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Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707650" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px">Powers - Epic Tier: The Unending Hunt</span></p><p></strong></p><p>Just a reminder: because the Ranger is a V-class, the powers have been separated into the following categories for your convenience:</p><p> • Strength-based</p><p> • Dexterity-based</p><p> • Strength- or Dexterity- based</p><p> • Beast powers</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 22, Utility</strong></span></p><p></p><p>Your Utility power capstone power list is very strong; there are a lot of good powers, and even though none of them truly stands out, that's because the difference in power level for most is pretty minimal. That said, I am most partial to Master of the Hunt for its raw damage boost and to Adamant Recovery for its universal Revive button.</p><p></p><p><strong>Level 22 Utility List</strong></p><p> </p><p><span style="color: #00ccff">Adamant Recovery</span> (MP) - A good "emergency" button to have in your back pocket. Goes a long way towards making you more self-sufficient.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Daunting Agility (MP 2) - Shifting your speed with an Athletics bonus attached can be useful, though it is rather overdue.</p><p></p><p>Fade from Sight (MP 2) - A decent Stealth-related Utility. Not at the level of Forest Ghost, but it can be used more frequently.</p><p></p><p>Fleet Hunter's Stance (D 384) - Shifting 1 square after every multiple attack power essentially guarantees 1 extra shift per turn, and it can even help you maneuver about to avoid wasting actions because you burned your minor actions and killed an enemy. Very solid.</p><p></p><p><span style="color: #0000ff">Fleet of Foot</span> (MP 2) - Not provoking OA's for moving is nice to have, as is not granting CA while running. Pretty cool.</p><p></p><p><span style="color: #0000ff">Forest Ghost</span> (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.</p><p></p><p>Hit the Dirt (PHB) - A decent "get out of the way" power.</p><p></p><p><span style="color: #800080">Hunt the Herd</span> (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.</p><p></p><p><span style="color: #00ccff">Master of the Hunt</span> (PHB) - Depending on your Wisdom, this can go from worthless to godly, but it tends toward the latter.</p><p></p><p>Preternatural Senses (MP) - Blindsight can get you out of a lot of jams, and your Stance slot is not as occupied as, say, a Fighter's. Consider it.</p><p></p><p><span style="color: #800080">Selfless Sacrifice</span> (MP) - The effect is not strong enough to be a Daily. Skip.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Safe Stride (PHB) - A no-strings-attached Encounter movement power that allows you to shift a distance that can go from <span style="color: #800080"><strong>pitiful</strong></span> to <span style="color: #0000ff"><strong>large</strong></span>, depending on your build.</p><p></p><p><span style="color: #0000ff">Sharpen the Senses</span> (MP 2) - Detecting invisible creatures is sweet, as is the Perception bonus.</p><p></p><p><strong>Speed of the Zephyr (HotFK)</strong> - Not really sure you need this much speed, but if you think you do, here it is.</p><p></p><p><strong><span style="color: #0000ff">Stepping Through the Veil</span> (HotFK)</strong> - A sweet power for the Ranged Rangers in the audience, it rewards your ability to stay away from enemies by making you invisible.</p><p></p><p>Tested Analysis (MP 2) - You get a marginally stronger version of the Correcting Aim feat. Solid, but it faces very stiff competition.</p><p></p><p><strong><span style="color: #0000ff">Veil of Winter</span> (HotFK)</strong> - A movable zone that straight-up blocks line of sight for your enemies while not affecting your allies in the slightest is potentially worth having.</p><p></p><p>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...).</p><p></p><p>Wild Dash (MP) - A shift by your beast outside your turn that can avoid an attack or block an enemy's step. Solid.</p><p></p><p><strong><span style="color: #0000ff">Wrath of Root and Soil</span> (HotFK)</strong> - While the difficult terrain this zone creates affects friends and foes, which is kind of a bummer, this can be a nasty "keep-away" tool for an Archer that doesn't want to be engaged, since it can restrain anyone foolish enough to end its turn in the zone and makes the terrain more difficult to traverse. That said, fliers are unaffected by it.