ATTENTION: THIS GUIDE HAS BEEN PORTED OVER TO THE CHARACTER OPTIMIZATION WIKI AND WILL NO LONGER BE UPDATED. YOU CAN FIND THE WIKI PAGE HERE.
So you guys are the ones who want to learn to hunt, eh? Well, let me tell ya it's gonna be a long trip, and not all of you are gonna make it! The ones that do are gonna learn to hit so hard, they'll scare themselves! After all, the best defense IS a killer offense! But none of you're gonna learn any of that before I toughen your hides up! Don't worry; when I'm done with you, you'll be among the best the world has ever seen at what you do! Still interested? I thought so. Now, as I was saying...
Selling Points: Why You Would Want To Play A Ranger
Right now, there are a whole bunch of other classes in this game (especially Strikers), so every class needs to have a niche they can fill in order to be a worthy choice. Allow me to elaborate on what makes Rangers worthy picks:
You hit very hard - When it comes to single-target damage, you are the master of your domain. To boot, Rangers don't have to choose between a high consistent offense and the ability to conjure up huge amounts of damage on a moment's notice: you get lots of both. If you like nothing more than laying the smack down on your opponent, this is your class.
You are self-reliant - Another cool aspect about Rangers is that they have offensive and defensive features that don't require allies to assist them. As long as you're not knee-deep in enemies like a Defender would usually be, you can pretty much take care of yourself, which is a nice skill to have.
You are always on the offensive - Rangers have one of the greatest power selections geared toward breaking the mold in terms of when you can attack and why. If you like to constantly roll your d20 to attack your opponent again and again (even on their turns), you're in the right place.
This Handbook will use the following system for ratings: Red: Garbage, or completely overshadowed by another option. Purple: Situationally useful, but overall pretty meh. Black: OK. You could do worse than pick this. Blue: Good stuff. You probably want this. Sky Blue: You want this. Period. Gold: Why haven't you taken this yet? A defining choice for a build, or even the whole class.
This Handbook covers the following sources: AP - Arcane Power AV - Adventurer's Vault AV 2 - Adventurer's Vault 2 D XXX - Dragon Magazine, issue XXX DMA 2009 - Dragon Magazine Annual 2009 DP - Divine Power FRPG - Forgotten Realms Player's Guide MM - Monster Manual MM 2 - Monster Manual 2 MOTP - Manual of the Planes MP - Martial Power PHB - Player's Handbook PHB 2 - Player's Handbook 2 PHB 3 - Player's Handbook 3 PHH 1 - Player's Handbook Heroes: Series 1 PHH 2 - Player's Handbook Heroes: Series 2 PP - Primal Power
Hit Points - 12 + Con score at 1st level; 5 at each level thereafter. You get a solid amount of starting HP, right around the expected value. This means that your defense is OK, but offense is your real game.
Healing Surges - 6 + Con modifier. Right around what you're expected to have. Solid enough, especially if you put some points in Constitution (and almost every build does).
Proficiencies - You start out with great proficiencies as far as weapons are concerned; as a matter of fact, only the Fighter gets weapon proficiencies as good as yours. Your armor proficiencies only extend to light armor, and no shields, which again reaffirms your role as a mobile offensive powerhouse.
Hunter's Quarry - Free extra damage is never bad, and it's more universal (albeit less powerful) than the Rogue's SneakAttack.
Prime Shot - It may not look like much on paper right now, but this makes Archers solid at close-range combat and makes dual-wielders great at one-on-one combats, with the right feat and Paragon Path selection. Beastmasters lose this feature, though.
Archery - The door prize is rather disappointing (Defensive Mobility won't get that many people to cheer), but its later benefits (mobility, accuracy, and damage in a single harmonious whole) are well worth having to settle for the least flashy option.
Beast Mastery - You give up your Prime Shot for this feature, which essentially hands you an extra HP pool. Unfortunately for you, your damage potential will take a pretty significant hit for going this route, thanks in large part to the lost class feature.
Two-Blade - Much imitated, never duplicated, and one of 4E's kings of damage (if not the king outright). Toughness for free is a nice gift, and oversized dual-wielding is the reason other classes MC Ranger, not to mention the devastating suite of damage-oriented multiattacking powers.
Dragonborn - +2 Strength is good for Melee Rangers, +2 Charisma is pretty worthless, as are the skill bonuses. However, the racial power makes up for it somewhat by giving you something to do at a distance. Overall, a good choice for Melee, though it is horrible for Ranged.
Dwarf - Though it lacks a Strength bonus and a high degree of mobility, it has a few things going for it as a Melee Ranger, such as Second Wind as a minor action, some good skill bonuses, and bonuses in some secondary stats in Constitution and Wisdom. Not priority 1, but a decent candidate.
Eladrin - +2 Dex is good for most Rangers, +2 Int is an uber-waste, but the +1 class skills and teleport are nifty. They make statistically strong Ranged Rangers, and they have a lot of support to go Melee, and that does count for something.
Elf - Fantastic stat bonuses for a Ranged Ranger in Dexterity and Wisdom, and they're not bad for a Melee Ranger, either. The higher speed and reroll ability only sweeten the deal. A prime Ranger candidate.
Half-Elf - +2 to Constitution is OK, +2 to Charisma is pretty useless, so the only real redeeming feature this race possesses is Dilettante, which is good enough to make them a decent choice, but not a top contender.
Halfling - The limited weapon options and useless +2 to Cha hurt, but the +2 to Dex and abilities to raise your AC compensate for it. Last but not least, your racial support is nice, so you should consider the little folk for Ranged Rangers (they're iffy at best in Melee).
Human - A very nice choice. +1 to all defenses is made of win, a bonus feat and skill helps, and the racial feats kick all kinds of hiney. The bonus at-will is actually useful for some builds now, and it also makes Paragon MC look pretty attractive. All in all, solid, and maybe Sky Blue.
Tiefling - Horrible attribute bonuses, mediocre skill bonuses at best, and though Infernal Wrath is a Striker-oriented ability, it keys off a stat you have no interest in. *sigh* It has some positive points, but IMHO they're not enough to pull this race out of the gutter.
Deva - +2 Int is bleah, +2 Wis is nice, and so is the power, but not much else. I'd rather have the Elfif I wanted an emergency boost for a single roll.
Gnome - Move along, nothing to see here (lol pun).
Goliath - +2 Str, +2 Con and some resistance make you a nice Melee Ranger candidate.
Half-Orc - +2 Str and +2 Dex means you're great at any Ranger you want to be, and the racial power packs even more damage. Nice.
Shifter, Longtooth - +2 Strength and +2 Wisdom is godly for Melee Rangers, and even decent for Ranged ones. Regen and damage bonus while bloodied is icing on the cake. A great choice.
Shifter, Razorclaw - With bonuses to Dexterity and Wisdom, this race makes a strong case for a Ranged Ranger. Additionally, the shifting ability is mobility heaven (too bad it's only while bloodied...). A bit overshadowed by the Elf, but still very solid.
Githzerai - Though similar to Elves with regards to their attribute bonuses, they trade in some of that shifty elusiveness for some straight-up toughness, making them more appealing to Rangers willing to take a risk.
Bladeling (MOTP) - A decent pick for either type of Ranger, this race sports a strong Melee power in Razor Storm, as well as bonuses to Dexterity and Wisdom. A good choice. Changeling (EPG) - Though +2 to Charisma does you little good, +2 Dexterity is very useful, and the other abilities can come in handy if you dip into the Rogue class. A solid pick overall, but much better suited to another style of character.
Drow (FRPG) - +2 Dex and CA-oriented powers make a strong case for a Ranged Ranger, though not so much for a Melee Ranger (sorry, Drizzt fans, but he's not the most optimized Ranger out there).
Genasi (FRPG) - +2 Str is great for Melee, +2 Int... not so much. The manifestations are OK. Firesoul, Stormsoul, and Watersoul in particular are good for you.
Kalashtar (EPG) - +2 to Wisdom is solid, but +2 to Charisma is absolutely useless, and its abilities seem to be more Leader-oriented than anything else. Not the line of work for them.
Warforged (EPG)- These guys are tough as nails, have a Strength bonus, and a bunch of useful racial abilities. A very strong pick for a Melee Ranger.
Gnolls (D 367) - Dexterity and Constitution are good bonuses to have, and that high speed and charging bonuses make you a "shoot first, ask questions later" kind of Ranger. Overall, very solid, especially after the Dragon article, which actually makes charging a good idea if you're Melee.
Minotaur (D 369) - +2 Strength and +2 Constitution are strong for a Melee Ranger. Add in some solid charging power for mobility as well as a change-of-pace move, and you have a solid candidate.
Revenant (D 376) - Solidly placed stats in Dexterity and Constitution, and it has some potential in that it can mooch off another race's goodies. Not a bad idea.
Shadar-Kai (D 372) - A bit weaker than Eladrin, because of the lack of synergistic racial support, as well as the shorter range on the teleportation racial power is less useful for the Ranged Ranger you're more likely to become.
Bugbear (MM) - +2 Strength, oversized, and "sneak attack" make a fantastic case, and +2 Dexterity only sweetens the deal. A fantastic choice for any Ranger style.
Bullywug (MM 2) - Swampwalk looks promising, the stat bonuses are all right, and the Rancid Air aura is interesting. Could be good, with some support.
Doppelganger (MM) - All of the negative aspects of the Tiefling... none of the positive ones. Avoid.
Duergar (MM 2) - It's the Dwarf... minus some of the toughness and all the great racial support. Skip.
Githyanki (MM) - Meh. +2 Con is OK, +2 Int is a waste, +2 initiative is nice, but I'm just not sold. Goblin (MM) - Slightly weaker than the Halfling because of no racial feats, it has the same racial stat allotments, which are good, but not spectacular for Rangers, especially because being Small hurts.
Hobgoblin (MM) - These guys are about the same as Half-Elves, sans the beauty that is Dilettante, so they're a pretty bad idea for Rangers overall.
Kenku (MM 2) - A solid choice, but they are obviously better suited to be Rogues.
Kobold (MM) - Small Gnolls. Small is not the greatest thing to be as a Ranger, though. They do have that great racial power that allows them to shift as a minor action, which is nothing short of fantastic for a Ranged Ranger, so they make up for it better than any of the other short ones. Orc (MM) - Another good Melee candidate, he has the same stat allotment as the Minotaur, and has a self-healing ability. Nice.
Ability Scores: Mettle of the Hunt
Strength - This is your main stat if you are a Melee Ranger, and you should boost it every chance you get. If you are a Ranged Ranger, however, you can afford to dump this pretty low.(Recommended Starting Score: 10-16, before racial adjustments)
Constitution - Adds HP and healing surges, which are always good to have. Axes require some Constitution investment. Hammers require absolute dedication to it. You likely can't afford a top-notch score here, but you shouldn't dump it. (Recommended Starting Score: 12-14, before racial adjustments)
Dexterity - Regardless of the Ranger build you're going for, you need at least a solid starting score here. Only Heavy ArmorMelee Rangers can afford anything but a top-notch score in this stat (and even then, they don't want it to be low). If you're not one of them, keep it high and boost it every chance you get. (Recommended Starting Score: 13-18, before racial adjustments)
Intelligence - One of your designated dump stats. It has a redundant function with Dexterity on the defensive side of the ball, grants you a bonus to skills you will (hopefully) never have to use, and it aids no weapon group. The only use for it is MC; otherwise, avoid it. (Recommended Starting Score: 8-10, before racial adjustments)
Wisdom - Buffs all your secondary effects, and helps your Will defense from going down the tubes. Very important for all types of Rangers, though Ranged Rangers can typically afford to dedicate more stat boosts to it than Melee ones can, and can thus live with a lower starting score. (Recommended Starting Score: 13-16, before racial adjustments)
Charisma - Useless for fighting, it boosts the same defense as Wisdom, and sees no use in your skills. Pretty useless to you overall, unless you're captivated by the Warlock's Student of Caiphon Paragon Path, in which case you should dedicate a smidgen to it. (RecommendedStarting Score: 8-10, before racial adjustments)
Acrobatics - A good Dexterity-based skill, it combines with Athletics to make your character capable of getting through just about any physical challenge your DM can throw at you.
Athletics - The only skill that keys off Strength, and it's a good pick if you're a Melee guy or if you want your Archer to be able to pull off a couple of stunts.
Dungeoneering/Nature - You are forced to pick one of these, but either of them work like a charm for you. You may even consider taking them both.
Endurance - A solid pick for Melee Rangers if your Constitution is decent and/or if you have a racial bonus to this skill, but Heal will give all other Rangers more mileage for the slot.
