempest. Or an attack that uses a manyshot charge to act like a Chain Lightning.

That and probably due to Body to Mind probably not working, I think it's fair to say to throw in +1 crit threat, +1 crit multiplier instead of +2 crit threat, and throwing ranged power stuff to T4/T5 and lvl 18/capstone cores

I would try to sneak in a +1 manyshot charge somewhere, too, personally, but that's just me lol
 

Abramax

Emerald Archer
That is an interesting proposal, but although I wish to see changes, that will never happen. When the bow pass happened with Horizon Walker, the Devs had the opportunity to make fundamental changes to the AA tree to add more identity. The AA archer tree lacks enough things to synergize with its model. Arcane archers were students of an archery technique developed by elves that imbued magic into their arrows, granting them various effects and almost supernatural accuracy. In elven nations, arcane archers were elite warriors usually posted to defend the borders of their territories or lead the elven armies into combat. Arcane archers could enhance their arrows, turning mundane arrows into magical projectiles. The strength of this enhancement increased as the archer became more experienced.

Working with Arcane forces requires Intelligence more than Wis. The tree puts wisdom based on a series of obsolete effects, and the cost of Ap is excessive. Why wisdom? I don't know, but I guess because initially, AA was developed for the ranger class, and the ranger needs the wisdom to cast their spells. More than half of the AP spent on the tree does not provide a direct benefit like other trees, and you need to trade DPS when using different abilities like paralyzing arrows, terror arrows, etc. The problem is that the developers don't like the range play style for any reason, including attack speed. Bow characters always have the problem of dry shots, hit animation, attack speed, and change imbues during combat with different abilities aggravate the situation. It is like swapping weapons or using other items for ability activation. It has been 5 years that bow users have been asking for a quiver for players who play bow characters, and nothing has happened yet, meaning they don't want to give more abilities to bow users. That means they will never revamp or fix the AA archer. Intelligence will make more sense if added to the tree for imbuing and scaling with spell power. Maybe adding a Batlle Trance or new action boots can help and put more passive abilities than active ones to get a benefit for the AP points spent.
You’re absolutely right. The current Arcane Archer is far from what it was meant to be in the classic Dungeons & Dragons 3.5 version. Originally, this specialization was designed to scale with Intelligence, which is completely at odds with how it functions in DDO.

That’s why, in my suggestion, I clearly state that the Arcane Archer deserves to be a standalone class with three distinct enhancement trees. Personally, I envision something akin to an Artificer, but specialized in archery while also wielding offensive magic. A simpler alternative would be to turn it into a Universal Enhancement Tree, giving players the flexibility to choose between Intelligence, Wisdom, or Charisma, depending on their build.

The core issue is that Arcane Archer was integrated into the Ranger’s enhancement tree, which forced it to rely on Wisdom. However, Rangers are primarily Dexterity-based and, more importantly, lack any truly relevant offensive spells. This fundamental mismatch has hindered the Arcane Archer from reaching its full potential.

That being said, I firmly believe that well-thought-out and constructive suggestions can have an impact. The developers have already made significant changes to various classes and game mechanics, even those that had been unchanged for years. So why not hope for a meaningful evolution of Arcane Archer as well? Maybe I’m being optimistic, but I trust the devs to listen to the community and improve the game in the right direction. I truly hope my work contributes to that goal!
 

Abramax

Emerald Archer
This is basically what I have in mind for an AA rework as well.

Although I can probably see Body to Mind not being able to work with the spaghetti code.

Instead I'd probably throw in a new attack there. Like a larger inferno shot basically (double the AoE of normal inferno shot) with longer cooldown and higher SP cost. Still benefits from the bonuses you got in enhancements. Or something new like a shot that acts kind of like EK's Eldritch Tempest. Or an attack that uses a manyshot charge to act like a Chain Lightning.

That and probably due to Body to Mind probably not working, I think it's fair to say to throw in +1 crit threat, +1 crit multiplier instead of +2 crit threat, and throwing ranged power stuff to T4/T5 and lvl 18/capstone cores

I would try to sneak in a +1 manyshot charge somewhere, too, personally, but that's just me lol
Thank you for your response and the great ideas you’ve shared!