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 23, Encounter</strong></span></p><p></p><p>Melee Rangers love their minor action attacks, so Nonchalant Collapse is the natural choice. Ranged Rangers get another awesome triple shooter in Manticore's Volley.</p><p></p><p><strong>Level 23 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based: </strong></span></p><p></p><p><strong>Avalanche of Fury (MP 2)</strong> - While generic in that it's damage and nothing else, the fact that you don't expend it until both attacks connect is worth something.</p><p></p><p>Blade Ward (PHB) - A watered-down, Melee-only version of Disruptive Strike. Not terrible, but not impressive, either.</p><p></p><p><span style="color: #0000ff">Cloak of Thorns</span> (PHB) - Two debuffing swings, and a "Don't you dare attack me" sort of aftereffect. It's good on you, but it would be something fearsome if you could somehow compel the opponent to actually attack you and suffer the beating in wait for it.</p><p></p><p><span style="color: #ff0000">Crashing Blades</span> (D 377) - This is strictly weaker than L17's Untamed Outburst. Garbage.</p><p></p><p><span style="color: #00ccff">Nonchalant Collapse</span> (MP) - A minor action swing against Fortitude that knocks prone. Awesome, especially because it lets you squeeze in some more 'oomph' on nova turn.</p><p></p><p><span style="color: #800080">Ricochet Throw</span> (MP 2) - While the thematics of the power are very cool, the mechanics themselves do not impress.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #800080">Dangerous Friends</span> (D 383) - Again, punishment for clustering. Not impressive.</p><p></p><p><span style="color: #800080">Dazing Volley</span> (MP) - The first member of the "Volley" family to not abysmally suck, due mainly to dazing and the solid weapon damage dice. Still not what you should be looking for, though.</p><p></p><p><span style="color: #800080">Flickering Blades</span> (MP 2) - Another Dexterity-based Melee attack. Spreading out the damage is not what you're looking for, though.</p><p></p><p><span style="color: #ff0000">Hammer Shot</span> (PHB) - A big weapon damage attack against Fortitude, and a LONG push effect. Its problem lies in that it's just one hit.</p><p></p><p><span style="color: #800080">Hobbling Shot</span> (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 I really don't recommend either.</p><p></p><p><span style="color: #00ccff">Manticore's Volley</span> (PHB) - Some potentially Daily-esque damage. The dominating choice for Archers in an otherwise unremarkable level for them.</p><p></p><p><span style="color: #800080">Windwalk Strike</span> (MP 2) - Spreads out the damage, which is the cardinal sin of playing a Ranger. </p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #800080">Wolf Howl Strike</span> (MP 2) - Essentially a "charge" that allows you to have CA if you were hidden if you're Melee, or a move-and-shoot (with the same CA benefit) if Ranged. Unimpressive.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><span style="color: #800080">Chase Down</span> (MP) - Swing + slide. A theme that is far too common among Beast powers, and not significant enough for you to care.</p><p></p><p>Overwhelming Fury (MP) - A decent enough power, by Beastmaster standards.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 25, Daily</strong></span></p><p></p><p>At this level, Melee Rangers will likely gravitate toward Circling Cascade, though some might choose to stick to what they have. Unfortunately for Ranged Rangers, they don't even have that choice: nothing in this list is really worth having. Easily the most underwhelming Ranger Daily level.</p><p></p><p><strong>Level 25 Daily List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based:</strong></span></p><p></p><p><span style="color: #0000ff">Circling Cascade</span> (MP 2) - Another triple-hitting power for the Melee Ranger's collection. It also offers some solid shifting and dazing if you land the whole sequence. While good, it's not quite as good as L19's Cruel Cage of Steel, and that may give some Rangers pause.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p></p><p></p><p></p><p>Deadly Sidestep (MP 2) - Hits outside your turn for good damage, dazing, sliding, and it knocks prone to boot. Potentially devastating, though being Dex-based and Melee makes it a bit weird.