Heal - A strong skill for you, you could help your party out a lot with this skill.
Perception - Arguably the best skill in the game, off what should be one of your best ability scores. No reason at all to not have this, even if your Wisdom isn't going to be all that great.
Stealth - A pretty useful skill, it can serve most builds very well, since Rangers rely on their Dex pretty heavily.
This is one of the toughest choices in a Ranger's career: the choice of style is irrevocable and influences many things about your character. Evaluate, and choose wisely.
The Archery style sports the highest level of pure Ranged damage in the game, along with a high degree of mobility; however, your Melee capacity is weak, and to maximize the benefits the style offers, you have to be the closest party member to your target, and that poses a certain degree of risk.
The Beastmaster style is interesting in that it hands you an animal companion to help you out; the animal companion is almost universally a close combatant with an additional hit point pool, so both styles benefit from it. However, this style is not quite as damaging as a similarly built Archer or Two-Blade Ranger. Addtionally, a third type of character, the "pure Beastmaster" exists; this character usually eschews other Ranger powers in favor of a large two-handed weapon to maximize the Beastmaster-only powers (which typically allow only one attack from your character). This build has a different set of weapon choices and abilities, but also sacrifices damage compared to the Archer or Two-Blade styles in favor of defense.
The Two-Blade stylesports a decent degree of defense and durability, along with the best level of pure Melee damage in the game; it pays for it by having a rather limited Ranged capacity and the need to spread your ability scores around multiple attributes to attain a Weapon Mastery feat, which is an absolute necessity for the class with the most attack rolls made in the game. If they choose to not focus on Dexterity, heavy armor also becomes a necessity.
Archery Style (PHB) Pros: High mobility, highest Ranged damage output Cons: Weak Melee capacity, needs to close for maximum damage
Axes - The members of this weapon group deal a load of damage, though not quite as much as Hammers. They only require a mediocreCon investment, which frees up your stat points to travel elsewhere. To boot, they're also available as Ranged weapons, which means you get a two-for-one with the weapon-specific feats. Their most compelling feature, however, is the devastating damage they can squeeze off on a critical; considering that you are the class that makes the largest amount of attacks, you're bound to crit sometime.
Bows/Crossbows - The default weapons for an Archer, the differences between them are so small that either of them will work equally well for you. Bows have larger [W] dice and have more range, but Crossbows can be more accurate, and allow you to steal some goodies from your fellow MartialStriker, the Rogue. Overall, a slight edge goes to the Crossbow on raw mechanics, but the Bow closes the gap with some nice properties (such as Forceful).
Flails - Some decent damage, right on par with Heavy Blades for one-handed weapons and with Hammers for the Heavy Flail. The Dex investment required for Weapon Mastery is a bit too high for some Two-BladeRangers and the feat support blows for a Striker, but some of the powers you can mooch off other classes (namely, the Fighter's Rain of Blows) make this a nice pick.
Hammers - Deals a load of damage, even a little on a miss, and give you more toughness due to their ravenous hunger for more Con. Requires unwavering devotion to Con as a secondary stat, which means they are only accessible to a fringe of Two-Blade Ranger builds.
Heavy Blades - Their (usually) high proficiency bonus means a better hit rate, which means more chances for you to deal your damage. Additionally, Heavy BladeOpportunity means you get to have some fun with the few people who try to get past you (and fail in a spectacular fashion). Bastard Swords and Scimitars in particular allow you to wreak havoc with your opponents (the latter doing so even if you miss). Light Blades - Under par compared to Heavy Blades for Two-Blade Rangers. Beastmaster Rangers like these if they decide to go into Melee with two weapons, though, and thrown weapon specialists like Daggers because of their versatility and accuracy.
Maces - Strictly weaker than Hammers at the moment.
Picks - No real support yet. So put it down.
Polearms - Considering your focus on Wisdom, a Beastmaster Ranger using a Polearm to punish enemy tactics is not really that out of the question. Unfortunately, this approach will likely require Paragon Multiclassing into a class such as Fighter, so it pigeon-holes you quite a bit.
Spears - Control is not really most Ranger builds' shtick (some Beastmasters can dabble in it). It is a pretty decent weapon choice (maybe even the optimal one) if you want a thrown weapon specialist, since it offers the best range and damage among thrown weapons in the Tratnyr.
Staffs - Bad damage, two-handed only, and no perks whatsoever for you. If you MC Wizard (why you want to do that is beyond me, though), you might consider this, so you don't have to switch weapons, even despite the fact that it's the worst weapon group right now.
Bear - Though slow, this companion has a veritable truckload of HP, which means he will be hard to take down, as well as being among the hardest-hitting of companions. The weaker attack bonus means that combat advantage will be key in making its attacks land. This partner works particularly well as the tough, physical counterpart to an Archer, as it can absorb more attacks than any of its fellows.
Boar - Boars are fairly vanilla companions, with the only perk being +2 damage while charging, which is not gonna happen often. Only Dwarves should consider this as an option (because of the racial support available), though the Boar does have the advantage of getting a damage bonus on most of the better Beastmaster powers. Overall, avoid.
Cat - It has more speed than most companions, which is a solid tactical advantage, but nothing jumps out to say, "Pick me!" It feels like a slightly weaker version of the Wolf overall, which basically says "pick the Wolf instead".
Lizard - This guy has the best AC among the companions, which is good, and he also has a +2 bonus to hit on opportunity attacks. The only real flaw is that its Will defense is a bit low.
Raptor - Though weak combatants (their damage and HP rank dead last among the companions), they are great to have because of their high accuracy, and their ability to fly means that you can Quarry any enemy you want using them as a starting point. A particularly good pick for Archer Beastmasters.
Serpent - Solid all-around defenses, and a bonus to damage on OA's. Not bad, though I feel the +2 to hit on OA's for the Lizard is better overall.
Spider - The climb speed is a big-time tactical advantage, but nothing else is a big deal. Wolf - The most damaging companion with Combat Advantage (which is easy as pie to get as a Beastmaster), it also sports a high move speed and decent defenses. A strong choice.
Archetypes: The Ways To Hunt
1. The Master Archer.
This build is pretty straight-forward; crank the Dexterity all the way up, toss in a little Constitution and Wisdom (mostly Wisdom) for skills and survivability, and pick up a Greatbow or a Superior Crossbow to spread out as much damage as possible from range. However, this build is also looking for an opportunity to get a prime shot in close to devastating effect (if an Archer) or hammering away at opponents for attacking his Beast (if a Beastmaster). Ranger Style: Archery Style, Beast Mastery Races: Bladeling, Bugbear, Drow, Eladrin, Elf, Githzerai, Gnoll, Half-Orc, Human, Kobold, Razorclaw Shifter Weapon Types: Bows, Crossbows Array: Str 10, Con 13, Dex 18, Int 10, Wis 13, Cha 8
2. The Brawler.
The goal of this build is to deal as much damage as possible, whether it's by pumping out lots of round-by-round damage, stopping the show with a brutal burst of damage, or both. To that end, the build uses high Strength and Wisdom (or Dexterity) to crank out as much damage per attack as possible while wielding two Melee weapons. Beast Masters will look to maximize flanking opportunities with their companions, whereas Two-Blade Rangers will like flying solo thanks to the Prime Punisher feat tree. Ranger Style: Beast Mastery, Two-Blade Style Races: Bladeling, Bugbear, Dragonborn, Dwarf, Elf, Genasi, Githzerai, Goliath, Half-Orc, Longtooth Shifter, Minotaur, Orc, Razorclaw Shifter, Warforged Weapon Types: Axes, Flails, Heavy Blades, Light Blades Array: Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8
3. The Commando.
This build has the ability to switch between Melee and Ranged combat without a significant degree of difficulty (if you build him right, no difficulty at all). To accomplish this end while still being stable on the economy curve, dual-wielding throwing weapons (such as daggers or tratnyrs) is what you should be going for here. The damage takes a bit of a hit, but the versatility goes way, way up. Strength and Dexterity are both needed here, but no Ranger can afford to neglect Wisdom if he wants to be able to use his Prime Shot to maximum effectiveness. This Commando is primarily a Ranged combatant; switch Strength and Dexterity if your goal is to be mainly Melee. Ranger Style: Beast Mastery, Two-Blade Style Races: Bladeling, Bugbear, Drow, Elf, Githzerai, Gnoll, Half-Orc, Human, Kobold, Razorclaw Shifter Weapon Types: Axes, Light Blades, Spears Array: Str 14, Con 13, Dex 16, Int 8, Wis 14, Cha 10
4. The Vanguard.
Another interesting build, this one uses strong damage and toughness to overwhelm the enemy. Heavier weapons and armor are favored here, as are Strength and Constitution, since you are trading mobility for staying power. Dedicated Beastmasters should look for a big two-handed Axeor Hammer (or a Double Axe) if considering this build, because the off-hand Axes and Hammers are simply not up to par to be your main Melee weapons. Ranger Style: Beast Mastery, Two-Blade Style Races: Dragonborn, Dwarf, Genasi, Goliath, Human, Longtooth Shifter, Minotaur, Orc, Warforged Weapon Types: Axes, Hammers Array: Str 16, Con 14, Dex 13, Int 8, Wis 14, Cha 10
5. The Combat Archer.
This Archer build's goal is to be more explosive with its damage potential than the Master Archer. To that end, the Dexterity goes down a bit to crank the Wisdom all the way up. Multiclassing into a class such as Fighter for the Pit Fighter Paragon Path is almost a given, since the build's Wisdom is so high, making this more attractive for Beastmaster Archers, who do not have access to the mighty BattlefieldArcher Paragon Path. Ranger Style: Archery Style, Beast Mastery Races: Bladeling, Bugbear, Drow, Eladrin, Elf, Githzerai, Gnoll, Half-Orc, Human, Kobold, Razorclaw Shifter Weapon Types: Bows, Crossbows Array: Str 13, Con 11, Dex 16, Int 10, Wis 16, Cha 8
Multiclassing: How Others Hunt
Assassin (PHB 3) - There's a touch of synergy if you're a Str/Dex dual-wielder, and the Ki Focus could end up saving you some gold.
Avenger (PHB 2) - The attack powers have little to offer you, but the utilities are nice and the feat power is too. Barbarian (PHB 2) - Nice synergy with you (especially the Whirler), and has multiattacks of his own, so you can snag anything that may look nicer than what you're currently packing.
Cleric (PHB) - Healing and defense makes this a decent choice to round yourself out, as well as some sticky goodness in the Warpriest path if you are so inclined.
Fighter (PHB) - Melee Rangers worship this MC option, because this class also has a dual-wielding path, as well as some pretty sweet stance powers. Even Ranged Rangers like it for the strong Paragon Paths available.
Rogue (PHB) - The powers here are pretty synergystic with Archers, as long as you're willing to take a Crossbow. Alternatively, Light Blade users can also look into this.
Warlock (PHB) - Offers 18+ crits for Radiant Weapon-wielding Students of Caiphon.
Warlord (PHB) - Healing and buffing options come from this MC, as well as the pretty solid Borderlands MarshalParagon Path.
"The best defense is a good offense." -Gen. George S. Patton
Hit and Run (PHB) - A Melee Basic Attack that allows you to disengage from a sticky situation is actually pretty cool. Shield of Blades (PHH 2) - A Melee Basic Attack that hands out +2 to AC is rather odd on a Ranger, but you never know; it might just get you out of a pinch.
Dexterity-based:
Hunter's Teamwork (PHH 1) - A vanilla Ranged attack that offers you CA if the target is surrounded by allies. This is strictly worse than Careful Attack right now, because the bonus to hit is conditional and it's not like getting CA is impossible (ever heard of Distant Advantage?). Nimble Strike (PHB) - A great power to disengage from a pesky Melee opponent, this power will make sure you never stay in Melee for too long. A strong pick for Archers. Warning Shot (D 383) - A Ranged attack that has Control-oriented implications if the target moves where you designate. It's not a bad power overall (as it can deal a little more damage than Twin Strike if the condition is met), but you can bet it won't be triggered all that often, and its immediate action trigger means you'd have to choose between it or all of the great Archer powers with the same trigger.
Strength- or Dexterity-based:
Careful Attack (PHB) - The December errata brought a lovely new gift for the Ranger's most maligned At-Will: an ability modifier in damage. Now, this attack offers an untyped +2 to hit, which actually makes it a worthy choice, especially for Humans. Twin Strike (PHB) - The foundation of the Ranger throne as kings of damage, this power allows you to apply all your static damage bonuses twice, which gets even more powerful as time goes on. The only reason you should not pick this power is if you are a Beastmaster Ranger with a two-handed weapon, and that means you're giving up quite a bit of damage for it (you were warned).