I proposed Body to Mind because I believe it would be relatively easy to implement from a coding perspective. As far as I understand, it would simply require replacing Ranged Power with Spell Power divided by two. Of course, I could be mistaken, but since it’s just a numerical value swap, it seems like a straightforward adjustment.

Regarding Elemental Inferno, I don’t know if you noticed, but in my Tier 5 proposal, I already included a 50% increase in radius. Your idea of making Manyshot function like a chain lightning effect is truly intriguing, unique, and highly synergistic—I love it! If that were implemented, adding an extra charge would indeed make a lot of sense. Another alternative could be reducing the cooldown between charges by one or two seconds, which would make the gameplay even more dynamic.

As for the lack of a Critical Multiplier, that’s intentional. The goal is to maximize Critical Range instead, ensuring frequent procs of Improved Elemental Arrows, which apply high-damage elemental DoT stacks. Since these stacks are a major source of damage, increasing Critical Range allows them to trigger more often, amplifying their effect.

Ultimately, the new identity I’m proposing for Arcane Archer is about embracing physical archery mechanics, while fully capitalizing on magic-based damage scaling with Spell Power, Spell Critical Chance, and Spell Critical Damage. This distinct approach sets it apart from every other archer build in the game, giving it a truly unique playstyle.
 

Finngon

8500+ Hour Veteran
Thank you for your response and the great ideas you’ve shared!

I proposed Body to Mind because I believe it would be relatively easy to implement from a coding perspective. As far as I understand, it would simply require replacing Ranged Power with Spell Power divided by two. Of course, I could be mistaken, but since it’s just a numerical value swap, it seems like a straightforward adjustment.

Regarding Elemental Inferno, I don’t know if you noticed, but in my Tier 5 proposal, I already included a 50% increase in radius. Your idea of making Manyshot function like a chain lightning effect is truly intriguing, unique, and highly synergistic—I love it! If that were implemented, adding an extra charge would indeed make a lot of sense. Another alternative could be reducing the cooldown between charges by one or two seconds, which would make the gameplay even more dynamic.

As for the lack of a Critical Multiplier, that’s intentional. The goal is to maximize Critical Range instead, ensuring frequent procs of Improved Elemental Arrows, which apply high-damage elemental DoT stacks. Since these stacks are a major source of damage, increasing Critical Range allows them to trigger more often, amplifying their effect.

Ultimately, the new identity I’m proposing for Arcane Archer is about embracing physical archery mechanics, while fully capitalizing on magic-based damage scaling with Spell Power, Spell Critical Chance, and Spell Critical Damage. This distinct approach sets it apart from every other archer build in the game, giving it a truly unique playstyle.
I mean, I thought being able to be centered with favored weapons would be an easy implementation as well for the Dragon Disciple, but here we are lmao

But yeah fair enough. Though, which spell power would Body to Mind work with? the one which the imbue is in? Because if so, it might be worth to throw the imbue to the core instead of being possibly something you could skip.
 

Abramax

Emerald Archer
Though, which spell power would Body to Mind work with? the one which the imbue is in? Because if so, it might be worth to throw the imbue to the core instead of being possibly something you could skip.
The idea behind Body to Mind is to scale with the highest Spell Power when calculating the "physical" damage dealt with the bow, ensuring flexibility when switching between different imbue elements.

Originally, I had envisioned Body to Mind completely converting physical attacks into pure elemental damage, matching the Elemental Arrows type. However, I ultimately removed this suggestion. If that were the case, then with the Elemental Strip effect obtained at Tier 5, Arcane Archers would no longer need Morphic, Metalline, or Aligned Arrow. I find it more interesting for them to retain the utility of these unique secondary imbues, as they are an essential part of the Arcane Archer’s identity.

From a logical perspective, it would have made sense for Morphic Arrow, after acquiring Aligned Arrow, to grant the Elemental Strip—keeping in line with the idea that the secondary imbue is used to bypass enemy resistances. However, that would mean gaining Elemental Strip at level 18 or 20, which is far too late for something that can be indispensable in certain situations. Since the Arcane Archer's primary source of damage is magical and therefore elemental, it is crucial that they gain access to this effect at level 12.
(In fact, I personally believe that all classes with an Elemental Strip ability should obtain it at level 12.)

