Should I choose Improved Elemental Arrows OR +2 Imbue Elemental Damage?

VirginiaCreeper

Well-known member
I reached level 12 as a Wood Elf (Ranger 8 Rogue 4) focusing on the Arcane Archer.

Now in the AA tree I can choose either IEA or Elemental Damage. I picked corrosive arrows initially then only added imbues up to this point.

The IEA costs 1 enhancement point. The Elemental Damage costs 2. They are quite different in description:
IEA:
Ranks: 1
Points (per rank): 2
Benefits:
All Elemental Arrow Imbues Gain:
  • 1d10 to 3d10 Elemental Damage based on critical multiplier

Enhancement Corrosive Arrows Icon.png
Corrosive Arrows: Arrows gain On Damage:
  • -1 AC
  • -1% Fortification
  • Lasts 20 seconds
  • Stacks up to 15 times
Improved Elemental Arrows: (1 AP):
Your Elemental Arrow and Force Arrow imbues gain On Critical: 1d10 elemental damage based on your Imbue Dice, as well as an additional effect based on the element selected:
Corrosive Arrows: Your arrows gain the Destruction ability (see above).

OR

Elemental Damage Imbue:
Improved Elemental Arrows: Choose one:
Elemental Damage: (2 AP):
+2 bonus Imbue Dice
+5 Universal Spell power

It's a confusing decision. Which would you pick and why?

Thanks!
 

VirginiaCreeper

Well-known member
I had done a quick analysis of this in the past, I'll see if I can find it and link it later.

Edit: Well that was easy to find.

Also read this.
Thanks The Blonde. I've actually read both of those already. They were in-depth, but not the answer I'm looking for. Essentially you are stating that through your research you've found that beyond 15 imbue dice the IEA is worth it, but not before it. However, you've also pointed out that the IEA doesn't work as well as it was/is supposed to.
Since I only have this level 12 character, I don't have nearly 15 imbue dice so far as I can tell. I'm not sure how at higher levels you are supposed to continue to get imbue dice for an Arcane Archer as the enhancements tree seems to cap well below that and perhaps I don't understand the mechanics of the game well enough to see how those imbue dice would keep building up.
And since it seems like I'll never be able to get more than 15 imbue dice taking the imbue and not the IEA seems to make sense with your logic? Feel free to correct me if I'm wrong.
 

The Blonde

Catalogues Bugs
Thanks The Blonde. I've actually read both of those already. They were in-depth, but not the answer I'm looking for. Essentially you are stating that through your research you've found that beyond 15 imbue dice the IEA is worth it, but not before it. However, you've also pointed out that the IEA doesn't work as well as it was/is supposed to.
Since I only have this level 12 character, I don't have nearly 15 imbue dice so far as I can tell. I'm not sure how at higher levels you are supposed to continue to get imbue dice for an Arcane Archer as the enhancements tree seems to cap well below that and perhaps I don't understand the mechanics of the game well enough to see how those imbue dice would keep building up.
And since it seems like I'll never be able to get more than 15 imbue dice taking the imbue and not the IEA seems to make sense with your logic? Feel free to correct me if I'm wrong.
For leveling I would indeed suggest you go with the +2 imbue dice.

Here's a breakdown of the imbue dice I have on my pure 20 AA Ranger:
6 from AA tree (I have Improved Elemental Arrows in T5)
2 from Harbinger of Chaos (Destiny feat)
1 from Scion of Arborea (Legendary feat)
1 from Enhanced Elemental Dice (Legendary feat)
3 from Shiradi (Crooked Touch enhancement)
1 from Legendary Dreadnought (Esoteric Touch enhancement)
1 from Emerald of Arcane Empowerment (Hunt or be Hunted raid augment)
3 from set bonus (Solar Gem of Imbuement / Imbued Infusion)
2 temporary from Arcane Actions (Destiny feat)
= 18 (20 temporary) bonus imbue dice at cap

You may notice the following:
- Most of the above arrive after level 20. Hence why I suggest you go with the +2 imbue dice instead of improved elemental arrows on heroics.
- I've gone with pure 20 Ranger for flavor; if you multiclass you can get a bunch more imbue dice.
- Even excluding the raid/set/temporary imbue dice, anyone can easily reach +15~ bonus imbue dice through feats/enhancements alone.
 

RangerOne

Well-known member
Longtime arcane archer here. Also using acid arrows. (I was running cold for a change but switched just last night.)

I actually take the Falconry tier 5 so no longer have to make that choice. But I had actually moved to imbues rather than the elemental damages. I figured if I was going to invest solely in one element, maxing that would be best. I averaged about eight imbues leveling up and hit 14 at cap. I even changed from neutral to chaotic to get the Harbinger of Chaos. So I guess it means I am sold on imbues although I must stress I did no research and/or comparative analysis. Good thing is you can always change (although last life I ran out of plat and I think it was because of my daily enhancement resets.)

Now, about that 100% doubleshot...
 

wolfy42

Well-known member
A few enhancement trees can give you some more imbue dice for very little points (thought it does use up a tree).

Assassin from rogue can net you 3 dice with a tier 3 ability for instance, it also gives you poison imbue which scales off ranged power (unlike the elemental dice which does not).

Pally chalice enhancement tree can give you a light imbue that scales off ranged power as well, but doesn't give you the dice like rogue/assassin does (it does let you get another AoE bow attack though with exalted attack which is tier 2).