Beast Powers:
Circling Strike (MP) - You can draw many parallels from this power to the Warlord's Wolf Pack Tactics... except that it only applies to your Beast. It's still pretty good, though, since it can guarantee a flanking position if done right. This has lost some of its luster now that Careful Attack is an actual choice, though.
Predator Strike (MP) - This power starts off pretty well compared to most other at-wills, but it loses a lot of steam later on in your career, since the Beast's damage scales poorly. Not recommended.
Dire Wolverine Strike (PHB) - A vanilla close burst attack. It's pretty decent, but AoE isn't really your shtick.
Off-Hand Strike (MP) - This power allows Two-Blade Rangers to crank up some more damage in one turn. Only dual-wielders can take it, though.
Plant to the Hilt (D 377) - Two swings, and a slide which depends on how you did with the attack. A solid power.
Dexterity-based:
Evasive Strike (PHB) - A souped-up version of Nimble Strike, it offers a bit more damage and a much bigger shift. Solid enough.
Hindering Shot (D 383) - Swing + slow. While it isn't the flashiest thing out there, it's still effective.
Rapid Volley (MP) - I see absolutely no reason to take this power, considering the options available at the same level.
Singular Strike (MP) - A decently damaging power under fairly feasible circumstances. Meh.
Strength- or Dexterity-based:
Fox's Cunning (PHB) - A pretty nice counter-attack that takes place outside of your turn, it even comes with an attack bonus attached to make sure it lands. Sweet. Two-Fanged Strike (PHB) - Basically a more damaging Twin Strike. A strong choice overall, though it's quickly outclassed by additional attacks as you level up.
Beast Powers:
Enclose the Prey (MP) - A slightly stronger version of Circling Strike. Not really worth your time. Hunting-Partner Strike (MP) - Apart from the shift, this is superior to Enclose the Prey in almost every way. A solid power overall, if a bit plain. Synchronizing Strike (MP) - Multiattacking with your Beast, and your attack will hit Reflex. Not bad.
Jaws of the Wolf (PHB) - Very strong damage for when you get it. You'll probably be one-shotting standard opponents with this power through the first half of Heroic Tier.
Off-Hand Parry (MP) - With Jaws of the Wolf being available here, you would be mad to pick this power, which is just plain weak even without the comparison.
Sudden Strike (PHB) - This trades some of the raw damage that Jaws of the Wolf has for a bit of mobility and weakening the opponent. It could be worse.
Dexterity-based:
Guardian Arrow (D 383) - Lets you play Defender for a bit. A tad risky, but it can sure rack up the damage. Split the Tree (PHB) - Decent, reliable (roll twice, take better result) damage for two targets. Again, multi-targeting is not what you're here for.
Strength- or Dexterity-based:
Boar Assault (MP) - A swing, and a decent amount of THP for every time you hit. Gaining THP isn't a priority for you, but it IS free...
Hunt's End (MP) - Only the expanded critical threat range saves this power from being Red.
Hunter's Bear Trap (PHB) - Decent damage, some ongoing, and a slow, all in one solid package. A sweet deal, especially for Archers.
Beast Powers:
Driving the Quarry (MP) - This looks more like an Encounter power than a Daily. Partnered Savaging (MP) - This power will be doing comparable damage to Jaws of the Wolf for Beastmasters in the early going. Sweet for those among them who choose not to dual-wield.
Archer's Stairway (D 383) - This power has a nice, action-movie sort of feel to it, and it's got a pretty good effect to boot, so it's worth a look.
Bending Branch (D 377) - You're not as likely to be the target of a forced movement effect as your Defender, but here's a nasty counter for it if you are.
Crucial Advice (PHB) - A reroll for a skill with a +Wisdom bonus will be appreciated by anyone, and you do have a decent skill set. Solid enough.
Ferret an Opening (MP) - The only use I see for this power is preserving your CA after moving out of a flanking position to allow someone else to enter it. Not good enough a benefit.
Fox Shift (MP) - A rather weak benefit, with a conditional trigger. Pass.
Hearten the Beast (MP) - Though free saves (with potential bonuses) for your companion as an at-will is powerful, it is balanced by the steep cost of a standard action activation. Pass.
Hunter's Privilege (MP) - +3 untyped damage for winning initiative? Not bad.
Pack Alertness (MP) - A rather situational scouting power. Better if you have the right companion.
Unbalancing Parry (PHB) - A bit conditional (your AC isn't exactly at tank-level), but the effect is pretty good and doesn't cost you an action.
Yield Ground (PHB) - A solid pick for all Rangers, it offers defense and out-of-turn mobility.
Confusion of Blades (D 377) - Trying to exploit this power can get you in a whole heap of trouble. Not worth it in my opinion. Leonine Surge (MP) - The benefit is so marginal, it's not worth the penalty. It's about on the same level as Two-Fanged Strike, and it comes up later. Skip it.
Ruffling Sting (MP) - Swing + CA for your next swing. The effect feels a bit underwhelming, which is the reason it marginally loses to Disruptive Strike, which offers a bit less nova power but much more general utility (except for nova-oriented dual-wielders, who consider them about equal).
Dexterity-based:
Covering Volley (D 383) - A single-attack 1[W] AoE?! Not interested. Scattering Volley (MP) - This family of attacks is still terrible (and will be for quite a while).
Thwarting Shot (MP) - A weapon attack against Fortitude that slows and debuffs... not bad.
Strength- or Dexterity-based:
Cut and Run (PHB) - This power is equal parts Hit and Run and Twin Strike. It's a fairly decent power, but there are better things available here.
Disruptive Strike (PHB) - An attack outside my turn that has a sure-fire trigger, can be used in Ranged as well as Melee, and makes the opponent's attack against me or an ally miss in addition to dealing damage?
Shadow Wasp Strike (PHB) - A vanilla attack against Reflex, which can only be used against your quarry. Garbage.
Thundertusk Boar Strike (PHB) - A mighty push effect. This is pretty sweet for Archers; you can probably consider it Blue if you do a lot of Ranged fighting.
Beast Powers:
Beast Latch (MP) - Swing + slow, and allows your Beast to follow your quarry around. Could be worse. Paired Predators (MP) - With the right Beastmaster build, this is doing more damage than Partnered Savaging (your L1 Daily). Sweet.
Frenzied Skirmish (PHB) - Some good mobility, and debuffing swings. Very solid.
Two-Wolf Pounce (PHB) - 3 attacks, though the last one hits a different target, and some solid movement. Not bad.
Dexterity-based:
Close-Combat Shot (MP) - A 3[W] version of what Spitting Cobra Stance can do at more range, and more times per encounter than this power. Unimpressive.
Excruciating Shot (PHB) - A hard shot, with a (save ends) debuff. Nice.
Flying Steel (D 383) - Though it looks very impressive, it has a couple of caveats in that the enemy can get cover by hiding behind one of its allies, and you're gonna have to move around to keep the effect alive. Still, if you can get some push effects and the like, this is pretty ridiculous. Spitting Cobra Stance (MP) - ... Wow. Even with the errata limiting this to an immediate reaction, this trigger is still absurdly easy to meet, and it'll help you pile on plenty of extra damage throughout an encounter. I like this a bit more than Flying Steel, but they're pretty close in power level.
Splintering Shot (PHB) - Not as strong a debuff as Excruciating Shot, but more damage on a miss and the debuff is truly permanent (not just save ends). I like this one a little better.
Tag the Prey (MP) - Weak. A lot of the powers at this same level are better.
Strength- or Dexterity-based:
Adaptive Assault (MP) - The effects are solid, but only if both attacks hit. Meh.
Beast Powers:
Bloodied Frenzy (MP) - A bit conditional, but it's a decent attack outside your turn that immobilizes. Lacerating Maul (MP) - This is marginally above Hunter's Bear Trap. Pass.
Arrow of the Savior (D 383) - Flavor gold, but how often does this situation really come up?
Battle Runner (MP) - Could see use from a lot of Ranged Rangers.
Boundless Energy (MP) - I don't think Endurance is THAT important...
Death Threat (D 377) - It gets you free CA and saves you a minor action once every encounter, and that's pretty cool.
Defensive Posture (MP) - Your pet's version of the Shield spell.
Evade Ambush (PHB) - Not being surprised is nice, but as a Daily, this is not that good...
Invigorate the Beast (MP) - Not a bad pick if your Beast is getting hit by a lot of debuffs.
Serpentine Dodge (MP) - One of the stronger shifting powers in the Ranger's arsenal, it even packs a defense bonus on top of it. Awesome.
Skilled Companion (PHB) - Congratulations; you are officially an advice machine. Solid enough.
Weave Through the Fray (PHB) - Solid gold for Ranged Rangers and some of the squishier Melee ones, this might force the enemy to charge or not attack at all.
Claws of the Griffon (PHB) - This power packs some hefty damage, so it's a solid choice.
Jackal Ploy (MP) - Hits Reflex, rolls twice, and has a decent effect, but you only deal damage once...
Lashing Leaves (D 377) - Two swings, compounded by a nasty Wisdom-based damage buff for the entire party (get your inner Leader on). Light-years better than any dual-wielder power here if you ask me, especially if you pump Wisdom.
Sweeping Whirlwind (PHB) - Another close burst, but this one pushes some and knocks folk prone. Solid.
Twofold Flinch (MP) - Not that bad an effect, but it doesn't deal any actual damage... why is this not a Utility power?
Dexterity-based:
Biting Volley (MP) - 18+ crits and hitting Reflex make this a premium attack for Archers.
Hunter's Shot (MP) - Vanilla attack that's rather reliable (roll v. AC and Reflex once each, take the one that hits). Rather similar to Hawk's Talon overall.
Pinning Shot (D 383) - A Ranged Basic that immobilizes the target and an adjacent enemy. I love immobilization on Archers, but it's tempered by the pathetic damage this deals.
Spikes of the Manticore (PHB) - Allows for some strong Ranged damage, but I prefer the increased critical rate and accuracy of Biting Volley over +1[W] on one of the two attacks.
Strength- or Dexterity-based:
Hawk's Talon (PHB) - Unless your Wisdom is in the stratosphere, this power is more than likely a waste, and even then its damage cap is pretty limited.
Beast Powers:
Beast Rush (MP) - Not much more useful than Synchronized Strike, but not bad. Harried Quarry (MP) - A meh setup buff. It's not very appealing IMHO.
Caging Strike (MP) - A swing with some ongoing damage. I'd gladly trade ongoing 5 for Slow, and that makes your L1 Daily, Hunter's Bear Trap. Avoid, unless you're going for a Bleeder-style Ranger.
Swirling Leaves of Steel (PHB) - Strictly weaker than Fighter Dailies of the same level; if you want AoE (which, again, isn't your job anyway), power-swap for something better.
Dexterity-based:
Close Quarters Shot (PHB) - A solidly damaging shot, but not much else. Pales in comparison to Attacks on the Run.
Jarring Salvo (MP) - 3 Ranged hits (with no modifier), all of them push and attack Fortitude. Still pretty good.
Spray of Arrows (PHB) - Again, AoE, which is not your job.
Thousand Arrow Awareness (D 383) - A pretty bad entry attack, and an effect that feels like a weaker version of Spitting Arrow Stance. Meh.
Strength- or Dexterity-based:
Attacks on the Run (PHB) - The dominating choice for Rangers in general. Stop what you're doing; behold your beautiful bride.
Passing Ambush (MP) - Bleah. Too conditional to be taken seriously, and around half the damage of Attacks on the Run (since it only makes one attack). Avoid like the plague.
Ranger's Recovery (MP) - A decent recycling power, it offers you the option of more damage or recovering an Encounter power (hint: you should usually take the power). Depending on the power you get back and/or the actions you have available, this could be worth a lot... or not.
Beast Powers:
Menacing Cry (MP) - A low-damage AoE that immobilizes. Who died and made you a Controller?
Blood of the Fallen (D 377) - It's healing that doesn't consume surges or actions, and you get it for doing your job. A very good use of your Utility power slot.
Companion Emplacement (MP) - It's not that much better than a normal move action, but it's guaranteed flanking that turn, and may be what you need to get your Beast across from the BBEG. I'm not sold, though.
Defensive Volley (D 383) - An ally damage-prevention power that you can use every Encounter. Sweet.
Expeditious Stride (PHB) - One turn of big movement; better for Archers.
Hunting Party (MP) - Good to know someone has your back when you miss, eh? It's not as good as it appears on paper IMHO, mostly because you won't miss all that often (and missing twice is almost unheard of).
Open the Range (PHB) - The effect is not worth being a Daily.
