Billy the Kid: Shoot First AND Last

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Billy the Kid

Shoot First AND Last 



To shoot first and last, you must go first and fire... a lot. Billy does this with ranger ranged multiattacks, snap shot, the minors granted from arena champion. Billy works fine til level 16 when he can open a can of whooping. By epic, with ring of time and five missile dance, he's pretty unstoppable. He will often even have minor and multi attacks to burn in turn 2, plus immediate attacks to keep him into twin shot + into round 3 at least (more if he burns dailies and is willing to get into melee). His weaknesses are his defenses, but hey, who needs defense when you shoot first and last. Make sure to be standing in the front so you get prime shot. If you kill your quarry use death threat to switch quarries.

Level 30

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====== Created Using Wizards of the Coast D&D Character Builder ======
Billy The Kid, level 30
Changeling, Rogue/Ranger, Arena Champion, Destined Scion
Hybrid Ranger Option: Hybrid Ranger Fortitude
Versatile Expertise Option: Versatile Expertise (Crossbow)
Versatile Expertise Option: Versatile Expertise (Light blade)
Hybrid Talent Option: Ranger Combat Talent
Ranger Combat Talent Option: Prime Shot (Hybrid)
Epic Heroism Option: Dexterity
Epic Heroism Option: Charisma
Clandestine Courtier (+2 to Bluff)
Theme: Black-Hearted Knave

FINAL ABILITY SCORES
STR 10, CON 16, DEX 30, INT 12, WIS 12, CHA 24

STARTING ABILITY SCORES
STR 8, CON 13, DEX 18, INT 10, WIS 10, CHA 13


AC: 45 Fort: 43 Ref: 46 Will: 45
HP: 173 Surges: 9 Surge Value: 43

TRAINED SKILLS
Acrobatics +30, Arcana +21, Bluff +36, Insight +23, Intimidate +27, Perception +22, Stealth +30, Thievery +30

UNTRAINED SKILLS
Athletics +15, Diplomacy +22, Dungeoneering +16, Endurance +18, Heal +16, History +16, Insight +18, Nature +16, Religion +16, Streetwise +22, 

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elemental Initiate Attack: Disciplined Counter
Changeling Racial Power: Changeling Disguise
Changeling Racial Power: Changeling Trick
Hunter's Quarry Power: Hunter's Quarry
Ranger Attack 1: Twin Strike
Rogue Attack 1: Deft Strike
Ranger Utility 2: Begin the Hunt
Ranger Attack 3: Disruptive Strike
Ranger Utility 6: Death Threat
Rogue Attack 7: Snap Shot
Rogue Attack 9: Knockout
Bluff Utility 10: Stall Tactics
Arena Champion Attack 11: Taxing Strike
Arena Champion Utility 12: Hidden Reserves (Arena Champion)
Ranger Attack 15: Confounding Arrows
Rogue Utility 16: Anticipate Attack (Rogue)
Ranger Attack 17: Pounding Barrage
Arena Champion Attack 20: Bloodletting Strike
Rogue Utility 22: Seize the Moment
Ranger Attack 23: Manticore's Volley
Destined Scion Utility 26: Epic Recovery
Ranger Attack 29: Five-Missile Dance
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Master at Arms
Level 2: Hybrid Talent
Level 4: Two-Fisted Shooter
Level 6: Kalidnay Pairs Practice
Level 8: Superior Will
Level 10: Wintertouched
Level 11: Called Shot
Level 12: Lasting Frost
Level 14: Reserve Maneuver
Level 16: Steady Shooter
Level 18: Danger Sense
Level 20: Improved Defenses
Level 21: Superior Initiative
Level 22: Bow Mastery
Level 24: Martial Mastery
Level 26: Icy Heart
Level 28: Epic Resurgence
Level 30: Epic Fortitude

ITEMS
Ring of Free Time x1
Battle Harness Mantle Armor +6 x1
Shielding Blade Rapier +5 x1
Frost Hand crossbow +6 x1
Bracers of Archery (epic tier) x1
Gloves of Ice (epic tier) x1
Eye of Awareness x1
Liar's Trinket +5 x1
Diamond Cincture (paragon tier) x1
Power Jewel
Restful Bedroll
Shadow Band x1
Zephyr Boots x1
Siberys Shard of Merciless Cold (epic tier)
Backlash Tattoo x1
====== End ======




Static Damage Modifier +48
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+3 Steady shooter
+5 called shot
+6 bracers
+6 magic xbow
+5 lasting frost
+5 shard
+4 gloves
+4 feat
+10 dex

Not all of these mods will work every time, but I'll note where they don't or where they might not.


