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5 years ago ::
Jun 12, 2008 - 12:05PM
#1
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Ziana's Archer
Designed to be fairly robust on the battlefield, offering decent group utility and high damage output, as well as being useful in non-combat situations with her skillset and high perception. Tactics relies on high mobility and making use of Prime Shot on selected targets. She makes an ideal scout for the party, and is a capable ranged striker.
Elf Ranger - Archer Battlefield Archer Dark Wanderer (Some may prefer Demigod)
Stats: L1: 10 13 20 10 15 8 L30: 12 16 28 12 22 10
I have been convinced that it's worthwhile putting points in Con at the cost of one Wisdom modifier, in order to attain Armor Specialization: Hide at 11.
An alternate stat array foregoing AS:Hide would be 10 11 20 10 16 8.
Skills: Nature, Perception, Athletics, Endurance, Stealth (I like Acrobatics, but Endurance is useful for a couple survival-oriented feats.)
Basics at Level 1: (wearing Hide Armor) HP: 30 Surges: 7 AC: 18 F/R/W: 12/16/12 Insight: 12 Perception: 19 BAB: +7 Init: 5 Elven Accuracy, Group Awareness, Wild Step, Hunter's Quarry, Prime Shot Defensive Mobility
Feats Organized by type in order of preference with comments
Damage Weapon Proficiency: Greatbow - Longer range, more damage. Top notch. Weapon Expertise: Bow (Assumed to be +1 from PHB2) Weapon Focus: Bow - Reliable damage bonus per hit. Martial Mastery - Reuse an encounter power when you spend an action point Called Shot [Dragon 368]- +5 damage with Prime Shot Prime Quarry - +2 to hit your Quarry with Prime Shot Improved Prime Shot - +2 attack with Prime Shot. Replace Prime Quarry Hawkeye Warrior - +1 to hit target of your Elven Accuracy for the encounter: great on solos. Hunter's Advantage - +2 damage with Hunter's Quarry when you have CA. Wintertouched/Lasting Frost: powerful combo when combined with a Frost Bow. +5 damage to most foes and +2 to hit thanks to CA. High opportunity cost however (2 feats + dedicated enchant). Wild Elf Luck [FRPG] - better than Elven Precision Lethal Hunter - Effectively +1 damage per round per tier.
Survival Toughness - bonus HP, helps stay alive at low levels. Armor Spec: Hide - +2 AC over leather Combat Anticipation - +1 defenses against all but melee attacks Skill Training: Endurance - for related feats (optional: drop one of the other recommended skills at character creation for Endurance) Martial Freedom - +5 against slow/immobilization Martial Resolve - Roll at start & end of turn against daze/stun/weak/immobilization/slow. Replace Martial Freedom (optionally, keep both) Uncanny Dodge - No +2 to hit you when enemy has Combat Advantage. Defensive Advantage - +2AC when you have CA. Great if you're using Prime Shot from point blank range.
Kiting/Utility Quick Draw - Invaluable for designating your Quarry plus getting your bow out in the same turn. +2 Initiative bonus. Fleetfooted - +1 speed is constantly useful Running Shot, Fast Runner - Lets you run every turn, without penalty to attack. Increase your mobility by 4 squares/move. Secret Stride - full movement while stealthed.
Defensive feats can be dropped in favor of offensive ones, depending on how much danger you are facing; however my opinion is it's better to survive and do slightly less damage. Dead rangers do no damage.
Running shot, Uncanny Dodge, and Fast Runner form a complementary set, which enable the archer to run each turn without penalty (no combat advantage to-hit bonus to enemies, no to-hit penalty to self), and at +2 movement for a total of +4 base speed. This is for utility purposes: having superior mobility during combat and being able to keep all enemies at range. The relative value of this tactic should be considered carefully in actual play. If it's unnecessary in order to remain at range or acquire targets quickly, then one or all of these feats can be dropped in favor of others. Uncanny Dodge may retain its value regardless.
Feat Progression (This is me actually committing to some, rather than just saying "Hey, these are nice!")
1 Toughness 2 WeapProfGreatbow 4 Martial Freedom 6 W. Expertise: Bows 8 Weapon Focus: Bow 10 Lethal Hunter 11 Armor Spec: Hide 12 Lasting Frost 12 Wintertouched - replace Toughness 14 Fleet-Footed 16 Prime Quarry 18 Called Shot 20 Uncanny Dodge 21 Martial Resolve - replace Martial Freedom 21 Martial Mastery 22 Imp Prime Shot - replace Prime Quarry 22 Combat Anticipation 24 Predatory Action 26 Hawkeye Warrior 28 Hunter's Advantage 30 Bleeding Precision
Recommended Powers:
At Will Twin Strike: 2 attacks Nimble Strike: shift 1
Encounter 1 Fox's Cunning - reaction attack 3 Disruptive Strike - Interrupt, save a party member 7 Biting Volley - 2 attacks, Extra crit, or Hawk's Talon - +WisMod to hit. *11 P: Combined Fire 13 Pinning Strike - Utility *17 Arrow of Vengeance - Reaction attack *23 Manticore's Volley - Good damage; alternately Dazing Volley for utility. *27 Hail of Arrows - Very useful when facing a group
Daily 1 Hunter's Bear Trap *5 Spitting Cobra Stance - This is fantastic, and worth keeping to high levels. 9 Attacks on the Run (Ranger's Recovery also nice) 15 Confounding Arrows - Nice utility 19 Two-in-One Shot *20 P: Quarry's Bane *25 Ranger's Resurgence - Decent damage, and reuse an encounter. *29 Five Missile Dance
Utility 2 Yield Ground 6 Serpentine Dodge or Weave through the Fray 10 Shed the Mark - drop mark effects at will 12 P: Archer's Glory 16 Evade the Blow - avoid dying! 22 Master of the Hunt 26 Never at a Loss
* - keep at 30
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5 years ago ::
Jun 13, 2008 - 7:49AM
#2
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No replies means I've either done something embarrassingly wrong, or there's nothing to nitpick.
