It's that time again. Let's get on with it.
Strafe - T0
50 Foot, Single-target Energy Builder, Piercing Damage
+Unlike other energy builders, the first shot is fired quickly and subsequent shots are slower.
2-point Advantage - Critical Hits with this power grant Aversion, increasing Dodge and Avoidance scaling with Dexterity.
Straight Shot - T0
100 Foot, Single-target Blast, Piercing Damage
+Fully charging this attack grants Hawkeye, decreasing the time it takes to charge Archery attacks by 7.5% for each stack, capping at 3 stacks. This power does not refresh Hawkeye.
2-point Advantage - Applies Puncture on full charge, reducing the target's Piercing Resistance primarily, and all Non-Physical damage secondarily.
2-point Advantage - Applies or refreshes Clinging Flames on full charge.
2-point Advantage - Applies or refreshes Bleeding on full charge.
2-point Advantage - Applies or refreshes Deadly Poison on full charge.
2-point Advantage - Applies Illumination in a 15 Foot Sphere around the caster and Illuminated to the target on full charge.
3-point Advantage - Break through
1-point Advantage - Challenge
1-point Advantage - Accelerated Metabolism
Sonic Arrow - T1
100 Foot, 15 Feet Sphere Charged AoE, Piercing and Sonic Damage
+Deals Piercing Damage to the selected target and Sonic Damage to all targets. Disorients all targets based on charge.
+Stuns primary target on full charge.
-Short Cooldown.
2-point Advantage - Increases Sonic Damage and stuns all targets on a full charge.
2-point Advantage - Knocks Back all targets and snares them, negates stun effect of the power.
1-point Advantage - Challenge
1-point Advantage - Accelerated Metabolism
Torrent of Arrows - T1
100 Foot, 30-60 Degree Cone Charged AoE, Piercing Damage
+AoE Cone becomes wider the more the power is charged.
2-point Advantage - Deals more damage with less targets.
2-point Advantage - Knocks Back all targets and snares them.
1-point Advantage - Challenge
1-point Advantage - Accelerated Metabolism
Hunter's Instinct - T1
Energy Unlock
+Grants a large spike of energy when Critically hitting with Archery attacks. Energy gained scales with Intelligence, and is affected by Endurance.
Evasive Maneuvers - T1
60 Foot Reverse Lunge
+Grants the user moderate Dodge chance.
-Short Cooldown.
2-point Advantage - Functions as a Threat Wipe.
2-point Advantage - Restoration
Quarry - T1
Slotted Passive
+Primarily increases Piercing Damage, Secondarily increases all Non-Physical Damage.
+Provides a small boost to Dodge and Avoidance.
+Grants a small amount of healing over time when enemies within 50 Feet are defeated.
+Grants a small amount of energy when enemies Dodge your attacks.
Snap Shot - T2
100 Foot, Single-Target Tap, Piercing Damage
+This power gains +25% Severity.
+Refreshes Hawkeye.
2-point Advantage - Bonus damage to targets low on health.
2-point Advantage - Roots and Snares the target.
3-point Advantage - Break through
1-point Advantage - Challenge
1-point Advantage - Accelerated Metabolism
Taser Arrow - T2
100 Foot, Single-Target Charged, Piercing and Electricity Damage
+Paralyzes the target and drains energy.
2-point Advantage - Applies Negative Ions, targets already affected by Negative Ions will refresh it, utilizing a circuit.
2-point Advantage - Deals additional damage to targets with higher energy. Targets without energy will take additional damage without the condition needing to be met.
1-point Advantage - Accelerated Metabolism
Gas Arrow - T2
100 Foot, 15 Foot Sphere Tap, Toxic Damage
+Creates a Gas Cloud that deals Toxic Damage and impairs the vision of enemies standing inside of it.
-Short Cooldown.
2-point Advantage - Snares targets, sometimes Paralyzing them in the cloud.
2-point Advantage - Targets inside have a chance to be Poisoned.
1-point Advantage - Challenge
1-point Advantage - Accelerated Metabolism
Archer's Jump - T2
50 Foot, 45 Foot Cone Tap, 60 Feet Reverse Lunge, Piercing Damage
+Jumps the user away from the location, leaving behind a quick pelting of arrows.
-Short Cooldown.
2-point Advantage - Grants the user additional Dodge and Evasion.
2-point Advantage - Roots all targets.
2-point Advantage - Restoration
3-point Advantage - Break through
1-point Advantage - Challenge
1-point Advantage - Accelerated Metabolism
Storm of Arrows - T2
100 Foot, 15 Foot Sphere AoE Maintain, Piercing Damage
+Has a chance to deal additional Piercing Damage up to twice each tick.
2-point Advantage - Grants the user additional Dodge and Evasion while maintaining.