Daily Nova 

Begin the hunt to get quarry and bonus to hit
Snap Shot
Five missile dance (action point regaining snap shot)
Snap Shot
(Ring of Free time for extra minor) Bluff as Minor for Basic Attack
Pounding Barrage
(immediate int.) Disruptive Strike
=12 Attacks

Math
Show
here


Daily Nova Round 2

-if you have a controller or leader who has gotten you adjacent to an enemy Bluff as Minor for Basic attack (changeling power) if not move up to someone
-Manticore's Volley
-by now you have prob critted to regain snap shot
=5 attack

Math
Show
here

 
Encounter Nova 

Snap Shot
(Ring of Free time for extra minor) Bluff as Minor for Basic Attack
Bluff as Minor for Basic Attack

Pounding Barrage
(immediate int.) Disruptive Strike
=7 Attacks

Math
Show
here


Encounter Nova Round 2

-Move up to someone
-manticore's volley
-by now you have prob critted to regain snap shot
-Immediate attack melee with elemental initiate power
=5 attack

Math
Show
here
 

Level 16 Snap Shot
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====== Created Using Wizards of the Coast D&D Character Builder ======
Billy The Kid, level 17
Changeling, Rogue/Ranger, Arena Champion
Hybrid Ranger Option: Hybrid Ranger Fortitude
Hybrid Talent Option: Ranger Combat Talent
Ranger Combat Talent Option: Prime Shot (Hybrid)
Clandestine Courtier (+2 to Bluff)
Theme: Black-Hearted Knave

FINAL ABILITY SCORES
STR 9, CON 15, DEX 24, INT 11, WIS 11, CHA 18

STARTING ABILITY SCORES
STR 8, CON 13, DEX 18, INT 10, WIS 10, CHA 13


AC: 31 Fort: 25 Ref: 31 Will: 28
HP: 107 Surges: 8 Surge Value: 26

TRAINED SKILLS
Acrobatics +20, Arcana +13, Bluff +24, Endurance +15, Intimidate +17, Perception +14, Stealth +20, Thievery +20

UNTRAINED SKILLS
Athletics +7, Diplomacy +12, Dungeoneering +8, Heal +8, History +8, Insight +10, Nature +8, Religion +8, Streetwise +12

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elemental Initiate Attack: Disciplined Counter
Changeling Racial Power: Changeling Disguise
Changeling Racial Power: Changeling Trick
Hunter's Quarry Power: Hunter's Quarry
Ranger Attack 1: Twin Strike
Rogue Attack 1: Deft Strike
Ranger Attack 1: Fox's Cunning
Ranger Utility 2: Begin the Hunt
Ranger Attack 3: Disruptive Strike
Rogue Attack 5: Bloodbath
Ranger Utility 6: Death Threat
Rogue Attack 7: Snap Shot
Rogue Attack 9: Knockout
Bluff Utility 10: Stall Tactics
Arena Champion Attack 11: Taxing Strike
Arena Champion Utility 12: Hidden Reserves (Arena Champion)
Ranger Attack 15: Confounding Arrows
Rogue Utility 16: Anticipate Attack (Rogue)

FEATS
Level 1: Master at Arms
Level 2: Hybrid Talent
Level 4: Two-Fisted Shooter
Level 6: Kalidnay Pairs Practice
Level 8: Superior Will
Level 10: Wintertouched
Level 11: Called Shot
Level 12: Lasting Frost
Level 14: Icy Heart
Level 16: Steady Shooter

ITEMS
Battle Harness Inix Leather Armor +3 x1
Bracers of Archery (paragon tier) x1
Gloves of Ice (paragon tier) x1
Liar's Trinket +3 x1
Diamond Cincture (heroic tier) x1
Siberys Shard of Merciless Cold (paragon tier)
Shielding Blade Rapier +2 x1
Backlash Tattoo x1
Restful Bedroll
Power Jewel
Boots of Quickness (heroic tier) x1
Frost Hand crossbow +3 x1
====== End ======