I also considered moving Elemental Arrows and imbue dice into the Core Enhancements, possibly using a system similar to Eldritch Knight or Vile Alchemist, where starting at level 3, you gain +1 imbue die every three levels up to level 18. However, I think it’s actually a good thing that Arcane Archer follows a different approach. This design allows for better hybrid builds, where different classes can selectively access additional imbue dice as needed.

Additionally, as I previously mentioned, having Elemental Arrows outside the Core Enhancements enables Arcane Archers to gain more imbue dice earlier in heroic levels, giving them an advantage during leveling.
 
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droid327

Hardcore casual soloist
I didnt read through it all, because I think AA needs something more than simply trying to massage the numbers to make it match evenly with RP-based imbues or builds. Though I will say I think 200% SP scaling for an imbue is fundamentally OP, the only reason RP gets 200% scaling is because its much much harder to stack RP as high as SP can easily reach...SP imbues already have an innate advantage at 100%

I think any AA overhaul needs to lean harder into the arcane aspect of it. While its not the only change needed, I think the tree should grant you a few extra imbue dice through enhancements, but then:

- additional imbue dice for the max spell level you can cast (eg a L17 wizard who can cast L9 spells would get +9 imbue dice)
- a T5 enhancement that automatically applies the spellpower from Max/Emp/Intensify to your imbue, if you possess those feats.
- Your Max Caster Level bonuses that affect spells of your imbue's element should grant +1 to the imbue dice weight (eg a Sorc with +3 MCL to Fire would do 1d6+3 with the Fire imbue).
- A multiselector with additional benefits to your AA imbue based on having Spell Focus feats: Evoc might grant +20% radius to AOE shots, Enchant might grant 10% chance to Confuse, Transmute might be 10% chance to turn to gold, Conj might be a stacking DOT effect, etc., with GSF in T5 enhancing those effects somehow (higher DC, longer duration, higher proc rate, etc.)

A fully-trained spellcaster should be incredibly effective as an AA, especially since that means giving up martial archery efficacy, as well as a proper caster weapon.

Also yes, at that point it should be a universal tree, or at least shouldnt come with a 14RAP tax to unlock it
 

Crenith Longreach

Well-known member
I do not agree that paralyzing and fear are not useful as they are and don’t like some of the changes you are trying to make to them. Paralyzing is what I use the AA tree for and the only thing I use it for. I run a DPS/paralyzing archer. I love it and it is the only build I use. No, I don’t want paralyzing tied into an area of effect attack because then I cannot use it with IPS. Currently it works with all attacks, whether area of effect or IPS. I love lining up targets and paralyzing them, particularly when I am soloing. Or paralyzing a group around the melee or myself if that is more needed. And yes I run R10 with my build just fine even with all the problems you talk about. Mostly I am just paralyzing reapers at that point and providing good DPS. I would love to make it easier to either build it around wisdom or get it switched to Dex, but not at the expense of putting paralyzing just on an area of effect attack and not having it as a separate imbue.

Also, terrorizing arrows are still useful after getting paralyzing arrows as elementals, duegar, etc are immune to paralyze, but not to terror arrows. Either I shut it off in a group or I selectively target if I need to use it. Strangely enough the giants in Prison of the Planes are immune to paralyze, but not the terror arrows. The start of that quest is a very tight spot where having some kind of crowd control is extremely helpful.

At least you are trying to keep them rather than totally gut them which is what I see most posts trying to recommend since nobody they know uses them. I may be an odd duck, but I know I am not the only one that uses AA this way as a splash, but as a key part of my build. My primary is preferably Deepwoods Stalker, but I use Horizon Walker as my primary if I am multi-classing.
 

Smokewolf

An Excited Member
Problem I see with any possible rework of AA is that the Dev's will keep it firmly pegged on being a Ranger support tree based off Wisdom. Never mind the fact, that it should focus on Archery for the Arcane. This notion is totally lost on the Dev's.
 

