Smokewolf
Frequently banned member.
I'd totally revamp the Arcane Archer enhancement tree!
My proposal rewrites the enhancenent tree to better utilize Imbues, and provides a reason to use Shortbows. While also encouraging players to shoot between spell cool-downs, and not just depend on the bow.
So what would you do if you were Dev for a day?
@Tonquin (subtle hint)
-Smoke
My proposal rewrites the enhancenent tree to better utilize Imbues, and provides a reason to use Shortbows. While also encouraging players to shoot between spell cool-downs, and not just depend on the bow.
Core Abilities
Arcane Archer (AP 1): Equipped bows gain +2 Ranged Power, +2% Doubleshot, and +1 Spell DC per Arcane Archer core taken. You can now conjure a stack of returning +1 arrows woven from pure magic. These arrows dissipate after an extended logout.
Imbue the Bow (AP 1): Gain access to four Imbue toggles that modify the damage of your bow attacks. (Acid, Cold, Electric, Fire) You also gain +1 bonus Imbue dice for every two Arcane Archer cores taken. Your Imbues scale with the highest of 75% Spell Power or 150% Ranged Power. (Activation Cost: 20 SP. Cooldown: 10 seconds)
Penetrating Arrows (AP 1): Gain access to three secondary toggles that enhance your arrows to bypass various forms of Damage Reduction:
(Activation Cost: 20 SP. Cooldown: 10 seconds.)
- Aligned: Your arrows bypass alignment-based Damage Reduction (Good, Evil, Lawful, Chaotic).
- Metalline: Your arrows bypass all metallic-based Damage Reduction (Adamantine, Mithral, etc.).
- Morphic: Your arrows deal Bludgeoning, Piercing, and Slashing damage simultaneously.
Unstable Imbues (AP 1): Your damage Imbues can now critically hit using your bows base Critical Multiplier.
Shadow Arrows (AP 1): Equipped bows gains a +1 Competence bonus to Critical Damage Multiplier. On a successful critical, gain +1 Imbue dice for 12 seconds, which can stack up to 3 times.
Mystical Archer (AP 1): +2 to all stats, +20 Doubleshot, and +1 Imbue dice per Metamagic feat you possess.
Tier One
Awareness (AP 1, Ranks 3): +1/+2/+3 Listen, Search, Spot, and to-hit. Rank 3: While holding a Shortbow, gain +5 Ranged Power.
Arcane Trance (AP 1 / Ranks 3): Your bow gains an Insight bonus to hit, damage and spell power equal to 1/2 of your highest stat modifier for 30/60/120 seconds. Cooldown: 20 seconds, 5 Charges per rest. Each spell or SLA cast has a 5% chance to restore one charge. (ICD of 12 seconds.)
One with the Bow (AP 1, Ranks 1) Bows are considered Spellcasting Implements in your hands, while reducing your chance of Arcane Spell Failure by 15%.
Shared Enmity (AP 1, Ranks 3): Target willing ally gains 20/40/60% of the threat you generate. Ends on Death, Rest, or if you are more than 60 meters apart. Only one Shared Enmity may be active at a time. Castable only outside of combat. (Activation Cost: 5 SP. Cooldown: 12 seconds)
True strike (AP 1, Ranks 2) : Passive: After casting a spell or SLA, your bow gains (+5/10) bonus to hit, and +1 Critical Threat Range with for (15/30) seconds.
Tier Two
Action Boost (AP 1, Ranks 3): Select Haste, Imbue or Ranged Power Boost.
- Haste: Activate to gain a 10%/20%/30% Action Boost bonus to attack speed for 20 seconds.
- Imbue: Activate to gain +2/+4/+6 Imbue dice for 20 seconds.
- Ranged Power: Activate to gain a +10/+20/+30 Action Boost bonus to Ranged Power for 20 seconds.
Dispelling Shot (AP 1, Ranks 1): Performs a ranged attack that dispels 3 beneficial effects from an enemy. Enemy is magically silenced and unable to cast spells for 6 seconds, Will save vs. DC 20 + Highest of Concentration or Spellcraft. (Activation Cost: 5 SP. Cooldown: 12 seconds)
Elemental Arrows I (AP 2, Ranks 1): Add +2 Imbue dice. Passive: +5 Universal Spell Power.