Let me know what you think... any ways to get even more attacks? Any damage bonuses I am missing. I'll do the math soon and maybe post earlier versions of the build. 

 
what does Kalidnay Pairs Practice do for you ?  From what I can see there's a lot of retraining and moving around powers / feats, maybe a quick explanation about that is called for.  Or if you're going to do a leveling process like snapshots of level 1, 6, 11,16 and 21.
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

Yeah, i'll do earlier snap shots when i get the chance. KPP is my entry feat for arena champion... the only at will that I am going to use is twin strike with a crossbow, so none of the power enhancers on arena champion did me any good, so i took the one that gave me a +1 to perception (bc there wasn't one that gave me a + to bluff)...

Some of my retraining is so that I can have the level 6 & 2 ranger utilities and so the character builder would let me reserve maneuver for disruptive strike at the same level i trained out of it (it's not how i would do it in game, but it's the only way i could get the powers right on the CB)
Shouldn't your Encounter Nova be:
R1
Move
Minor: Snap Shot
AP to regain Snap Shot
RoFT Minor: Snap Shot
Standard: Manticore's Volley
AP Standard: Triple Shot
II: Disruptive Strike
(9 attacks)
R2
Minor: You should have crit so Snap Shot
Minor: Changeling Trick RBA
Standard: Twin Strike
II: Disciplined Counter
(5 attacks)
(Confounding Arrows is a Daily)

Of course, one has to wonder why you're using Triple Shot over Pounding Barrage.

Overall this seems ... entirely worse than Shoot to Thrill for no reason other than trying to use arena champion like Heather.
What does Versatile Expertise do for you? Do you even use an implement? You say you can get into melee, but you don't have the accuracy to be reliable. Is Danger Sense really worth it? I don't know the math, but I'd be willing to bet it's not giving you too much. As Backmask said, what does this do that Shoot to Thrill doesn't?
you appear to have 5 encounterpowers

- Disruptive strike
- Snap shot (rm)
- Pounding barrage
- Tripple shot 
- Manticore volley


also you have anticpate attack(rogue) without having training in insight 
the point of Danger Sense is to try to ensure going before team monster, rolling twice is a good way to do that.  The OP's goal is to go first, as his post points out.  Versatile is there to gain an accuracy bonus with both his melee weapon and his crossbow, though he could just take the Master at Arms feat and get the same thing I think along with a fast-hands ish ability.

Looking forward to seeing the final product.  Keep it up !



"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

Yeah, i'll do earlier snap shots when i get the chance. KPP is my entry feat for arena champion... the only at will that I am going to use is twin strike with a crossbow, so none of the power enhancers on arena champion did me any good, so i took the one that gave me a +1 to perception (bc there wasn't one that gave me a + to bluff)...

Some of my retraining is so that I can have the level 6 & 2 ranger utilities and so the character builder would let me reserve maneuver for disruptive strike at the same level i trained out of it (it's not how i would do it in game, but it's the only way i could get the powers right on the CB)



True enough.  I didn't realize that you needed that feat to gain access to Arena Champion.  too bad it's kind of a dud feat.  And yeah I figured it was to allow for some funky heroic tier utility set ups and what not.  Righto.
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

the point of Danger Sense is to try to ensure going before team monster, rolling twice is a good way to do that.  The OP's goal is to go first, as his post points out.  Versatile is there to gain an accuracy bonus with both his melee weapon and his crossbow, though he could just take the Martial expertise feat or whatever it's called and get the same thing I think along with a fast-hands ish ability.

@ jabblin
It says in the OP's level 30 breakdown that he's trained in insight if you would look.  Furthermore his number of encounter powers is proper.  You should really read the build before you try to make it seem like he's doing something wrong..


Looking forward to seeing the final product.  Keep it up !






Sorry, I actually fixed the encounter powers and insight and then got called away before I could post a thank you and acknowledgement. Thanks for pointing that out Jabblin.