Abramax

Emerald Archer
Thank you for your very interesting comment! There are some great ideas in what you said.
I will regularly adjust and update my suggestion whenever possible, incorporating relevant ideas that are brought to me. If some ideas are difficult to integrate directly, I will add a note at the end of my post to highlight them and ensure they remain visible.

I didnt read through it all, because I think AA needs something more than simply trying to massage the numbers to make it match evenly with RP-based imbues or builds. Though I will say I think 200% SP scaling for an imbue is fundamentally OP, the only reason RP gets 200% scaling is because its much much harder to stack RP as high as SP can easily reach...SP imbues already have an innate advantage at 100%
I strongly encourage you to read my entire suggestion to get a full understanding because what I am proposing is not just an increase in numbers and damage, as you might assume. I am introducing entirely new mechanics and concepts to innovate the core functioning and gameplay of what the Arcane Archer can offer.

You’re absolutely right about imbue scaling. In theory, 100% Spell Power scaling should be equivalent to 200% Ranged Power scaling. However, in practice, some ranged builds maxed lvl 34 can reach more than 600 Ranged Power when factoring in buffs, action boosts, Sentient sets, etc. So while certain conditions must be met, the reality is that Ranged Power is often still superior in these highly optimized builds.

To give a concrete example: with my hybrid Arcane Archer / Druid build, I can reach a maximum of 950 Spell Power. With further optimizations, I could likely push it to 1,000 Spell Power, but not much beyond that. To truly compete with Ranged Power scaling, I would need 1,200 or even 1,300 Spell Power—without Metamagic Feats.

Let’s take the Inquisitive imbue as an example. It scales with 200% Ranged Power and increases to 1d10 at Tier 5, which represents a 66% increase with imbue damage. To match an Inquisitive build with 500 Ranged Power (easily accessible), an Arcane Archer would need 1,650 Spell Power with his d6 imbue damage. Maybe I’m mistaken, but I don’t think many spellcasters reach 1,650 Spell Power without metamagic feats.
And that’s just on paper—I haven’t even factored in the fact that the Inquisitive has a higher attack speed with its dual crossbows.
Endless fusillade anyone ?

Keep in mind, Arcane Archers are supposed to be experts in imbues. That’s precisely why I proposed 150% Spell Power scaling in Tier 5. Another potential adjustment could be increasing imbue damage to 1d10 instead of 1d6 (I’ve already updated my suggestion to reflect this).


additional imbue dice for the max spell level you can cast (eg a L17 wizard who can cast L9 spells would get +9 imbue dice)
Gaining a number of imbue dice equal to the highest spell level you can cast is an excellent concept. While it may not be ideal for Rangers, it remains a relevant approach and opens up exciting opportunities for hybrid builds with caster classes.


a T5 enhancement that automatically applies the spellpower from Max/Emp/Intensify to your imbue, if you possess those feats.
Incorporating Metamagic Feats with imbues is already part of my suggestions. Initially, I considered placing it in Tier 5 or Core 6 at level 20, but I ultimately suggested it for Epic Destinies, as the Machrotechnic enhancement line offers a similar effect for rune arms. I think it could be maybe too strong for heroic levels. This is also why I designed Elemental Inferno as an archery Spell-Like Ability—so it could fully benefit from Metamagic Feats at lower levels.


Your Max Caster Level bonuses that affect spells of your imbue's element should grant +1 to the imbue dice weight (eg a Sorc with +3 MCL to Fire would do 1d6+3 with the Fire imbue).
Even though the idea seems interesting and thematic, the ways to obtain these bonuses are very specific or rare when examined in detail.
If you're referring to the max caster level bonus, these bonuses are extremely rare, usually only +1 or +2 at most, with the majority being non-elemental damage and exclusive to spellcaster classes.

If you're talking about bonuses to caster level, it's a similar situation.

As I suggested, it's crucial for the Arcane Archer to gain flexibility and autonomy. A mechanic like this would impose rigid prerequisites, forcing class mixes with spellcasters and requiring very specific gear.