Prime Shift (MP) - This stance allows you to dance around the target of your Prime Shot. Solid.
Quick Recovery (MP) - This power is awesome, especially since you could potentially get rid of your Beast's negative stat effects before they really come into play.
Shed the Mark (MP) - At-will respite against a fairly common battlefield condition. Nice.
Undaunted Stride (PHB) - Ignoring difficult terrain could provide a decent tactical advantage.
"The best defense is a good offense." -Gen. George S. Patton
Armor Splinter (PHB) - Two swings that slap on an AC debuff that can go from inconsequential to absolutely devastating, depending on your Wisdom. Good stuff for Wisdom-based Two-Blade Rangers and dual-wielding Beastmasters.
Bloodlust Strike (MP) - A conditional attack, and multiattacks are likely dealing a whole heck of a lot more damage at this point. I'll pass.
Nimble Defense (PHB) - Armor Splinter's defensive counterpart, its outlook is lost on a class as offensively oriented as the Ranger, especially when it only buffs AC.
Off-Hand Diversion (MP) - Dual-wielding Rangers in general should consider this a prime pick; the more attacks you can squeeze off in one turn, the better.
Storm in the Trees (D 377) - Though not as focus fire-oriented as some other picks, this does attack 3 times as an Encounter power...
Dexterity-based:
Hammering Volley (MP) - Though still bad, at least this member of the "Volley" family has a decent debuff for Archers attached.
Knockdown Shot (PHB) - Hits Reflex, and knocks prone. Not bad.
Warding Shot (D 383) - Some OK control ability in this power. I don't like the bland entry hit, though.
Strength- or Dexterity-based:
Pinning Strike (PHB) - Immobilizing is gold for Archers. Their prime pick.
Beast Powers:
Herd the Prey (MP) - This doesn't even have the damage to justify it as a L1 Encounter power choice, and that's what you're about, being a Striker. Avoid like the plague.
Knockdown Pounce (MP) - Allows your Beast to shift a lot, and a knockdown attack. Decent.
Blade Cascade (PHB) - Even with the errata limiting it to 5 attacks, this is still the premier pick for any dual-wielding Ranger; it's just too good to pass up.
Steeling Flurry (MP) - A rather vanilla multiattack AoE. Could be worse (at least it attacks twice...).
Stunning Steel (PHB) - Hits Fortitude for some meh damage (1[W] at L15? Really?), and stuns (save ends). It would probably receive a LOT more attention if it weren't at the same level Blade Cascade is...
Dexterity-based:
Armor-Piercing Shot (MP) - It hits Reflex and it's Reliable, but so is a Rogue L1 Dailythat carries the same [W] multiplier (granted, that attack is Melee, but 14 levels of difference should have netted you more than just a range increase). Garbage.
Bleeding Wounds (PHB) - A triple shooter that hands out a progressively larger amount of ongoing damage. It's OK, but Confounding Arrows is just plain better.
Confounding Arrows (PHB) - Three hits that will deal more damage than Bleeding Wounds in the round you shoot, and they STUN (I repeat: They STUN). Not a contest, really.
Tracking the Target (D 383) - Punishes enemies for clustering. Who do you think you are, a Wizard?
Tracking Shot (MP) - +Wis on your next attack is a pretty underwhelming buff for a Daily. Slap it on as a (save ends) debuff or something so it at least attempts to attract my attention...
Strength- or Dexterity-based:
Arterial Strike (MP) - Thoroughly unimpressive, and only Reliability and an aftereffect save it from being a detriment to your character, considering what's available.
Beast Powers:
Blood Frenzy (MP) - A decent buff for your companion after a decent swing from you. It's OK. Scent of Fear (MP) - This is your first taste of what you will be doing all the time at Epic; minor action Beast attacks. If you take it, retrain it out quickly during Epic tier, as it will become useless the second you pick up the Quick BeastCommand feat.
Back on Target (D 383) - A reroll with a bonus for an ally is good, but being a Daily makes it just OK.
Curving Shot (MP) - A Daily reroll for an At-Will attack power? When Twin Strike is already rolling twice? I would go so far as to say this power is insulting (have you seen the Barbarian's Combat Surge and the Warlock's Dark One's Own Luck at L6?!).
Evade the Blow (PHB) - This is awesome to use against creatures that look to keep you at the edge of their reach, and for Archers to disengage from Melee.
Longstrider (PHB) - +2 to speed as a stance is a decent benefit; it's better for Archers than Melee Rangers.
Mirror of Steel (D 377) - It doesn't protect you from AoE's, eats up your Stance slot, and only provides a +1 to all defenses? Pass.
Momentary Respite (PHB) - A collection of decent benefits. Being a Daily and costing a Standard action is just too high a price for them, though.
Pack Stealth (MP) - It allows you to hide in normal cover/concealment v. total cover/concealment, and to boot, it lets you bring your Beast along. Solid enough.
Shared Healing (MP) - Some healing for the Beastie and for you. Sweet, especially for a Striker.
Stalker's Senses (MP) - Another underwhelming stance.
Wary Shooter (MP) - Look for Prime Shot with impunity while this effect lasts.
Canopy of Blades (D 377) - The damage is lame (just a little more than a Twin Strike), but the hefty bonus to all defenses makes up for it. This is not that bad an idea.
Cheetah's Rake (PHB) - A close burst attack that knocks prone and immobilizes. You're not a "spread the love" kind of guy, so it's not that great for you, but it's not a bad power overall.
Two-Weapon Eviscerate (PHB) - Two hits, one target; if you hit, more damage, and weakening. Not up to par with some of the options right now (1[W] at L17 is almost pitiful).
Untamed Outburst (MP) - Two vicious blows, along with a bonus to hit and some dazing if both hit. The power of choice for dual-wielders.
Dexterity-based:
Arrow of Vengeance (PHB) - An out-of-turn attack that's easy to trigger, and it comes with an attack bonus.
Entrapping Arrows (D 383) - While the entry damage is piddly, you do get a very strong control buff (you basically play Fighter for a turn). Not flashy, but solid.
Pounding Barrage (MP) - Three shots, with extra damage and immobilization thrown in if more than one hits. This power is awesome.
Triple Shot (PHB) - This power has been made obsolete by Pounding Barrage(read: DON'T TAKE THIS POWER RIGHT NOW), BUT you might want to consider it later on; one of the latter Encounter power lineups (L27) is missing a triple shooter, and though this is bland, it's better than nothing...
Strength- or Dexterity-based:
Blow-Through Assault (MP) - It's a souped-up version of the Fighter's Cleave. The problems are that it's (a) not what you're looking for in a power and (b) not that strong anyway.
Beast Powers:
Blade and Fang (MP) - This is conditionally weaker than L3's Paired Predators. What it's doing all the way up here at L17, I have no idea... Hounding Beast (MP) - Your Beast follows folk around. Whatever.
Cruel Cage of Steel (PHB) - Another fantastic dual-wielder power, this lays a serious hurting on your opponent, and it carries an accuracy bonus along with a lethal cocktail of status effects. For Two-Blade Rangers, the L19 power list ends here.
Driving Offensive (MP) - Weaker than Cruel Cageof Steel, but daze (save ends) is nothing to sneeze at.
Threefold Assault (MP) - This power is interesting because it's made for Thrown WeaponRangers, which is very rare. With the proper context in mind, it's actually a pretty decent power.
Wounding Whirlwind (PHB) - Multiattacking AoE with ongoing damage tacked on. It's all right.
Dexterity-based:
Dead Stop (MP) - A pretty conditional trigger, but everything else is good (who doesn't like to stop charges?).
Great Ram Arrow (PHB) - Decent damage, and a push effect that can go from low to huge, depending on your Str. Best for Hybrid builds, but the fact that it's a single attack holds it back.
Surprising Arrow Stance (D 383) - Finally, Spitting Cobra Stance gets an upgrade! 2[W] and movement stopping as an immediate reaction makes this the runaway choice for Archers at this level.
Two-in-One Shot (PHB) - At this point, anything lower than 3 attacks during their turn without some off-the-wall effect is rather lackluster for a Ranger. Therefore, two attacks (even with the to-hit bonus) means this is weaker than Attacks onthe Run, which hands you a move action and has a higher [W].
Strength- or Dexterity-based:
Claim the Prize (MP) - Not worth your time, as are all powers that only attack once during your turn as a Ranger.
Beast Powers:
Ferocious Roar (MP) - Haven't we gone over this already? This time, it's arguably more egregious to select this power, considering how poorly Beast damage scales compared to Ranger damage.
Gnawing Assault (MP) - Another unimpressive Beastpower (hint: this level was unkind to Beastmasters).
"The best defense is a good offense." -Gen. George S. Patton
Adamant Recovery (MP) - A good "emergency" button to have in your back pocket. Goes a long way towards making you more self-sufficient.
Forest Ghost (PHB) - Given the proper setup, this means encounter-long invisibility, which will make you almost impossible to hurt, which makes Archers in particular salivate over it.
Hit the Dirt (PHB) - A decent "get out of the way" power.
Hunt the Herd (MP) - Not that great, but if you have a lot of Close Bursts, you should pick it. However, the fact that you can take advantage of this power makes me question your previous selections.
Master of the Hunt (PHB) - Depending on your Wisdom, this can go from worthless to godly, but it tends toward the latter.
Preternatural Senses (MP) - Blindsight can get you out of a lot of jams, and your Stanceslot is not that occupied at the moment. Consider it.
Selfless Sacrifice (MP) - This is not worth being a Daily. Skip.
Safe Stride (PHB) - A no-strings-attached Encounter movement power that allows you to shift a distance that can go from pitiful to large, depending on your build. Sweet, but rather overdue.
Verdant Silence (D 377) - The only issue I have with this power is its requiring a healing surge (don't know if you noticed, but you don't have many to spare...).
Wild Dash (MP) - A shift by your beast outside its turn that can avoid an attack or block an enemy's step. Solid.
Blade Ward (PHB) - Soooo... you get +1[W] over Disruptive Strike, and the attack debuff is guaranteed, but the debuff goes down by 3, you have to be dual-wielding, and you can't protect allies? I waited 20 levels for this?!
Cloak of Thorns (PHB) - Two debuffing swings, and a "Don't you dare attack me" sort of aftereffect. Solid.
Crashing Blades (D 377) - This is strictly weaker than L17's Untamed Outburst. Garbage.
Nonchalant Collapse (MP) - A minor action swing against Fortitude that knocks prone. Awesome, especially because it lets you squeeze in some more 'oomph' on nova turn.
Dexterity-based:
Dangerous Friends (D 383) - Again, punishment for clustering. Not impressive. Dazing Volley (MP) - The first member of the "Volley" family to not abysmally suck, due mainly to dazing and the 3[W] damage. Still not what you should be looking for, though.
Hammer Shot (PHB) - A big [W] attack against Fortitude, and a LONG push effect. Its problem lies in that it's just one hit.
Hobbling Shot (MP) - This is about equivalent with Hammer Shot (hitting AC is not quite the same as hitting Fortitude), but immobilizing is better than pushing (most of the time). I'd take my chances targeting AC, if I were to pick one, but it's a pretty close call IMHO.
Manticore's Volley (PHB) - Some potentially Daily-esque damage. The dominating choice for Archers in an otherwise unremarkable level for them.
Beast Powers:
Chase Down (MP) - Swing + slide. A theme that is far too common among Beast powers, and not significant enough for you to care. Overwhelming Fury (MP) - A decent enough Beast power.
Tiger's Reflex (PHB) - Glorious, if and only if you can force opponents to attack you. Best if you can attract attention, and a good target for MC'ing if you're a Defender or have some semi-consistent way of marking opponents.
Dexterity-based:
Pinning Arrow Rain (D 383) - An AoE that can immobilize with 2[W], or restrain with 4[W] if you hit twice. While this is a bit Controller-ish for my taste, there's no denying it's solid. True-Eye Shot (MP) - Unnecessary.
Unstoppable Arrows (PHB) - Again, AoE is NOT your job.
Strength- or Dexterity-based:
Ambusher's Reaping (MP) - A solid shot vs. two foes, with a conditional trigger. Eh. Bloodstorm (PHB) - Strictly inferior to Attacks onthe Run in almost every way. Do not take this.
Ranger's Resurgence (MP) - Though it only offers one attack, the power-recursion shenanigans cannot be ignored completely (the +4[W] will almost never be better than going for another Ranger Encounterpower).
Beast Powers:
Primal Rampage (MP) - Can be used on a charge, and packs debuffs. A good choice for Beastmasters.
Pursuit of the Wild Hunt (MP) - You turn your Beast into a Fighter. Combine with an actual Defender for some chuckles.