</p><p></p><p><span style="color: #800080">Incapacitating Confrontation</span> (MP 2) - Another "Ranged buffs Melee" power, weakening can pack some decent defensive kick, but I think you likely are sacrificing a bit too much to get it.</p><p></p><p><span style="color: #800080">Pinning Arrow Rain</span> (D 383) - An AoE that can immobilize with solid damage, or restrain with better damage if you hit the target twice. A bit Controller-ish for my taste, and you don't get the good effect unless you hit twice.</p><p></p><p><span style="color: #ff0000">Pulverizing Shot</span> (MP 2) - To put it simply, a trap. The lack of static bonuses that key off damage rolls (which this doesn't have) means that your Twin Strike can probably outdamage this power, improved critical rate be damned.</p><p></p><p><span style="color: #ff0000">True-Eye Shot</span> (MP) - The whole "Ranged sight" bit is unnecessary; your weapon's range will be likely as long as your line of sight, and a standard-action, single-shooting power that is saddled with an attack penalty is utter crap.</p><p></p><p><span style="color: #800080">Unstoppable Arrows</span> (PHB) - Again, AoE is NOT your job, especially if it's just a generic one.</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #800080">Ambusher's Reaping</span> (MP) - A solid shot vs. two foes, with a conditional trigger. Eh.</p><p></p><p><span style="color: #ff0000">Bloodstorm</span> (PHB) - Strictly inferior to L9's Attacks on the Run in almost every way. Do not take this.</p><p></p><p><span style="color: #800080">Ranger's Resurgence</span> (MP) - Only offering one attack means that the best it can do is be on par with good Dailies, not beat them. Pass.</p><p></p><p><span style="color: #0000ff">Tiger's Reflex</span> (PHB) - Glorious, if and only if you can force opponents to attack you. Best if you can attract attention consistently via positioning or any marking power you can pick up. It's much better on a dedicated Defender, though.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p>Aid the Beast (MP 2) - While this power does run off Ranged weapons, it's Strength-friendly, and free attacks from the Beast as a minor action plus free attacks from you as a minor action means you can actually put up a little damage this encounter. It doesn't get much more niche than a Ranged weapon Beastmaster, though.</p><p></p><p><strong><span style="color: #ff0000">Fearsome Roar</span> (D 387)</strong> - It hits Will, but a single Beast attack is terrible for a Daily. It has a daze and opens up an AoE option as well, but these are things the average Ranger quite simply does not care about.</p><p></p><p>Primal Rampage (MP) - A double-tap that can be used on a charge, and packs debuffs. A good choice for Beastmasters.</p><p></p><p>Pursuit of the Wild Hunt (MP) - You turn your Beast into a Fighter. Combine with an actual Defender for some chuckles.</p><p></p><p><span style="color: #800080">Thunderfury Charge</span> (D 381) - A charge from you, then your Beast companion gets a piece of whoever was in your way. Meh.</p><p></p><p><span style="color: #0000ff">Vengeful Fangs Stance</span> (D 384) - Arguably the capstone of the Beastmaster powers, this buffs your companion to the point where he will likely be making a slight damage contribution during the combat (le gasp!). Not the worst thing you could pick.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 27, Encounter</strong></span></p><p></p><p>Death Rend is the dominant choice power for Melee Rangers. Ranged Rangers get a sweet out-of-turn attack in Lightning Shot.</p><p></p><p><strong>Level 27 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based:</strong></span></p><p></p><p><span style="color: #00ccff">Death Rend</span> (PHB) - The dual-wielding Ranger Encounter power capstone. A must if you're using that combat style.</p><p></p><p><span style="color: #ff0000">Seeking Roots</span> (D 377) - Strictly inferior to Death Rend.</p><p></p><p><span style="color: #800080">Skewering Shot</span> (MP 2) - Unimpressive by itself, but throw in an allied forced movement specialist and the damage that this power can put out will be a bit better.</p><p></p><p><span style="color: #800080">Steel Breeze</span> (MP 2) - Again, it spreads out your damage, but slapping on a daze effect on 3 separate enemies can do nice things for your party.