|
10 months ago ::
Aug 30, 2012 - 8:17AM
#1
|
Date Joined:
Jan 11, 2012
|
Our group just finished our last campaign and is starting a new one from level 1. I was all set to go with my human two blade ranger when suddenly: disaster! No defenders in the group and no one was comfortable playing one. We have a druid, a wizard, a cleric, a rogue and an archer ranger. I responded my changing my character at the last second to a ranger/warden hybrid. I have the DM's permission to retool him for the next game if I need to since this was so sudden. Here's what I have so far:
STR 18 CON 11 DEX 16 INT 10 WIS 13 CHA 8
Trained in Endurance, Athletics, Stealth, Nature and Perception. Feats are Hybrid Weapon Talent (Two Weapon option from ranger) and Heavy Blade Expertise Equipment of note is hide armor, two longswords and a longbow.
AC 16, Fort 15, Ref 15, Will 13
At Wills: Twin Strike Warden's Lunge (No third at will; I took heroic effort instead.)
Encounter: Offhand Blow
Daily: Jaws of the Wolf
I know Warden's Lunge gets a bad rap but this allows me to actually do real multimarking every turn if necessary since hybrid wardens only mark a single adjacent enemy each turn. My basic strategy is to get in early and mark two enemies, and if there is a high value, low defense target use offhand blow and an AP for twin strike or jaws of the wolf to either cripple or kill them outright then keep the marking up and have the two controllers in the party work to keep things near me while the strikers (both ranged) stay at a distance.
My plans for building him up are as follows:
1) Make use of sudden roots/heavy blade opportunity/twin strike/grasp of the world serpent to knock prone on his OA 2) Keep at least one warden encounter that makes it difficult to get away, like Roots of Stone, Grasping Wind, etc, one of which will be retrained to at level three when I pick up ruffling sting, at least one minor attack power and one damage/buff/debuff power like leaves. Similar structure for dailies, keeping at least one warden form I can use to manage difficult encounters and at least one nasty ranger attack (blade cascade, etc) I can use to murder high threat targets early. 3) Take the Adroit Explorer paragon path to allow an extra encounter power from my list, giving me the chance to pick up two defendery encounter powers and two strikery encounter powers, as well as an extra action point each day which will help me perform two roles at once. 4) Take the avenger multiclass feat for double rolls, heavy blade mastery if we make it to epic and as much as possible to take advantage of crits since I will be rolling so many d20s on my turns. 5) Use utility powers to activate ranger's quarry as a free action to alleviate the action starved nature of rangers. 6) Use any remaining feats to increase initiative and survivability.
I really want to keep ranger in here if at all possible; I love playing rangers but have not yet had the chance to in 4e, which is disappointing since they got such a huge buff from d20. Here's what I'm looking for from the community:
1) Is this going to be viable while keeping ranger? Warden is negotiable; I can do a ranger/fighter or something else instead. Keep in mind that while this should not be an incredibly high threat game I want to be able to do a good job as the defender and still play my ranger. 2) Is there anything mechanically wrong with what I've proposed? 3) Are there any places I have messed up strategically?
|
|
|
|
10 months ago ::
Aug 30, 2012 - 8:27AM
#2
|
|
|
Do Half-Orc Ranger|Fighter 18/18 Str/Dex. Take Hybrid Talent Tempest Technique. MC Monk via Master of the First and equip two non-magical spiked gauntlets to avoid any ambiguity about Monk Unarmed Strike. Take Improved Monk Unarmed Strike+use a Ki Focus. At 11, take Shock Trooper as your PP.
That gives you the benefits of Tempest Technique (+1 to hit, +damage) on a +3/1d12 weapon in both hands.
Twin Strike+Doesn't matter for At-wills Off-hand Strike+Rain of Blows+Come and Get it for encounters Invigorating Strike+Kirrie's Roar for utilites Dailies are debateable imo.
|
|
|
|
10 months ago ::
Aug 30, 2012 - 2:04PM
#3
|
Date Joined:
Mar 12, 2010
|
The Half-Orc Ranger/Fighter is an excellent suggestion. I play an 18 Str and Dex Brutal Scoundrel and it feels like cheating. Toss in Auspicious Birth to round out your hit points and you've got a great PC.
|
|
|
|
10 months ago ::
Aug 30, 2012 - 9:07PM
#4
|
Date Joined:
Nov 16, 2010
|
Do Half-Orc Ranger|Fighter 18/18 Str/Dex. Take Hybrid Talent Tempest Technique. MC Monk via Master of the First and equip two non-magical spiked gauntlets to avoid any ambiguity about Monk Unarmed Strike. Take Improved Monk Unarmed Strike+use a Ki Focus. At 11, take Shock Trooper as your PP.
That gives you the benefits of Tempest Technique (+1 to hit, +damage) on a +3/1d12 weapon in both hands.
Twin Strike+Doesn't matter for At-wills Off-hand Strike+Rain of Blows+Come and Get it for encounters Invigorating Strike+Kirrie's Roar for utilites Dailies are debateable imo.
Fists of lightning for level 10 utility? Excellent use for it (one of the few other than brawler).
|
|
|
|
10 months ago ::
Aug 30, 2012 - 11:13PM
#5
|
|
|
Fists of lightning for level 10 utility? Excellent use for it (one of the few other than brawler).
Yeah, +dex damage per attack for one encounter per day is stellar.
|
|
|
|
10 months ago ::
Aug 31, 2012 - 6:43AM
#6
|
Date Joined:
Jan 11, 2012
|
That's pretty crazy for damage, but aside from come and get it and a random fighter at will (probably dual strike so I can hit and mark two people if I want to spread the loving around) what makes it work for stickiness?
|
|
|
|
10 months ago ::
Aug 31, 2012 - 7:31AM
#7
|
Date Joined:
Nov 16, 2010
|
Do you really need to be super sticky when you beat that much ass on a per round basis?
|
|
|
|
10 months ago ::
Aug 31, 2012 - 7:49AM
#8
|
Date Joined:
Jan 11, 2012
|
Well played, sir... well played indeed.
|
|
|
|
10 months ago ::
Aug 31, 2012 - 7:53AM
#9
|
Date Joined:
Aug 31, 2009
|
You need to keep in mind that part of being a defender is also being tough. Your defenses aren't going to be any better than anyone else in the party, so all multimarking is going to do is convince the monsters to focus fire on you. And with your low surges and hp you can't take that for long.
A mark is only worthwhile if attacking you is actually a bad idea for team monster. You will probably be better off doing something like ranger|cleric for better defenses and just get in the monsters' way and do lots of damage to convince them to attack you.
|
|
|
|
10 months ago ::
Aug 31, 2012 - 8:12AM
#10
|
Date Joined:
Jun 30, 2008
|
I kind of agree with scatterbrained and would do a str/wis ranger cleric. I think you might be better off with a tough striker or a full defender that is good at damage. A sticky striker who can mark isn't going to be much use if it gets killed easily.
I think the fighter/ranger idea works fine too, but I would't try to play it like I would a normal fighter most of the time.
my handbooks & builds
Show
|
|
|