Death Rend (PHB) - The Two-BladeRanger Encounter power capstone. A must if you dual-wield.
Seeking Roots (D 377) - Are you seriously comparing this power to Death Rend? Honestly...
Unstable Gash (MP) - A Controller-ish power, it offers more damage if the target attacks. Meh.
Wandering Tornado (PHB) - About comparable with the Fighter's Cruel Reaper (less [W] damage, but more shifting distance). This is about the only multiattacking AoE Encounter power you get, so it's not the worst choice you can make at this level.
Dexterity-based
Hail of Arrows (PHB) - At this point in your career, you probably won't be in many large encounters, but if you face armies on anything above a semi-regular basis, this power is worth its weight in gold.
Interrupting Volley (D 383) - Basically, this is a vanilla 3[W] attack with Disruptive Strike as an aftereffect. If the initial attack was better, this would be rated higher. As it is, I'd just keep Disruptive Strike.
Lightning Shot (PHB) - An easy-to-trigger, out-of-turn attack with solid damage. I like this about as much as Arrow ofVengeance because of the offensive bent to its trigger.
Beast Powers:
Beastly Vise (MP) - Immobilization is good, as it means another round of flanking for free, but there's just no excuse for a standard-action, single-attack power at this point in your career.
Follow-Up Blow (PHB) - With the errata finally clarifying it, this power is absolutely bonkers on a Melee Ranger, greatly increasing your attack output (and thus your damage output) for the length of its duration. No way you miss out on this. Suffering's End (MP) - Conditional big [W] attack that is strong on a miss, which is its only saving grace.
Twin-Strike Tornado (MP) - A pretty solid AoE... but for the last time, that isn't your job.
Weave a Web of Steel (PHB) - A decent counter move, it at least hands you an extra turn of offense, and makes the enemy miss. Probably the only competition Follow-Up Blow has for Melee Rangers.
Dexterity-based:
Five-Missile Dance (MP) - The Ranged Ranger's long-overdue answer to the Melee Ranger's Blade Cascade. A proper captsone power, and one that you would be nuts to miss out on.
Imprisoning Arrows (D 383) - A decent power that can rack up plenty of extra attacks against a target as the fight wears on, and it triggers as a minor action (super sweet). Not quite as good as Five-Missile Dance, though.
Three-in-One Shot (PHB) - Obsoleted by Five-MissileDance. Period.
Strength- or Dexterity-based:
Huntmaster's Bloodbath (MP) - Only Bleeder builds need apply.
Beast Powers:
Huntmaster's Mauling (MP) - A decent 1-2 punch with the Beast. Not a bad capstone for the handlers.
"The best defense is a good offense." -Gen. George S. Patton
Beast Protector (MP) - Every Beastmaster should have this feat, because it makes your Beast a source for more attacks from you just by standing there. Hunter's Aim (MP) - Cover and concealment can be annoying if you're trying to shoot from the back rank; this takes all that away. Especially synergistic with a Raptor companion. Lethal Hunter (PHB) - This feat is not out of this world, but hey, extra damage is always good. It shines a little brighter in Paragon and Epic than it does at Heroic. Martial Freedom (MP) - A strong bonus to fight off annoying status effects. Solid enough. Predatory Action (MP) - One round of double Quarry damage. Not worth it until around Paragon or Epic, though.
Paragon Tier:
Bleeding Precision (MP) - An untyped ongoing 5 damage is not a bad thing to have on your Dailies, and it sure makes Bleeder builds very, very happy. Distracting Companion (MP) - Under the right circumstances, this can be -2 to hit forever against your opponent. Debuffs from a Ranger? Hunter's Resurgence (MP) - A nice grab... if you have the room for it, which is rather doubtful. Prime Quarry (MP) - +2 to hit from Prime Shot makes it a pretty sizable bonus. Sturdy Beast (MP) - Your Beast is likely gonna take the hits for you, so it would do you good to invest in its toughness.
Epic Tier:
Correcting Aim (MP) - +2 to hit after a miss is a pretty nice use of a feat. Epic Recovery (MP) - More second winds for the dwarf! Or is that third wind? Improved Prime Shot (MP) - It's Prime Quarry... sans the Quarry condition. A solid use of your retraining feature.
Martial Mastery (MP) - Last I checked, power recovery was kind of good. Absolutely nuts for any character, especially one that can attack as many times as you can (Archers recover their triple shooters and immediate action shots, Two-Blade Rangers recover their minor action attacks, you get the idea...). Martial Resolve (MP) - A very good way to help yourself out of certain conditions. If you have Martial Freedom, you're probably going to retrain it into this.
Prime Hunter (MP) - +1 to hit under reasonable circumstances is golden for Two-Blade Rangers, especially if you already have the Prime Punisher feat tree, which has more or less the same requirements. Quick Beast Command (MP) - This is the favorite feat of any Beastmaster. It ramps up your Beast's usefulness in a dramatic fashion. You need this if you plan to keep pace with the other two combat styles.
Rending Tempest (MP) - This feat makes nova turns so nasty, it's not even funny (well, OK, it is a little funny). A must-have for any dual-wielder. Staggering Shot (MP) - Although it doesn't look like much at first glance, this feat can ensure a Melee enemy never gets close enough to engage you. Worth a look. Surprise Action (MP) - A bit conditional, but taking a whole turn in the surprise round rocks.
Armor Proficiency (PHB) - Dexterity-based builds have no need for this feat. Those who aren't may want to look at Scale or Plate. Distant Advantage (PHB 2) - A nice feat for Archers, especially Beastmasters (because they don't get Prime Shot). Somewhat overshadowed by the Frost Weapon combo after Heroic, though. Improved Initiative (PHB) - Helps you go first, which is always good. Doesn't stack with Quick Draw. Power Attack (PHB) - Use with caution; you might want a bit of insurance before you jeopardize a hit. Hammer and Scimitar wielders are the usual beneficiaries, as are folks whose hit rate is simply too high for this to majorly affect them. Quick Draw (PHB) - A sweet feat for Balanced Rangers (Str/Dex), as it allows them to bypass some of the detriments of their weapon style, and nets you some initiative bonuses while you're at it (doesn't stack with Improved Initiative, though). A strong pick.
Speed Loader (PHB 2) - Crossbows just became an option for Archers.
Timely Respite (PHB 2) - Decent for Dwarves; most others will pay no heed.
Toughness (PHB) - More HP is awesome. Two-Blade Rangers get this for free, so they don't have to worry about it. Archers may want to pick it up if they plan on abusing Prime Shot (hint: they should). Two-Weapon Defense (PHB) - A +1 bonus to AC and Reflex for a feat is a pretty good deal.
Two-Weapon Fighting (PHB) - Very unexceptional by itself... until you consider the feats it opens up access to.
Weapon Expertise (PHB 2) - Take this feat; you’re literally hurting your character if you don’t. Weapon Focus (PHB) - Damage bonus, which is gold for a Striker. Weapon Master (D 382) - A great way to increase your versatility in combat, or just plain be able to hit with your Javelin more often. Weapon Proficiency (PHB) - Most Rangers will pick this feat up, as Bastard Swords, Craghammers, Double Swords, Greatbows, Superior Crossbows, Triple-headed Flails, and Waraxes all require it.
Wintertouched (PHB) - Useless until you pick up Lasting Frost, but mighty when you do.
Paragon Tier:
Agile Opportunist (PHB 2) - A nice feat to work with your Leader if he can slide you around the battlefield. Armor Specialization (PHB) - Scale Armor Specialization is spectacular, but Hide and Plate Armor Specialization are just OK. Still, more AC never hurt anybody. Called Shot (D 368) - One of the major reasons why keeping Prime Shot as an Archer is worth it, and it’s pretty good for Melee Rangers, too, thanks to Prime Punisher. Danger Sense (PHB) - Rerolling initiative every time can help save you from those bad rolls. Deadly Axe (PHB) - Gods, this is a beautiful feat. Makes axes Kings of Crits. A must for you if you're into this weapon group.
Fleet-Footed (PHB) - +1 to speed is a pretty nice use of a feat... provided you have the room.
Great Fortitude/Iron Will/Lightning Reflexes (PHB) - Boosts your non-AC defenses, which will likely need boosting (except maybe Fortitude if you're Melee or Reflex if you're Ranged).
Hammer Rhythm (PHB) - Rewards you for a big Con. Great, for the handful who can afford it.
Heavy Blade Opportunity (PHB) - It allows you to punish enemy tactics (by using your Twin Strike instead of a Melee Basic on a OA), which is nice to have, but not mind-blowing. Lasting Frost (PHB) - This feat grants you permanent CA and +5 damage if you combine it with Wintertouched and a Frost weapon; cold resistance is a hurdle, but it can be overcome.
Light Blade Precision (PHB) - If you were forced to pick up a Light Blade, you should think about this feat as well, especially if you’re using the Frost weapon combo.
Paragon Defenses (PHB 2) - For when you just don't have the 3 feats to burn on your NAD’s.
Point-Blank Shot (PHB) - A nice way to stop enemy frontlines from hampering your shots. Polearm Gamble (PHB) - Pretty synergistic with a Striker, since you don't want people to get close to you, but only available to Beastmasters. Prime Punisher (D 373) - Melee Rangers, behold: A use for your Prime Shot class feature! And an incentive to pick up the Prime Shot feats. A Melee Ranger with the full tree can be busting out +2 to hit, +5 to damage quite easily on enemies not adjacent to any other party member, making you a high-quality finisher.
Reserve Maneuver (PHB 2) - Versatility notwithstanding, this feat also allows you to swap out a lackluster Paragon Path power for something a touch more... palatable. Scimitar Dance (PHB) - This feat allows you to deal decent damage even while missing. Nice for Rangers who were maxing out their Dexterity anyway. Steady Shooter (PHB) - +3 to crossbow damage for standing still. Works beautifully for Beastmaster Crossbow users.
Two-Weapon Ambush (D 368) - A rather marginal benefit IMHO, but it can see use. Two-Weapon Opening (PHB 2) - A major factor in why Two-Weapon Fighting is even worth mentioning. Free hits on a crit? Yes, please. Uncanny Dodge (PHB) - An OK use of a feat slot.
Unfailing Courage(D 377) - Healing on an AP is a good deal if you ask me.
Epic Tier:
Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery (PHB) - Whatever your weapon may be, now's the time to pick up the mastery feat. Improved crits for everyone! Bow Mastery (PHB 2) - Lets Bow users get in on the 10% crit rate fun.
Blind-Fight (PHB) - Helps you deal with Invisible enemies in Melee.
Epic Fortitude/Epic Reflexes/Epic Will (PHB 2) - Now this is what I call defense-boosting.
Epic Resurgence (PHB) - A pretty sweet power recovery feat, especially for a multiattacker like you. If you're a Demigod, retrain it out at 30th; you won't need it after that. Robust Defenses (PHB 2) - +2 to all your NADs. Nice. Triumphant Attack (PHB) - Encounter-long debuff on a critical is very sweet, especially for someone who attacks as much as you do, but your available feat slots are few and far between. Two-Weapon Flurry (PHB) - Makes your Opportunity Attacks a bit stronger, but is it worth the slot? Unfettered Stride (PHB) - Ignoring difficult terrain is not a bad thing to have.
Adaptable Breath (D 365) - Useful for punching through resistances to your breath weapon. Dragonborn Frenzy (PHB) - Damage bonus while bloodied. Nice to have around. Hurl Breath (D 365) - Ranged AoE on a Melee Ranger? I'm listening...
Drow:
Clutch of Darkness (FRPG) - Puts a little more power on your racial abilities. Darkfire Targeting (MP) - A nice damage spike for using a good racial power. Drow Beast Mastery (MP) - Not essential, but useful. Ruthless Hunter (FRPG) - Hand Crossbows are officially an option.
Dwarf:
Dodge Giants (PHB) - After a certain point in time, almost everything you will be fighting will be Large or higher, so it's a +1 untyped bonus to AC and Reflex after that, which is a pretty good deal for a feat. Dwarven Weapon Training (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic). Thundertusk Companion (MP) - Makes Boars a bit more of an option.
Eladrin:
Eladrin Soldier (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic). Not as good as Dwarven Weapon Training because Longswords and Spears aren't exactly prime Ranger weapons.
Elf:
Brutal Accuracy (MP) - I get a reroll AND some extra damage? OK! Elven Precision (PHB) - +2 to hit on a reroll is a solid, but not mind-blowing, use of a feat for you. Wild Elf Luck (FRPG) - An OK buff to a very good power, but it's not the be-all, end-all for Rangers.
