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5 years ago ::
Jun 16, 2008 - 11:00AM
#51
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Hunter's Quarry isn't a feat. it's a Ability you get, for free from being a Ranger. You might be thinking of Lethal Hunter, though.
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5 years ago ::
Jun 16, 2008 - 11:02AM
#52
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Date Joined:
Aug 20, 2005
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Yeah, I keep going back and forth between the WFs and Lethal Hunter too.
I really think you should get both - trade out the WF in the progression that you're not specializing in and use that for LH. That, however, screws us generalists.
Any input?
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5 years ago ::
Jun 16, 2008 - 11:18AM
#53
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I don't have the books with me, but doesn't WF and HQ stack?
With LH, you doing more damage 25% of the time with HQ, but is that 25% of the time really worth losing a +1 from WF. And WF isn't reliant on having to target only your quarry.
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5 years ago ::
Jun 16, 2008 - 11:53AM
#54
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Date Joined:
May 15, 2007
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Hunter's Quarry isn't a feat. it's a Ability you get, for free from being a Ranger. You might be thinking of Lethal Hunter, though. At least my intent was understood
if your going Ranged then IMHO the WF> LH but for Melee I would think LH > WF Ranged heres why ...
Quarry States that its the nearest enemy that gets the quarry
now again IMHO as a ranged specalist Ranger you would be trying to focus on Healers / Control / Ranged strikers
so I would guess its all based on where you see yourself more often .... in back plinking away .... or in someones face
I personally in the few games I have played have noticed a tendancy to have that Range Gap closed fairly quickly
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5 years ago ::
Jun 16, 2008 - 11:59AM
#55
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Well, the other difference between Lethal Hunter and WF is how often they can be used. LH is 1/round. WF is 1/hit. You can see more of the math on LH HERE.
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5 years ago ::
Jun 16, 2008 - 12:11PM
#56
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Date Joined:
May 15, 2007
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ya I was filling out an edit and it didnt take
the average difference in damage from LH and Standard HQ with a 1[w] attack 1 point difference with 2x 1[w] attacks it drops to .5
so for a Straight Generalist I dont think LH is Worth it but for a more Melee intensive Ranger LH + WF Heavy Blades + TWF and TWD are a better choice since your looking at a 2.5 point average difference with the mainhand and a 1.5 average difference with the offhand (this is whe using Twin attack)
NOTE - Only dealing with Heroic Levels ATM
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5 years ago ::
Jun 21, 2008 - 7:41AM
#57
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Here is my take on a TWF. I plan on going Bastard Sword, because I think it will work better with Cascade, and also because a lot of people will probaby be playing with scimitars, and I want to be different. I do provide a slightly different feat progression afterwards for scimitars. Any help making him better would be appreciated.
Fargutha - Elven TWF Ranger/Stormwarden/Trickster Stats: Melee Attacks with Long Sword/Bastard Sword (prof +3); Ranged Attacks with Longbow (prof +2); N/I Prime Shot/Elven Precision 1: Str: 16 Con: 13 Dex: 16 Int: 8 Wis: 16 Cha: 10 (9, 3, 5, 0, 5, 0); Attacks: +6/+5 4: Str: 17 Con: 13 Dex: 17 Int: 8 Wis: 16 Cha: 10 (Str, Dex); Attacks: +8/+7 8: Str: 18 Con: 13 Dex: 18 Int: 8 Wis: 16 Cha: 10 (Str, Dex); Attacks: +11/+10 11: Str: 19 Con: 14 Dex: 19 Int: 9 Wis: 17 Cha: 11 Attacks: +12/+11 14: Str: 20 Con: 14 Dex: 20 Int: 9 Wis: 17 Cha: 11 (Str, Dex); Attacks: +15/+14 18: Str: 21 Con: 14 Dex: 21 Int: 9 Wis: 17 Cha: 11 (Str, Dex); Attacks: +17/+16 21: Str: 22 Con: 15 Dex: 22 Int: 10 Wis: 18 Cha: 12 Attacks: +19/+18 24: Str: 23 Con: 15 Dex: 23 Int: 10 Wis: 18 Cha: 12 (Str, Dex); Attacks: +21/+20 28: Str: 24 Con: 15 Dex: 24 Int: 10 Wis: 18 Cha: 12 (Str, Dex); Attacks: +24/+23 30: Str: 24 Con: 15 Dex: 24 Int: 10 Wis: 18 Cha: 12 Attacks: +25/+24
Skills: Dungeoneering(Wis); Nature(Wis); Perception(Wis); Stealth(Dex); Athletics(Str) Armor: Hide Weapons: Longsword(2)->Bastard Sword(2), Longbow, Daggers(2)
