Introductions!
Hello, I'm Planto!
I've been a main of Spellspam Boltslinger since well before 2.0 came out, and am still going strong with playing it. This thread is an in-depth explanation of what I think is done well, what is done poorly, and what could be re-imagined with the Boltslinger archetype.
The good.
Boltslinger is the embodiment of a death-of-a-thousand-cuts archetype for Archer, and it generally feels good in that regard. Gradually improving your Arrow Storm throughout the leveling process feels amazing, and you slowly build more and more tools in your kit to weave around enemy attacks to get in the perfect position to unleash your arrow storm.
Turning your Arrow Shield into automatic turrets to maintain Frenzy & help cut down weak mobs via Guardian Angels is clever and fairly engaging. It is one of the defining aspects of Boltslinger, and shouldn't be overlooked.
Frenzy makes this archetype. It turns it from a one-note archetype that relies on deleting enemies before they delete you, and turns it into an archetype that carefully dances along the threat range of the enemy. That sort of gameplay is super interesting.
The bad.
There are three specific nodes in my eyes that do not help the class execute its gameplay. Fierce Stomp, Escape Artist, and Geyser Stomp. These nodes don't provide anything meaningful to Boltslingers kit.
__Fierce Stomp__s damage is as light as a spring breeze, and takes 2 AP.
Escape Artist is super cool on paper, and is meant to be paired with Fierce Stomp. The issue with it is that it hasn't been relevant since 2.0 beta, when every arrow dealt damage, and it was used as a burst tool on mobs with a large hitbox.
Geyser Stomp & Fierce Stomp should just be the same node. A total of 4 AP for this small amount of effectiveness is absurd.
Recycling is counter-productive to what boltslinger wants to do. Wouldn't it be more in-theme with the archetype to regain mana based on projectiles landed?
Boltslinger lacks a red node in its tree. Simple as that. Arrow Hurricane is not red node worthy. In fact, it's worth less than single aspect slot! (See Aspect of the Inexhaustable Quiver.)
Because of this, bolt lacks an additional mechanic in its arsenal to use to its advantage, and turns into a pure numbers game, where the mains of the archetype only care about raw damage output. We have nothing else to play around with.
Late-game Boltslinger fails to reward players with what it promises them from their leveling journey. Generally, Boltslinger is a one trick pony with its playstyle. You get in, you burst, you get out once it's too dangerous, or you're out of mana - throw all defense to the wind. Seems simple & effective, right?
Except, your reward for doing so is negligible, and you're given poor DPS unless you're running crafted Divzer. You have zero agency other than your damage, which is fine! As long as you deal damage, right? 
Illusion of choice.
If you want to competitively use Boltslinger, you only have one choice. Divzer. This is of no fault of Divzer by itself, but it's a symptom of low dps and low agency from all other Boltslinger items.
It answers all of your demands for damage & mana sustain, but it's truly the only viable choice on Boltslinger for experienced players who want to get every drop of damage they can from the archetype to be in the same league as the others.
What could be changed.
Boltslinger needs a red node mechanic desperately, and other small abilities that fit the vision of our beloved agile machine-bow playstyle.
Scrap Fierce Stomp, Geyser Stomp, and Escape Artist entirely. They don't provide any value to experienced boltslinger players, and feel horrible to use. Why take the time to escape onto your enemy, when you can just leap in and start your storm > bomb cycle?