2-point Advantage - The longer this power is maintained, the longer the power will persist after the user stops maintaining. (Akin to Snow Storm)
2-point Advantage - Roots all targets.
1-point Advantage - Challenge
1-point Advantage - Accelerated Metabolism
Audacity - T2
Active Offense
+Grants the user additional Damage and Penetration for the duration.
-Long Cooldown, shared among other Active Offenses.
2-point Advantage - Every second while this power is active, grants the user scaling Dodge Chance, persisting and fading a short time after the power ends.
Focused Shot - T3
120 Foot, 3 Foot Cylinder Charged, Piercing Damage
+Deals significant damage to all targets in a line.
-Must be fully charged. (But at least you won't be stopped by someone looking at you any more)
2-point Advantage - Knocks Down all targets and snares them.
3-point Advantage - Break through
1-point Advantage - Challenge
1-point Advantage - Accelerated Metabolism
Explosive Arrow - T3
100 Foot, 10 Foot Sphere Charged, Piercing and Fire Damage
+Deals Piercing Damage to the main target and Fire Damage to all targets.
+Applies Clinging Flames to all targets
2-point Advantage - Creates a Pyre Patch.
2-point Advantage - The Fire Damage portion of this power is delayed, but penetrates 10% Resistance.
3-point Advantage - Break through
1-point Advantage - Challenge
1-point Advantage - Accelerated Metabolism
Company of Archers - T4
50 Foot Sphere Charged, Uncontrolled Summon, Ultimate
+Once used, summons an Archer plus one for each target around you up to 5 total Archers.
+Each Archer will use Storm of Arrows constantly until they expire.
-Must be fully charged.
-Long Cooldown.
2-point Advantage - Each Archer will randomly apply one of the following with their attacks: Bleeding, Poison, or Clinging Flames.
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Comments
I like the spirit behind it! A few things I noticed:
The idea with Hawkeye was that players would build up its stacks and refresh them all using Snap Shot since Straight Shot doesn't do that. Once all the stacks are in place, the player could use Explosive Arrow or Focused Shot and cut the time it takes to cast either by a grand total of 22.5%. I thought about maybe Hawkeye being more potent, but figured that 10% Charge time reduction for a single stack would be a bit much.
I like the idea of doing a Dex, Int-X or Int, Dex-X setup for Archery instead of a more generic Ego, Dex-X or Dex, Ego-X setup. Something a bit more "off-meta", I guess you could call it.
Yeah, I kinda overlooked Puncture after I placed it on Straight Shot. I'm thinking Puncture Refresh would belong right along with Snap Shot as an advantage for sure, maybe application to all targets after a full maintain of Storm of Arrows with an advantage too. I'm not really sure, other than making a new power that might accidentally make the advantage on Straight Shot redundant.
I saw Focused Shot and thought to myself... "Man, I kinda wish it was more like Monster Hunter's Dragon Piercer move." Lo and behold, the original advantage makes it close to that, but there was also Focused Shot's main drawback of being interrupted the moment something looked at you funny. So I more or less decided instead of it being like Sniper Rifle, I'd want it more like Force Cascade, or Wind's Typhoon. It still keeps the long range and full charge requirement, but with the same capable satisfaction of an arrow piercing multiple targets.
Maybe something along the lines of an Archery version of Defile would be something to look at? Could call it "Impact Arrow" or something. Has a chance to apply that Puncture debuff, but not a guarantee of it. Maybe deal additional damage dealt for each stack of Hawkeye? There's all sorts of ideas to toy with.
That does sound pretty interesting, maybe adding them as advantages on Evasive Maneuvers and Archer's Jump would be appropriate?
And I will always be @DZPlayer122.
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Actually now really seeing Hawkeye's buff alongside Focused Shot makes a lot of sense.
I think Snap Shot could be retooled into the single-target attack the set needs, which I mention since I'm not sure how one could sell "shoot an arrow but MORE POWERFULLY" any better for that attack type. Right now, on most of my DPS Archery Setups, Snapshot's the main attack I use when fighting single targets, which serves as this great stream of arrow shots that leads to an activation of Avenger Mastery, and then into a sudden rapid Straight Shot.
Given that setup, however, that has some issues since the main debuff of Archery is based off of Straight Shot's current workings which only provides defense debuff for like the next 2/4 archery attacks (and several Snap Shots counts as a lot more than that). That's certainly a way that Puncture could operate since that's just a time limit. Also consider how much a properly-functioning EB would help with this kind of attack cycle, as I usually find when I attempt it that I run dry of energy, even with that high INT statting.
Under the new setup the problem likely would be Hawkeye ending up overpowered or somehow broken when combined with stuff like Avenger Mastery. Now suddenly you have a blast that charges 77.5% faster.