Archane Archer

ver. 1.1 (after update 62)

Core

Note: All Arrow/Shot DC = 

10 + Half Ranger level + Wisdom modifier + Enchantment Spell bonuses.

Arcane Archer (Passive)

Equipped bows gain a +1 Enhancement bonus for each Arcane Archer core ability you possess.

Note: This does not stack with the bow's existing Enhancement bonus.

All bows are treated as Implements in your hands, granting Spell Power.


Morphic Arrows (Passive)

Your conjured arrows deal bludgeoning, piercing, and slashing damage. 


Metalline Arrows (Passive)

Your conjured arrows bypass all metallic damage reduction. 


Arrows Master (Passive)

Your conjured arrow grant +10% damage to all shots.

Every Favored Enemies feat you have grant you 2% Doubleshot and +5 USP.


Aligned Arrows (Passive)

Your conjured arrows bypass all alignment based damage reduction. 

You gain +1 Arrow Dice per 2 Favored Enemies feat you have.


Mystical Archer (Passive)

+4 Wisdom & you gain +1 Enchantment DC per 2 Favored Enemies feat you have.

Your conjured arrow now grant +20% to all shots.

Sum to conjured arrows:+1 return arrows with +0,5[W] damage, bypass Concealment/Incorporeality, Bludgeoning/Piercing/Slashing/Metallic/Alignment damage reduction.

Tier 1

Energy of the Wild (Passive 1-3 AP)

Antirequisite: Cannot take Rank 3 if you already have the Magical Training feat.

+30/+60/+100 maximum spell points. 

Rank 3: You gain the Magical Training feat. 


Conjure Arrows (Active 2 AP)

Activate to create a stack of returning +1 arrows.

Note: These arrows are destroyed when you log out for an extended period of time.

True Shot (Active 2 AP)

Activation cost: 2 SP

Cooldown: 3 sec

Perform a ranged attack with +20 to-hit. You receive a +10% Insight bonus to hit for 12 seconds. 

*On Critical: 1 stack Bleed.

**On Vorpal: Grant +1 insight bonus to critical multipler for 10 sec.


Elemental Arrows I. (Toggle 2 AP)

Activation Cost: 20 SP

Cooldown: 10 sec

Select one of four elemental arrow imbues.

Passive: +5 Universal Spell Power

Note on Vorpal Hit: If nearby enemies have a successful reflex save, they have a chance to save against burning. In case of reflex loss, gain burning stack without saving . 

 

Awareness (Passive 1-3 AP)

+1/+2/+3 Listen, Search, Spot, and to-hit.

Rank 3 grant Ghost Touch ability to conjured arrow.

Tier 2

Dispelling Shot (Active 2 AP)

Activation Cost: 5 SP

Cooldown: 3 sec

Note: Paralel with Occult Slayer Vicious Strike.

Shattermantle Shot (Active 2 AP) 

Activation Cost: 4 SP

Cooldown: 3 sec

Performs a ranged attack with +30% damage. 


 Improved Arrow I. (Passive 2 AP)

Grant special Critical* effect to used arrow and shot. 

If target's save successful, have chance to save the on hit effect. In order: on critical, on hit.


Elemental Arrows II. (Toggle 2 AP)

Requires: Elemental Arrows I. (Tier 1)

Select one another of four elemental arrow imbues.+1 Arrow Dice and  +5 Universal Spell Power.

 

Action Boost (Active 1-3 AP)

Select an action boost (action boost bonus fo 20 sec).

Tier 3

Soul Magic (Passive 1 AP) 

Requires: Magical Training or Energy of the Wild Rank 3

Every time you strike an enemy with your bow, you have a 15% chance to gain 10 temporary spell points that last for one minute.

+10 Universal Spell Power.

 

Terror Arrows (Toggle 2 AP)

Activation Cost: 20 SP. Cooldown: 10 seconds

Arcane Archer Imbue Toggle: You imbue your arrows with negative energy.

Note: No stack with Shattermantle Shot critical hit. 

Passive: +1 bonus to DC of Enchantment Spells


Improved Arrows II (Passive 2 AP)

Requires: Improved Arrows I.

Grant Vorpal** effects to used Arrows and Shots.

Target haven't chance to save on vorpal effect.

If the target is immune (for example bosses) to it, it counts as on critical without save chance. 


Elemental Arrows III (Toggle 2 AP)

Requires: Elemental Arrows II (Tier 2)

Select one another of four elemental arrow imbues. +1 Arrow Dice and  +5 Universal Spell Power.


Dexterity or Wisdom (Passive 2 AP)

Choose one:

Tier 4

Banishing Arrows (Toggle 2 AP)

Activation Cost: 20 SP

Cooldown: 10 sec

Arcane Archer Imbue Toggle: Your arrows gain 

Passive: +1 bonus to DC of Enchantment Spells


Paralyzing Arrows (Toggle 2 AP)

Requires: Terror Arrows

Activation Cost: 20 SP

Cooldown: 10 sec

Arcane Archer Imbue Toggle: You imbue your arrows with paralyzing force. 

Note: No stack with Shattermantle Shot critical hit. 
Note: You can break the dominate with Dismiss Charm.

Passive: +1 bonus to DC of Enchantment Spells.


Smiting Arrows (Toggle 2 AP)

Activation Cost: 20 SP. Cooldown: 10 seconds

Arcane Archer Imbue Toggle:

Passive: +1 bonus to DC of Enchantment Spells.


Elemental Arrows IV (Toggle 2 AP)

Requires: Elemental Arrows III (Tier 3)

Select the last elemental arrow imbues. +1 Arrow Dice and  +5 Universal Spell Power.


Dexterity or Wisdom (Passive 2 AP)

Requires: Dexterity or Wisdom (Tier 3)

Choose one:

Tier 5

 Moonbow (Passive 1 AP)

While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.

+10 Universal Spell Power

     

Arrows of Slaying (Active 2 AP)

Cost: 60 SP 

Cooldown: 120 sec

Duration: 1 sec * character level

All critical hits during the period are Vorpal hits without confirmation. 


Rain of Arrow (Active 2 AP)

Cost: 30 SP

Cooldown: 30 sec

Target: Target centered AOE (half ranger level meter)

Rain of Arrows is a ranged attack skill that fires a number of arrows in the air, with each of them landing to deal area of effect over a short period of time. In area inflict +50% damage to all oponent.

Note: Active arrow effect (include on Critical and on Vorpal) work with rain of arrow.For example: The archer use Arrows of Slaying with 15 stack archery focus and acid arrow. For duration increase critical (and vorpal) range with 3.Used Rain of Arrows have moderate chance to inflict multiple acid blast and multiple acid burning in area.

Mystical Hunter (Passive 2 AP)

Requires: Elemental Arrows IV (Tier 4)

Favored Enemies feat bonus damage change to bane damage (scales with spellpower).

Used conjured arrow bypass the concealment (as true seeing).


Runebow (Passive 2 AP)

Every 5 stack of Archery Focus grant +1 Insight bonus to your bow critical threat range.