@backmask, the thing that this offers over shoot to thrill is more minor action attacks (but fewer interrupts) which gets you more options on your first turn without needing to AP every encounter to get your only encounter back. I also don't understand how he is using snapshot with a greatbow. Also, thanks for the heads up on the Heather link... I hadn't seen it before. It is based off of that premise, but with some hybriding for ranger which, if i take on the extra ways of getting my bluff for MBA, adding ranger is pure advantage... there is also the idea of making sure I go first, which isn't totally new but is different... given where we are with 4E all that's left is tweaking, might as well have fun with it.
It's really not worth it hybriding Rogue|Ranger. 

I also don't understand how he is using snapshot with a greatbow.



Treetop Sniper


the point of Danger Sense is to try to ensure going before team monster, rolling twice is a good way to do that.  The OP's goal is to go first, as his post points out.  Versatile is there to gain an accuracy bonus with both his melee weapon and his crossbow, though he could just take the Master at Arms feat and get the same thing I think along with a fast-hands ish ability.

Looking forward to seeing the final product.  Keep it up !




But that's not what Versatile Expertise does. It gives you an accuracy bonus with a weapon group (in this case crossbows) and with an implement type. He has no powers with the 'Implement' keyword. He has no means of increasing his melee accuracy. That's fine if it's just an emergency button Hail Mary, but it isn't reliable. Crossbow Expertise would at least give him an added benefit.

@Cormac: Also, I would suggest taking Bloodbath. It's one of the few damage mod stacking powers a Rogue has and it works at range, too.

EDIT: And I still think that rolling twice for initiative isn't that big of a deal. Fine, he wants to go first, but I personally wouldn't spend a feat on it. 

But that's not what Versatile Expertise does. It gives you an accuracy bonus with a weapon group (in this case crossbows) and with an implement type. He has no powers with the 'Implement' keyword. He has no means of increasing his melee accuracy. That's fine if it's just an emergency button Hail Mary, but it isn't reliable. Crossbow Expertise would at least give him an added benefit.



It gives a bonus to both groups, but it never specifies the types of attacks. So if you pick an implement group that is also a weapon group, you get the bonus for both weapon and implement attacks.
Rolling twice is approximately worth +4.5, so danger sence just pips improved initiative.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein

as rjsilverthorn explains with regards to versatile expertise.  Cormac could and probably should take Master at Arms instead for the added utility, but what he has currently does the job just fine.

Rolling twice for initiative is a very big deal if you want to go first.  And you want to go first as a rogue, and in general as a striker anyway.  He's also taking the feat at level 18, so you should probably relax a bit about saying it's not worth the feat slot.  As Fardiz points out, it's worth more than improved initiative.  Frankly even if it didn't beat out improved intiative I would rather roll twice than just have a flat bonus.  Perhaps you can point to another feat that would give something more important for the build that he should be taking instead for that slot ?


As for bloodbath he very well might have taken it at level 5, however it's not a power you would keep past level 15 or 19 at the latest anyway.  The Ranger and the Rogue both have powers that are much more interesting to take instead.  The current build up doesn't include lower level stuff so we can't know for sure, but a level 30 build should never still use Bloodbath.

"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)


But that's not what Versatile Expertise does. It gives you an accuracy bonus with a weapon group (in this case crossbows) and with an implement type. He has no powers with the 'Implement' keyword. He has no means of increasing his melee accuracy. That's fine if it's just an emergency button Hail Mary, but it isn't reliable. Crossbow Expertise would at least give him an added benefit.



It gives a bonus to both groups, but it never specifies the types of attacks. So if you pick an implement group that is also a weapon group, you get the bonus for both weapon and implement attacks.

So it would be Weapon Group: Crossbows, Implement: Light Blade?

@Noctaem: He can use Battle Harness armor and get a bonus to initiative that way. I'm not saying it's a terrible choice overall, but I personally would choose something different. For a feat suggestion to fill that slot, maybe Superior Will. 
..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />@backmask, the thing that this offers over shoot to thrill is more minor action attacks (but fewer interrupts) which gets you more options on your first turn without needing to AP every encounter to get your only encounter back.


With a lower attack bonus, lower damage (SA doesn't make up the loss of D12s), lower defenses (by a lot), fewer APs, and still needing to move for reliable Prime which invalidates the 1 extra minor you have as being that useful.
I switched to Master at Arms and added a level 16 snapshot...