Genasi:
Firepulse Master (D 367) - Makes a good racial power even better. Extra Manifestation (FRPG) - Adds versatility to your racial arsenal. Primordial Surge (D 367) - Considering that you're on the low side of the HP department, this is a huge amount of THP.
Githzerai:
Githzerai Blade Master (D 378) - This feat is even better than Eladrin Soldier or Dwarven Weapon Training, because the damage scales and the weapons made available to you are more up the Ranger's alley.
Goliath:
Goliath Greatweapon Training (PHB 2) - A decent damage bonus for pure Beastmasters. Markings of the Blessed (PHB 2) - Rerolling a save is never bad. Markings of the Victor (PHB 2) - Rerolling an attack every encounter? Sweet!
Half-Orc:
Anger Unleashed (PHB 2) - An attack bonus is never bad. Savage Assault (PHB 2) - Debuffs on your racial power. Solid.
Thirst for Battle (PHB 2) - +3 initiative, and a healing surge. Nice.
Halfling:
Halfling Agility (PHB) - Make sure that attack misses. Halfling Short Bow Hunter (D 381) - ...And this is why Halfling Rangers are worth playing. Lost in the Crowd (PHB) - You never want this feat to trigger if you're an Archer, but you'll be grateful you had it if it does. If you're Melee, this feat is the greatest thing since sliced bread. Lucky Skirmisher (MP) - Allows you to run away easier. Great for an Archer.
Prime Beast Strike (D 381) - +1 to hit and damage for you or your Beast being closest (now would be a good time to invest in a Raptor Companion...).
Second Step (D 381) - After you make 'em miss, get the hells out of there!
Human:
Action Surge (PHB) - In case you were wondering, this is why people play Humans.
Human Perseverance (PHB) - +1 to saves, no questions asked. A good choice.
Stubborn Survivor (FRPG) - Saving throw bonuses are good (and hard to find), so more fuel for playing human (and for burning your AP's).
Minotaur:
Goring Shove (D 369) - Combined with Opportunity Gore, this wreaks havoc on enemy tactics. Opportunity Gore (D 369) - Makes Minos serious mobility stoppers. Solid gold for your party.
Revenant:
Reaper’s Quarry (D 376) - A solid benefit for your racial power. Too bad it keys off Constitution...
Shadar-Kai:
Bloodthirsty Hunter (DMA 2009) - Saving actions is always nice.
Expert Chainfighter (DMA 2009) - On the surface, this looks absolutely bonkers, but remember than it only applies to Twin Strike, not the rest of your power selection...
Shifter:
Eldeen Companion (EPG) - Your Beast shifts with you. Most useful if you’re a Longtooth, but welcome regardless. Wild Senses (PHB 2) - Reroll tracking, and +3 initiative. Decent.
Tiefling:
Hellfire Blood (PHB) - It can help you make up the attack bonus gap, but it has a lot of drawbacks (fire is easily resisted, and Flaming weapons are almost as expensive as the weapons with a higher bonus).
Warforged:
Warforged Tactics (EPG) - The conditions for it are easy to fulfill, and it hands out a hit bonus. No reason why this shouldn't have this feat if you're a 'forged in Heroic Tier, BUT be sure to retrain it out for Prime Punisher once you hit Paragon Tier, because Prime Punisher is almost strictly better.
Admixture Breath (D 365) - Your breath weapon is genuinely hard to resist. Dragonbreath Warrior (MP) - A +1[W] boost for using a minor action attack is solid.
Drow:
Darkhunter (MP) - Since it allows you to do Quarry damage more than once per round, this is sweet for those Rangers who have close burst powers (but that’s not that good an idea).
Dwarf:
Dwarven Durability (PHB) - Every Dwarf should take this feat, regardless of class. It's not as strong for you as it is for others, though.
Elf:
Hunter's Advantage (MP) - Conditional, but +2 damage is good, mate... Running Shot (PHB) - A rather good mobility booster, if you combine it with some other goodies at this tier, such as Uncanny Dodge so you essentially have no penalty for running through the battlefield.
Genasi:
Shocking Flame (FRPG) - Even more damage, and this one scales! Never leave home without it.
Githzerai:
Iron Hands (PHB 3) - Free damage for using a defensive racial power? I'm in.
Gnoll:
Fierce Charge (D 367) - A solid feat to buff your racial Encounter power. Swift Bite (D 367) - Some goodness for bloodying an enemy. Solid enough.
Goliath:
Unyielding Stone (PHB 2) - A nice jump in THP when you use your racial power. Can make you hilariously hard to bring down.
Half-Elf:
Versatile Master (PHB 2) - Whoa. Half-Elves just got a MAJOR boost. No reason to ever skip out on this feat, ever.
Half-Orc:
Strength from Pain (PHB 2) - Big damage for a turn when you're bloodied. Nice.
Unrelenting Assault (PHB 2) - Damage on a miss is nothing to sneeze at.
Halfling:
Halfling Beast Mastery (MP) - Makes your Beast pretty slippery, just like you. Underfoot (PHB) - Pretty useful to you in your quest to get next to the enemy you want to drop.
Human:
Action Recovery (PHB) - Could prove useful.
Minotaur:
Beast Within (D 369) - +1 to hit AND damage while bloodied is sweet.
Shifter:
Beasthide Shifting (PHB 2) - A little damage resistance while shifting. Solid, especially combined with the regeneration. Cliffwalk Shifting (PHB 2) - Increases your movement options. Nice.
Tiefling:
Fiery Rebuke (PHB) - Adds some 'oomph' into your Infernal Wrath.
Shadow Initiate (PHB 3) - The Ki Focus shenanigans for dual-wielders are the main draw here, but who knows, you might find a Utility power you like here.
Avenger:
Disciple of Divine Wrath (PHB 2) - The powers don't offer you much, but two turns of Oath of Enmity are sweet.
Barbarian:
Berserker's Fury (PHB 2) - Opens you up to a fellow multi-attacker, and +2 to damage for an entire encounter is sweet.
Cleric:
Initiate of the Faith (PHB) - If you're looking for some defense to round you out, consider this.
Fighter:
Battle Awareness (MP) - Some dipping in Fighter hands you a free attack and some pretty synergystic powers if you're a Melee guy. Student of the Sword (PHB) - Unless you want to mark your enemies or can't afford the Wisdom, Battle Awareness is probably a better choice.
Rogue:
Sneak of Shadows (PHB) - Offers some love for Crossbow and Light Blade users.
Warlock:
Pact Initiate (PHB) - If you're looking to get in on the Caiphon madness party, this is the option for you.
Warlord:
Student of Battle (PHB) - Healing on a Striker is pretty sweet. And it opens up some interesting avenues, such as Borderlands Marshal.
Other:
Bravo/Cutthroat (D 373) - Some juicy options for Archers; Melee guys can benefit too. You're paying an entry fee of having to train Intimidate or Bluff, though. Divine Channeler (DP) - This is an interesting feat, especially if you’re not attracted to the traditional benefits of the Divine class MC feats. Poisoner (D 373) - A bit risky, but it can pay off major dividends.
Arena Specialist - Requires a high score in a dump stat, but allows for some very nice mobility. Battle-Scarred Veteran - A nice benefit for Archers who want to get away from their enemies. Catspaw Style - An at-will that knocks prone? Who cares if you have to put points in Charisma? Exotic Fighting Style - This is nice for Beastmasters, which are the most common double weapon users. Menacing Brute Style - Having your Beast chase someone as an at-will is a pretty strong ability. Swift Blade Style - A nice pickup for Light Blade dual-wielders (or even dagger-tossers). Trickster's Blade Style - Group mobility is never a bad thing, especially if it allows the Fighter to get in the enemy's grill. True Arrow Style - Now that Careful Attack is an actually worth it, this has a pretty strong benefit, though it might not see that much play (Careful Attack won't miss much on an Archer). Turathi Assault Style - It's a pretty sweet benefit. Unfortunately, it either requires a high score in a dump stat, or a fairly sub-optimal race. Untamed Berserker Style - More mobility for the Beast is nice.
Hunting Wolf Style - Can get you out of major jams pretty easily. Impending Doom Style - Requires Intimidate training as an entry fee, but a debuff from the most damaging at-will in the game is pretty nice.
Lolthdark Style - A pseudo-racial feat, and it's not bad at all.
Precision Ambush Style - A nice damage buff for one round.
Vigilante Justice - A decent extra damage benefit.
Bola Training (D 368) - Mental images of Batman aside, this is pretty valuable for an Archer looking to control his opponents. Blowgun Training (D 373) - The damage is piddly, but the effects are all right.
Garrote Training (D 373) - This is better on a Rogue, but having a KO Daily is nice for anybody.
Net Training (D 368) - Decent abilities for a control Ranger (Beastmasters do this the best).
Whip Training (D 368) - Not much damage, but some solid control abilities (and some nice, fluffy mental images of dual-wielding Whips).
Arena Champion (D 368) - A nice revival feature, but that's it. Avalanche Hurler (MP) - A strong Paragon Path for a rather unorthodox type of Ranger. Battlefield Archer (PHB) - A mighty Paragon Path for any Archer, this offers an attack bonus for your whole party, the ability to quarry multiple targets, and an Action Point every encounter. The attack powers are also decent. One of the main reasons why you stick with Archery style. Beast Stalker (PHB) - Inferior to Battlefield Archer in almost every way. One of the few Paragon Paths that I would be tempted to consider as bad. Blade Banshee (MP) - Solid abilities, but the powers look like they would benefit a Defender more than they benefit you. Blade of Cendriane (MOTP) - Looks better on a Swordmage than with you, but you could wring some use out of it. Blade Dancer (MP) - A defensive dual-wielder. Defense isn't really what you do, but it's not bad. Feral Spirit (MP) - The features are just OK, but the powers are strong. A choice to consider.
Giantslayer (MP) - Considering that most enemies will be Large or larger, this PP's additional effects will actually see play, making it a very solid choice. Hellborn Shadow (MP) - A mediocre PP on a sub-optimal race. There are better things to do with your Ranger, frankly. High Forest Scout (FRPG) - A lackluster Ranged PP, compared to what is available.
Horizon Walker (MP) - Though this PP may have been part of the Apocalypse Twins combo, it's not that hot for Rangers that aren't looking to cheese out the Action Point rule for what it's worth unless you're an Archer, in which case it's solid. Impilturan Demonslayer (FRPG) - Though conditional, this PP's abilities are very solid. Pack Runner (MP) - Decent abilities and powers, though it loses a bit of utility at Epic, when you can and should be spending your minor actions on free Beast attacks. Pathfinder (PHB) - This Paragon Path injects a bit of Defender into your Ranger, handing him a permanent source of THP and some powers that involve stickiness and marking. Pretty good. Ruthless Punisher (MP) - It has some interesting abilities with ongoing damage, and its powers are pretty solid. Since humanoid foes are fairly common, this is actually a pretty good path. Sharpshooter (MP) - The goal for Archer Beastmasters, this Paragon Path allows your Beast to forge ahead into your enemies' ranks, because if they hit it, you shoot them. Stormwarden (PHB) - One of the heavyweights in the Damage Per Round (DPR) business, the Stormwarden uses automatic damage class features and a strong stance power to dish out consistently high damage. The attack powers are nothing special, but they're not bad, either. Sylvan Archer (MP) - Though the powers are strong, the abilities are pretty meh. Not as good as Battlefield Archer or Sharpshooter. Thay Infilitrator (D 370) - This requires Cleric MC, and it’s better for them than for you. Wildcat Stalker (MP) - A decent Paragon Path for what is arguably the worst Beast. Eh. Wyrm Hunter (D 369) - The features are conditional, and the powers aren’t multiattacks. Lame.
Warpriest (PHB) - Stickiness and defense on a Striker? O.O...
Fighter:
Doomguard Marauder (MOTP) - Cracks through resistances almost at will, and offers plenty of extra damage on an AP. A pretty solid choice, especially if you like elemental damage.
Iron Vanguard (PHB) - A decent Paragon Path for Constitution-based Ranger, it hands out some decent survivability for your character.
Kensei (PHB) - A "catch-all" Paragon Path, the abilities are pretty good, but the powers are fairly weak. Great if you're not interested in a "by the book" sort of Ranger.
Pit Fighter (PHB) - A fantastic Paragon Path for Melee Rangers, and it's even good for Ranged Rangers. One of the prime reasons to Multiclass with Fighter.
Polearm Master (MP) - A very solid PP, it could be interesting.
Shock Trooper (MP) - A solid PP for Str/Dex-based Rangers, especially for those with smaller weapons (aka Beastmasters).
