Shoot to Thrill

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Shoot to Thrill: Ranger/Battlefield Archer/Destined Scion:


This Build uses the following sources:
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DSCS - Dark Sun Campaign Setting
EPG
- Eberron Player's Guide
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3

Level 1 Snapshot

Race: Elf (PHB)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Archery Style (PHB)
Background: Auspicious Birth (D 366)
Theme: Noble Adept (DSCS)

Ability Scores, with racial adjustments:
Strength 10 (+0)
Constitution 13 (+1)
Dexterity 20 (+5)
Intelligence 10 (+0)
Wisdom 15 (+2)
Charisma 8 (-1)

HP: 32 --> 12 base, +20 Dexterity
Bloodied: 16 HP or less
Healing Surges: 7 --> 6 base, +1 Constitution
Healing Surge Value: 8 HP

AC: 18 --> 10 base, +5 ability (Dexterity), +3 armor
Fortitude: 12 --> 10 base, +1 ability (Constitution), +1 class
Reflex: 16 --> 10 base, +5 ability (Dexterity), +1 class
Will: 12 --> 10 base, +2 ability (Wisdom)

Initiative: +5 --> +5 ability (Dexterity)

Speed: 7 --> 7 base

Racial Powers:
Elven Accuracy (PHB)

Theme Powers:
Adept's Insight (DSCS)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L1 - Two-Fanged Strike (PHB)

Daily Attack Powers:
L1 - Sure Shot (MP 2)

Skills:
Acrobatics (+9) --> +5 ability (Dexterity), +5 trained, -1 armor
Heal (+7) --> +2 ability (Wisdom), +5 trained
Nature (+9) --> +2 ability (Wisdom), +5 trained, +2 racial
Perception (+9) --> +2 ability (Wisdom), +5 trained, +2 racial
Stealth (+9) --> +5 ability (Dexterity), +5 trained, -1 armor

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Greatbow) (PHB)

Gear (Expected GP = 100):
Greatbow (AV) (30 gp)
Hide armor (PHB) (30 gp)
Standard adventurer's kit (PHB) (15 gp)
150 arrows (5 gp)
20 gp

Discussion:
The initial ability score distribution is particularly important early on. Dexterity gets the lion's share of the build points (16 out of 22, for a 18 before racial modifiers) because just about every attack roll this character will make are modified by that ability. Wisdom and Constitution gobble up the remaining build points (3 out of 22 each, for a 13 before racial modifiers) because of different reasons: Wisdom is important for feat qualification, rider effects on Ranger powers, and for well-roundedness on the defensive side of the ball, whereas Constitution is also favored because of feat qualification purposes, as well as making this build a bit tougher. Intelligence and Charisma aren't used for much in this build, so the remaining 10 and 8 can go in either.

Early in our career, we want to establish one thing, and that is big damage (accomplished by picking up a Greatbow). The skills were taken based on synergy with the character’s primary ability scores and racial bonuses.

As far as powers go, the at-will power Twin Strike is an absolute no-brainer for a damage-based character, and Nimble Strike helps you shoot safely, though your damage takes a hit. Two-Fanged Strike also helps to pile on the damage by providing some extra punch once per encounter. Sure Shot packs a lot of punch for a single striking Daily, especially thanks to reliable damage dice, so it makes its way in.


Level 2

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Weapon Focus (Bows) (PHB)
New Utility Power: Invigorating Stride (MP 2)

Magic Items (Expected GP = 1,920):
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
TOTAL: 1,880 gp

Discussion:
At this level, you get your first taste of magic items and Utility powers. The Predator's Hide armor is a very welcome addition, as it can your opponent's life miserable when it attacks you, if you can hit it consistently (which is something you were geared to do). The Frost weapon doesn't seem like much now, but feat support and other items will make it a heck of a lot better. Also, Invigorating Stride can help you out by allowing you to disengage and heal via your second wind in the space of a single action. Nice.


Level 3

Changes:
+5 HP
New Encounter Attack Power: Disruptive Strike (PHB)

Magic Items (Expected GP = 2,560):
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 2,400 gp

Discussion:
At this level, you pick up what may well be the best Encounter power on your list in Disruptive Strike, and a nice damage bonus in the form of the Siberys Dragonshard Augment.


Level 4

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dexterity (21), +1 Wisdom (16)
New Feat: Bow Expertise (HotFL)

Magic Items (Expected GP = 3,200):
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 2,400 gp

Discussion:
At this level, you get bumps to your most important ability scores (Dexterity and Wisdom), as well as a nice accuracy-boosting feat that packs some extra damage in Bow Expertise. Save your gold for the goodies coming in next level, though; they're well worth your time.


Level 5

Changes:
+5 HP
New Daily Attack Power: Spitting-Cobra Stance (MP)

Magic Items (Expected GP = 4,480):
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 4,200 gp

Discussion:
This level marks a large boost in your offensive output; you not only get the Spitting-Cobra Stance for out-of-turn attacks on an easy trigger, but instead you get that and the mighty Bracers of Archery for a sizable bonus to damage on a bow or crossbow.


Level 6

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Sneak of Shadows (PHB)
New Utility Power: Weave Through the Fray (PHB)

Magic Items (Expected GP = 6,400):
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 5,040 gp

Discussion:
At this level, you pick up a nice skill and some extra damage in Sneak of Shadows and a nice "escape" button in Weave Through the Fray. All the items bring you here is a +1 to initative and a remotely useful daily.


Level 7

Changes:
+5 HP
New Encounter Attack Power: Biting Volley (MP)

Magic Items (Expected GP = 9,600):
L8 (3,400 gp): +2 Frost Greatbow (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 7,760 gp

Discussion:
At this level, you pick up a quality option in Biting Volley, as well as a weapon upgrade for a good overall upgrade for your offensive output at this level.


Level 8

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dexterity (22), +1 Wis (17)
New Feat: Treetop Sniper (MP 2)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): +2 Frost Greatbow (PHB)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 12,560 gp

Discussion:
At this level, you get some more stat bumping, plus a way to get Sneak Attack and any Rogue powers you may happen to multiclass for with your Greatbow in Treetop Sniper, as well as upgrades for your Armor and Neck items.


Level 9

Changes:
+5 HP
New Daily Attack Power: Attacks on the Run (PHB)

Magic Items (Expected GP = 16,000 gp):
L8 (3,400 gp): +2 Frost Greatbow (PHB)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 12,560 gp

Discussion:
At this level, you pick up a very powerful Daily in Attacks on the Run. There isn't much to have right now that you can afford, so you move on with what you have.


Level 10

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Distant Advantage (PHB 2)
New Utility Power: Defensive Volley (D 383)

Magic Items (Expected GP = 22,400 gp):
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Frost Greatbow (PHB)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 21,760 gp

Discussion:
This level marks the arrival of a bit of damage prevention in Defensive Volley, a temporary fill-in for another feat in Distant Advantage (though it can be useful in its own right), and a good pair of boosts from the new items purchased (a pair of Boots of Eagerness, plus a Diamond Cincture).


