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?
-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 +1 Ranged Power, +1% 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.)
- Morphic: Your arrows deal bludgeoning, piercing, and slashing damage simultaneously.
- Metalline: Your arrows bypass all metallic-based Damage Reduction (adamantine, mithral, etc.).
- Aligned: Your arrows bypass alignment-based Damage Reduction (Good, Evil, Lawful, Chaotic).
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 your damage spells have an additional 1% chance to critically hit for every two Imbue dice.
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.)
Energy of the Wild (AP 1, Ranks 3): +30/+60/+100 maximum spell points. Rank 3: You gain the Magical Training feat. If you already have the Magical Training feat, you gain +5 Universal Spell Power.
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%.
True strike (AP 1, Ranks 2) : Passive: After casting a spell or SLA, your bow gains (+10/20) Insight bonus to hit, and +1 Critical Threat Range with for (15/30) seconds.
Tier Two
Action Boost (AP 1, Ranks 3): Select Ranged Power or Imbue Boost.
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 Int, Wis, Cha + Enchantment Spell Bonuses. (Activation Cost: 5 SP. Cooldown: 12 seconds)
- Ranged Power Boost: Activate to gain a +10/+20/+30 Action Boost bonus to Ranged Power for 20 seconds.
- Imbue Boost: Activate to gain +2/+4/+6 Imbue dice for 20 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.
Terror Shot (AP 2, Ranks 1): Performs a ranged attack that attempts to kill a single target outright by turning their own fears against them. (Will Save vs. DC: 20 + Highest stat modifier + Illusion Spell Bonuses) Passive: Deals 1d8 Negative damage per Imbue dice. (Activation Cost: 5 SP. Cooldown: 12 seconds)
- While holding a Shortbow, 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)
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 stat modifier + Abjuration Spell bonuses) 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 stat modifier + Enchantment Spell Bonuses) 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 stat modifier + Evocation Spell bonuses) 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 +5 Ranged Power.
Arrow of Slaying (AP 2, Ranks 1): Ranged Archery Attack: Performs a ranged attack with +250% Damage and +25 flat damage. This damage can be multiplied by critical hits. (Activation Cost: 20 SP. Cooldown: 20 seconds.)
Focus Mastery (AP 2, Ranks 1): Your Archer's Focus Stance can now stack up to 25 times instead of 15. Passive: Casting a 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 a spell or SLA, your bow attacks gain +1 bonus to Critical Multiplier for 30 seconds. Passive: +5 Universal Spell Power
Runebow (AP 2, Ranks 1): Your damage Imbues now deal 1d10. While holding a Shortbow, On Vorpal hit gain one Manyshot charge. (ICD 12 seconds)
So what would you do if you were Dev for a day?
-Smoke
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