Update 28 information continues to leak out. Obviously this is not really a “leak”, in that Turbine employees are posting this information on purpose just so that we can see it. Nonetheless, the slow drip-drip-drip of screenshot previews and enhancement tree reworks seems more analogous to faulty plumbing than anything else.
But I digress. This is not about Turbine building excitement for the new release. This is about the newly announced Tempest Ranger enhancements. We already know from yesterday’s post that Tempest enhancements are intended to let us build awesome two-weapon-fighting melee characters.
Do the changes really do that? Let’s take a detailed look and see what we find. I took the liberty of color-coding each change by change type: defense improvements are red, offense improvements are yellow, those that are both offensive and defensive are orange, while those that are purely to bring the tree into compliance with other enhancement standards (like AP cost standardization) are grey. Changes are in bold italics. Note that unchanged entries are not listed at all; you may check the existing Tempest Ranger enhancement tree if you want to compare.
|PRR/MRR||Shield of Whirling Steel: While dual wielding, 2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire. If you are a level 1 character, you gain the Two Weapon Fighting feat until you reach character level 2. (Two Weapon Fighting is granted permanently if you take a second Ranger level).|
|Melee Power||Graceful Death: While you are dual wielding, you can use your Dexterity modifier for damage with light melee weapons, +5 Melee Power.|
|Melee Power||Whirlwind: +5% melee doublestrike chance when dual wielding, +5 Melee Power.|
|PRR/MRR||Dervish: Passive: +4 Dexterity. +25% chance to doublestrike with your off-hand when dual wielding. +10 Melee Power, Physical Resist Rating, and Magical Resist Rating while wearing light armor or cloth.|
|PRR/MRR||Improved Defense: (2/2/2 AP) Shield of Whirling Steel grants +1/2/3 Armor Class, Physical Resist, and Magical Resistance. If you possess Deflect Arrows it can trigger once every 4/3/2 seconds.|
|New Defense||Acrobatic: +1/+2/+3 Balance, Jump and Tumble. Rank 3: You gain +1 Reflex Saving Throws.|
|Compliance||Action Boosts: Cost lowered to 1/1/1 AP|
|Compliance||Critical Accuracy: Removed from tree, functionality combined into Critical Mastery.|
|Compliance||Critical Mastery: (1/1/1 AP) +1/2/3 bonus to critical damage and to confirm critical hits.|
|New Defense, New Attack||Storm Dancer: (2 AP) Stance: Absorb 15% of Electrical damage. Your melee attacks deal +1d6 Electrical damage. This damage scales 100% with Melee Power.|
|New Defense||Elaborate Parry: For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge and maximum dexterity bonus to light armor, equal to your Dexterity Modifier. Cooldown: 90 seconds|
|Compliance||Critical Damage: Removed from tree, functionality combined into Critical Mastery.|
|New Attack||Storm Tempest: (2 AP) Passive. Upgrades Storm Dancer Electrical damage absorption to 30% (instead of 15%). Upgrades melee attacks to deal +2d6 Electrical damage (instead of 1d6).|
|Melee Power||A Thousand Cuts: Melee Dual Wielding Attack. Deals +1/+3/+5(W) damage. You gain +15/+30/+45 doublestrike, +15/30/45 Melee Power, 15 seconds. Cooldown: 90 seconds.|
|New Attack||Dual Perfection: (2 AP) Your off hand weapon now adds your full attribute damage modifier. (For instance, if you have 30 Strength, you’ll gain +10 damage with your offhand weapon, like your main hand weapon.)|
|New Attack||Whirling Blades: (2 AP) +3 to hit and damage when dual wielding.|
Several things jump out to me all at once:
- Most of the changes to core abilities are defensive; the longer you stay a ranger, the better your defenses get
- Most of the changes to the high cost tiers are offensive; the more AP you invest in Tempest, the harder you hit
- The change to A Thousand Cuts is actually a nerf; one can earn up to +90 doublestrike now
- There is a total of 18 new MRR/PRR available
- There is a total of
1020 new Melee Power [Edit: Thanks Jammond!] plus another 45 in an action boost
Seems to me that the overall changes ought to bring this in line with the other meleers, especially if they fix the bugs that allow the Tier 5 abilities to be used by people who are not two-weapon-fighting.
One possible downside: self-healing did not get the boost that Barbarians got on their pass. On the other hand, Rangers can already cast (very limited) cures so maybe they didn’t really need more self-healing.
Or you could, I dunno, maybe … bring a cleric?
Nah, what am I thinking, no one does that anymore.
🙂 😀 🙂