Zen Archery and Returning Again and Again

archer

I’ve been mostly re-leveling Pynthetica. She completed a run as a new Monk archer build, the Shadowbow Ninja (great damage) and is now back as a Zen Archer with her second Epic True Resurrection.

On Pyn’s first eTR, the larger problem was finding and using all the lower level equipment. Not the bows: I had several good ones, especially the free Unwavering Ardency (from the 10th Anniversary Party) that’s more than powerful enough until you can wield a Pinion. I simply wanted useful goggles, boots, trinkets and the like.

Cannith Crafting to the rescue. Update 32’s revised features really helped customize new tools that supported normal and Insightful bonuses for any items. Most importantly, anything I made with bound shards is bound-to-account, making storage of the items easier by transferring them to my bank characters as I TR.

By finally getting my crafting level up to level 29 or so right now, Pyn’s equipped with Tendon Slice and Armor Piercing bonuses, Insightful Dodge and ability scores. Fortification was the only thing I couldn’t swing in, so I had to use some older Heroic items to keep it (and Deathblock) in place until I reached level 25 or so. On return to level 28 (where the bulk of my best gear is usable at minimum level), the central crafted items may be the goggles (WIS/Insightful WIS for maximum Ranged Power and AC), boots (Dodge/Insightful Dodge), gloves (DEX/Insightful DEX, Tendon Slice) and perhaps bracers as a wild card (Resistance). The necklace slot is also up for grabs as the Epic Golden Guile is less useful now, but I have no idea what to add. Same is true for perhaps one ring.

As to what Epic Past Life feats I choose? Doubleshot and Fortification. I wanted a quick 2nd Doubleshot feat after epic life #2 but I was impatient in rebuilding that karma back in the Primal tree. I’ll grab that second Doubleshot stack (3% per stack, maximum 3 stacks) on another eTR.

Changes with Updates 33 and Improved Deception did affect the Zen Archer build with mostly positives than negative. For one, more Dodge and stacking maximum Dodge with the Monk stance adjustments, so Pyn has around 38% Dodge (with items) in Water stance. But what the stances gave, it also took away by moving the critical threat multiplier from Earth stance to Fire stance. As Fire stance is rather WIS-lowering and gives no benefits while in ranged attack, the Zen Archer would only go to Earth stance for a little more PRR now. Wind stance remains only useful for a DEX boost and gives no other benefit for a ranged (as opposed to thrown) weapon user.

The bluff spinning effect that Improved Deception created was defined as a bug with Update 34, so that’s gone. More challenging is the aggro change in shooting one enemy in or near a group of others, which aggros the entire group. For me, I’ve adjusted my gameplay to use height and barriers that restrict a mob’s ability to bum-rush my party. I still use two or three hirelings (thanks for the extra kitty, SSG) in solo play to grab the aggro first when practical.

When there’s nothing to slow down a zerg attack, I ramp up my own. The Zen Archer still has potent damage per target with all of its Ranged Power and the ability to use Ten Thousand Stars and Manyshot to improve attack speed and Ranged Power. She may not be using Improved Precise Shot (she’s a sniper) but she takes down single enemies so rapidly that the change isn’t particularly bad. (I am considering, as you should, adding IPS as an option for faster clearing as one of my last Epic feats, since the aggro change can work against you.)

Combined with the right bow, mobs of 10 or more are killed rapidly. Add in a few uses of Shiradi talents such as Otto’s Whistler and Pin and smaller groups are easily managed.

The Zen Archer’s talent to stand and defeat armies of enemy archers remains very good. With the extra Dodge in Water stance, it’s better. No other ranged/thrown weapons character I know of could stand toe-to-toe against the gnolls in Epic “Chains of Flame” without losing 3/4 of their HP or worse. With all her defenses up, Pyn might lose 1/8 of her HP.

So, I’m considered the new Racial Reincarnation options. As an Elf, Pyn could work to get that extra +1 DEX and Action Point. But frankly, I see this new option as a bit underwhelming, especially since the price of using Racial Reincarnation works like a Heroic True Reincarnation (favor, flags, quest completions reset, empty your TR cache). That’s a lot of sacrifice for a little gain. And Racial Reincarnation is mutually exclusive to other reincarnations. You can’t make both a Racial and Heroic/Epic TR at the same time.

 

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Zen Eternal

ScreenShot01776I’ve played little else than Pynthetica lately. She’s my second oldest character, a human Ranger AA gone all Elven Monk, now aiding me in perfecting my Zen Archer build beyond what Mericletica began on the Cannith server.

I’ve purposefully halted any level ups at 25 for a time to get Pyn more abilities she never received in your first two lives. As a human Ranger she sat at level 20 for months before Update 17 and the Menace of the Underdark expansion. I tinkered with her a little bit but then left her alone again for months. When the enhancement pass came around, I finally had an idea for her and TR’ed her into the first concept of the Zen Archer. It didn’t go very well as her ranged damage bit and I TR’d her again by level 22.

In neither first or second life did I give Pyn enough playtime to build up any Epic Destiny. So, now, I don’t want her to slack again in her third life. I want to give her all the things.