Level 11 Snapshot

Race: Elf (PHB)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Archery Style (PHB)
Multiclass: Rogue (PHB)
Paragon Path: Battlefield Archer (PHB)
Background: Auspicious Birth (D 366)
Theme: Noble Adept (DSCS)

Ability Scores, with racial adjustments:
Strength 11 (+0)
Constitution 14 (+2)
Dexterity 23 (+6)
Intelligence 11 (+0)
Wisdom 18 (+4)
Charisma 9 (-1)

HP: 85 --> 12 base, +23 Dexterity, +50 levels
Bloodied: 42 HP or less
Healing Surges: 8 --> 6 base, +2 Constitution
Healing Surge Value: 21 HP

AC: 26 --> 10 base, +6 ability (Dexterity), +3 armor, +5 levels, +2 enhancement
Fortitude: 21 --> 10 base, +2 ability (Constitution), +5 levels, +2 enhancement, +1 class, +1 Diamond Cincture
Reflex: 24 --> 10 base, +6 ability (Dexterity), +5 levels, +2 enhancement, +1 class
Will: 21 --> 10 base, +4 ability (Wisdom), +5 levels, +2 enhancement

Initiative: +12 --> +6 ability (Dexterity), +5 levels, +1 item

Speed: 7 --> 7 base

Racial Powers:
Elven Accuracy (PHB)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L1 - Two-Fanged Strike (PHB)
L3 - Disruptive Strike (PHB)
L7 - Biting Volley (MP)
L11 - Combined Fire (PHB)

Daily Attack Powers:
L1 - Sure Shot (MP 2)
L5 - Spitting-Cobra Stance (MP)
L9 - Attacks on the Run (PHB)

Utility Powers:
L2 - Invigorating Stride (MP 2)
L6 - Weave Through the Fray (PHB)
L10 - Defensive Volley (D 383)

Skills:
Acrobatics (+15) --> +6 ability (Dexterity), +5 trained, +5 levels, -1 armor
Heal (+14) --> +4 ability (Wisdom), +5 trained, +5 levels
Nature (+16) --> +4 ability (Wisdom), +5 trained, +5 levels, +2 racial
Perception (+16) --> +4 ability (Wisdom), +5 trained, +5 levels, +2 racial
Stealth (+15) --> +6 ability (Dexterity), +5 trained, +5 levels, -1 armor
Thievery (+15) --> +6 ability (Dexterity), +5 trained, +5 levels, -1 armor

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Greatbow) (PHB)
L2 - Weapon Focus (Bows) (PHB)
L4 - Bow Expertise (HotFL)
L6 - Sneak of Shadows (PHB)
L8 - Treetop Sniper (MP 2)
L11 - Lasting Frost (PHB)
L11 - Wintertouched (PHB)

Changes:
+6 HP

Ability Score Boosts: Strength +1 (11), Constitution +1 (14), Dexterity +1 (23), Intelligence +1 (11), Wisdom +1 (18), Charisma +1 (9)
New Encounter Attack Power: Combined Fire (PHB)

New Feats: Lasting Frost (PHB)
, Wintertouched (PHB) (replaces Distant Advantage)
New Paragon Path: Battlefield Archer (PHB)



Magic Items (Expected GP = 32,000):
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Frost Greatbow (PHB)

L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 29,760 gp

Discussion:
At this level, you gain a large part of the trademark accuracy that will be the hallmark of your career. The Battlefield Archer's Level 11 feature hands out a free +1 to hit against your Quarry, and the Lasting Frost feat combines with the Wintertouched feat in order to give you eternal Combat Advantage and +5 to damage for using your Frost Bow. To boot, you get a positively awesome Encounter power in Combined Fire, which once again allows you to get a free shot.

On the item front, you get a sweet item in the Gloves of Ice, which hands out +2 cold damage, with the option of sacrificing said damage to punch through cold resistance. +3 weapons are expensive, though, so save up what you have left over.


Level 12

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Encounter Attack Power: Snap Shot (AV) (replaces Biting Volley)
New Feat: Novice Power (Snap Shot) (PHB)
New Utility Power: Archer's Glory (PHB)

Magic Items (Expected GP = 48,000):
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 47,560 gp

Discussion:
This is a level of great change for you. You finally have the room for a power-swap feat, taking out Biting Volley for the minor action hitting of Snap Shot. Additionally, Archer's Glory virtually guarantees you will have access to an action point every encounter, and you receive a weapons upgrade, as well as a nice toy in the Endless Quiver.


Level 13

Changes:
+5 HP
New Encounter Attack Power: Pinning Strike (PHB) (replaces Two-Fanged Strike)

Magic Items (Expected GP = 64,000):
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 61,160 gp

Discussion:
At this level, you get your first true power-swap (and a good one at that: immobilization is golden as an Archer, and that's what you're getting here),and you upgrade your armor somewhat as well.


Level 14

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dexterity (24), +1 Wisdom (19)
New Feat: Called Shot (D 368)

Magic Items (Expected GP = 80,000):
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 74,640 gp

Discussion:
A level that provides major incentive for isolation in the form of Called Shot (+5 damage per hit) and also provides ability score bonuses has the cherry on top with the Dragonshard Augment.


Level 15

Changes:
+5 HP
New Daily Attack Power: Confounding Arrows (PHB) (replaces Sure Shot)

Magic Items (Expected GP = 112,000):
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp):
Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 110,040 gp

Discussion:
The main issue to discuss here is the mighty Confounding Arrows, which is quite easily one of the best Daily powers on your list. Also, you finally get you hands on the Torc of Power Preservation (for power recycling) and the Stone of Wind (rerolling) this level.


Level 16

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Prime Quarry (MP)
New Utility Power: Wary Shooter (MP)

Magic Items (Expected GP = 160,000):
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 153,240 gp

Discussion:
At this level, you obtain a multitude of features pushing you toward isolation fighting: Prime Quarry makes you more accurate, Wary Shooter and the Battlefield Archer's final feature take the disadvantages of the style away, and an upgrade to your Bracers of Archery makes every hit more worthwhile. A very good level for you.


Level 17

Changes:
+5 HP
New Encounter Attack Power: Pounding Barrage (MP) (replaces Pinning Strike)

Magic Items (Expected GP = 240,000):
L18 (85,000 gp): +4 Frost Greatbow (PHB)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 238,240 gp

Discussion:
At this level, you get the awesome triple-shooter Pounding Barrage as well as an upgrade for weapons and the presence of a Ring of Giants for some extra critical hit damage.


Level 18

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dexterity (25), +1 Wisdom (20)
New Feat: Prime Slayer (MP)

Magic Items (Expected GP = 320,000):
L18 (85,000 gp): +4 Frost Greatbow (PHB)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL:
306,240 gp

Discussion:
At this level, Prime Slayer encourages you to go after those Prime Shot bonuses even more, whereas your items are geared toward protecting against attacks with an armor upgrade.


Level 19

Changes:
+5 HP
New Daily Attack Power: Surprising Arrow Stance (D 383) (replaces Spitting-Cobra Stance)

Magic Items (Expected GP = 400,000):
L18 (85,000 gp): +4 Frost Greatbow (PHB)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 339,600 gp

Discussion:
This is a rather quiet level for you overall - Surprising Arrow Stance is only a mild upgrade over Spitting-Arrow Stance, but you do get the Dice of Auspicious Fortune for some ways to take probability out of the equation and a Casque of Tactics for more initiative.


Level 20

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Daily Attack Power: Quarry's Bane (PHB)
New Feat: Improved Defenses (HotFL)

Magic Items (Expected GP = 560,000):
L20 (125,000 gp): +4 Torc of Power Preservation (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L18 (85,000 gp): +4 Frost Greatbow (PHB)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 559,600 gp

Discussion:
At this level, you get a solid "spread the love" power in Quarry's Bane (not really your modus operandi, but hey, it's free). Additionally, you get some toughness out of Improved Defenses, a better Diamond Cincture, and a better Torc of Power Preservation.


Level 21 Snapshot

Race: Elf (PHB)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Archery Style (PHB)
Multiclass: Rogue (PHB)
Paragon Path: Battlefield Archer (PHB)
Epic Destiny: Destined Scion (PHB)
Background: Auspicious Birth (D 366)
Theme: Noble Adept (DSCS)

Ability Scores, with racial adjustments:
Strength 12 (+1)
Constitution 15 (+2)
Dexterity 28 (+9)
Intelligence 12 (+1)
Wisdom 23 (+6)
Charisma 10 (+0)

HP: 140 --> 12 base, +28 Dexterity, +100 levels
Bloodied: 70 HP or less
Healing Surges: 8 --> 6 base, +2 Constitution
Healing Surge Value: 35 HP

AC: 37 --> 10 base, +9 ability (Dexterity), +4 armor, +10 levels, +4 enhancement
Fortitude: 32 --> 10 base, +2 ability (Constitution), +10 levels, +4 enhancement, +3 feat, +2 item, +1 class
Reflex: 37 --> 10 base, +9 ability (Dexterity), +10 levels, +4 enhancement, +3 feat, +1 class
Will: 33 --> 10 base, +6 ability (Wisdom), +10 levels, +4 enhancement, +3 feat