A multiselector with additional benefits to your AA imbue based on having Spell Focus feats: Evoc might grant +20% radius to AOE shots, Enchant might grant 10% chance to Confuse, Transmute might be 10% chance to turn to gold, Conj might be a stacking DOT effect, etc., with GSF in T5 enhancing those effects somehow (higher DC, longer duration, higher proc rate, etc.)
Once again, I like the idea but to improve flexibility and open up more build opportunities, I would lean toward enhancements without strict prerequisites or ones that scale with the highest spell DC, for example. We're already discussing a build that requires both ranged feats and metamagic feats—adding spell focus feats on top of that would further complicate the requirements.

That's why I suggested mechanics that enhance abilities and DC scaling based on the number of imbue dice. However, I do agree that we could explore additional effects tied to Elemental Arrows. I just didn’t want to propose something that might initially seem overpowered, as that’s not the goal.

That being said, gaining +2 imbue dice at each tier is already a significant benefit. Perhaps we could introduce additional effects in exchange for gaining only +1 imbue die per tier, with the possibility of obtaining more through core enhancements.


A fully-trained spellcaster should be incredibly effective as an AA, especially since that means giving up martial archery efficacy, as well as a proper caster weapon.
I completely agree with you, and that’s exactly why I’m making this suggestion—hoping to bring new ideas to the table and help push things in the right direction. Of course, as things stand, having to optimize both archery and magical components at the same time isn't a viable compromise.

Even though my suggestion aims to unlock the Arcane Archer’s full potential through imbues and magical damage, I also believe it’s crucial that it retains strong archery-based abilities, as they are an essential part of its identity. That’s why I proposed bonuses to hit, attack speed, critical range, and a new ability that grants a chance to fire a second shot.

The essence of the Arcane Archer is archery, elevated and enhanced by magical power—that’s what truly defines its unique identity.



Also yes, at that point it should be a universal tree, or at least shouldnt come with a 14RAP tax to unlock it
I suggested :
"
Today, with the current context of Universal Enhancement Trees and Archetypes, here are some possible options:

  • Expand this mechanic to all races, allowing each to unlock their preferred enhancement tree through their racial tree. This system would be worth generalizing as it opens up interesting possibilities (I will develop this point in a future suggestion).
  • Comparing it with Universal Enhancement Trees, the penalties for obtaining core enhancements in the Elven Arcane Archer enhancement tree should be standardized and removed, making them available at levels 3 – 6 – 12 – 18 – 20 instead of 4 – 8 – 15 – 22 – 25. The AP cost is already high, which is a sufficient constraint.
  • Turn Arcane Archer into a Universal Enhancement Tree (possibly with an Elf race prerequisite) and give the Elven enhancement tree +3 imbue dice as a replacement. In this case, the Arcane Archer could be designed to work with the highest Wisdom, Intelligence, or Charisma, offering even more flexibility.
  • Create a new Arcane Archer class. A class specializing in bows, imbues, elements, attack speed, and spells. The Druid and Artificer classes could serve as a base to design this new class, incorporating offensive elemental spells that align with Elemental Arrows.
  • Develop a relevant Archetype in the same spirit, providing two complementary enhancement trees suited for the Arcane Archer."
 

Abramax

Emerald Archer
I would love to make it easier to either build it around wisdom or get it switched to Dex, but not at the expense of putting paralyzing just on an area of effect attack and not having it as a separate imbue.
At least you are trying to keep them rather than totally gut them which is what I see most posts trying to recommend since nobody they know uses them. I may be an odd duck, but I know I am not the only one that uses AA this way as a splash, but as a key part of my build. My primary is preferably Deepwoods Stalker, but I use Horizon Walker as my primary if I am multi-classing.
I understand and appreciate your perspective. Paralyzing Arrow is a truly unique and iconic ability for the Arcane Archer, and I absolutely agree that keeping its paralysis effect in the enhancement tree is essential.

What we need to explore further is the best way to integrate this effect into the Arcane Archer’s enhancements. I see that making it exclusively tied to an archer’s ranged attack is problematic for you, which makes perfect sense given your gameplay experience.

