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:
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:
Looking at the Ranger’s enhancement trees, an internal inconsistency becomes apparent:
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:
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
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.
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:
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
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:
Tier 1:
Tier 2:
Two options for mechanics:
Maintaining a 3s cooldown ensures a dynamic gameplay loop.
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:
Tier 4:
Tier 5:
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!
*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.
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.
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.
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
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
- Increased number of imbue dice available
- Elemental Arrows damage dice reduced from 1d8 to 1d6
- 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.
- 8 AP for either +6 or +7 imbue dice.
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.
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 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

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.
- PASSIVE : Elemental Reminiscence :
- 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.
- 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.
- 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. - 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.
- 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
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.
- Added Passive Effect:
- 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.
- 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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