Ranger - Favored Enemy ?

"At 2nd level, you choose the sort of enemy you are dedicated to hunting: colossal monsters like dragons or hordes of orcs, hobgoblins and similar creatures"

"Hordeslayer
   When you damage a creature on your turn with a weapon attack, you deal 1d8 extra damage to each other creature you damage later in the same turn."

 

Now the way I read this is Rangers do NOT have to specify a particular enemy but just a type. So it isn't "orcs" or "Hobgoblins" but just any creatures that may fight in packs?

Am I reading this right?

Would humans that attack in groups fall into the "Horde" catagory?

 

What if they went the other way, would it be any colossal monster and not a specific type either?

 

Seems to me you used to have to name 1 specific creature type, not a general catagory.

Gonchar wrote:

"At 2nd level, you choose the sort of enemy you are dedicated to hunting: colossal monsters like dragons or hordes of orcs, hobgoblins and similar creatures"

"Hordeslayer
   When you damage a creature on your turn with a weapon attack, you deal 1d8 extra damage to each other creature you damage later in the same turn."

 

Now the way I read this is Rangers do NOT have to specify a particular enemy but just a type. So it isn't "orcs" or "Hobgoblins" but just any creatures that may fight in packs?

Am I reading this right?

Yes.  

It's not specific to the creature or even the group of enemies.

 

For instance, a hord slayer who's fighting 2 dragons, can hit one, and gain 1d8 damage agaist the other.

Or if you have colossal, and you hit an goblin, you still gain 1d6 for hitting him again.

 

 

Though, you'll rarely fight 2 dragons, or have a goblin survive the first shot.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Okay, let me clear this up. You don't select a favored enemy like in prior versions. At second level you select a type of enemy (Hordeslayer or Colossus Slayer). Now, promptly forget anything about your selected "favored enemy." Your path grants you a number of class features that work against anything you are fighting. You can use hordeslayer, hunter's mobility, whirlwind attack, and hunter's awareness against dragons, beholders, displacer beasts, horses, or whatever. You could likewise use slayer's momentum, steel will, staggering attack, and uncanny dodge against anything from a mob of orcs, to a hoard of dire rats, to a gargantuan house cat.

 

It's just a way of granting you powers that tend to work best against certain types of foes--not a way of limiting your bonus to fighting those types of foes.

Sorry but that doesn't make any sense to me.

Just ignore any lore or whatever around how the character is trained or has learned to battle a specific type of foe?

That seems boring, IMO.

Okay, think of it a different way...

 

Previous edition's versions were kind of stupid. Quite frankly, it was someone's lack of imagination and stunted world development that even REMOTELY suggested that all "goblinoids" would fight in such a way that there was some sort of unique skill that you could learn about fighting them in particular as opposed to fighting "elfs" or "dwarfs".

 

A Hobgoblin fighter and a Dwarf fighter have WAY more in common than a Hobgoblin fighter and a Goblin Orc-- much less an Orc berserker. Hell, a Hobgoblin Fighter and an Elven Fighter probably have more in common than the Hobgoblin Fighter and the Hobgoblin Rogue or the Elven Fighter and the Elven Rogue.

 

And let's not even get into such things as "undead".

 

It was just a downright nonsense way to do things. Here instead things were attempted to set right...

 

So your ranger is either good at

 

1) Fighting against a giant mob of enemies. yeah, MAYBE he first learned it against fighting against Orcs 5:1-- but whatever he learned kind of translates perfectly well to fighting hordes of skeletons or hordes of human or hordes of Halflings. Doesn't really matter because it NEVER should have mattered-- if you got 5 people attacking you at once, you have tricks to handle that.

2) He learned to take down single enemies considerably bigger and nastier than him. And it doesn't much matter whether that enemy is a Ogre or Troll or Hill Giant or Abomination or Stone Golem... point is, if it is 12' tall, he has some tricks for fighting it.

 

Now if you are a horde fighter you get a lot of tricks that are great for dealing relatively small damage to a large number of targets.

If you are a collossius fighter, you get a lot of tricks for dealing large damage to a single enemy.

 

You can use your tricks at any time. Thing is, if you deal 5 damage to everyone next to you and the only enemy next to you is a 50 hit point giant... well... you are sort of at a disadvantage there.

 

If you are in a situation where 8 of a horde of 20 kobolds with 4 hit points each are stabbing you and you have a trick that lets you do 20 damage to a single Kobold.. well.. you are at a disadvantage there.

 

Of course, if those two Rangers could switch places, suddenly they would be doing much better.

 

Does that make any sense?

Hebitsuikaza has it exactly right. As a matter of fact you can hear someone explain it to you.

 

Put in the Princess Bride, and listen to Fezzik (Andre the Giant) explain that when you are figiting half a dozen people you use different tactics than a single opponent.

 

That is exactly what they have done with this edition. Did they possibly limit themselves with expanding to new areas maybe but here are some that i thought of while writing this sentence.

 

Flying (hamstringing movement and being more ranged based)

Mounted (using mounts and attacking from them against other mounted opponents)

Magic Users (resistance and crossing distances to get in for your kill shot)

 

These woudl be more like small groups or groups that vary in thier make-up.