Initiative: +21 --> +9 ability (Dexterity), +10 levels, +2 item

Speed: 7 --> 7 base

Racial Powers:
Elven Accuracy (PHB)

Theme Powers:
Adept's Insight (DSCS)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L3 - Disruptive Strike (PHB)
L7 - Snap Shot (MP)
L11 - Combined Fire (PHB)
L17 - Pounding Barrage (MP)

Daily Attack Powers:
L9 - Attacks on the Run (PHB)
L15 - Confounding Arrows (PHB)
L19 - Surprising Arrow Stance (D 383)
L20 - Quarry's Bane (PHB)

Utility Powers:
L2 - Invigorating Stride (MP 2)
L6 - Weave Through the Fray (PHB)
L10 - Defensive Volley (D 383)
L12 - Archer's Glory (PHB)
L16 - Wary Shooter (MP)

Skills:
Acrobatics (+23) --> +9 ability (Dexterity), +5 trained, +10 levels, -1 armor
Heal (+21) --> +6 ability (Wisdom), +5 trained, +10 levels
Nature (+23) --> +6 ability (Wisdom), +5 trained, +10 levels, +2 racial
Perception (+23) --> +6 ability (Wisdom), +5 trained, +10 levels, +2 racial
Stealth (+23) --> +9 ability (Dexterity), +5 trained, +10 levels, -1 armor
Thievery (+23) --> +9 ability (Dexterity), +5 trained, +10 levels, -1 armor

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Greatbow) (PHB)
L2 - Weapon Focus (Bows) (PHB)
L4 - Bow Expertise (HotFL)
L6 - Sneak of Shadows (PHB)
L8 - Treetop Sniper (MP 2)
L11 - Lasting Frost (PHB)
L11 - Wintertouched (PHB)
L12 - Novice Power (Snap Shot) (PHB)
L14 - Called Shot (D 368)
L18 - Prime Slayer (MP)
L20 - Improved Defenses (HotFL)
L21 - Bow Mastery (PHB 2)
L21 - Improved Prime Shot (MP)

Changes:
+8 HP

Ability Score Boosts: Strength +1 (12), Constitution +1 (15), Dexterity +3 (28), Intelligence +1 (12), Wisdom +3 (23), Charisma +1 (10)
New Epic Destiny: Destined Scion (HotFK)


New Feats: Bow Mastery (PHB)
, Improved Prime Shot (MP) (replaces Prime Quarry)

Magic Items (Expected GP = 800,000):
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): +4 Torc of Power Preservation (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L18 (85,000 gp): +4 Frost Greatbow (PHB)

L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 775,600 gp

Discussion:
At this level, you finally get the much-awaited Destined Scion stat boosts. These combine with the Bow Mastery feat to dramatically increase your damage capacity. Not only that, but your Gloves of Ice get upgraded for even more offense. Apart from that, it's time to save up the gold pieces: you want your +5 weapon.


Level 22

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Martial Mastery (MP)
New Utility Power: Master of the Hunt (PHB)

Magic Items (Expected GP = 1,200,000):
L23 (425,000 gp): +5 Frost Greatbow (PHB)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): +4 Torc of Power Preservation (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 1,160,600 gp

Discussion:
You obtain prime damage potential here, with the combination of the Master of the Hunt Stance offering an extra ability modifier to damage, Martial Mastery allowing you to recycle Martial Encounter powers for great benefit, and a weapons upgrade, and a Solitaire for extra attacks on a critical, and you have the recipe for a strong offensive boost here.


Level 23

Changes:
+5 HP

Magic Items (Expected GP = 1,600,000 gp):
L23 (425,000 gp): +5 Frost Greatbow (PHB)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): +4 Torc of Power Preservation (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 1,500,600 gp

Discussion:
At this level, you gain some extra defense via an armor upgrade. Unfortunately, that's all it's gonna be right now: the field of Encounter powers here isn't any better overall than what you have in my mind.


Level 24

Changes:
+5 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dexterity (29), +1 Wisdom (24)
New Feat: Lethal Hunter (PHB)

Magic Items (Expected GP = 2,100,000):
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L23 (425,000 gp):
+5 Frost Greatbow (PHB)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 2,000,600 gp

Discussion:
At this level, you gain a nice upgrade for your Neck Slot item. Finally, you have one of your last ability score bumps here and a nice damage boost in Lethal Hunter.


Level 25

Changes:
+5 HP

Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L23 (425,000 gp): +5 Frost Greatbow (PHB)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 2,716,600 gp

Discussion:
This is a pretty disappointing level for Archer Dailies overall, so we'll be sticking to our guns with regards to powers. As far as items go, a better Dragonshard Augment and the upgrade from the Casque of Tactics to the Eye of Awareness are the only things of note here.


Level 26

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Hawkeye Warrior (MP)
New Utility Power: Epic Recovery (HotFK)

Magic Items (Expected GP = 4,000,000):
L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L23 (425,000 gp): +5 Frost Greatbow (PHB)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 3,787,600 gp

Discussion:
At this level, you make the final upgrade to your Arms slot item. You also pick up Hawkeye Warrior for an encounter-long buff after you use your racial power, and you get a great durability-oriented power in Epic Recovery.


Level 27

Changes:
+5 HP

Magic Items (Expected GP = 6,000,000):
L28 (2,125,000 gp): +6 Frost Greatbow (PHB)
L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 5,496,600 gp

Discussion:
As is becoming the disappointing norm in Epic, the power selection matches up unfavorably with what you already have, so you take a pass. However, the bright news is that you get your last weapon upgrade at this level.


Level 28

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Constitution (16), +1 Dexterity (30)
New Feat: Armor Specialization (Hide) (PHB)

Magic Items (Expected GP = 8,000,000):
L28 (2,125,000 gp): +6 Frost Greatbow (PHB)
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)
L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 7,717,400 gp

Discussion:
This level includes your last ability score bumps, a nice bonus to AC in Hide Specialization, and the final armor upgrade, which makes it a pretty well-rounded boost overall. The Zephyr Boots also give you the gift of flight here.


Level 29

Changes:
+5 HP
New Daily Attack Power: Five-Missile Dance (MP) (replaces Attacks on the Run)

Magic Items (Expected GP = 10,000,000):
L28 (2,125,000 gp): +6 Frost Greatbow (PHB)
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)
L27 (1,625,000 gp): Shadow Band (AV)
L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 9,342,400 gp

Discussion:
At this level, Epic powers finally break through with the absolutely brutal Five-Missile Dance, which is certainly a worthy addition to your repertoire. Additionally, you pick up the Shadow Band for a little help on the defensive side of the ball.


Level 30 Snapshot

Race: Elf (PHB)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style:
Archery Style (PHB)
Multiclass: Rogue (PHB)
Paragon Path: Battlefield Archer (PHB)
Epic Destiny: Destined Scion (HotFK)

Ability Scores, with racial adjustments:
Strength 12 (+1)
Constitution 16 (+3)
Dexterity 30 (+10)
Intelligence 12 (+1)
Wisdom 24 (+7)
Charisma 10 (+0)

HP: 187 --> 12 base, +30 Dexterity, +145 levels
Bloodied: 93 HP or less
Healing Surges: 9 --> 6 base, +3 Constitution
Healing Surge Value: 46 HP

AC: 47 --> 10 base, +10 ability (Dexterity), +5 armor, +15 levels, +6 enhancement, +1 feat
Fortitude: 44 --> 10 base, +3 ability (Constitution), +15 levels, +6 enhancement, +1 class, +4 Epic Fortitude, +3 feat, +2 item
Reflex: 45 --> 10 base, +10 ability (Dexterity), +15 levels, +6 enhancement, +1 class, +3 feat
Will: 43 --> 10 base, +7 ability (Wisdom), +15 levels, +6 enhancement, +3 feat, +2 item

Initiative: +30 --> +10 ability (Dexterity), +15 levels, +5 item

Speed: 7 --> 7 base

Racial Powers:
Elven Accuracy (PHB)

Theme Powers:
Adept's Insight (DSCS)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L3 - Disruptive Strike (PHB)
L7 - Snap Shot (MP)
L11 - Combined Fire (PHB)
L17 - Pounding Barrage (MP)