@backmask: I get 2 more minors, and I get an extra attack every time I crit which just about makes up for the damage loss from going from d12 to d6s... I do lose the extra AP 1/encounter, which sucks. Also, in terms of moving, I guess this build might not be better for most, but I tend to play with party op and with a good controller and leader, I almost never have to move myself into prime shot range, so having those extra minor attacks really helps. 
No, he's right though probably doesn't realize it, you only have 1 more, and not even really 1 more because he's not counting Elven Accuracy as basically being worth an extra attack every encounter (well, more like .6 of an extra attack, but ensuring Disrupt, or the 3rd Pounding/Confounding hits is worth enough to make up the difference to a RBA in terms of real value if not damage), I guess it's not a Minor though. Regardless, go re-read the Bluff rules, Cutthroat is what you're using to get your 2nd Basic via Bluff, except "Create a Diversion to Hide" is different from "Gain Combat Advantage" which is what the Arena Champion PP requires for the level 16 feature.

StT has: Disruptive Strike (II), Snap Shot (Minor), Combined Fire (II), and Pounding Barrage (Standard)
You have: Disruptive Strike (II), Snap Shot (Minor), Pounding Barrage (Standard), and Manticore's Volley (Standard)

StT can reroll an Attack once per encounter, so if it misses despite having +2 hit (+3 with the reroll) higher than you, the power still hits
You can Bluff as a Minor Action once per encounter to get a Basic Attack.

StT could easily drop Lethal Hunter for Martial Resurgence, the reason it doesn't is because the extra Nova damage is worth more than a 71.76% chance of having another encounter power for the 3rd turn (both of you do 12 attacks in 2 rounds for the average encounter, so your claim of "you've probably crit" is a bit misleading, even on a full daily nova with 15 attacks you only have a 79.41% chance of having crit)

Your build is interesting, and well above "good enough", but Hybrid Strikers and Ranged Rogues have problems that have been known for ages, and they're present here.
"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.
I switched elemental initiate for black-hearted knave (thanks alraune, for this and all the helpful stuff i found in the heather build), which should give me that extra minor attack w/ it's lvl 10 feature. This let me drop cut throat, and pick up superior will, which in turn let me drop my circlet of arkhosia. So i switched my item bonus to init armor for power bonus to init armor (battle harness) and got eye of awareness for a+2 to will and a +5 initiative bonus.

@ Zathris: I'll keep tinkering with this build to see if i can get some rerolls in. First I'll see if i can squeeze auspicious dice into my budget, then see if there are any other items or U powers, and i'll happily take any recommendations. If this build=better than good enough (sounds like a 6 on a scale 1-10) let's see if i can get him to a 7.

Your build is interesting, and well above "good enough", but Hybrid Strikers and Ranged Rogues have problems that have been known for ages, and they're present here.



Care to elaborate on what are these problems and indulge my curiosity? =D

Since this build's direct comparison is StT, is there any way of improving StT or this one further ?


Your build is interesting, and well above "good enough", but Hybrid Strikers and Ranged Rogues have problems that have been known for ages, and they're present here.

 

Care to elaborate on what are these problems and indulge my curiosity? =D

Since this build's direct comparison is StT, is there any way of improving StT or this one further ?




Every hybrid rogue has at least the problem that he can't apply Sneak Attack to granted attacks/OAs, since he doesn't have a BA that belongs to his class. The other two classes with A tier striker features (Warlock and Avenger) got BA powers that belong to their class.
given that my goal is to kill everything in turn 1&2 and that I am likely to regain snap shot by rnd 2, i get my sneak attack the first two rounds. If i miss out on sneak attack on round 3, then losing 5d6 1/encounter is surely worth the trade off for the triple attacks and prime shot bonuses that rangers offer. I am not really worried about OAs because i am primarily ranged. I am actually more concerned about what rogue still offers to this build now that I am not using cuthroat for my multiclass. I have to admit that one of my resistances is that going MC rogue and getting snapshot via featswap would make me too much like StT. I am also thinking of MCing arcane and picking up the familiar that lets me get another minor for CA for a BA. 

