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Rain of Arrows Woes

freedumb4evafreedumb4eva Member, Neverwinter Beta Users Posts: 342
edited December 2013 in The Wilds
One of the most powerful abilities that I use on my Hunter Ranger in PvE is Rain of Arrows. This ability is reduced to 100% uselessness by ANY kind of knockbacks, even minor knockbacks from companions, because of it's severely limited area of effect.

Could Rain of Arrows please see a boost to it's area of effect to perhaps the size of at least the knockback radius of a Shard of the Endless Avalanche explosion?
Post edited by Unknown User on

Comments

  • zardoz007zardoz007 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 2 Arc User
    edited December 2013
    Do you know how huge the knocked back radius of Shard of Endless Avalanche is?

    Rain of arrows is a viciously powerful ability by far the highest damage encounter in the game if it gets off it's entire damage. I see that players will learn that HR's love a good arcane singularity to drop there Rain of arrows into. and That HR's will learn to drop the move early so that when the AS ends, Rain of arrows is also done and the CW's can drop Shards into the group to do there own damage
  • eldartheldarth Member Posts: 4,494 Arc User
    edited December 2013
    Just a measly 2' extra radius would be awesome -- as it is now almost all "groups" of mobs are standing further apart than the entire diameter -- so you can maybe hit one of them -- or angle yourself so hopefully some of the others run thru it.
  • rapticorrapticor Member, NW M9 Playtest Posts: 1,078 Arc User
    edited December 2013
    I agree it's a nice ability but it's also slightly undersized as mobs seem to have an annoying habit of stepping 2 feet to the side just as soon as you activate it.
  • fondlezfondlez Member Posts: 0 Arc User
    edited December 2013
    Perhaps it should be like the longer you hold the button, the wider the aoe but lower the damage. This would reward precision and timing, as you would expect of an archer class, but not make slotting the ability totally useless when any targets so much as cough...
  • pridesenvypridesenvy Member, Neverwinter Beta Users Posts: 30 Arc User
    edited December 2013
    no its perfectly fine in fact here is a tip to aim it just a little better and instantly go thru options and find the "hold target" key its normally shift or ctrl or alt I believe and set it to "t" and set rain of arrows to "r" so you click "r" hold "t" then left click it will automatically put rain of arrows dead center to the target mob making sure you get max damage out of it. also second tip the best time to use it is when a monster initially puts down a red circle since that means its casting and wont move for a second or two at least. and even adding 2' to its radius would make it way over powered in group situations but would also reduce its damage vs the primary target since not all arrows would hit its hitbox if they were spread out. i would rather have a high skill req with the insane damage it does now than remove the skill req and lose about 30% of the damage against my primary target. also for added fun use it to hit someone that is either frozen or choked by a CW in pvp they will very simply be dead
  • synozeersynozeer Member Posts: 185 Arc User
    edited December 2013
    fondlez wrote: »
    Perhaps it should be like the longer you hold the button, the wider the aoe but lower the damage. This would reward precision and timing, as you would expect of an archer class, but not make slotting the ability totally useless when any targets so much as cough...

    I like that idea. Perhaps in 6 months we might see some sort of change if we're lucky...
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  • eldartheldarth Member Posts: 4,494 Arc User
    edited December 2013
    fondlez wrote: »
    Perhaps it should be like the longer you hold the button, the wider the aoe but lower the damage. This would reward precision and timing, as you would expect of an archer class, but not make slotting the ability totally useless when any targets so much as cough...

    I think the other way around -- the longer you hold, the tighter the circle, the more damage.
    ...almost exactly like split-shot works now only aoe.

    The first thing the mobs do anyway is run out of it to attack you so it's not like you get the full damage anyway -- more like 10%? (1-2 out of 10 seconds) ... unless, of course, they're rooted or melee agro'd.
  • syrisdavirus242syrisdavirus242 Member, Neverwinter Knight of the Feywild Users Posts: 35
    edited December 2013
    It works well for melee I charge in back up drop it the melee mobs charge me and run right into it. Then I tab hit fox shift hold clear the ground and they are dead. Takes some time to get used to using it. But as a archer hr I used to get frustrated using it. But now that I am combat it works a lot better.
  • elminsterelminster Member Posts: 193 Arc User
    edited December 2013
    Personally I have no issues whatsoever with this skill. Yeah it's hard to place it effectively and if the monster moves it's pretty much wasted, but that just makes it a challenge with the reward when it hits. I play archer stance and for the longest time this skill caused me nothing but pain until I figured out two simple strategies: Plant it on monsters you know aren't moving any time soon (they're casting, tank is holding it, mage is force-choking it, etc), or plant it at your feet just before the monster gets in range to maximize the damage before he shifts to flank. The second method is especially effective for me playing solo as I can usually land 2-3 ticks before the monster completes his attack and follows me out of the AoE.

    Now that said it would be nice having a slight increase in the AoE range. Right now it feels like a single target skill that should've been designed as such with a target locked effect instead of the open AoE that it's currently trying to be. Adding a few meters on the area of effect would make it not only easier to target but also make it feel more like the AoE it's trying to be. Obviously we don't need anything on the scale of Thorn Ward or StS, but a little more room wouldn't be asking too much I don't think
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    edited December 2013
    I just don't use it because of all the stuffing around trying to get it to do much, its a great power for combat builds because it also has a good melee power. But for ranged based play I only put 2 points in it and use Thorn Ward.
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  • asmodeus451asmodeus451 Member Posts: 257 Arc User
    edited December 2013
    I just don't use it because of all the stuffing around trying to get it to do much, its a great power for combat builds because it also has a good melee power. But for ranged based play I only put 2 points in it and use Thorn Ward.

    pretty much this right here, except i will occasionally dust it off for a Boss i know isnt gonna move around much (either due to mechanics or a Tank)
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  • linknigrilinknigri Member Posts: 97 Arc User
    edited December 2013
    zardoz007 wrote: »
    Do you know how huge the knocked back radius of Shard of Endless Avalanche is?

    Rain of arrows is a viciously powerful ability by far the highest damage encounter in the game if it gets off it's entire damage. I see that players will learn that HR's love a good arcane singularity to drop there Rain of arrows into. and That HR's will learn to drop the move early so that when the AS ends, Rain of arrows is also done and the CW's can drop Shards into the group to do there own damage

    Sory bro, but shard of endless avalanche do more damage then rain of arrows and no monster needs to stand on it for its entire 1 hour duration, also it knocks back and make monsters prone. Rain of arrows should get buffed. It is indeed one of the best ranger skills, but that does not mean its ok, it means that the entire ranger needs to be buffed. Right now rangers are only brought to some partys because they can take advantage of some bugs or because they are guild mates.
  • pridesenvypridesenvy Member, Neverwinter Beta Users Posts: 30 Arc User
    edited December 2013
    no the only adjustment i would do is make the damage start the instant the animation starts to make it more pvp viable however i dont particularly mind that focus idea a few responses back that could work very well you sir have a cookie
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