In my proposal, I pointed out that if we analyze how imbues function across all classes, their purpose is clear—they serve purely as a damage bonus, nothing more. Meanwhile, the Arcane Archer currently has nine different primary imbues, yet can only use one at a time. This means that 25% of its enhancements are effectively wasted, creating a major issue in the tree's overall design. Not to mention, using Paralysis comes at a significant DPS loss.

Moreover, as you’ve pointed out so well, you use Paralyzing Arrows as a complement to other enhancement trees. This highlights the inherent gaps in the Arcane Archer’s current design. These are the exact gaps I’m aiming to address with my suggestions.
This is exactly why I believe the paralysis effect needs to be integrated into other abilities rather than being locked into a single imbue.

At first glance, paralysis behaves similarly to a crowd control spell cast on enemies, which is why I felt it would be logical and beneficial to integrate it into Elemental Inferno. That said, having the ability to apply paralysis while still dealing full damage with imbues would be a massive advantage.
Perhaps we could introduce a new Tier 4 for Elemental Arrows, something like:
  • 20+ Imbue Dice % chance to paralyze enemies (Will save: DC 10 + Wisdom mod + Imbue Dice + highest Spell DC).
  • On hit, apply a stack : at 3 stacks, the target is paralyzed (Will save: DC 10 + Wisdom mod + Imbue Dice + highest Spell DC).
    (working great with manyshot and my +30% attack speed suggestion and an additionnal shot with core 6)
Something like that. What do you think? What would be your ideal version of this effect?


Also, terrorizing arrows are still useful after getting paralyzing arrows as elementals, duegar, etc are immune to paralyze, but not to terror arrows. Either I shut it off in a group or I selectively target if I need to use it. Strangely enough the giants in Prison of the Planes are immune to paralyze, but not the terror arrows. The start of that quest is a very tight spot where having some kind of crowd control is extremely helpful.
What I understand from your point is that Terror Arrows is not what we need.
The real goal is to make Paralyzing Arrows work consistently across all enemies, ensuring its effectiveness and relevance, especially in a broader range of situations.
 
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Abramax

Emerald Archer
Problem I see with any possible rework of AA is that the Dev's will keep it firmly pegged on being a Ranger support tree based off Wisdom. Never mind the fact, that it should focus on Archery for the Arcane. This notion is totally lost on the Dev's.
I dont know but I want to try to help the game and the classe I love to play for years.
Maybe a Dev could be interrested, who knows...
 

Mindos

CHAOTIC EVIL
Inquisitive imbue as an example. It scales with 200% Ranged Power and increases to 1d10 at Tier 5, which represents a 66% increase with imbue damage. To match an Inquisitive build with 500 Ranged Power (easily accessible), an Arcane Archer would need 1,650 Spell Power with his d6
Wasn't there some confusion regarding just what the correct intended die size of the arcane archer was supposed to be? I may be misremembering, but I thought it was higher than D6, then in a subsequent patch/adjustment when die sizes where more standardized, I thought Arcane Archer got lowered to D6 by mistake? Maybe someone else can chime in on that, but anyway thinking about this:

Is raising the die size of arcane archer the quickest and easiest solution here? You've raised a lot of concerns and suggestions, however perhaps it could just do (for now) with an increase of die size to make the tree competitive, warts and all? How much of an increase do you think?
 

Abramax

Emerald Archer
Wasn't there some confusion regarding just what the correct intended die size of the arcane archer was supposed to be? I may be misremembering, but I thought it was higher than D6, then in a subsequent patch/adjustment when die sizes where more standardized, I thought Arcane Archer got lowered to D6 by mistake? Maybe someone else can chime in on that, but anyway thinking about this:

Is raising the die size of arcane archer the quickest and easiest solution here? You've raised a lot of concerns and suggestions, however perhaps it could just do (for now) with an increase of die size to make the tree competitive, warts and all? How much of an increase do you think?
Update 57 (November 2022) – New Imbue System

  • Increased number of imbue dice available
  • Elemental Arrows damage dice reduced from 1d8 to 1d6
It's not just a matter of damage; there are too many enhancements that are unusable (between 30% and 50%). The proposed mechanics are outdated and obsolete, lacking interest. Even if we increase the number of imbue dice and damage, it won't solve all the issues outlined in my suggestion, unfortunately.
 