Son of Mercy (D 370) - Sports damage similar to that of the Pit Fighter, though it's a bit trickier to make it work. Another interesting Defender/Striker hybrid.
Rogue:
Daggermaster (PHB) - Some Ranged Rangers and Beastmasters might consider this Paragon Path. Master Infiltrator (PHB) - If you're a Crossbow user, this Paragon Path is pretty good for you.
Warlock:
Student of Caiphon (D 366) - Cthulhu says, "Get yourself some Radiant weapons and kick butt!!!" :coolcthul :
Warlord:
Borderlands Marshal (MP) - A Striker that isn't a glory hog! If your party has other Rangers, you can have some pretty solid synergy.
Racial:
Adroit Explorer (PHB 2) - Recycling powers was never a bad idea. Beastblooded Minotaur (D 369) - Great control benefits if you're willing to wield a Polearm.
Bloodfury Savage (PHB 2) - A strong racial Path for Half-Orcs.
Drow Wanderer (FRPG) - A decent Melee Paragon Path. Too bad it's conditional to being underground... Moonstalker (PHB 2) - A very nice path for Polearm-wielding Beastmasters.
Wildfire Genasi (FRPG) - This racial path's powers and abilities are surprisingly strong, though AoE isn't your thing...
Beastlord (MP) - This path is pretty sweet for Beastmaster Ranger, especially because of the immortality bit. Champion of Prophecy (EPG) - Pretty similar to Demigod, but with an emphasis on milestones. Not quite as god IMHO. Chosen(FRPG) - Pretty similar to Demigod overall, and can be even better if you find a Utility power you like more than Divine Regeneration. Darklord (D 372) - *cough* Grim Reaper *cough*. All things aside, this is a pretty strong ED.
Dark Wanderer (MP) - Though the fluff is made of win, the powers and features are a bit below other ED's.
Deadly Trickster (PHB) - This is a nice choice for Archers and other Dexterity-based Rangers, especially because of the rerolls.
Demigod (PHB) - Still arguably the best Epic Destiny for any character, and you are no exception.
Dispossessed Champion (EPG) - A bit too Leader-oriented to be of great use to you.
Eternal Seeker (PHB) - The mix-and-matching part is very appealing, and it only gets better as more material is released. Right now, it's looking extremely impressive. Godhunter (MP) - Since most of the capstone enemies you will be facing at Epic tier will be higher level than you, these features are very strong.
Harbinger of Doom (PHB 2) - Another solid, but not spectacular ED.
Harper of Legend (D 367) - Not a bad choice for an ED, but there are better candidates. Keybearer (D 372) - Insane mobility, but wonky powers. Ahh, well.
Martial Archetype (MP) - Really conditional entry pre-requisites, but you get some nice stuff out of it. Mythic Sovereign (D 367) - A decent PP for you, especially because it allows you to use one encounter power over and over.
Mourning Savior (EPG) - Meh. Not that impressive.
Planeshaper (D 372) - Though it's not your shtick, it's still a decent choice.
Prince of Hell (D 372) - Decent offensive and movement powers. Not a bad idea.
Punisher of the Gods (D 372) - If there is an ED that can challenge Demigod's supremacy, this is it. The benefits you get on criticals are downright INSANE (even post-errata).
Prison of the Winds (D 371) - Has some solid benefits for Archers, but Melee guys ain't interested. Reborn Champion (D 365) - Some very good benefits. Not a bad pick.
Storm Sovereign (D 372) - Decent enough, but Constitution isn't really your forte.
Eternal Defender (MP) - A strong path, it offers a bonus to Strength, oversized, and other nice goodies. Reincarnate Champion (PP) - Want a particular suite of racial feats but their racial bonuses turn you off? Then this is the ED for you.
"The best defense is a good offense." -Gen. George S. Patton
Dwarven Armor (Chain, Scale, Plate) (PHB) - Healing as a free action that doesn't spend a surge, and a bonus to Endurance checks as a bonus? OK! Repulsion Armor (Cloth, Leather) (AV) - Keeps folk away from you. This is awesome enough to make Archers want to stay in Leather. Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A solid choice . Shadow Hound Armor (Hide) (AV 2) - A nice defensive bonus to have when you get banged up.
Level 3+
Armor of Exploits (Any) (AV) - Lets you make interesting combinations with allies who share your attack stat, or simply load an Encounter power for an extra use. Pretty cool. Predator’s Hide (Hide) (AV 2) - Free defense for using your Hunter’s Quarry. Nice, especially for Battlefield Archers, who can use this to gain +1-3 to all defenses against almost everybody.
Level 4+
Battle Harness (Cloth, Leather, Hide) (D 368) - An initiative bonus is never bad (even if it doesn’t stack with a Warlord’s buff), and Quick Draw for free doesn’t hurt either. A pretty good choice. Bloodcut Armor (Leather, Hide) (PHB) - Allows you to burn surges to gain resistance to all damage. A bit of a gamble, but considering your healing surge value likely won’t be that high, it’s not too hard to gain a benefit from this. Verve Armor (Scale, Plate) (AV) - This armor basically says, "I get up from being down," once per day.
Level 5+
Agile Armor (Chain, Scale, Plate) (AV) - Only usable by Heavy Armor wearers, and not really worth it until Paragon Tier, but good enough during Epic that it’s worth mentioning.
Level 7+
Shipboard Armor (Leather) (AV 2) - The property is solid, but the reason I mention this armor is because it's part of the Kamestiri Uniform item set.
Level 9+
Solar Armor (Scale, Plate) (AV) - I'm not a friendly-fire supporter, but Laser Clerics' at-will damage is pretty piddly, so getting hit by your Cleric to trigger a Healing Surge may not be that bad an idea (and you might even get THP or a save in return for it if they hit you with Sacred Flame!).
Level 10+
Lifeblood Armor (Hide) (PHB 2) - If I’m reading this right, this grants you free HP just for using a short rest (which you will do; you want your Encounter powers back). Whoa.
Level 14+
Displacer Armor (Cloth, Leather, Hide) (AV) - A fantastic property for Rangers of all stripes. A prime choice.
Level 15+
Bloodvine Armor (Hide) (PHB 2) - Expensive, but the power can help you stay alive. Worth a look. Trollskin Armor (Hide, Scale) (PHB) - Regen is always great to have.
Level 18+
Driftmetal Armor (Chain, Scale) (MOTP) - A smidge of elemental resistance, and an easy-to-use power that hands out an attack penalty. Solid.
Level 19+
Great Cat Armor (Hide) (AV 2) - More mobility never killed anybody.
Entrapping (Bow, Crossbow) (AV 2) - Conditional benefit (only on a critical), but Restrained is some serious mobility control. Farbond Spellblade (Heavy Blade, Light Blade) (AV 2) - While it may not be that appealing for Melee Rangers, it's awesome for those Rangers that like thrown weapons. Rebounding (Any Ranged) (AV 2) - Redirecting a miss as an Encounter power is solid.
Level 3+
Cunning (Any Melee) (AV) - If you like (save ends) effects, this is the weapon for you. Likely the weapon of choice for a Bleeder build. Frost (Any) (PHB) - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance. Inescapable (Any) (AV) - Buffs your attack bonus after a miss. Solid for Heroic Tier Archers (don't have much to do with your weapon there).
Luckblade (Heavy Blade, Light Blade) (AV) - Rerolls, which are great. Paired (Any One-Handed Melee) (AV) - Some pretty good economy for your weapons if you dual-wield. Quick (Any) (AV) - Free basic attacks are fun. Rhythm Blade (Light Blade) (AV 2) - Shores up your defenses, which is never bad. This is part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up in value. Swiftshot (Crossbow) (AV) - A very powerful enchantment for Crossbow users.
Level 4+
Battlecrazed (Axe, Heavy Blade) (AV) - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. Nice.
Harmony Blade (Heavy Blade) (AV 2) - You essentially get Two-Weapon Opening for free (AT HEROIC TIER!!!), plus Twin Strike packs a debuff (HOLY COW!!!). Consider it very seriously, especially if you dual-wield them. Also bear in mind the benefit stacks with Two-Weapon Opening, so things can get pretty crazy when you critical. This is part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up in value. Master’s Blade (Heavy Blade, Light Blade) (AV 2) - Good effects all around. You may want to pick this up a bit later in your career, though (you don’t get Stances that quickly). Rending (Axe) (AV) - This turns an Axe crit into something genuinely fearsome.
Level 5+
Flaming (Any) (PHB) - This weapon is OK by itself, but it's better for Tieflings, thanks to Hellfire Blood. Lightning (Any) (PHB) - Makes Stormsoul Genasi very, very happy
Level 6+
Grasping (Polearm, Spear) (AV) - What every Melee Ranger wants on his Javelin. Grab your enemies and bring them down where you can smack them.
Level 7+
Infighting Blade (Light Blade, One-Handed Axe) - A nice power to have if you're surrounded, especially if you wield two of them. Not the kind of power you want to have to exploit, though. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.
Level 8+
Dread (Any) (AV) - Slaps out defensive penalties like it's nobody's business. Great for setting yourself up for something big.
Level 9+
Kamesti Crossbow (Crossbow) (AV 2) - Retains a missed power, and eliminates the long range penalty. Decent. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.
Level 10+
Berserker (Axe, Heavy Blade) (PHB) - A damage bonus for a penalty to all defenses, but resist all might be worth it, especially because you get +2 to hit as well. Unfortunately it’s real expensive... Supreme Skirmisher’s Bow (Bow) (AV 2) - This can combo well with powers that grant you free basic attacks, as well as with Spitting Cobra Stance.
Level 12+
Jagged (Axe, Heavy Blade, Light Blade) (AV) - Improved crits at LEVEL 12!!!!!!!!
Level 13+
Bloodiron (Any) (AV) - Your criticals are so nice, they damage twice.
Level 14+
Battlemaster's (Any) - An extra go with an Encounter power for an Item Daily? I'm in.
Level 15+
Radiant (Any) (AV) - This lets you play nice with Divine classes, and smacks undead around pretty well. Too bad it’s so expensive... Reaper’s Axe (Axe) (AV 2) - Free attacks AND free shifting when you drop an opponent. Awesome.
Level 16+
Forceful (Bow) (AV) - So you don't get any extra damage on crits, BUT you get a dirt-cheap weapon that PUSHES enemies back EVERY time it hits. Beautiful. Combine with some push-enhancers, and you will wreak true havoc in combat.
Level 18+
Serpent’s Kiss Bow (Bow) (AV 2) - Brutal 1 on a Ranged weapon at last!
Level 30
Vorpal (Axe, Heavy Blade) (PHB) - Kill it with damage. Too bad it’s an endgame weapon...
Bracers of Enforced Regret (AV 2) - Basically only worth mentioning because they're part of the Blade Dancer's Regalia item set (their benefit IMHO is way too conditional to see real use).
Level 4
Counterstrike Guards (L4/14) (AV) - A decent item, it grants you more attacks.
Level 5
Quickhit Braces (L5/15/25) (AV) - Some decent damage, but only if both attacks hit. Better if you’re getting an item bonus to damage from another source (like Radiant Weapons).
Level 6
Bracers of Archery (L6/16/26) (AV) - No real reason to not wear them if you’re Ranged. Iron Armbands of Power (L6/16/26) (AV) - No real reason to not wear them if you’re Melee.
Level 10
Barrage Bracers (AV 2) - A bonus to attack when you score a hit. Nice. Bloodsoaked Bracers (L10/20/30) (AV) - If you're OK with your damage being a huge spike instead of a steady flow, this is the item for you. Be warned, though; it doesn’t stack very well with other sources of damage.
Level 15
Rhino Bracers (L15) (AV 2) - Twin Strike on a charge? Interesting...
Level 19
Trollhide Braces (L19/29) (AV) - Regen is always a solid choice.
Acrobat Boots (AV) - Cheap, and they let you stand up as a minor action (a very useful property).
Level 7
Boots of the Fencing Master (AV) - Rewards you for moving around. What's not to like?
Level 8
Boarding Boots (AV 2) - This basically lets you "charge" with an At-Will once per day, which is pretty cool for a Melee Ranger. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.
Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense.
Level 9
Boots of Eagerness (AV) - Pretty cheap, and they pack a power you might just keep for the rest of your days...
Level 10
Boots of Sand and Sea (AV) - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad.
Level 12
Battlestrider Greaves (PHB) - The cheapest speed boost available for heavy armor users.
Shadowdancer's Boots (AV 2) - A speed boost for light armor wearers that gets better in darkness is OK, and it's also part of the Shadowdancer's Garb item set.
Level 16
Survivor’s Boots (L16) (AV 2) - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. Glorious for Archers.