</p><p></p><p><span style="color: #800080">Unstable Gash</span> (MP) - A Controller-ish power, it offers more damage if the target attacks. Meh.</p><p></p><p>Wandering Tornado (PHB) - About comparable with the Fighter's Cruel Reaper (less damage, but much 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 (but it sure isn't the best).</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #800080">Hail of Arrows</span> (PHB) - At this point in your career, you probably won't be in encounters with tons of weak creatures as often as you will be in ones with a few tough ones, so this won't do much. If you face armies of minions on anything above a semi-regular basis, this power is <span style="color: #00ccff">pretty great</span>.</p><p></p><p><span style="color: #ff0000">Interrupting Volley</span> (D 383) - Basically, this is a vanilla Ranged 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.</p><p></p><p><span style="color: #0000ff">Lightning Shot</span> (PHB) - An easy-to-trigger, out-of-turn attack with solid damage. The offensive bent to its trigger is a plus in its favor.</p><p></p><p><span style="color: #800080">Rolling Fire</span> (MP 2) - The last of the Dexterity-based Melee attacks, it once again spreads out your damage, but at least hands you a free shift to compensate. Not really what you're looking for, though.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><span style="color: #ff0000">Beastly Vise</span> (MP) - Immobilization is good, as it means another round of flanking with no effort from you, but there's just no excuse for a standard-action, single-attack power at this point in your career.</p><p></p><p><span style="color: #800080">Catch and Drop</span> (MP) - So vanilla, it's sleep-inducing.</p><p></p><p>Two-Beast Strike (MP 2) - Some decent damage for a Beast power, and you get to keep it if the Beast's attack misses. Solid enough.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 29, Daily</strong></span></p><p></p><p>Capstone time! Ranged Rangers get a bona fide monstrous power in <strong>Five-Missile Dance </strong>here. The pickings are slimmer for Melee Rangers - while <strong>Follow-Up Blow</strong>, <strong>Weave a Web of Steel</strong>, and <strong>Ultimate Confrontation</strong> are good, they each have their flaws, and I wouldn't say any of them is a slam dunk.</p><p></p><p><strong>Level 29 Daily List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based:</strong></span></p><p></p><p><span style="color: #ff0000">Culling Out</span> (MP 2) - A charge for decent damage with a "drag" effect. Not at the power level a capstone should be.</p><p></p><p>Follow-Up Blow (PHB) - With the latest errata, this stance is actually rather average, since the free attack is at a penalty, and you can only generate one at a time. You can take it if you like, but it's nothing special any more.</p><p></p><p><span style="color: #800080">Gauntlet of Steel</span> (MP 2) - A "hit as you go" power. Solid, but compare it to the competition and you'll see why it's lacking.</p><p></p><p><span style="color: #800080">Suffering's End</span> (MP) - Conditional big damage single attack that is strong on a miss, which is its only saving grace.</p><p></p><p><span style="color: #ff0000">Twin-Strike Tornado</span> (MP) - A large-radius AoE that only attacks once. NO.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Weave a Web of Steel</span> (PHB) - An absolutely brutal counter move, this power basically negates your opponent's attack and substitutes it with two attacks of your own. That's good to have if you ask me.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff9900">Five-Missile Dance</span> (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.</p><p></p><p><span style="color: #800080">Imprisoning Arrows</span> (D 383) - A decent power that can rack up a couple of extra attacks against a target as the fight wears on. Not being able to force the target to trigger this and having a lame initial attack are major strikes against it, though.</p><p></p><p>Three-in-One Shot (PHB) - While it definitely doesn't pack the power of Five-Missile Dance (which is the power you should take), this offers some solid, reliable damage if the first attack hits. Not all that terrible.</p><p></p><p><span style="color: #ff0000">True Arrow</span> (MP 2) - A single attack at L29? What were they thinking?!