That starts with level 26, the first Epic Destiny feat. Often on all characters I just take Toughness, which requires no completed sphere. Nay, nay! to that, this time, not for the neglected Pynthetica. I’m simply building all the destinies, not just for choosing something other than Toughness, but to gain more Fate points to improve her lot as she moves forward. I finally wised up and did this with Mericletica and then began destiny build-ups to many others. It’s clear I had a fear with that.

But I wanted to take things a step or ten farther, especially with level 30 now available.

  • Train one Divine sphere destiny before taking level 26. That was building up Unyielding Sentinel after completing Shiradi Champion, Grandmaster of Flowers, and Primal Avatar. That unlocked the level 26 Epic Destiny feats Guardian Angel and Holy Strike. Guardian Angel gives PRR equal to your WIS for 30 seconds if your HP<=50%. Holy Strike adds Ghost Touch and 10d6 untyped damage to Evil. I picked Holy Strike.
  • Take Blinding Speed at level 27 for permanent Haste. It requires no prerequisites. Now my Ranged attack speed is 22%. It could still be improved with Gilvaenor’s Ring and Gilvaenor’s Necklace, which, combined, add a stacking 10% Competence bonus to ranged alacrity for a grand total of 32% ranged alacrity. I’ll have to convince a lot of people to run “Tower of Despair” in order to get that ring, and several runs through “Genesis Point” to find that necklace.
  • Complete 2 Primal destinies before level 28. That’s for the 10% additional Doubleshot feat, of course. That’s completed.
  • Complete Shadowdancer, Legendary Dreadnought and all remaining Divine destinies before level 29. These three capped Martial destinies and three Divine destinies (with several more Fate points as a side benefit) open the level 29 Epic Destiny feat Embodiment of Law for 10 Bane damage to all enemies and 20 Law damage against Chaotic enemies. It’s a lot of grinding, but where am I going?
  • Choose a level 30 Legendary Feat.
  • Complete Fury of the Wild to have maximum karma in the Primal Sphere.
    • That’s right–as a reward for being neglected for so long, Pynthetica gets to be my first Epic True Reincarnation. I want the Primal Sphere’s Epic Past Life feat 3% bonus to Doubleshot, and will return as a Zen Archer again and again.

Since the initial announcement, some things have changed about Legendary Feats. So Scion of the Ethereal Plane is less attractive as a result, so now I’m looking to others.

Not sure of the simple buffs of Scion of Arborea are as good: +20 Ranged Power, +2 to Enhancement Bonus of the bow. I leaned then to Scion of Limbo. There are eight buffs that pop on for 1 minute and cycle randomly, but most of them very useful. 40 Ranged Power, or 16% Doubleshot, 30 PRR, 20% Dodge and 40 to Healing Amplification, 1d20 Chaos damage, and so on.

But it’s Scion of the Astral Plane that won my internal debate. It adds 4% Doubleshot plus another 4% while Centered (woot!) as well as 4% Dodge and 4 to the Dodge cap. That brings the dodge cap benefits from being a Ninja Spy (the Zen Archer’s secondary enhancements) up from a 30% cap to a 34% Dodge.

So my miss-chance numbers go up: 34% Dodge, 25% Incorporeality, 20% Concealment. I’d love to invite the crazies in our meta-guild into an Epic Elite “Prison of the Planes” to get a shot at a level 25 Ring of Shadows with Lesser Displacement at 25% Concealment. And I’ve still got 3 Displacement dragonmarks, each lasting about 5 minutes thanks to a Harper Agent enhancement. A Pendant of Quiet Movements or certainly the Token of the Proven might require less deaths to obtain. I’d prefer the trinket as I have little else to add there now, rather than sacrifice my Epic Golden Guile. These stacking Improved Deception effects really slow down charging enemies.

With 20% Doubleshot (3% Elf, 2% Guild Buff, 5% from the Dynamistic Quiver, and 10% Doubleshot Epic Destiny Feat), this final feat would give me 28% Doubleshot. I just scored the 8% Epic Dynamistic Quiver to give me 23% Doubleshot at level 28. With that last destiny this goes to the highest I can make without Epic Past Life feats or special temporary buffs: 31% standing Doubleshot. That’s not bad at all for a pure elven Monk with mixed enhancements. Szyncletica the Shroud-soloing Shuricannon hasn’t any appreciable Doubleshot.

Also, level 29 and 30 give additional Fate points and a fourth slot, making it easy to add things like Otto’s Whistler or Grim Precision to a build that needs every advantage to survive Legendary Tempest’s Spine and Shroud. Our guild is stoked on trying these very soon.

Shadowdancer or Grandmaster of Flowers will be my raid destiny for maximum defense or offense, respectively. Both give decent damage. It’s Grandmaster’s font of high passive ki regeneration, offensive ki attacks, Everything is Nothing, and boosts to weapon base damage that will allow me to use Ten Thousand Stars almost continually every 30 seconds and ward off the largest mobs. It’s Shadowdancer’s higher Ranged Power, extra fortification bypass with Grim Precision, boosts to fill in my Dodge cap to maximum and continuous 25% incorporeality in Shadow Form that helps in raids where there are proportionally fewer but tougher enemies (such as the devils and portals in the Shroud).

Extra Credit: Upgrade my Thunder-Forged Longbow, and build a Legendary Bow worthy of a Zen Archer.

I have no idea what kind of bow to build for Legendary Shroud.