I am also thinking about doing a variant; Pat Garret, which would be a sorcerer|ranger... i could use dragon frost on my staff of ruin for my RBA's (doing way more damage per RBA), get the familiar i need more easily, maybe mc rogue for snapshot, and huck my dagger of ice off hand for my ranger triple and 5x shots... still trying to figure out how to get an item bonus to my dagger. (i also get another Minor action attack through Quickened spellcaster) for a total of 4 minor attacks (5 if I MC for snapshot).

I am also thinking about doing a variant; Pat Garret, which would be a sorcerer|ranger... i could use dragon frost on my staff of ruin for my RBA's (doing way more damage per RBA), get the familiar i need more easily, maybe mc rogue for snapshot, and huck my dagger of ice off hand for my ranger triple and 5x shots... still trying to figure out how to get an item bonus to my dagger. (i also get another Minor action attack through Quickened spellcaster) for a total of 4 minor attacks (5 if I MC for snapshot).



Radiant weapon would give you an item bonus to damage.
But would cost him the frost package. I've never come up with a good, non-weapon, item bonus for thrown weapons. 
There's dwarven throwers, but they are so clearly worse than ice gloves for permafrost builds... Anyway, i'll cross that bridge when i post mr. Garret
The problem with Hybriding Strikers is that you don't gain class features since Striker Features become more restricted, and in many cases you lose them on Basics. You also lose the other class features and you can only gain 1 of them back with a feat, so you often end up with worse defenses and less overall damage because you had to spend a feat on Hybrid Talent and you don't have access to other feats that are based on the class features you didn't recover.


But would cost him the frost package. I've never come up with a good, non-weapon, item bonus for thrown weapons. 



Then radiant with whetstone. There aren't a lot of options, take what you can get.
The problem with Hybriding Strikers is that you don't gain class features since Striker Features become more restricted, and in many cases you lose them on Basics. You also lose the other class features and you can only gain 1 of them back with a feat, so you often end up with worse defenses and less overall damage because you had to spend a feat on Hybrid Talent and you don't have access to other feats that are based on the class features you didn't recover.

 

There is a definite a trade-off... lI do lose the ability to have striker damage on some attacks... I guess I built this in the hope that getting more minor attack powers (via rogue) and multi-attack powers (via ranger) was worth the trade-off... I also have to admit, once I saw heather, i was a little chagrinned at posting a build that is sorta "been there, done that," but still hoping to make this build as good as possible (while also beginning to think how I could be further from StT and Heather with another build). I still don't see this build as losing more from only getting SA damage on rogue attacks than it gains from Ranger multi-attack powers and the extra damage/to hit of prime shot... again, the argument for keeping the rogue end of the ranger|rogue is a little weaker at this point (since i found out the irrelevance of the cutthroat MC feat).

I have sort of given into the reality that this build is not as good as the classic StT, but am trying eek out any more benefits for the posted build that I'm not seeing. any help there, is more than welcome.
But would cost him the frost package. I've never come up with a good, non-weapon, item bonus for thrown weapons. 



Then radiant with whetstone. There aren't a lot of options, take what you can get.



I do love whetstones, but with a build that focuses on having minor action attacks (preferably enough to fill 3 full rounds of combat) the whetstone won't pay for the loss of an attack over the course of most encounters (even if you do get more damage over the course of an encounter, you are less likely to put an enemy down in round 1 [which is the goal of this build] which means that they will be able to damage/affect me or the party) 
The best way to take advantage of class features and very good power selection is with Rogue PMC Ranger which gets you Sneak Attack on everything, you can feat in for Prime/Called Shot (which gives you hilarious accuracy with Daggers), and take the rather good Martial Archetype ED. Of course, Mia already does this as a Dex/Wis Melee Avenger build (Oath on Overwhelming Strike + Dual Weapon Attack plus the best Martial Encounter powers) and I'm pretty sure at least one other build has done exactly what I suggested and I just don't remember the build name.
But would cost him the frost package. I've never come up with a good, non-weapon, item bonus for thrown weapons. 



Then radiant with whetstone. There aren't a lot of options, take what you can get.



Radiant Weapon overwrites the whetstone.

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This build doesn't find room for Icy Heart until mid to late epic. Shoot to Thrill doesn't have it (though it was introduced after the build was actively being maintained). Should Shoot to Thrill try to find room for it?
This build doesn't find room for Icy Heart until mid to late epic. Shoot to Thrill doesn't have it (though it was introduced after the build was actively being maintained). Should Shoot to Thrill try to find room for it?