R: Elven Accuracy (E) CF: Fighting Style: Two-Blade Fighting Style CF: Hunter's Quarry CF: Prime Shot B: Toughness (+5 HP/tier) 1: Quick Draw (free action; +2 Init) 2: Weapon Proficiency (Bastard Sword) (+1 dmg/hit) 4: Two-Weapon Fighting (+1 dmg/hit with Main weapon) 6: Two-Weapon Defense (+1 shield bonus: AC; Reflex) 8: Weapon Focus (Heavy Blade) (+1 dmg/hit; +2/+3 11/21) 10: Elven Precision (+2 Attack after miss/encounter) 11: Danger Sense (2 init rolls) 12: Seize the Moment (combat advantage over enemy with lower init) 14: Evasion (Reflex; AC; No damage from miss) / Iron Will (+2 feat bonus to Will defense) 16: Defensive Advantage (+2 AC with Combat Advanatage) 18: Heavy Blade Opportunity (at-will with opportunity attack) 20: Blood Thirst; Retrain at 21 to Armor Specialization (Hide) (+1 feat bonus to AC; reduce ACP by 1) 21: Heavy Blade Mastery (Critical hit w/ heavy blade melee attack roll of 19/20) 22: Epic Resurgence (Regain encounter attack power on critical hit) 24: Blind-Fight (Adjacent creatures aren’t concealed or invisible to you) 26: Uncanny Dodge (No +2 Attack Bonus against you with Combat Advantage) 28: Two-Weapon Flurry (Make opportunity attack with off-hand melee weapon) 30: Alertness (No Combat Advantage during surprise; +2 feat bonus to Perception)
Powers (W-At Will; E-Encounter; D-Daily; U-Utility) 1: Twin Strike (W); Hit and Run (W); Dire Wolverine Stike (E); Sudden Strike (D); (2/1/1/0) 2: Yield Ground(U/E); (2/1/1/1) 3: Cut and Run(E); (2/2/1/1) 4: 5: Two-Wolf Pounce(D); (2/2/2/1) 6: Evade Ambush(U/D); (2/2/2/2) 7: Sweeping Whirlwind(E); Retrain: Fox's Cunning(E) (Lose: Dire Wolverine Strike) (2/3/2/2) 8: 9: Attacks on the Run(D); (2/3/3/2) 10: Expeditious Stride(U/E); (2/3/3/3) 11: Blade Storm (Stormwarden); Stormstep Action (Stormwarden); Clearing the Ground (Stormwarden-E); Retrain: Hawk's Talon(E) (Lose: Sweeping Whirlwind) (2/4/3/3) 12: Throw Caution to the Wind(Stormwarden-U/E); (2/4/3/4) 13: Pinning Strike(E); (Lose: Fox's Cunning) (2/4/3/4) 14: 15: Blade Cascade(D); (Lose: Two-Wolf Pounce) Retrain: Armor Splinter(E) (Lose: Pinning Strike) (2/4/3/4) 16: Twin-Blade Storm (Stormwarden); Evade the Blow(U/D) (2/4/3/5) 17: Two-Weapon Evisderate(E) (Lose: Hawk's Talon) (2/4/3/5) 18: 19: Wounding Whirlwind(D) (Lose: Sudden Strike) (2/4/3/5) 20: Cold Steel Hurricane (Stormwarden-D); Retrain: Cruel Cage of Steel(D) (Lose: Wounding Whirlwind) (2/4/4/5) 21: Sly Fortune's Favor (Deadly Trickster) 22: Hit the Dirt (D) (2/4/4/6) 23: Blade Ward (E) (Lose: Cut and Run) (2/4/4/6) 24: Trickster's Control (Deadly Trickster) 25: Not Replacing (D) (Bloodstorm; Tiger's Reflex; Unstoppable Arrows) 26: Epic Trick (Deadly Trickster-U/D) (2/4/4/7) 27: Death Rend(E) (Lose: Two-Weapon Eviscerate) (2/4/4/7) 28: 29: Weave a Web of Steel (D) (Lose: Attacks on the Run) (2/4/4/7) 30: Trickster's Disposition (Deadly Trickster) --------- Weapons: Scimitar(2), Longbow, Daggers(2)
R: Elven Accuracy (E) CF: Fighting Style: Two-Blade Fighting Style CF: Hunter's Quarry CF: Prime Shot B: Toughness (+5 HP/tier) 1: Quick Draw (free action; +2 Init) 2: Two-Weapon Fighting (+1 dmg/hit with Main weapon) 4: Two-Weapon Defense (+1 shield bonus: AC; Reflex) 6: Weapon Focus (Heavy Blade) (+1 dmg/hit; +2/+3 11/21) 8: Elven Precision (+2 Attack after miss/encounter) 10: Lethal Hunter (+1 dmg/round more at 11/21) / Blade Opportunist (+2 bonus to Opportunity Attack rolls with heavy/light blades) 11: Danger Sense (2 init rolls) 12: Scimitar Dance (Dex modifier damage on miss) / Seize the Moment (combat advantage over enemy with lower init) 14: Evasion (Reflex; AC; No damage from miss) / Iron Will (+2 feat bonus to Will defense) 16: Defensive Advantage (+2 AC with Combat Advanatage) 18: Heavy Blade Opportunity (at-will with opportunity attack) 20: Blood Thirst; Retrain at 21 to Armor Specialization (Hide) (+1 feat bonus to AC; reduce ACP by 1) 21: Heavy Blade Mastery (Critical hit w/ heavy blade melee attack roll of 19/20) 22: Epic Resurgence (Regain encounter attack power on critical hit) 24: Blind-Fight (Adjacent creatures aren’t concealed or invisible to you) 26: Uncanny Dodge (No +2 Attack Bonus against you with Combat Advantage) 28: Two-Weapon Flurry (Make opportunity attack with off-hand melee weapon) 30: Alertness (No Combat Advantage during surprise; +2 feat bonus to Perception)
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5 years ago ::
Jun 26, 2008 - 4:17PM
#58
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awesome
Decks
Show
Completed:
High Tide
  Naya Slide
Sligh Testing: Banners
Show
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5 years ago ::
Jul 02, 2008 - 9:49AM
#59
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I've seen 3 major Ranger builds that seem to work that emphasize the Ranger.
