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Archery

notyuunotyuu Posts: 1,121 Arc User
It's not much of a secret that Archery isn't quite up to par when compared to most of the other power-sets available, and the following is just my thoughts on how it would be "fixed".

First of all, give all Archery powers an innate +25% critical severity this is kinda the vital one....makes it have a little more.. weight.

Strafe: the advantage shouldn't have an internal CD, but instead a stack limit of 1, and should be 50% of your int and ego.

Straight shot: it's fine

Taser Arrow: reduce the energy cost by a lot... i mean seriously.. 27-86 energy.. what the hell.

Focused shot: Make it into an ultimate with a 15 second CD, and change the damage to penetrating damage [yes that 50% defpen stuff]

Snap shot: change finish him advantage from +35% damage vs quarter health mobs to increases threshold for bonus damage to 50% health.

Sonic Arrow: Increase the target cap to 5.

Gas arrow: Increase cloud size to 30ft and damage tick rate to once per 0.5 seconds.

Explosive arrow: Fix the energy cost not scaling with charge time... increase upper end damage slightly to compensate.

Storm of arrows: Fine

Torrent of arrows: Removed the cool-down.

Evasive Maneuvers: Either reduce the cool-down on the power or re-buff the buff duration.

Quarry: Make it scale off dexterity, make the stacks of Audacity grant a slight dodge buff along side avoidance buffing, change so that it boosts all ranged damage, regardless of type.

Hunter's Instinct: fine
In all things, a calm heart must prevail.

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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?

Comments

  • theravenforcetheravenforce Posts: 7,153 Arc User
    Hunter's Instinct is too bursty, I'd prefer it to be an EoT style Energy Unlock.

    The problem with buffing Archery is that unlike most 100ft sets...it allows for a lot of movement whilst charging. I'm not saying I don't want it buffed because I really do, but it needs to be fully reviewed so that the set is desirable to work within as a whole.

    This looks like a good start however!
  • spinnytopspinnytop Posts: 16,467 Arc User
    Eh. These suggestions are neat I guess, but they don't make me excited about using Archery. Needs more.
  • theravenforcetheravenforce Posts: 7,153 Arc User
    Archery

    Quarry: In addition to what it already does, Quarry now grants a reduction in charge time to all Archery Offensive powers whilst slotted. (this could be a general adjustment to Archery, or it could be tied directly to Quarry. I have a feeling linking it to Quarry may make it a bit OP or something.)

    Straight shot: - Split The Arrow Advantage causes your Straight Shot ability to have a guaranteed critical strike if you have previously hit the same target with a non critical strike. Has an internal cooldown of 4 seconds.

    Taser Arrow: In addition to a general energy cost reduction...New Advantage - E.M.P. Tip - A successful paralyze with this ability now applies an AoE electrical burst which applies a paralyze to up to 7 targets within a 30ft range of the primary target.

    Focused shot: Damage Increase (so a little below Sniper Rifle), Slight Cost Increase (to a little below Sniper Rifle's). Focused Shot now applies "Marked" debuff to primary target. The "Marked" debuff increases your chance to critically strike that target by 40% for the next 10 seconds.

    Snap shot: Reduce the activation time on this ability to .1 seconds (down from .5 seconds)

    Sonic Arrow: (I think the target cap for this is already 5?) Remove Deadly Dissonance advantage and make it innate to Sonic Arrow but removed the 50% increased damage buff. New Advantage - Powerful Impact - All stunned targets now have the Disorient debuff applied to them as soon as the stun wears off.

    Gas arrow: Gas Arrow now inherently applies a heavy snare to targets and reduces their perception by a greater amount. Gas Cloud is also much larger area.

    Explosive arrow: Where's the Kaboom Advantage - Reduced the lag time between initial hit and explosion from 3.5 seconds to 1 second. Firing a secondary arrow no longer resets this effect.

    Storm of arrows: Increase the area of effect to 30ft. Achilles Heel advantage: In addition to what it already does, Achilles Heel stops your damage from Storm of Arrows from damaging the root refreshing ability whilst it is maintained. The root applied by this advantage is also stronger.

    Torrent of arrows: Remove the cooldown, reduce the activation time to .5 seconds and increase the cone AoE to 40ft.

    Hunter's Instinct: Hunter's Instinct now grants its energy over time. This EoT buff applies whenever you fully charge or fully maintain an Archery Offensive ability and can stack to 3.

    Just some of the things I would add...
  • jaazaniah1jaazaniah1 Posts: 5,557 Arc User
    My archer uses a number of on-next-hits to make his arrows more interesting. Those, along with the storm/torrent of arrow CDs, and his PSS Int and MSA gives lots of energy.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • spinnytopspinnytop Posts: 16,467 Arc User

    Archery

    Quarry: In addition to what it already does, Quarry now grants a reduction in charge time to all Archery Offensive powers whilst slotted. (this could be a general adjustment to Archery, or it could be tied directly to Quarry. I have a feeling linking it to Quarry may make it a bit OP or something.)

    Straight shot: - Split The Arrow Advantage causes your Straight Shot ability to have a guaranteed critical strike if you have previously hit the same target with a non critical strike. Has an internal cooldown of 4 seconds.

    Taser Arrow: In addition to a general energy cost reduction...New Advantage - E.M.P. Tip - A successful paralyze with this ability now applies an AoE electrical burst which applies a paralyze to up to 7 targets within a 30ft range of the primary target.

    Focused shot: Damage Increase (so a little below Sniper Rifle), Slight Cost Increase (to a little below Sniper Rifle's). Focused Shot now applies "Marked" debuff to primary target. The "Marked" debuff increases your chance to critically strike that target by 40% for the next 10 seconds.

    Snap shot: Reduce the activation time on this ability to .1 seconds (down from .5 seconds)

    Sonic Arrow: (I think the target cap for this is already 5?) Remove Deadly Dissonance advantage and make it innate to Sonic Arrow but removed the 50% increased damage buff. New Advantage - Powerful Impact - All stunned targets now have the Disorient debuff applied to them as soon as the stun wears off.

    Gas arrow: Gas Arrow now inherently applies a heavy snare to targets and reduces their perception by a greater amount. Gas Cloud is also much larger area.

    Explosive arrow: Where's the Kaboom Advantage - Reduced the lag time between initial hit and explosion from 3.5 seconds to 1 second. Firing a secondary arrow no longer resets this effect.

    Storm of arrows: Increase the area of effect to 30ft. Achilles Heel advantage: In addition to what it already does, Achilles Heel stops your damage from Storm of Arrows from damaging the root refreshing ability whilst it is maintained. The root applied by this advantage is also stronger.

    Torrent of arrows: Remove the cooldown, reduce the activation time to .5 seconds and increase the cone AoE to 40ft.

    Hunter's Instinct: Hunter's Instinct now grants its energy over time. This EoT buff applies whenever you fully charge or fully maintain an Archery Offensive ability and can stack to 3.

    Just some of the things I would add...

    Now THIS gets me excited o_o
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