</p><p></p><p><span style="color: #0000ff">Ultimate Confrontation</span> (MP 2) - Don't be fooled by the fact that this is a Ranged Weapon attack; this power is made for Melee Rangers to set up a big, bad nova turn. It can quite possibly add silly amounts of damage to a concentrated turn of offense (provided you can string a few hits together), and as such is a good power for Melee Rangers.</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff0000">Huntmaster's Bloodbath</span> (MP) - Don't do this to yourself.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><span style="color: #ff0000">Brutal Tempest</span> (MP 2) - By the gods, is this bad. Less range and much less damage than Twin-Strike Tornado, which is already <span style="color: #ff0000">Red</span>. I may have to invent a new rating below it just to quantify how bad this power really is.</p><p></p><p><span style="color: #800080">Huntmaster's Mauling</span> (MP) - A decent 1-2 punch with the Beast. Just not up to par with what the other powers have to offer.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707650, member: 6793297"] [B][CENTER][SIZE=5]Powers - Epic Tier: The Unending Hunt[/SIZE][/CENTER][/B] Just a reminder: because the Ranger is a V-class, the powers have been separated into the following categories for your convenience: • Strength-based • Dexterity-based • Strength- or Dexterity- based • Beast powers [CENTER][Size=5][b]Level 22, Utility[/b][/size][/CENTER] Your Utility power capstone power list is very strong; there are a lot of good powers, and even though none of them truly stands out, that's because the difference in power level for most is pretty minimal. That said, I am most partial to Master of the Hunt for its raw damage boost and to Adamant Recovery for its universal Revive button. [b]Level 22 Utility List[/b] [COLOR=#00ccff]Adamant Recovery[/COLOR] (MP) - A good "emergency" button to have in your back pocket. Goes a long way towards making you more self-sufficient.[COLOR=#0000ff] [/COLOR]Daunting Agility (MP 2) - Shifting your speed with an Athletics bonus attached can be useful, though it is rather overdue. Fade from Sight (MP 2) - A decent Stealth-related Utility. Not at the level of Forest Ghost, but it can be used more frequently. Fleet Hunter's Stance (D 384) - Shifting 1 square after every multiple attack power essentially guarantees 1 extra shift per turn, and it can even help you maneuver about to avoid wasting actions because you burned your minor actions and killed an enemy. Very solid. [COLOR=#0000ff]Fleet of Foot[/COLOR] (MP 2) - Not provoking OA's for moving is nice to have, as is not granting CA while running. Pretty cool. [COLOR=#0000ff]Forest Ghost[/COLOR] (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. [COLOR=#800080]Hunt the Herd[/COLOR] (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. [COLOR=#00ccff]Master of the Hunt[/COLOR] (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 Stance slot is not as occupied as, say, a Fighter's. Consider it. [COLOR=#800080]Selfless Sacrifice[/COLOR] (MP) - The effect is not strong enough to be a Daily. Skip.[COLOR=#0000ff] [/COLOR]Safe Stride (PHB) - A no-strings-attached Encounter movement power that allows you to shift a distance that can go from [COLOR=#800080][b]pitiful[/b][/COLOR] to [COLOR=#0000ff][b]large[/b][/COLOR], depending on your build. [COLOR=#0000ff]Sharpen the Senses[/COLOR] (MP 2) - Detecting invisible creatures is sweet, as is the Perception bonus. [b]Speed of the Zephyr (HotFK)[/b] - Not really sure you need this much speed, but if you think you do, here it is. [b][COLOR=#0000ff]Stepping Through the Veil[/COLOR] (HotFK)[/b] - A sweet power for the Ranged Rangers in the audience, it rewards your ability to stay away from enemies by making you invisible. Tested Analysis (MP 2) - You get a marginally stronger version of the Correcting Aim feat. Solid, but it faces very stiff competition. [b][COLOR=#0000ff]Veil of Winter[/COLOR] (HotFK)[/b] - A movable zone that straight-up blocks line of sight for your enemies while not affecting your allies in the slightest is potentially worth having. 