Level 22
Boots of Speed (AV) - +2 to speed and a decent power.
Level 24
Boots of Caiphon (AV 2) - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...
Level 25
Sandals of Avandra (AV) - Expensive, but very powerful and allow for crazy mobility.
Level 28
Boots of Teleportation (AV) - Get them if you can afford them. That is all.
Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.
Level 5
Gloves of Recovery (AV 2) - A consolation attack after a miss is nice (especially after a Twin Strike; the consolation attack may deal more damage than the original). This is part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up in value.
Level 8
Gauntlets of the Ram (PHB) - Anything that allows you to push more is sweet for an Archer packing a Forceful Bow.
Level 10
Antipathy Gloves (AV) - A decent ability for Ranged users that do not want to be engaged in Melee.
Dwarven Throwers (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool.
Level 11
Gloves of Ice (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons. Shadowdancer's Gloves (AV 2) - If your Stealth skill is good, +1d6 damage is a nice benefit to have. Being part of the Shadowdancer's Garb item set doesn't hurt, either.
Level 13
Gloves of Missile Deflection (L13) (AV) - Some solid resistance against Ranged attacks. Archers get targeted with them more than Melee Rangers, so they appreciate this a bit more.
Level 16
Gloves of Accuracy (AV) - This is great if your DM likes obstacles and you have minor actions to burn.
Level 18
Gauntlets of Destruction (PHB) - A superior version of Brutal 1. Sweet.
Eagle Eye Goggles (L2/12/22) (AV) - A scaling attack bonus to Ranged Basic Attacks is a pretty nice benefit to have.
Level 4
Casque of Tactics (L4/14/24) (AV) - An initiative bonus is good for anyone.
Level 8
Coif of Mindiron (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will) as an ENCOUNTER POWER. Sexy.
Level 9
Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone!
Level 10
Shadowdancer's Mask (AV 2) - A do-over for a Stealth check is very useful for certain types of Rangers. Being part of the Shadowdancer's Garb item set certainly helps the cause a bit.
Level 15
Carcanet of Psychic Schism (AV) - Slaps a penalty on you, but it sure beats being incapacitated.
Level 21
Coif of Focus (AV) - Comes by later in your career, and burns up a Magic Item Daily, but negating Daze or Stun is awesome.
Level 22
Helm of Ghostly Defense (L22) (PHB) - Helps you take the sting off your opponent’s hits.
Level 23
Eye of Awareness (L23) (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.
Cloak of Resistance (PHB) - Decent resistance for a turn.
Level 3+
Baffling Cape (AV 2) - It's on this list because it's part of the Blade Dancer's Regalia item set, since I don't think the power is any good.
Level 4+
Cloak of Distortion (AV) - Forces your enemies to get in close enough for you to engage them if you're Melee, and provide an eternal artillery v. artillery advantage if you're Ranged.
Level 8+
Pavise Charm (AV 2) - The only reason I mention this is the Kamestiri Uniform item set; pinning yourself down as a Striker is a big no-no.
Steadfast Amulet (AV) - This prevents daze or stun. 'Nuff said.
Level 9+
Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily.
Shadowdancer's Cloak (AV 2) - Lets you squeeze in one more potshot against an unsuspecting opponent. This is also part of the Shadowdancer's Garb item set.
Level 10+
Periapt of Cascading Health (D 369) - Ends one effect per encounter, no questions asked. Win.
Level 13+
Amulet of Scales (D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice.
Level 14+
Flamewrath Cape (AV) - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though.
Timeless Locket (AV 2) - Turn a Minor into a Standard? Sign me up!
Level 15+
Brooch of Vitality (AV) - More HP is NICE, especially the Epic Tier versions.
Cloak of Displacement (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look, especially for Archers. Necklace of Fireballs (AV) - Defense that packs some decent offense. Torc of Power Preservation (AV) - It retains Encounter powers when you use them. Need I really say more?
Level 30
Scarab of Invulnerability (PHB) - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.
Ring of Giants (D 378) - A sweet bonus to critical hit damage, and push 2 + prone on any primal attack power you may power-swap for can come in handy.
Level 14
Iron Ring of the Dwarf Lords (PHB) - +1 surge is a pretty solid benefit.
Ring of Fury (D 366) - When you're bloodied, you let it be known.
Level 16
Ring of Protection (PHB) - Generic defensive item. Useful, though it's about as exciting as watching grass grow. War Ring (AV) - Adds a little more 'oomph' into your criticals.
Level 18
Bone Ring of Better Fortune (AV) - Since this halves all necrotic damage, it can potentially be better than a lot of resistance.
Ring of Ramming (AV) - Hands you a bit more 'oomph' on those Archer pushes.
Level 19
Grace Ring of Prowess (AV 2) - A solid power that lets you rev up for +2 to hit before teeing off.
Level 20
Ring of Action Reversal (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power.
Level 21
Ring of Heroic Insight (AV) - Allows you to buff yourself pretty well once per day.
Level 22
Blink Ring (AV) - Teleportation is nice to have as a Striker.
Level 23
Greater Ring of Invisibility (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. Wow.
Level 24
Golden Ring of Teros (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.
Level 27
Avandra’s Ring (AV 2) - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...
Ring of the Phoenix (AV) - A pretty sweet revival ability.
Shadow Band (AV) - You can't really argue against +2 to all defenses as a static property...
Level 28
Ring of Elemental Mastery (MOTP) - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to abuse the Frostcheese combo.
Level 29
Ring of Free Time (AV 2) - Expensive, but the action potential with this and all those minor action attack powers Two-Blade Rangers have (or the Beast’s Melee Basics) is just nuts, and everyone appreciates having extra actions to work with. And it packs resist all 5. Can't go wrong with this.
Level 30
Dauntless Champion’s Ring (AV 2) - For all you non-Demigods out there (you know who you are). Nullifying Ring (AV) - A capstone defensive item. Pretty nuts... if you can foot the bill.
Firestorm Arrow (AV 2) - Lays down some heavy fire (pun intended). Lets you play focus fire and crowd control simultaneously. Freezing Arrow (AV 2) - Extra damage AND slow? Very nice. Lightning Arrow (AV 2) - Free dazing is awesome. Extra damage is awesome. Both of them together are special.
Surprise Bullet (AV 2) - Free CA is a pretty solid benefit.
Level 10+
Dual Arrow (D 373) - REROLLS, you say?! Win.
Dragonshard Augments:
Level 2
Eberron Shard of Lightning (L2/12/22) (EPG) - A great incentive to wield Lightning weapons. Khyber Shard of the Fiery Depth (L2/12/22) (EPG) - Incentive for wielding Flaming weapons. Siberys Shard of Merciless Cold (L2/12/22) (EPG) - Yet another reason to like Frost weapons.
Level 3
Siberys Shard of Radiance (L3/13/23) (EPG) - Another selling point for the Radiant weapon.
Wondrous Items:
Level 9
Endless Quiver (AV 2) - Endless ammo for Archers. Do I really need to explain why that is good? To boot, it's part of the Kamestiri Uniform item set.
Level 12
Foe Stone (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?
Level 16
Solitaire (Aquamarine) (AV) - Free attacks after a critical are nice.
Level 21
Solitaire (Cerulean) (AV) - Expensive, but getting rid of (save ends) effects this easily should be.
Level 26
Solitaire (Violet) (L26) (AV) - Free AP’s after a crit are awesome.
"The best defense is a good offense." -Gen. George S. Patton
After some analysis and playtesting, I believe that the following guidelines are key to playing a successful Ranger.
1. Know how you hunt the best.
The first step to playing a successful Ranger is identifiying what each particular build does best. This depends on the combat style you have chosen, which I will detail as follows:
• Archery - This build works best as a traditional Skirmisher, weaving in and out of close-range combat to deliver a flurry of arrows to his Quarry target, and then moving to a more advantageous position. Don't be afraid to go get your Prime Shot bonuses; they will make you a force to be reckoned with, and the class is well-equipped to deal with any Opportunity Attacks you may provoke along the way. • Beast Mastery - This build functions best as a Skirmisher as well, but it has a strong hint of a Soldier, because of the additional HP sink in the companion. This means that your Beast will be manning the front lines along with the Defender from time to time, drawing heat off him (also known as "off-tanking"). This works well if your character can lay covering fire (if Ranged) or if you take advantage of the prodigious movement arsenal at your fingertips to consistently flank your enemy (if Melee). • Two-Blade - This build is interesting in that it's more of a 1-on-1 fighter than the others (though still a Skirmisher in nature); you want to be able to take the enemy on alone in order to make the most of your great feat support. In this case, you would be asking the Defender to keep some of the heat off you while you take out your chosen target. You can man the frontline from time to time because of your higher HP, but you're no tank; don't let yourself get swarmed.
2. Seek and destroy.
You are a Striker; this means that your job is to pick out the target that is causing the party the most grief, and take him out of the fight, by any means necessary. You have a few ways to go about this, which are described in the order of priority they should have on a Ranger:
• Hit them hard. Hitting people hard is what you do best, and taking your enemy's HP down to 0 is still the most effective method of control out there, though it's usually the most difficult to pull off on a consistently rapid basis. Look for ways to maximize the amount of damage you can bring to bear against a single opponent; once he's dead, you won't have to worry about him again. Focus fire is key for you here; multiple attacks that can be brought to bear on a single opponent pack the most amount of damage, so you should consider them first. • Get to them. Of course, the usefulness of damage (or of anything else you can do to an opponent) wanes if you can't bring them to bear against the enemy you want. Mobility is key for singling out your opponent, and should therefore be regarded highly by a Ranger. Mobility can also net you extra offense if you can position yourself in a certain way (flanking is an ideal example), which means it also aids you in fulfilling the first point. • Take them out. Another way to take an opponent out of the fight is to reduce his combat effectiveness via status effects as an additional effect on your attacks. Conditions that impose action or mobility denial are especially prized because of the havoc they wreak on enemy combat schemes. Combat advantage is also very good and will make your life a lot easier if you can afford to have it around.
3. Make yourself as hard to kill as possible.
Though taking out your targets is your primary concern, you shouldn't neglect your defense, since your HP is usually mediocre and you will find that your high damage output brings you prime (and usually unwanted) attention from your enemies. The following two suggestions help out a lot when attempting to make yourself harder to kill, in the order they are presented:
• Positioning is key. If a Melee opponent can't reach you, he can't hit you. You are a Striker, so mobility comes more easily to you than to most creatures, ally and monster alike; use that fact to your advantage. Maneuver about the battlefield, avoiding hazards and situations where you would find it difficult to slip out without a fight, unless that fight involves taking out your chosen prey. If you do get banged up (not every plan is 100% effective, after all), at least try to situate yourself so that aiding you will not hamper the rest of the party too much. • Defend yourself. They can't hurt you if they can't hit you, so high defenses go a long way in keeping you up and running without drawing time and resources away from the rest of the party. This has a caveat in that there is a limit to how much offense you should sacrifice; you are a primarily offensive character, and that is what your selections should be geared to, for the most part. After that has been taken care of, invest in your defense.
4. Be aware of your allies.
You're more of an independent unit that most characters, but don't think you're a one-man show; the other people in your group have useful abilities, too. Defenders can watch your back and hit pretty hard, Leaders can heal your wounds and help you hit harder, and Controllers can keep enemy heat off you and the rest of the party. Use these abilities to the party's advantage whenever it is possible; if that means moving around (and possibly drawing an OA) so the Fighter can lock someone down or the Wizard can lay down the AoE stun law, so be it; you're all in this together, after all. Also, if you help them, they have to help you tear something apart later.
All this being said, don't make the mistake of believing that the rest of the party is your personal squad of minions, ready to do whatever you suggest at a whim just because you said so; such has been the downfall of many an arrogant Striker.
5. Apply force judiciously.
Having a good understanding of a given tactical situation can save your party more time and HP than any damage combo you (or anyone else) can cook up. Learn when to stick to your guns and fight conservative, and when to gamble more resources to end the encounter faster. You don't necessarily need ALL your Dailies to take out the BBEG, after all, but you probably will need SOME of them. By the nature of the class, you're more of a gambler, so don't be afraid to bust out a high-damage power if the fight looks like it's turning into a grind; you might just end it quickly.
6. Balance specialization with versatility.
A Ranger is pretty diverse class; he can go from a front-line Melee character to an Archer who avoids the very concept of close combat unless absolutely necessary, so plan your power selection according to the style of combat you will be using the most. However, beware of the dangers of over-specialization; your enemies can and will exploit any holes you have in your game.
"The best defense is a good offense." -Gen. George S. Patton