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<blockquote data-quote="Zurai" data-source="post: 4280665" data-attributes="member: 52324"><p>Ooops, you're right about YG and FC being Reactions rather than Interrupts. They won't cancel the attack, just get me away from the attacker to prevent a secondary attack.</p><p></p><p>You're wrong about Interrupts, though. The rules for Interrupts explicitly say that, if an Interrupt makes the action that triggered it invalid, the triggering action is lost. Using the level 6 Ranger power Weave Through the Fray (Imed Interrupt: When an enemy moves next to you, shift squares = Wis bonus) against an opponent that charges you, for example, you can just shift 2 squares perpendicular to his charge angle and his charge is invalidated, stopping him in the square before he moved adjacent to you and ending his turn (since charges always end the turn after they're resolved). Won't work against reach, but there are Interrupts later on that work against attacks rather than movement.</p><p></p><p>[sblock=Also]I don't think FC is nearly as useful for a melee character as you seem to think. The LAST thing a melee ranger wants is to be behind enemy lines. He wants to be one square behind and one square to the side of his Defender, tag-teaming some poor Brute or Soldier. Keep in mind that FC requires the enemy to have attacked you, requires you to shift 1 square, then requires you to attack the enemy that triggered FC. You can't use it to get away, as a melee attacker.</p><p></p><p>Also don't forget that the rules for charging are pretty much identical to 3.5: you have to charge to the nearest space (not nearest available space: nearest <em>possible</em> space. If it's blocked, no charge) and you can't charge through an ally. An archer ranger could actually block a charge through clever use of FC.[/sblock]</p><p>That said, I'm reconsidering Fox's Cunning. It was a lot better when I thought it would let me cancel an attack. Evasive Strike (2W+mod damage and 1+Wis shift either before or after the attack) is probably a better option. More damage + more movement.</p></blockquote><p></p>
[QUOTE="Zurai, post: 4280665, member: 52324"] Ooops, you're right about YG and FC being Reactions rather than Interrupts. They won't cancel the attack, just get me away from the attacker to prevent a secondary attack. You're wrong about Interrupts, though. The rules for Interrupts explicitly say that, if an Interrupt makes the action that triggered it invalid, the triggering action is lost. Using the level 6 Ranger power Weave Through the Fray (Imed Interrupt: When an enemy moves next to you, shift squares = Wis bonus) against an opponent that charges you, for example, you can just shift 2 squares perpendicular to his charge angle and his charge is invalidated, stopping him in the square before he moved adjacent to you and ending his turn (since charges always end the turn after they're resolved). Won't work against reach, but there are Interrupts later on that work against attacks rather than movement. [sblock=Also]I don't think FC is nearly as useful for a melee character as you seem to think. The LAST thing a melee ranger wants is to be behind enemy lines. He wants to be one square behind and one square to the side of his Defender, tag-teaming some poor Brute or Soldier. Keep in mind that FC requires the enemy to have attacked you, requires you to shift 1 square, then requires you to attack the enemy that triggered FC. You can't use it to get away, as a melee attacker. Also don't forget that the rules for charging are pretty much identical to 3.5: you have to charge to the nearest space (not nearest available space: nearest [i]possible[/i] space. If it's blocked, no charge) and you can't charge through an ally. An archer ranger could actually block a charge through clever use of FC.[/sblock] That said, I'm reconsidering Fox's Cunning. It was a lot better when I thought it would let me cancel an attack. Evasive Strike (2W+mod damage and 1+Wis shift either before or after the attack) is probably a better option. More damage + more movement. [/QUOTE]
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