Buff Magic Arrow

Totally biased by how I play with magic arrow but I love making an amazon with:

20 Valkyrie
20 Magic Arrow
X Penetrate
X Pierce
X Dodge/Evade
X Decoy
X Inner Sight
X Slow Missile

The issue is that this kind of build is super dependent on a weapon with high physical damage.

Guided arrow/strafe/multishot/elemental arrows all have synergies. The issue is WHERE would a magic arrow synergy go and what would it do?

Well, PD2 made magic arrow a +skill based ability and I didn’t like it. Why? Mainly because it interfered with my build above, you needed to invest too much to make it good and a valkyrie wasn’t involved.

PoD mainly added a higher magic conversion rate which didn’t change the fact that you needed a high physical damage weapon to be good.

So what is the solution?

I’m not sure to be honest. Possibly add more flat physical, a slight increase in magic conversion, and a slight increased damage modifier. So if you invest 20 points, you are doing well in normal/nightmare with reasonable weapons but still need a decent weapon for hell.

A synergy would be the easy answer but the issue with a synergy is that it now forces you to spend points on skill XYZ. If its an attack for example (Guided/multi etc) then im spending points in ability I won’t use which I guess is the same with most abilities but this is special because magic arrow is not a great ability for meta clearing or anything. So I feel it needs special attention.

Well, you can add a synergy to a passive ability. But which one and how many? Also, what would it add? Like I said, PD2 mod made the ability a +skill build and it felt bad. If there was a synergy it would need to be ONE singular passive, but which passive? And again, what would it add?

Then there is hard points which I feel should add an additional arrow every 10 points so it can be a decent skill for AoE clearing. At 20 should fire 3 arrows. If it were 5 arrows or more, it would interfere with multishot.

TL:DR Version:

I would just like to see magic arrow tweaked a bit to be good but not in a way that interferes with my build. I dont want to spend 80 points on synergies for magic arrow to be good. I feel if there is a synergy it should be in the passive tree and singular. As well as adding more arrows with hardpoints up to +3 arrows.

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Here you go

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If anything, magic arrow in the earlier parts of the game anyway is the least dependent on good gear compared to multishot, guided arrow and strafe, but more importantly a good skill to always have for a physical bowazon. I don’t see too many issues with it imo.

Skills like multishot and strafe could use some kind of flat damage bonus on the skill itself. Right now, it’s quite painful to see putting points in strafe add so little damage: something like 13 damage per skill point on a setup that does 5K+ damage.

The issue with strafe is it has per target next hit delay.

So really instead of hitting a target with a large volume of projectiles like frozen orb, only like 3 arrows total do any damage to a single target.

Imo next hit delay for most skills needs to go away or be drastically reduced.

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Ahhh… Sure ok. I’m not against it but it still doesn’t address the skill point issue, and also watch the PvP crowd be angry over this. Definitely needs testing.

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Agree with you, magic arrow should
-have a greater part if not 100% magic damage (it’s a magic arrow after all);
-beyond level 13 (0 mana), +2 damage per skill instead of continuing with +1.
That way, it will be stronger without being overpowered.