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5 years ago ::
Jun 13, 2008 - 8:11AM
#3
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No replies means I've either done something embarrassingly wrong, or there's nothing to nitpick.  Or it might just have gotten cycled off the front page so fast no one saw it.
Honestly, it looks reasonably decent. But I've barely looked at Rangers. (Can recite the rules for Wizards backwards and forwards however!)
I think your feat ordering is a little strange - shouldn't you take those epic feats at the start of epic as they're (theoretically) stronger than your 7+th pick paragon feats?
I'm also mildly confused by Blind Fight. It helps melee characters, but it only works with adjacent foes, meaning it isn't that useful for a ranged character.
I would also consider Trickster as an epic destiny - it probably has more to offer than Demigod.
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5 years ago ::
Jun 13, 2008 - 9:05AM
#4
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I think your feat ordering is a little strange - shouldn't you take those epic feats at the start of epic as they're (theoretically) stronger than your 7+th pick paragon feats? I actually ordered all applicable feats by desirability in a spreadsheet. Those remaining paragons are, to my mind, more use than the epic level ones.
I'd probably swap Alertness and Light Step out to gain paragon feats quicker, then acquire them again later.
I'm also mildly confused by Blind Fight. It helps melee characters, but it only works with adjacent foes, meaning it isn't that useful for a ranged character. At the bottom of the list, the feats start offering much less benefit. There's a few things that fell off the bottom that I could consider: Devastating Critical, Agile Athlete, Far Shot, Seize the Moment, Point Blank Shot, Sly Hunter and Elven Precision. I find that all of them are of limited application or very situational.
Being dependent on movement, I figure one of my big weaknesses, is stealthed/invisible enemies sneaking up on me. That's a stealth attack and potential slowing/stun type effect. Having blind-fight means I can make a proper attack before shifting & running.
It's not one I'm terribly attached to, and might consider alternatives.
I would also consider Trickster as an epic destiny - it probably has more to offer than Demigod. Yes, I'm undecided, and leaning a bit towards Trickster now. I do like the stat bonuses from DG though.
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5 years ago ::
Jun 13, 2008 - 9:40AM
#5
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Date Joined:
Mar 15, 2008
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Personally I'd take Demigod for an Archer/Ranger, mostly because of the Divine Miracle, never running out of encounter powers might be big help in a big battle, also the "Increase two ability scores of your choice by 2 each" helps
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5 years ago ::
Jun 13, 2008 - 11:22AM
#6
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Actually, I missed Fast Runner on the feat list, probably because I saw "charge" there. Screw Blind Fight, Ziana can now run 12 squares per turn. It appears to be an "untyped bonus", so it stacks with Fleet Footed.
Seriously thinking about Toughness now too. Dead rangers do no damage.
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5 years ago ::
Jun 16, 2008 - 10:25AM
#7
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Suggestions from others have lead me to reconsider just how bad Elven Precision is. It may be more attractive than some of the other feats I have listed.
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5 years ago ::
Jun 16, 2008 - 10:58AM
#8
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I'm curious if you could give a rundown (again) for Lethal Hunter.
Also, I don't see Defensive Mobility on your feats list, and choosing the Archery path gives you it for free.
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5 years ago ::
Jun 16, 2008 - 11:25AM
#9
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Yes, I only listed feats I'm selecting, Def. Mobil. is a given.
Lethal Hunter isn't terrible, but it's so small that it may be overshadowed by other utility or defensive feats.
1d6 to 1d8 is an average increase of 1/round. That increases to 2 and 3 per round with tiers.
3 damage per round to your Quarry at epic levels, when you've got powers like Lightning Shot (2W+Dex/3W+Dex, bloodied), Dex around +7/8, and a Flaming Longbow +4-6 with +4/5/6d6 damage on a crit, I think you can see what a minor fraction of total damage Lethal Hunter will be.
Weapon Focus at least offers +damage (1-3) per HIT, and rangers are capable of multiple hits per round.
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5 years ago ::
Jun 16, 2008 - 12:23PM
#10
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Date Joined:
Jan 30, 2005
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One difficulty I am having with my Elven Archer is knowing which skills I should be trained in. Currently my list matches yours with Nature, Acrobatics, Athletics, Perception, and Stealth. But skills are so damn nice in 4e (DAMN YOU WOTC!  ) that it is hard to know if I have selected correctly. We have a cleric, so I didn't bother with Heal, but what about Endurance or Dungeoneering? What are your views on those two? As for your particular run down here, it is looking good for as far as I have gotten with my guy (which is level 2). It is sad that Weapon Focus is just heads and tails better than Lethal Hunter. I would love to select Ranger and Elf specific feats, but frankly all of the Ranger-specific feats suck.  With my stats, I went with the 16/14/14 build, but am now regretting it and wish I went 16/16/12 (with the third stat going to con). I am probably going to ask my DM if I can swap this around. Having a high Wis is really nice. I don't like buying the 18 Dex though, because it will leave your Con hurting big time. Even though you may rely on mobility to stay out of melee, enemies still have a tendancy to hit the Archers. All in all I am loving my Archer and am glad that Rangers are finally playable.
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