If you don't need to go pure ranger (Which doesn't give that much if you are going to max out horizen walker), then taking 2 pally and 2 rogue along with 16 ranger (you could even go 3 pally or rogue if you want and just 15 ranger for the bonus favored enemy). Can net you the bonus imbue dice, both light and poison imbue options that scale of the very high ranged power later on, a very nice bonus to your saved if you get your cha up high, trapping skills, immunity to desease (think that is 2 or 3 pally)...and you really don't miss out on much as far as your ranger levels.

If you are going Horizon walker, more favored enemies the better as you can get ANY enemy type as favored when marked (double bonus if they are normally favored as well). Only minor issue is the # of enhancement trees you have. If you take assassin and chalice + arcane archer and Walker, you can still take falconry and vistani knife fighter for the bonus favored enemies. Both give additional favored enemies (animal and undead) at tier 1 so need almost no AP (leaving you plenty for Arcane archer (tier 4) and Horizon Walker (tier 5).

15 ranger levels nets you all but 1 favored enemy from the base class. You can get 3 more (HW/Vistani/Falconry from other enhancement trees and then 1 more from Shiradi Destiny tree. That is 4 base + 4 more = 8 favored enemies for +16 base damage, when marked +32 base damage if they are already a favored enemy.

Go with Evil outsider (free)/Lawful outsider/undead (free)/Animal (free)/Fey (free)/Giants/Constructs/Human (or whatever you want for this one).

I'm not 100% sure if it's worth taking both outsiders with mark (depends if you get tripple bonus vs reapers that way or not).

As far as the imbue dice, there are enemies that take extra damage from elemental damage (Fire/acid/cold etc) but as AA you prob only want to go with one and get extra dice for the rest (up to tier 4). Most I think go acid as it's pretty universal. Light is often the best option late game though especially vs undead/oozes etc...as most take double damage from it. It's really nice to have different options but with just 1 AA element and the light/poison imbue you have a good selection. You might want the force imbue from AA as well (at least early on) since it comes with ghosttouch automatically if I remember right, but you will almost certainly end up getting ghost touch another way (might be through horizon walker, or it was from a destiny , or maybe it's the holy weapon feat shrug I forget....you get it though).

You can always re-arrange your Arcane archer feats to ditch force imbue later though, and it's nice in a pinch early on if you don't have ghost touch from equipment or another source yet.
 

VirginiaCreeper

Well-known member
A few enhancement trees can give you some more imbue dice for very little points (thought it does use up a tree).

Assassin from rogue can net you 3 dice with a tier 3 ability for instance, it also gives you poison imbue which scales off ranged power (unlike the elemental dice which does not).

Pally chalice enhancement tree can give you a light imbue that scales off ranged power as well, but doesn't give you the dice like rogue/assassin does (it does let you get another AoE bow attack though with exalted attack which is tier 2).

If you don't need to go pure ranger (Which doesn't give that much if you are going to max out horizen walker), then taking 2 pally and 2 rogue along with 16 ranger (you could even go 3 pally or rogue if you want and just 15 ranger for the bonus favored enemy). Can net you the bonus imbue dice, both light and poison imbue options that scale of the very high ranged power later on, a very nice bonus to your saved if you get your cha up high, trapping skills, immunity to desease (think that is 2 or 3 pally)...and you really don't miss out on much as far as your ranger levels.

If you are going Horizon walker, more favored enemies the better as you can get ANY enemy type as favored when marked (double bonus if they are normally favored as well). Only minor issue is the # of enhancement trees you have. If you take assassin and chalice + arcane archer and Walker, you can still take falconry and vistani knife fighter for the bonus favored enemies. Both give additional favored enemies (animal and undead) at tier 1 so need almost no AP (leaving you plenty for Arcane archer (tier 4) and Horizon Walker (tier 5).

15 ranger levels nets you all but 1 favored enemy from the base class. You can get 3 more (HW/Vistani/Falconry from other enhancement trees and then 1 more from Shiradi Destiny tree. That is 4 base + 4 more = 8 favored enemies for +16 base damage, when marked +32 base damage if they are already a favored enemy.

Go with Evil outsider (free)/Lawful outsider/undead (free)/Animal (free)/Fey (free)/Giants/Constructs/Human (or whatever you want for this one).

I'm not 100% sure if it's worth taking both outsiders with mark (depends if you get tripple bonus vs reapers that way or not).

As far as the imbue dice, there are enemies that take extra damage from elemental damage (Fire/acid/cold etc) but as AA you prob only want to go with one and get extra dice for the rest (up to tier 4). Most I think go acid as it's pretty universal. Light is often the best option late game though especially vs undead/oozes etc...as most take double damage from it. It's really nice to have different options but with just 1 AA element and the light/poison imbue you have a good selection. You might want the force imbue from AA as well (at least early on) since it comes with ghosttouch automatically if I remember right, but you will almost certainly end up getting ghost touch another way (might be through horizon walker, or it was from a destiny , or maybe it's the holy weapon feat shrug I forget....you get it though).

You can always re-arrange your Arcane archer feats to ditch force imbue later though, and it's nice in a pinch early on if you don't have ghost touch from equipment or another source yet.
This is an incredible amount of insight and information. Thank you for sharing! Gives me a lot to think about :)
 
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