1. Battlefield Archer 2. TWF Pit Fighter 3. TWF Stormwarden
Under each of these we'll discuss the following items: A. Races B. Attributes C. Weapons D. Armor E. Feats F. Skills G. MultiClass possibilities
1. Battlefield Archer A. Races - You'll want a race that has bonuses to Dexterity, and possibly bonuses to Wisdom, Strength, or Constitution. The ideal race for this build is an Elf, followed closely by Human, Eladrin, and Halfling. The Elf has Dexterity and Wisdom, so it the best race for this build. The Halfling has to use a shortbow, so that limits the damage somewhat. B. Attributes - DEX, WIS, Con, Str, Cha, Int. Dexterity is the most important attribute, as it will be your only Attack attribute, and more points should go to this attribute than any other, and this attribute should be raised at every opportunity. Start with a minimum of 16, but 18 or 20 would be optimal. Wisdom is the second most important attribute, as it will adding conditions to the effects of your attacks. Constitution is less important, but it should be kept in mind. Hide Specialization requires a 15 to use by Paragon levels, so if you can afford a 14 at character creation, then you should. Str, Cha, and Int are not used for any attacks, as your Strength will not be raised except at the tier levels, it will not be useful in melee attacks. Otherwise, look at feats that you may want, and see what you need to qualify for them. NOTE: There are some Archer builds that emphasize STR as the secondary attribute, so that if melee is forced upon the archer, they won't stink at it. If you choose to go this route, then put STR as the secondary attribute, and raise it every chance that you get. C. Weapons - Longbow. You don't care about any other weapons. A Frost Longbow provides good synergy with the Wintertouched and Lasting Frost feats at Paragon levels. D. Armor - You want movement to get to the right spot to shoot. Any of the light armors will provide this. Look to get Hide Specialization at Paragon levels for the best light armor with any penalties. E. Feats - Weapon Focus(Bows), Lethal Hunter, Far Shot, Improved Initiative or Quick Draw Racial Feats: Elven Precision(Elf), Action Surge(Human) All of your feats should improve one of several things: Initiative, To Hit, Damage, AC. Unless you are needed to fill a different party role, as in 4E, group optimization often comes ahead of Character Optimization. F. Skills - Stealth and Perception should be the main skills of an Archer. These will help you gain combat advantage on opponents, while not being surprised yourself. Then Nature, Dungeoneering, Acrobatics, Athletics. Endurance can be useful if your GM likes environmental challenges. And if you have no leaders in the party, then Heal might be useful. G. MultiClass possibilities - The two ideal multiclass feats for an archer are Initiate of the Faith or Sneak of Shadows. If the healing in the party is limited, Initiate of the Faith might provide just enough healing to get the party out of tight spots. If the party has healing, but no rogue, then Sneak of Shadows with Thievery is just the feat you want. Your perceptions means that you will find more traps than a single-classed rogue, and you can disarm them. And if you pick up some daggers, you can get sneak attack once an encounter. If you choose the STR route, then Soldier of the Faith or Student of Battle might be helpful.
More discussion on the other builds to come.
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5 years ago ::
Jul 02, 2008 - 4:20PM
#60
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Date Joined:
Apr 11, 2005
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I'm looking at how whether it is possible to build a decent hybrid ranger and I keep running into the problem that it seems really hard to keep up magic items in two weapons AND a ranged weapon. The only way I can see dodging that is to avoid powers that require off-hand attacks or to use a throwing weapon instead of a bow but...
Is it just me, or is that fairly crippling?
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