Daily Attack Powers:
L15 - Confounding Arrows (PHB)
L19 - Surprising Arrow Stance (D 383)
L20 - Quarry's Bane (PHB)
L29 - Five-Missile Dance (MP)

Utility Powers:
L2 - Invigorating Stride (MP 2)
L6 - Weave Through the Fray (PHB)
L10 - Defensive Volley (D 383)
L12 - Archer's Glory (PHB)
L16 - Wary Shooter (MP)
L22 - Master of the Hunt (PHB)
L26 - Epic Recovery (HotFK)

Skills:
Acrobatics (+30) --> +10 ability (Dexterity), +5 trained, +15 levels
Heal (+27) --> +7 ability (Wisdom), +5 trained, +15 levels
Nature (+29) --> +7 ability (Wisdom), +5 trained, +15 levels, +2 racial
Perception (+29) --> +7 ability (Wisdom), +5 trained, +15 levels, +2 racial
Stealth (+30) --> +10 ability (Dexterity), +5 trained, +15 levels
Thievery (+30) --> +10 ability (Dexterity), +5 trained, +15 levels

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Greatbow) (PHB)
L2 - Weapon Focus (Bows) (PHB)
L4 - Bow Expertise (HotFL)
L6 - Sneak of Shadows (PHB)
L8 - Treetop Sniper (MP 2)
L11 - Lasting Frost (PHB)
L11 - Wintertouched (PHB)
L12 - Novice Power (Snap Shot) (PHB)
L14 - Called Shot (D 368)
L18 - Prime Slayer (MP)
L20 - Improved Defenses (HotFL)
L21 - Bow Mastery (PHB 2)
L21 - Improved Prime Shot (MP)
L22 - Martial Mastery (MP)
L24 - Lethal Hunter (PHB)
L26 - Hawkeye Warrior (MP)
L28 - Armor Specialization (Hide) (PHB)
L30 - Epic Fortitude (PHB 2)

Changes:
+5 HP

New Feat: Epic Fortitude (PHB 2)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000 gp): +6 Torc of Power Preservation (AV)

L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Frost Greatbow (PHB)
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)

L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)

L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp):
Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Wind (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)

L9 (4,200 gp): Endless Quiver (AV 2)

TOTAL: 13,922,400 gp

Discussion:
This is your victory-lap level; you have all your toys, and the nova sequence is at full power. Now it's time to go have some fun (go take out a demon prince or something).



Build Goal and Tactics:

The goal for this build is straight-forward; it is a high-risk, high-reward Archer that looks for her Prime Shot (my mental equivalent is an elf chick with a shotgun ). The benefits of this tactic increase as levels go on, making her an offensive powerhouse, pumping out an offense that is akin to that of her Melee cousins. Her accuracy will be insanely high, thanks to Prime Shot and the combination of Frost Weapons and the Lasting Frost/Wintertouched feat combo which guarantees eternal Combat Advantage, and her burst and sustained damage will be strong.



The tactics for this build differ from those of your stereotypical Archer; she looks to get in close to maximize the chances of getting her Prime Shot bonuses. You are moderately durable, but you should not try to go for extended forays, as it may tax your resources a bit too much. After you've got your enemy in your sights, let 'er rip, and show them what an Archer can do! 



Questions/thoughts/comments are welcome.
Variants
Data: DPR and Nova Damage

An important part of being a Striker is knowing how much damage you can produce. Here, we will be examining the build's Damage Per Round (or DPR) values, as well as Daily and Encounter novas, each of which makes the use of an action point. These novas will be compared against the largest known HP values for an Elite (Daily novas) or Standard (Encounter novas), to figure out where they stand.


DPR



Level 1

Twin Strike: 2 attacks, +7 vs. AC (+8 vs. AC if no allies are closer)
Hit: 1d12 damage
Critical: 12 damage
Hunter's Quarry: +1d6 damage

DPR: (2)*(0.60)*(6.5) + (2)*(0.05)*(12) + ([0.60]2 + [2]*[0.60]*[0.35])*(3.5) + (1-[1-0.05]2)*(6) = 12.32 DPR

DPR (Prime Shot): (2)*(0.65)*(6.5) + (2)*(0.05)*(12) + ([0.65]2 + [2]*[0.65]*[0.30])*(3.5) + (1-[1-0.05]2)*(6) = 13.08 DPR


Level 6

Twin Strike: 2 attacks, +12 vs. AC (+13 vs. AC if no allies are closer)
Hit: 1d12+5 cold damage
Critical: 1d6+17 cold damage
Hunter's Quarry: +1d6 cold damage

DPR: (2)*(0.60)*(11.5) + (2)*(0.05)*(20.5) + ([0.60]2 + [2]*[0.60]*[0.35])*(3.5) + (1-[1-0.05]2)*(6) = 19.17 DPR

DPR (Prime Shot): (2)*(0.65)*(11.5) + (2)*(0.05)*(20.5) + ([0.65]2 + [2]*[0.65]*[0.30])*(3.5) + (1-[1-0.05]2)*(6) = 20.43 DPR


Level 11

Twin Strike: 2 attacks, +19 vs. AC with CA (+20 vs. AC with CA if no allies are closer)
Hit: 1d12+14 cold damage
Critical: 2d6+26 cold damage
Hunter's Quarry: +2d6 cold damage

DPR: (2)*(0.70)*(20.5) + (2)*(0.05)*(33) + ([0.70]2 + [2]*[0.70]*[0.25])*(7) + (1-[1-0.05]2)*(12) = 37.40 DPR

DPR (Prime Shot): (2)*(0.75)*(20.5) + (2)*(0.05)*(33) + ([0.75]2 + [2]*[0.75]*[0.20])*(7) + (1-[1-0.05]2)*(12) = 39.61 DPR


Level 16

Twin Strike: 2 attacks, +24 vs. AC with CA (+26 vs. AC with CA if no allies are closer)
Hit: 1d12+19 cold damage (+5 damage if no allies are closer)
Critical: 3d6+31 cold damage (+5 damage if no allies are closer)
Hunter's Quarry: +2d6 cold damage

DPR: (2)*(0.70)*(25.5) + (2)*(0.05)*(41.5) + ([0.70]2 + [2]*[0.70]*[0.25])*(7) + (1-[1-0.05]2)*(12) = 46.90 DPR

DPR (Prime Shot): (2)*(0.80)*(30.5) + (2)*(0.05)*(46.5) + ([0.80]2 + [2]*[0.80]*[0.15])*(7) + (1-[1-0.05]2)*(12) = 60.78 DPR


Level 21

Twin Strike: 2 attacks, +30 vs. AC with CA (+32 vs. AC with CA if no allies are closer)
Hit: 2d12+21 cold damage (+7 damage if no allies are closer)
Critical: 4d6+53 cold damage (+7 damage if no allies are closer)
Hunter's Quarry: +3d6 cold damage

DPR: (2)*(0.70)*(34) + (2)*(0.10)*(67) + ([0.70]2 + [2]*[0.70]*[0.20])*(10.5) + (1-[1-0.10]2)*(18) = 72.51 DPR

DPR (Prime Shot): (2)*(0.80)*(41) + (2)*(0.10)*(74) + ([0.80]2 + [2]*[0.80]*[0.10])*(10.5) + (1-[1-0.10]2)*(18) = 92.22 DPR


Level 26

Twin Strike: 2 attacks, +35 vs. AC with CA (+37 vs. AC with CA if no allies are closer)
Hit: 2d12+26 cold damage (+7 damage if no allies are closer)
Critical: 5d6+60 cold damage (+7 damage if no allies are closer)
Hunter's Quarry: +3d8 cold damage

DPR: (2)*(0.70)*(39) + (2)*(0.10)*(77.5) + ([0.70]2 + [2]*[0.70]*[0.20])*(13.5) + (1-[1-0.10]2)*(24) = 85.06 DPR

DPR (Prime Shot): (2)*(0.80)*(46) + (2)*(0.10)*(84.5) + ([0.80]2 + [2]*[0.80]*[0.10])*(13.5) + (1-[1-0.10]2)*(24) = 105.86 DPR


