Please allow us to welcome a new ranged spec. Are there not enough melee specializations and strong ones?

AI doesn’t understand anything. It only glues together words, that it has been fed during training, into something that looks like a proper sentence/paragraph. I’m not an expert on AI, but afaik that’s the gist of it.

So for questions that have been answered quite often already on the internet it will be able to provide you with a somewhat accurate answer (though you can never trust it), but for very niche things it’s more likely to get it wrong while still sounding like it’s right.

Necrotic edge has 100% pass through for ranged. (Just like smite)

This seems like useful data and also seems to back up the initial suggestion that melee is favored in several classes while ranged is only favored in inquisitor. Although I saw Necrotic Edge mentioned in the thread as having a ranged-only benefit - so there may be one more classification for skills that allow both but favor melee vs ranged. Maybe the devs will give ranged some more skill love in the future if they want to adjust that. Seems like a fun idea to me.

Quick little fixes, nothing too crazy w/o complete overhaul. I tried to keep your item choices; although Markovian set wouldn’t be my first choice here (fleshwarped stuff for sure; war-cry bonus and shoulders have cadence pts). Switched devos and dropped both the belt (completely useless item here) and shield. Also grab the rovers boots or smth with stun res. Viper guns are easy to farm; need attack speed and preferably nice phys prefix although I just picked smth generic. Tweaked skills as well to match. No need; like literally no need for storm box. One more button to press on AA build that has enough stuff to proc shit. Damage should be way better here now.

Nope. Not even remotely true. All AA skills work with ranged gameplay; and the corresponding WPS have passthru like Smite, Feral hunger, etc. Inquisitor makes ranged (certain archetypes only) a bit smoother. It doesn’t truly define any ranged builds tbh. Any class combo can play ranged fairly decently w/o Inquisitor.

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1pt Fighting Spirit

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Lol ya why did I forget that.

i still think it’s funny the perception inquis defines ranged, yet we often find non inquis builds as “top” gunners, druid, oathkeeper+X; almost like there is more to a gunner than 3 wps and a passive dmg/speed buff :sweat_smile:
likewise no one has been able to articulate what the required new “gunner centric mastery” is supposed to bring to the table or alter, that isn’t already doable, an 8th AA? :woozy_face:

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Lol yeah no doubt

But but…it’s a “ranged mastery” therefore all ranged builds need to be half inquis :joy:

Could just leave it at that lmao :rofl:

I’ll bite.

The “Increase in Projectile Speed” stat is currently found only on a handful of Epic rifles. It would be cool if it were more available. Now it doesn’t have to be in a new mastery but perhaps an existing mastery and/or devotions. I don’t think it should be in Berserker because it thematically doesn’t fit there.

As an aside, I’d like to note that more Evade charges in FoA should improve ranged builds defensively but also improve melee builds offensively, for obvious reasons.

kinda always wondered what does that stat even benefit?
i recall messing around with one of the blue rifles and not noticing much general dps difference (facetank issue?) or build utility (one was DEE meme attempt :sweat_smile:)

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In my opinion, Increase in Projectile Speed was very beneficial in TQ since all the projectiles moved so slowly in that game. Monsters could dodge arrows just by moving at normal walking speeds… :face_with_symbols_over_mouth:

Bullets and bolts move faster by default in GD, so it has less value and is not used very often at all. I had even forgotten some weapons have this! :laughing:

but does the bullet speed on the rifle even work? idono are we at “max speed” already, or is it a non facetank effect impact mostly?

I believe it also increases projectile range. It might also affect things like Blades of Wrath, not sure. Something to try I guess.

default increased projectile range, atleast for some attacks, woulds be generally kinda nice
i made post at some point about how ABB got cut off because its range were shorter than auto attack, so attacking on the edge would just make char halt if ABB wasn’t already on CD for auto switch

The only noticeable difference I see is the speed for Storm Spread like skill, but that is in 1.1.7 - 1.1.8 patch era when I try that gun

hmm i wanted use octavian set but this is only i have in normal and mythical version.looking at it i just lose aroun 200 armor only and somehow have viper guns cant remeber where i got it.skills are more or less same.i use storm box for maul almost can get it to constant proc.

Can run custom green version with easy to farm fleshwarped pauldrons/helm/chest. Slap on a mogaras fangs and yer golden. I’m just saying; if you build super tanky don’t be surprised when damage goes out the window.

Can use other skills to proc maul like warcry…On AA build you want to be casting less and attacking more.

K. Damage should be wayyy better here now. Capped attack speed, better OA to reliably proc assassins mark, easy to farm greens with realistic affixes. Changed relic and some components. Certainly rings aren’t BIS but g’nuff(i) for levelling. Look for slow res, phys damage, and OA on greens. Viper guns are found in Korvan lands, easy to farm.

holy s… damage almost doubled and killing became faster.not so tanki how i was used but damn

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you went from shooting 1 bullet slower, to shooting 2 bullets and faster
and base dmg also simply increased because both better direct dmg support but also general dmg

this could be used as an example; why?
similar to the previous Markovian set; what does it offer you, aside from a (slight) bit of defence?
You are/were using no skills benefitting or scaling on shield stats, and at the same time took no skills benefitting from the shield interaction active defence wise aside from passive block(which wasn’t much)
Flat dmg on shield wont apply to anything, so that’s entirely lost, you get no bonus skill points or modifiers, so that’s effectively not just an offensive loss too but also a build/general loss as it could have gotten those/the same slots could provide skill points and modifiers.
And on a defensive perspective, armour health and da isn’t really hard to replace, (even if getting slightly more offence), so all you get/got is a bit block - which then wasn’t even really used (no overguard/bulwark etc) and it was just small passive %s and Anvil(low scaling for you)
So even if we don’t consider “good defence = strong offence”, one way to approah is to ask do i have to use these items/sacrifice all this much to get some DA/Armour/HP, and ofc is the small block also worth it even with the heavy set armour/da/hp, specially when i’m not using the shield/block much
So at the base we could simply just strip the shield, increase dmg by a decent bit, and then still strive to get extra armour/hp/DA if it felt necessary, and then from there decide if tipping the scales up/down on some of the defence for more dmg will be worth even aside from just an extra gun.

I think it could be digested down as, it’s not just perhaps one might be overvaluing extra defence in general, but then additionally overvaluing the specific type(s) of defence chosen, for a specific build. Which can then end up compounding/sacrificing even more, and maybe then unnecessarily so.

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