Shoot to Thrill would just retrain Weapon Focus into Icy Heart @11. +1 to damage over what it has, not a substantial difference. Also probably has a better method of getting CA than Wintertouched, at this point. Changing the Theme might also help, but Shoot to Thrill is still basically optimized, these are relatively minor points.
Shoot to Thrill would just retrain Weapon Focus into Icy Heart @11. +1 to damage over what it has, not a substantial difference. Also probably has a better method of getting CA than Wintertouched, at this point. Changing the Theme might also help, but Shoot to Thrill is still basically optimized, these are relatively minor points.




Does it mean it has no room for more improvement?
And, would it achieve higher dmg if it multiclassed with something other than rogue or turn hybrid?
Does it mean it has no room for more improvement?
And, would it achieve higher dmg if it multiclassed with something other than rogue or turn hybrid?

It is the definitive optimized Archer Ranger. The handful of content that has released since adds a relatively minor amount of damage, as noted, so technically it has room for improvement. But no, it requires no (and would not benefit from) broad changes.
This build doesn't find room for Icy Heart until mid to late epic. Shoot to Thrill doesn't have it (though it was introduced after the build was actively being maintained). Should Shoot to Thrill try to find room for it?

Shoot to Thrill would just retrain Weapon Focus into Icy Heart @11. +1 to damage over what it has, not a substantial difference. Also probably has a better method of getting CA than Wintertouched, at this point. Changing the Theme might also help, but Shoot to Thrill is still basically optimized, these are relatively minor points.



Sweet!

Any thoughts on the CA method.

Here's what I found in the compendium:

Hidden Sniper (if I can find a consistent way to gain concealment...)


That's the main thing that jumped out, outside of using fey beast tamer or one of the other CA themes.

My particular ranger has Sarifal Feywarden, so I was looking for Wintertouched alternatives (though with gloves of ice, a frostbow, and icy heart, I'm pretty deep into the cold path at this point.) 
Was going to say Distant Advantage, but that axes Prime Shot and all the fun that goes with it.
I think I may stick with wintertouched. Sarifal's blessing (as erachima pointed out) can help me set up initial CA sometimes, though it's tough to fit in with quarry (which gets the +1 to hit and quarry damage) and snap shot also competing for minor actions. And then once you've landed that first shot you should hopefully be able to maintain CA via hitting at least once per turn.

Cunning Stalker would be super sweet if the party were all ranged, but with a melee ranger in the mix I don't know how likely that it'll be that a given monster will be on its own for me to gain that CA.

I also looked briefly at Harrowing Swarm Stalker (it came up on a search), but 2 feats to prevent OAs and that's about it (the +2 to nature not being all that exciting, and the "associated powers" not having anything to do with twin strike) seems expensive. Looks like I'll just have to eat the OAs when I have to go point blank for prime shot. That's alright. It'll free the melee guys up to reposition a bit more without fear of provoking.
I think I may stick with wintertouched. Sarifal's blessing (as erachima pointed out) can help me set up initial CA sometimes, though it's tough to fit in with quarry (which gets the +1 to hit and quarry damage) and snap shot also competing for minor actions. And then once you've landed that first shot you should hopefully be able to maintain CA via hitting at least once per turn.

Cunning Stalker would be super sweet if the party were all ranged, but with a melee ranger in the mix I don't know how likely that it'll be that a given monster will be on its own for me to gain that CA.

I also looked briefly at Harrowing Swarm Stalker (it came up on a search), but 2 feats to prevent OAs and that's about it (the +2 to nature not being all that exciting, and the "associated powers" not having anything to do with twin strike) seems expensive. Looks like I'll just have to eat the OAs when I have to go point blank for prime shot. That's alright. It'll free the melee guys up to reposition a bit more without fear of provoking.



Predator's Hide.  Or that one that gives you bonus to defense against Prime Shot targets.  And you got good defenses and Disruptive Strike.

Cry Havoc!  And let slip the hogs of war!

Yep, I'm currently slotted for Darkstrike (the one with a +2 vs prime shot target).