Level 30

Twin Strike: 2 attacks, +40 vs. AC with CA (+42 vs. AC with CA if no allies are closer)
Hit: 2d12+27 cold damage (+7 damage if no allies are closer)
Critical: 6d6+63 cold damage (+7 damage if no allies are closer)
Hunter's Quarry: +3d8 cold damage

DPR: (2)*(0.75)*(40) + (2)*(0.10)*(84) + ([0.75]2 + [2]*[0.75]*[0.15])*(13.5) + (1-[1-0.10]2)*(24) = 91.99 DPR

DPR (Prime Shot): (2)*(0.85)*(47) + (2)*(0.10)*(91) + ([0.85]2 + [2]*[0.85]*[0.05])*(13.5) + (1-[1-0.10]2)*(24) = 113.36 DPR



Encounter Novas



Level 1

Minor Action – Hunter's Quarry
Standard Action – Two-Fanged Strike (+8 vs. AC)

•    1d12+5 damage

•    1d12+7 damage
ACTION POINT
Standard Action – Twin Strike (+8 vs. AC)

•    1d12 damage
•    1d12 damage
Hunter's Quarry
•    1d6 damage



Total Damage: 4d12+1d6+12 damage (41.5 average damage)



Highest HP on a L1 Standard Monster: 38 (Camel, Dire Rat)

Damage Bonus Sources:
+5 (Dexterity)
+2 (Two-Fanged Strike)


Level 6

Minor Action – Hunter's Quarry
Standard Action – Two-Fanged Strike (+13 vs. AC)

•    1d12+10 cold damage

•    1d12+13 cold damage
ACTION POINT
Standard Action – Twin Strike (+13 vs. AC)

•    1d12+5 cold damage
•    1d12+5 cold damage
Hunter's Quarry
•    1d6 cold damage



Total Damage: 4d12+1d6+33 cold damage (62.5 average damage)



Highest HP on a L6 Standard Monster: 90 (Evistro, Giant Riding Lizard, Orc Rampager, Steppe Pony)

Damage Bonus Sources:
+5 (Dexterity)
+3 (Two-Fanged Strike)
+2 item (Bracers of Archery)
+1 enhancement (+1 weapon)
+1 feat (Weapon Focus)
+1 (Siberys Shard of Merciless Cold)


Level 11

Minor Action – Hunter's Quarry
Standard Action – Two-Fanged Strike (+20 vs. AC with CA)

•    1d12+20 cold damage

•    1d12+24 cold damage
ACTION POINT
Standard Action – Biting Volley (+20 vs. Reflex with CA)

•    1d12+20 cold damage
•    1d12+20 cold damage
Hunter's Quarry
•    2d6 cold damage


Sneak Attack
•    3d6 cold damage



Total Damage: 4d12+5d6+84 cold damage (127.5 average damage)



Highest HP on a L11 Standard Monster: 144 (Bulezau)



Damage Bonus Sources:
+6 (Dexterity)
+5 (Lasting Frost)
+4 (Two-Fanged Strike)
+2 enhancement (+2 weapon)
+2 feat (Weapon Focus)
+2 item (Bracers of Archery)
+2 (Gloves of Ice)
+1 (Siberys Shard of Merciless Cold)


Level 16

Minor Action – Hunter's Quarry
Standard Action – Pinning Strike (+26 vs. AC with CA)

•    1d12+31 cold damage

•    1d12+31 cold damage
Minor Action – Snap Shot (+26 vs. AC with CA)

•    1d12+31 cold damage

ACTION POINT
Standard Action – Twin Strike (+26 vs. AC with CA)

•    1d12+24 cold damage
•    1d12+24 cold damage
Hunter's Quarry
•    2d6 cold damage


Sneak Attack
•    3d6 cold damage



Total Damage: 5d12+5d6+141 cold damage (191 average damage)



Highest HP on a L16 Standard Monster: 194 (Eisk Jaat Mauler)

Damage Bonus Sources:
+7 (Dexterity)
+5 (Called Shot)
+5 (Lasting Frost)
+4 item (Bracers of Archery)
+3 enhancement (+3 weapon)
+3 (Siberys Shard of Merciless Cold)
+2 feat (Weapon Focus)
+2 (Gloves of Ice)


Level 21

Minor Action – Hunter's Quarry
Standard Action – Twin Strike (+32 vs. AC with CA)

•    1d12+30 cold damage

•    1d12+30 cold damage
Minor Action – Snap Shot (+32 vs. AC with CA)

•    1d12+39 cold damage

ACTION POINT
Standard Action – Pounding Barrage (+32 vs. AC with CA)

•    1d12+39 cold damage
•    1d12+1d6+39 cold damage
•    1d12+39 cold damage
Hunter's Quarry
•    3d6 cold damage


Sneak Attack
•    5d6 cold damage



Total Damage: 6d12+9d6+216 cold damage (288.5 average damage)



Highest HP on a L21 Standard Monster: 245 (Ancient Ziggurat Mummy)



Damage Bonus Sources:
+9 (Dexterity)
+5 (Called Shot)
+5 (Lasting Frost)
+4 enhancement (+4 weapon)
+4 item (Bracers of Archery)
+4 (Gloves of Ice)
+3 feat (Weapon Focus)
+3 (Siberys Shard of Merciless Cold)
+2 (Prime Slayer)


Level 26

Turn 1 (Setup):
Minor Action – Hunter's Quarry

Turn 2 (Action):
Standard Action – Twin Strike (+37 vs. AC with CA)

•    1d12+35 cold damage

•    1d12+35 cold damage
Minor Action – Snap Shot (+37 vs. AC with CA)

•    1d12+44 cold damage

ACTION POINT (recover Snap Shot via Martial Mastery)
Standard Action – Pounding Barrage (+37 vs. AC with CA)

•    1d12+44 cold damage
•    1d12+1d6+44 cold damage
•    1d12+44 cold damage
Minor Action – Snap Shot (+37 vs. AC with CA)

•    1d12+44 cold damage

Hunter's Quarry
•    3d8 cold damage


Sneak Attack
•    5d6 cold damage



Total Damage: 7d12+3d8+6d6+290 cold damage (370 average damage)



Highest HP on a L26 Standard Monster: 293 (Yuan-Ti Abomination Berserker)



Damage Bonus Sources:
+9 (Dexterity)
+6 item (Bracers of Archery)
+5 enhancement (+5 weapon)
+5 (Called Shot)
+5 (Lasting Frost)
+5 (Siberys Shard of Merciless Cold)
+4 (Gloves of Ice)
+3 feat (Weapon Focus)
+2 (Prime Slayer)


Level 30

Turn 1 (Setup):
Minor Action – Hunter's Quarry

Turn 2 (Action):
Standard Action – Twin Strike (+42 vs. AC with CA)

•    1d12+36 cold damage

•    1d12+36 cold damage
Minor Action – Snap Shot (+42 vs. AC with CA)

•    1d12+46 cold damage

ACTION POINT (recover Snap Shot via Martial Mastery)
Standard Action – Pounding Barrage (+42 vs. AC with CA)

•    1d12+46 cold damage
•    1d12+1d6+46 cold damage
•    1d12+46 cold damage
Minor Action – Snap Shot (+42 vs. AC with CA)

•    1d12+46 cold damage

Hunter's Quarry
•    3d8 cold damage


Sneak Attack
•    5d6 cold damage



Total Damage: 7d12+3d8+6d6+302 cold damage (382 average damage)



Highest HP on a L30 Standard Monster: 339 (Giant Squid)

Damage Bonus Sources:
+10 (Dexterity)
+6 enhancement (+6 weapon)
+6 item (Bracers of Archery)
+5 (Called Shot)
+5 (Lasting Frost)
+5 (Siberys Shard of Merciless Cold)
+4 (Gloves of Ice)
+3 feat (Weapon Focus)
+2 (Prime Slayer)



Daily Novas



Level 1

Minor Action – Hunter's Quarry
Standard Action – Two-Fanged Strike (+8 vs. AC)

•    1d12+5 damage

•    1d12+7 damage
ACTION POINT
Standard Action – Sure Shot (+8 vs. AC)