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Natashaelle

Time Bandit
I disagree with the pessimism of the assessment, and therefore do not agree with the proposal.

AA did get an unhappy knock-on nerf from the Quality spell power nerf that was aimed at elemental spellcasters, and that particular nerf has yet to be fixed properly for AA specifically, though EK did get hit by it too.

AA is hard to build up certainly in the present game, and you really need to work at it including in the tailoring of your kit to your imbue choices. It's perhaps more delicate to get a good balance than for other tree choices, but not fundamentally different to the rest of the game.

The non-elemental imbues do need some fixing, even though I don't and won't personally use them. Probably they should get cumulative DC improvements based on the Imbue Dice total, much as you suggest.

And no, Force Arrows is NOT mainly about ghost touch, except for 1st and maybe 2nd life or at very low level (as it is easily acquired by other means in DDO), but it's mainly about the different imbue damage type. Getting rid of it would be a serious nerf.

YES AA is a hybrid tree, so that it works best with a hybrid build. Though I don't see why you couldn't combine tier 4 AA (either Elf or Ranger) with the other Ranger trees or Horizon Walker towards similar hybridity purposes. One problem with your assessment is that you seem to have considered AA in a kind of isolation that simply no longer exists in DDO.

And YES the cost of Elf AA does need to come down, the 4 AP for the unlock itself especially (four of the points needed to reach tier 3 for the unlock do increase Longbow to-hit and damage, so it's not an empty cost sink for no benefit).

I would NOT want to see AA turned into a universal tree.

Perhaps there is room for a mêlée Spell Power elemental imbue tree that isn't Eldritch Knight and so did not work with ranged, as EK does, but that might take a while given that this niche was partly filled recently by Dragon Knight. That one I would certainly see as being INT-based and with SLAs instead of AA's non-elemental imbues. Called Spellsword maybe ?
 

Marshal_Lannes

Well-known member
Imbues don't work in high-reaper because they are spell effects and therefore suffer the same damage% reduction as spells meaning if you run high-reaper none of your proposed imbue changes matter because they will still be significantly behind Light (Paladin imbue) and Sneak Attacks.

As someone who has played many longbow lives I agree completely that Arcane Archer simply doesn't work and the tree needs a massive update. But unless spell powered imbues are fixed, either by rolling back the nerfs to spell power in high-reaper or excluding the imbues from the damage reduction, then a rework will still leave the archetype handicapped. Right now the best of Arcane Archer lasts from about the time you acquire Inferno Shot to level 7 or 8 when mob HPs expand past the damage it does.
 

Abramax

Emerald Archer
And no, Force Arrows is NOT mainly about ghost touch, except for 1st and maybe 2nd life or at very low level (as it is easily acquired by other means in DDO), but it's mainly about the different imbue damage type. Getting rid of it would be a serious nerf.
I suggested : "Force Arrows: REMOVED from Tier 2, merged into Elemental Arrows (Tier 1)"

YES AA is a hybrid tree, so that it works best with a hybrid build. Though I don't see why you couldn't combine tier 4 AA (either Elf or Ranger) with the other Ranger trees or Horizon Walker towards similar hybridity purposes. One problem with your assessment is that you seem to have considered AA in a kind of isolation that simply no longer exists in DDO.
My entire suggestion is based on the idea of offering something different. The goal is to shift the Arcane Archer’s focus towards Spell Power and Imbues rather than Ranged Power and Sneak Attacks. The aim is not only to make the Arcane Archer more self-sufficient but also to open up hybrid build opportunities, particularly for classes that rely on Spell Power—such as casters. Which is the very essence of what an Arcane Archer is—the bow serving as a conduit for magic.

If Horizon Walker or Deepwood Stalker players want to incorporate Tier 4 Arcane Archer into their build, they absolutely can—but it may not be the most optimized choice. That is an intentional and fully assumed design decision in my proposal.
 
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