Explosive Shot (AP 2, Ranks 1): AOE Ranged Archery Attack: Fire a single shot with +20% Damage, affecting every enemy in an area around where the shot hits. Enemies hit in this manner are shaken. (Activation Cost: 5 SP. Cooldown: 12 seconds)
Force Arrows (AP 2, Ranks 1): Imbue Toggle: You Imbue your arrows with magical force. Your arrows gain On Hit: 1d8 force damage and the Ghost Touch ability. Passive: +5 Universal Spell Power (Activation Cost: 20 SP. Cooldown: 10 seconds)
Tier Three
Arcane Ability I (AP 2, Ranks 1): Choose between +1 Charisma, Dexterity, Intelligence or Wisdom.
Elemental Arrows II (AP 2, Ranks 1): Add +2 Imbue dice and +5 Universal Spell Power.
Moonbow (AP 1, Ranks 1): While wielding a bow, gain a Base Attack Bonus equal to your Character Level. Once every 30 seconds you gain 20 temporary spell points for 10 seconds.
Shooting with Style (AP 2, Ranks 1): Choose one.
While holding a bow, you can run 1% faster for each of your Heroic levels. You can now Swashbuckle while wielding a Shortbow. (+1 Threat Range, Requires Bard Level 3)
Terror Shot (AP 2, Ranks 1): Performs a ranged attack that attempts to kill a single target outright by turning their fears against them. (Will Save vs. DC 20 + Highest of Concentration or Spellcraft) Passive: Deals 1d8 Negative damage per Imbue dice. (Activation Cost: 5 SP. Cooldown: 12 seconds)
Tier Four
Arcane Ability II (AP 2, Ranks 1): Choose between +1 Charisma, Dexterity, Intelligence or Wisdom.
Banishing Shot (AP 2, Ranks 1): Performs a ranged attack that attempts to banish a single extra-planar creature back to its home plane of existence. (Will Save vs. DC 20 + Highest of Concentration or Spellcraft) Passive: Deals 1d8 Bane damage vs extra-planar creature per Imbue dice. (Activation Cost: 5 SP. Cooldown: 12 seconds)
Elemental Arrows III (AP 2, Ranks 1): Add +2 Imbue dice and + 5 Universal Spell Power.
Paralyzing Shot (Tier Four, AP 2, Ranks 1): AOE attack that attempts to paralyze every enemy in an area around where the shot hits. (Will Save vs. DC 20 + Highest of Concentration or Spellcraft) Passive: -10% Movement and Attack speed. (Activation Cost: 5 SP. Cooldown: 12 seconds)
Smiting Shot (Tier Four, AP 2, Ranks 1): Performs a ranged attack that attempts to destroy a single construct outright. (Will Save vs. DC 20 + Highest of Concentration or Spellcraft) Passive: Deals 1d8 Bane damage vs constructs per Imbue dice. (Activation Cost: 5 SP. Cooldown: 12 seconds)
Tier Five
Accumulation (AP 1, Ranks 3): Gain +(1/2/3) Spell power for each Imbue dice you possess. Rank 3: While holding a Shortbow, gain +1 Ranged Power for each Imbue dice.
Arrow of Slaying (AP 2, Ranks 1): Ranged Archery Attack: Performs a ranged AOE attack with +250% Damage. This damage can be multiplied by critical hits. (Activation Cost: 20 SP. Cooldown: 12 seconds.)
Focus Mastery (AP 2, Ranks 1): Your Archer's Focus Stance can now stack up to 25 times instead of 15. Passive: Casting an spell or SLA now grants you 5 stacks of Archer's Focus. (ICD Spells / SLA's, 12 seconds)
Lingering Enchantments (AP 2, Ranks 1): After casting an spell or SLA you gain a 5% bonus to attack speed for 12 seconds, which can stack up to 3 times. Passive: Your bow attacks gain +1 to their critical multiplier.
Runebow (AP 2, Ranks 1): Your damage Imbues now deal 1d10. On Vorpal hit gain one Manyshot charge. (ICD 12 seconds)
So what would you do if you were Dev for a day?
@Tonquin (subtle hint)
-Smoke
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