•    3d12+5 damage
Hunter's Quarry
•    1d6 damage



Total Damage: 5d12+1d6+17 damage (53 average damage)



Highest HP on a L1 Elite Monster: 76 (White Dragon Wyrmling)

Damage Bonus Sources:
+5 (Dexterity)
+2 (Two-Fanged Strike)


Level 6

Minor Action – Hunter's Quarry
Standard Action – Two-Fanged Strike (+13 vs. AC)

•    1d12+10 cold damage

•    1d12+13 cold damage
ACTION POINT
Standard Action – Sure Shot (+13 vs. AC)

•    3d12+10 cold damage
Hunter's Quarry
•    1d6 cold damage



Total Damage: 5d12+1d6+33 cold damage (69 average damage)



Highest HP on a L6 Elite Monster: 182 (Goblin Mass)

Damage Bonus Sources:
+5 (Dexterity)
+3 (Two-Fanged Strike)
+2 item (Bracers of Archery)
+1 enhancement (+1 weapon)
+1 feat (Weapon Focus)
+1 (Siberys Shard of Merciless Cold)


Level 11

Minor Action – Hunter's Quarry
Standard Action – Two-Fanged Strike (+20 vs. AC with CA)

•    1d12+20 cold damage

•    1d12+24 cold damage
ACTION POINT
Standard Action – Attacks on the Run (+20 vs. AC with CA)

•    3d12+20 cold damage
•    3d12+20 cold damage
Hunter's Quarry
•    2d6 cold damage


Sneak Attack
•    3d6 cold damage



Total Damage: 8d12+5d6+84 cold damage (153.5 average damage)



Highest HP on a L11 Elite Monster: 286 (Arborean Plant Terror, Ogre Warhulk)

Damage Bonus Sources:
+6 (Dexterity)
+5 (Lasting Frost)
+4 (Two-Fanged Strike)
+2 enhancement (+2 weapon)
+2 feat (Weapon Focus)
+2 item (Bracers of Archery)
+2 (Gloves of Ice)
+1 (Siberys Shard of Merciless Cold)


Level 16

Minor Action – Hunter's Quarry
Standard Action – Attacks on the Run (+26 vs. AC with CA)

•    3d12+31 cold damage

•    3d12+31 cold damage
Minor Action – Snap Shot (+26 vs. AC with CA)

•    1d12+31 cold damage

ACTION POINT
Standard Action – Confounding Arrows (+26 vs. AC with CA)

•    1d12+31 cold damage
•    1d12+31 cold damage
•    3d12+31 cold damage
Hunter's Quarry
•    2d6 cold damage


Sneak Attack
•    3d6 cold damage



Total Damage: 12d12+5d6+186 cold damage (281.5 average damage)



Highest HP on a L16 Elite Monster: 384 (Earth Titan, Guulvorg)

Damage Bonus Sources:
+7 (Dexterity)
+5 (Called Shot)
+5 (Lasting Frost)
+4 item (Bracers of Archery)
+3 enhancement (+3 weapon)
+3 (Siberys Shard of Merciless Cold)
+2 feat (Weapon Focus)
+2 (Gloves of Ice)


Level 21

Minor Action – Hunter's Quarry
Standard Action – Confounding Arrows (+32 vs. AC with CA)

•    1d12+39 cold damage

•    1d12+39 cold damage
•    3d12+39 cold damage
Minor Action – Snap Shot (+32 vs. AC with CA)

•    1d12+39 cold damage

ACTION POINT
Standard Action – Pounding Barrage (+32 vs. AC with CA)

•    1d12+39 cold damage
•    1d12+1d6+39 cold damage
•    1d12+39 cold damage
Hunter's Quarry
•    3d6 cold damage


Sneak Attack
•    5d6 cold damage



Total Damage: 9d12+9d6+273 cold damage (363 average damage)



Highest HP on a L21 Elite Monster: 534 (Ketheptis)

Damage Bonus Sources:
+9 (Dexterity)
+5 (Called Shot)
+5 (Lasting Frost)
+4 enhancement (+4 weapon)
+4 item (Bracers of Archery)
+4 (Gloves of Ice)
+3 feat (Weapon Focus)
+3 (Siberys Shard of Merciless Cold)
+2 (Prime Slayer)


Level 26

Turn 1 (Setup):
Minor Action – Hunter's Quarry
Minor Action – Master of the Hunt

Turn 2 (Action):
Standard Action – Confounding Arrows (+37 vs. AC with CA)

•    1d12+51 cold damage

•    1d12+51 cold damage
•    3d12+51 cold damage
Minor Action – Snap Shot (+37 vs. AC with CA)

•    1d12+51 cold damage

ACTION POINT (recover Snap Shot via Martial Mastery)
Standard Action – Pounding Barrage (+37 vs. AC with CA)

•    1d12+51 cold damage
•    1d12+1d6+51 cold damage
•    1d12+51 damage
Minor Action – Snap Shot (+37 vs. AC with CA)

•    1d12+51 cold damage

Hunter's Quarry
•    3d8 cold damage


Sneak Attack
•    5d6 cold damage



Total Damage: 10d12+3d8+6d6+408 cold damage (507.5 average damage)



Highest HP on a L26 Elite Monster: 596 (Thrarak)

Damage Bonus Sources:
+9 (Dexterity)
+7 (Master of the Hunt)
+6 item (Bracers of Archery)
+5 enhancement (+5 weapon)
+5 (Called Shot)
+5 (Lasting Frost)
+5 (Siberys Shard of Merciless Cold)
+4 (Gloves of Ice)
+3 feat (Weapon Focus)
+2 (Prime Slayer)


Level 30

Turn 1 (Setup):
Minor Action – Hunter's Quarry
Minor Action – Master of the Hunt

Turn 2 (Action):
Standard Action – Five-Missile Dance (+42 vs. AC with CA)

•    2d12+53 cold damage

•    2d12+53 cold damage
•    2d12+53 cold damage
•    2d12+53 cold damage
•    2d12+53 cold damage
Minor Action – Snap Shot (+42 vs. AC with CA)

•    1d12+53 cold damage

ACTION POINT (recover Snap Shot via Martial Mastery)
Free Action – Item Encounter Power: Ring of Free Time (gain a Minor Action)
Minor Action – Snap Shot (+42 vs. AC with CA)

•    1d12+53 cold damage

Free Action – Torc of Power Preservation (recover Snap Shot)
Standard Action – Confounding Arrows (+42 vs. AC with CA)

•    1d12+53 cold damage
•    1d12+53 cold damage
•    3d12+53 cold damage
Minor Action – Snap Shot (+42 vs. AC with CA)

•    1d12+53 cold damage

Hunter's Quarry
•    3d8 cold damage


Sneak Attack
•    5d6 cold damage



Total Damage: 18d12+3d8+5d6+583 cold damage (731 average damage)



Highest HP on a L30 Elite Monster: 682 (Xixecal)

Damage Bonus Sources:
+10 (Dexterity)
+7 (Master of the Hunt)
+6 enhancement (+6 weapon)
+6 item (Bracers of Archery)
+5 (Called Shot)
+5 (Lasting Frost)
+5 (Siberys Shard of Merciless Cold)
+4 (Gloves of Ice)
+3 feat (Weapon Focus)
+2 (Prime Slayer)

Miscellaneous

You may post, if you like.
Sweet! My mandatory video is here.
My old nostalgic love for bow rangers has come back... It's been a while since I've seen a ranged build from you, so this is really exciting for me to see. Seems strong and interesting (like they always are). If I ever get the opportunity to try this (or a variant of it) out, I most certainly will.

Quick couple questions:

I assume Noble Adept is for the super awesome skill you get just for taking it? Don't think I noticed anything else taken from there (And I certainly wouldn't expect it).

How did you make the snapshots? Was it by hand, or via one of the character builders, then adding on to it?

And Treetop sniper? Is it really worth spending a feat to use sneak attack once an encounter? (or is there some way to increase this as well). I suppose it is moreso about the characteristic of your build to be a balls-to-the-wall dps machine as opposed to spending the feat to increase defenses or something?
Currently Playing: lvl 6 Pixie Skald in Home Campaign lvl 2 Human Bard in Forgotten Realms ---

And Treetop sniper? Is it really worth spending a feat to use sneak attack once an encounter? (or is there some way to increase this as well). I suppose it is moreso about the characteristic of your build to be a balls-to-the-wall dps machine as opposed to spending the feat to increase defenses or something?



Need it to use Snap Shot
Ah right. For some reason I always skip over the second part of Treetop Sniper. My bad :3
Currently Playing: lvl 6 Pixie Skald in Home Campaign lvl 2 Human Bard in Forgotten Realms ---
Sorry, but this thread fails to deliver, just as the last one did !

(my mental equivalent is an elf chick with a shotgun )



Where's the promised piczzz ?!!!?!?!?

Tongue out



On a more serious note - is your accuracy so maxed out that you don't think you need Destined Scion anymore, or do you worry about your defenses ?
On a more serious note - is your accuracy so maxed out that you don't think you need Destined Scion anymore, or do you worry about your defenses ?


Maybe it is supposed to be Destined Scion?  The level 30 snapshot shows Destined Scion as the ED, and level 26 shows Epic Recovery.

It looks like LDB was a bit up in the air about what ED he wanted to settle on.
It is supposed to be Destined Scion, sorry about that. I need one last +1 to hit to reach my target accuracy goal, and Epic Combatant gets it for me.
Nice work dude, as always.  Love the name.
Instead of Sneak of Shadows at level 6, why not pick up Predatory Action and enjoy that for a couple levels, and retrain to Sneak of Shadows at level 8 when you pick up Tree Top Sniper?
Bah, gotta do everything yourself here...

This chick should be appropriately metal:




PS: There's a distinct lack of good hits when searching for "elf chick gun" on the nets. Not even some good old Shadowrun stuff it seems...
If you want something a little... simpler.

Suh-weet! Thanks, guys.
Definitely like the new build LDB, great work as always. Not trying to be a bother, but would you kindly give me a hand with the Sehanine's Radiant Starfall build? I can't seem to make it come together in the way I'd like, at least not in its full potential. Thanks.
RIP George! 4-21-11 RIP Abie! 1-2-13
Funny Forum Quotes
[quote author=82733368 post=532127449]
58115148 wrote:
"You notice a large piece of mold clinging to your toothbrush. What do you do?" "I cast Fireball." "I run like hell!
63797881 wrote:
The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.
147742801 wrote:
57457938 wrote:
My wife asked me if her pants made her look fat. What do you think I said?
Wife: Do these pants make me look fat? RedSiegfried: I just killed a bunch of orc women and children.
63797881 wrote:
82733368 wrote:
28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.
29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..
After seeing the newly selected title picture - I want to play this character.
In the summary it is said "Destined Scion (PHB)" but I was not able to find a description for this ED neither in PHB nor anywhere else (compendium, CB...). Where is it from ?
You are normally keen on superior x-bows for ranged builds, what prompted greatbow?
You are normally keen on superior x-bows for ranged builds, what prompted greatbow?



Can't Sneak Attack with a superior crossbow anymore.
Another day, another three or four entries to my Ignore List.
You could sneek attack with a  Rocket Launcher,


Player - Ye Mr Kobold can I talk with you?
Kobold look at player seem kinda happy to meet a Not Hostile PC  wish talk to him.

Kobold - yup what up?

Player - I try to see the moon with my Telescope but seem is malfonctionning. Bluff roll succeed.

Kobold  looking at the huge Telescope  wondering what's player trying to talking to.

Player - Can you look into the Hole and tell me if you can see the Moon ?

Kobold give a try..




In the summary it is said "Destined Scion (PHB)" but I was not able to find a description for this ED neither in PHB nor anywhere else (compendium, CB...). Where is it from ?

It's from Heroes of the Forgotten Kingdoms, which hasn't hit the compendium or the CB yet.


Can't Sneak Attack with a superior crossbow anymore.



But we can with a greatbow?  I love this game!  



But we can with a greatbow?  I love this game!  




If you take a particular feat, yes.  Treetop Sniper or something like that.
Another day, another three or four entries to my Ignore List.
Yep. Treetop Sniper lets you Sneak Attack with any bow, as an Elf racial feat. Otherwise, you're stuck with weapons like Hand Crossbows and Shortbows at best.
Elf racial feat.



Ah, that's why I can never remember it.
Another day, another three or four entries to my Ignore List.
Bah, keep your guns out of my fantasy (game)

India de Beaufort

Also relevant: randomfunnypicture.com/wp2/wp-content/up...

It's good to see not much changed through Paragon from my friends Battlefield Archer, except the MC Rogue, where he has a few more defensive feats earlier since he likes Called Shot, which is honestly going to provoke most of the time.  I am honestly surprised Lethal Hunter wasn't taken earlier and the Rogue stuff later (DPR vs Nova), and that Predatory Action didn't make it in there, given Battlefield Archer practically guarantee's an AP every encounter.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Love the build.  I take it there was no room for Hunter's Advantage?  With almost constant CA from frost, and Hunter's quarry through Battlefield Archer, it would be an almost constant +2 damage.  Granted it's only +2 when applying Quarry damage, but everything adds up.

Also, I was looking at going Raven Knight as my Epic Destiny, and taking Running Shot . . . for the very nice defensive capabilities near end game.

Keia
I prefer Destined Scion's +1 to hit and +2 to saves, personally. This build is well-defended as it is (so I wouldn't have much fear of getting smashed), and she usually needs to be close in order to get her Prime Shot off (which is a huge offensive bonus), so kiting doesn't work all that well. If you want an Archer who makes a living out of run-and-shoot, I suggest rolling up a Beastmaster with a Horse companion (yay for speed 10 at level 1).
I realize that what I'm about to say goes against the Twin-Strike religion, but here I go anyway:

I believe that at very early levels, when the amount of static damage dealt is still small, there is a way to get more average damage than Twin Strike: Careful Strike + True Arrow Style. This basically increases your chance of hitting significantly, both because of Careful Strike and because True Arrow's second chance to hit. Twin Strike's damage at early levels is frustratingly pitiful without many bonuses (since the main DEX mod bonus is missing, and that's significant).

Of course, I firmly agree that one should retrain to Twin Strike at a relatively early level, and also switch the feat out to something more useful. This recommendation is really only made for characters that are actually played through the lowest levels. My version is actually a Ranger/Seeker hybrid, so the freebie RBA is actually even better since that is the Seeker's specialty, but this still holds true for normal Rangers as well.

Another tiny two-level change for eking out the last bit of extra damage is to use Shadow Initiate instead of Sneak of Shadows for the two levels where you haven't yet picked up Treetop Sniper. It takes an extra round, but at least you get a benefit for the two levels where you couldn't have used Sneak Attack 'cause you're wielding a big bow.

*Covers head waiting for twin stones to be thrown at it.*
I realize that what I'm about to say goes against the Twin-Strike religion, but here I go anyway:

I believe that at very early levels, when the amount of static damage dealt is still small, there is a way to get more average damage than Twin Strike: Careful Strike + True Arrow Style. This basically increases your chance of hitting significantly, both because of Careful Strike and because True Arrow's second chance to hit. Twin Strike's damage at early levels is frustratingly pitiful without many bonuses (since the main DEX mod bonus is missing, and that's significant).

Of course, I firmly agree that one should retrain to Twin Strike at a relatively early level, and also switch the feat out to something more useful. This recommendation is really only made for characters that are actually played through the lowest levels. My version is actually a Ranger/Seeker hybrid, so the freebie RBA is actually even better since that is the Seeker's specialty, but this still holds true for normal Rangers as well.

Another tiny two-level change for eking out the last bit of extra damage is to use Shadow Initiate instead of Sneak of Shadows for the two levels where you haven't yet picked up Treetop Sniper. It takes an extra round, but at least you get a benefit for the two levels where you couldn't have used Sneak Attack 'cause you're wielding a big bow.

*Covers head waiting for twin stones to be thrown at it.*

Level 1 DPR of Twin Strike with a Greatbow counting crits, misses, chance for quarry to activate, against an even level enemy, with 20 starting Dex: 12.24.

True Arrow Style+Careful Attack with a longbow but otherwise the same assumptions (you had to spend a feat on True Arrow Style): 12.76

So barely, at level 2 Twin Strike wins with a Magic Weapon+Expertise (vs Magic Weapon+Greatbow Prof, remember you're a feat behind). 15.59 vs 15.32, Twin Strike wins. This is only DPR, the reality is because Greatbow Profiency effects all your powers it wins at level 1 for the total average damage for your character.

For a Ranger|Seeker it goes down further, because the granted RBA will not trigger quarry.
Hmm.... okay... my calculations came out differently, but I admit that I am not aware of the standard assumptions that are made for these calculations. I felt like I was ahead with Careful Strike until level 4 or so.

Not triggering quarry is okay 'cause the Seeker RBAs lay down extra riders, so I think that evens things out. 
Hmm.... okay... my calculations came out differently, but I admit that I am not aware of the standard assumptions that are made for these calculations. I felt like I was ahead with Careful Strike until level 4 or so.

Not triggering quarry is okay 'cause the Seeker RBAs lay down extra riders, so I think that evens things out. 

You're welcome to download the DPR calculator and check.

dndcalculator.blogspot.com/

It is very accurate when used properly.

The only assumption in question is that you are fighting an even level monster (level+14 AC, level+12 NADs). Everything else is just statistics based on character stats. Note that higher armor benefits Twin Strike more.

Not triggering quarry is not OK for a striker, heh. I think the chance of triggering a rider (still have to hit after all) when you happen to miss with an at-will is pretty questionable as well.
Thanks for the link, I'll check it out. In terms of accuracy, I'm sure it is extremely accurate in a sterile environment, though most such tools have some amount of disconnect with more organic conditions.

I'm confused about your comment about the chance of triggering a rider. The way your sentence is structured you're implying that the chance of triggering the rider is "pretty questionable" because you've missed with an at-will. I'm not following that logic, nor do I think that's what you mean since you seem like a logic-driven individual.

In terms of not triggering quarry, I definitely respect your opinion on that (but there's no need for the derogative "heh"). I happen to think that it's not so black and white. E.g., there are times when it makes sense to shoot at something that isn't your quarry. There are times when the rider might be more important than the damage. The very fact that the character is a Ranger/Seeker to begin with means that she isn't ultra-optimized anyway; I'm just trying to "optimize in a box," if that makes sense.

In any case, thanks for your responses - I appreciate them. 
Thanks for the link, I'll check it out. In terms of accuracy, I'm sure it is extremely accurate in a sterile environment, though most such tools have some amount of disconnect with more organic conditions.

I'm confused about your comment about the chance of triggering a rider. The way your sentence is structured you're implying that the chance of triggering the rider is "pretty questionable" because you've missed with an at-will. I'm not following that logic, nor do I think that's what you mean since you seem like a logic-driven individual.

In terms of not triggering quarry, I definitely respect your opinion on that (but there's no need for the derogative "heh"). I happen to think that it's not so black and white. E.g., there are times when it makes sense to shoot at something that isn't your quarry. There are times when the rider might be more important than the damage. The very fact that the character is a Ranger/Seeker to begin with means that she isn't ultra-optimized anyway; I'm just trying to "optimize in a box," if that makes sense.

In any case, thanks for your responses - I appreciate them. 

I always find it odd when people say that... math is math, it isn't somehow "less true" in real play. If you know you're fighting a level 3 monster and you're level 2, you know AC is probably one higher then the even level DPR calcs you made. Therefore you know Twin Strike is outright better, because Twin Strike has higher DPR against higher AC targets. The variables in "real play" are the same, the fact that the values of those variables flucutates is irrelevant since they effect all powers near equally and especially since with a relatively easy monster knowledge check you know what the values are anyway.

I mean that the Seeker attack still has to hit. So hit > yay I hit. Miss > I attack again > hit yay a rider I didn't initially plan on applying to anyone and may not be an optimal choice or I probably would have done this in the first place or miss > I got nothing from this standard action. I just don't see that as much of an upside.

"Heh" wasn't deragtory. Heh is defined as an expression of amusement, I find the idea that having quarry and not triggering quarry when you wanted to (as evidenced by the fact that you used a Ranger at-will on a hybrid to begin with) amusing. That is just a bad situation without a real upside imo.

Again, if hitting a non-quarried target with a Seeker rider is more important then damage... why you are you trying to trigger quarry initially and hoping to miss? You'd just use the Seeker at-will to begin with. True Arrow Style with a Seeker means Careful Attack has a consolation prize. My point is the prize isn't good, because if it was you would have just done that initially anyway. And it costs you a feat, one of the best At-wills in the game, and the ability to do consistent DPR (which as a 1/2 striker should be something you pay attention to). Opportunity cost is to high for to little.

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math is math, indeed. but the complexity of math necessary describe most situations that do not occur on a chalkboard is significantly more complicated than something like the DPR calculator.

could the following situation not occur? "Hmm... what I'd really like to do is simply hit this monster and do as much damage as possible. But giving it -2 on its next turn of attacks would be good, too. In order to increase my chances of doing something useful, I'll first just try to pommel it. And if that fails, I'll try again, doing a bit less damage and applying a helpful rider." Even if applying the rider is optimal, you might still choose to attack without the rider first if it increases your overall chances of doing damage and/or applying a rider. Most people, you included I'm sure, are smart enough to see several steps ahead and plot several possible "good" outcomes that could come from a certain action, not all of which have to be "optimal." If a monster is half-dead and you're not going to kill it this round, then doing an extra 4.5 points of damage or giving it a -2 to-hit are both "good." You might be able to write a formula for which is "better," but that would get situational pretty quickly. You also might not have the information available to know which is better. In summary, I think it would be very hard to argue that getting one result instead of the other is "bad," or as you put it, doesn't have "much of an upside." In this case, the upside is very simple: the monster now has -2 to-hit. That's certainly an upside.

considered more abstractly, if it was really possible to reduce the game (or one part of the game, like combat, or even a single attack) to straight up no-arguments/no-opinions math, then the game wouldn't be very interesting. we could all sit around all night and roll dice to see who rolled higher. whee!

so in my personal opinion, your argument overly simplifies the actual situation. but of course, that is just my opinion, and from your responses so far, it seems very unlikely that it'll have any impact on your opinion. nonetheless, you've made some interesting points and definitely given me some things to think about, so i thank you for that.

re your last paragraph, remember that i only intended this for the first few levels. so it doesn't "cost me a feat" nor "one of the best At-wills in the game;" it just delays them somewhat. I'm going to have Twin Strike my whole career - why not use this other thing for a few levels since it can produce comparable results just to mix it up a bit and keep life interesting?

lastly, re "heh" etc... i'm so glad to provide you so much amusement! but honestly, if you think that the way you're writing is not derogatory, then you don't spend enough time communicating with people in real life to know what goes over well and what doesn't. you can't pretend that saying things like "you always find it odd" and "amusing" isn't derogatory. the implication is clear, and in general the author of such comments is exhibiting a need to express a feeling of superiority.

so my prediction about what's going to happen next is that you will write yet another reply, perhaps stating your points in a manner that is thinly guised as cordial, but that you can really only get away with online. and then i won't respond because i don't really see the point.

or you won't, which is fine, too. but my over-simplified response-calculator indicates that won't be able to resist...
If you have a Striker feature and decide to not use it, and then try to present this as a valid source of conclusions in an optimization thread, specifically one dedicated to a build that maximizes damage, you are likely going to be ridiculed, and rightfully so, frankly. Your assumptions are flawed, and that's why you're arriving to a flawed conclusion, and then you call people out on being smug? ...Heh.

When it comes to pure damage (which is the thing the Ranger is best at, and what this build is made to do) Twin Strike wins. Therefore, we start life with Twin Strike, and we will keep it forever.
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First: Brevity, soul of wit.

Second, the herioic tier Seeker|Ranger is best played like this: "Do I have a Seeker power that can apply a meaningful effect this round? Something that needs its movement hampered, or something that really needs to miss? No? Twin Strike."