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 your turn that can avoid an attack or block an enemy's step. Solid. [b][COLOR=#0000ff]Wrath of Root and Soil[/COLOR] (HotFK)[/b] - While the difficult terrain this zone creates affects friends and foes, which is kind of a bummer, this can be a nasty "keep-away" tool for an Archer that doesn't want to be engaged, since it can restrain anyone foolish enough to end its turn in the zone and makes the terrain more difficult to traverse. That said, fliers are unaffected by it. [CENTER][Size=5][b]Level 23, Encounter[/b][/size][/CENTER] Melee Rangers love their minor action attacks, so Nonchalant Collapse is the natural choice. Ranged Rangers get another awesome triple shooter in Manticore's Volley. [b]Level 23 Encounter List[/b] [Size=3][b]Strength-based:[COLOR=#0000ff] [/COLOR][/b][/size] [b]Avalanche of Fury (MP 2)[/b] - While generic in that it's damage and nothing else, the fact that you don't expend it until both attacks connect is worth something. Blade Ward (PHB) - A watered-down, Melee-only version of Disruptive Strike. Not terrible, but not impressive, either. [COLOR=#0000ff]Cloak of Thorns[/COLOR] (PHB) - Two debuffing swings, and a "Don't you dare attack me" sort of aftereffect. It's good on you, but it would be something fearsome if you could somehow compel the opponent to actually attack you and suffer the beating in wait for it. [COLOR=#ff0000]Crashing Blades[/COLOR] (D 377) - This is strictly weaker than L17's Untamed Outburst. Garbage. [COLOR=#00ccff]Nonchalant Collapse[/COLOR] (MP) - A minor action swing against Fortitude that knocks prone. Awesome, especially because it lets you squeeze in some more 'oomph' on nova turn. [COLOR=#800080]Ricochet Throw[/COLOR] (MP 2) - While the thematics of the power are very cool, the mechanics themselves do not impress. [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#800080]Dangerous Friends[/COLOR] (D 383) - Again, punishment for clustering. Not impressive. [COLOR=#800080]Dazing Volley[/COLOR] (MP) - The first member of the "Volley" family to not abysmally suck, due mainly to dazing and the solid weapon damage dice. Still not what you should be looking for, though. [COLOR=#800080]Flickering Blades[/COLOR] (MP 2) - Another Dexterity-based Melee attack. Spreading out the damage is not what you're looking for, though. [COLOR=#ff0000]Hammer Shot[/COLOR] (PHB) - A big weapon damage attack against Fortitude, and a LONG push effect. Its problem lies in that it's just one hit. [COLOR=#800080]Hobbling Shot[/COLOR] (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 I really don't recommend either. [COLOR=#00ccff]Manticore's Volley[/COLOR] (PHB) - Some potentially Daily-esque damage. The dominating choice for Archers in an otherwise unremarkable level for them. [COLOR=#800080]Windwalk Strike[/COLOR] (MP 2) - Spreads out the damage, which is the cardinal sin of playing a Ranger. [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#800080]Wolf Howl Strike[/COLOR] (MP 2) - Essentially a "charge" that allows you to have CA if you were hidden if you're Melee, or a move-and-shoot (with the same CA benefit) if Ranged. Unimpressive. [Size=3][b]Beast Powers:[/b][/size] [COLOR=#800080]Chase Down[/COLOR] (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 power, by Beastmaster standards. [CENTER][Size=5][b]Level 25, Daily[/b][/size][/CENTER] At this level, Melee Rangers will likely gravitate toward Circling Cascade, though some might choose to stick to what they have. Unfortunately for Ranged Rangers, they don't even have that choice: nothing in this list is really worth having. Easily the most underwhelming Ranger Daily level. [b]Level 25 Daily List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#0000ff]Circling Cascade[/COLOR] (MP 2) - Another triple-hitting power for the Melee Ranger's collection. It also offers some solid shifting and dazing if you land the whole sequence. While good, it's not quite as good as L19's Cruel Cage of Steel, and that may give some Rangers pause. [Size=3][b]Dexterity-based:[/b][/size] [Size=3][b][/b][/size] Deadly Sidestep (MP 2) - Hits outside your turn for good damage, dazing, sliding, and it knocks prone to boot. Potentially devastating, though being Dex-based and Melee makes it a bit weird. [COLOR=#800080]Incapacitating Confrontation[/COLOR] (MP 2) - Another "Ranged buffs Melee" power, weakening can pack some decent defensive kick, but I think you likely are sacrificing a bit too much to get it. [COLOR=#800080]Pinning Arrow Rain[/COLOR] (D 383) - An AoE that can immobilize with solid damage, or restrain with better damage if you hit the target twice. A bit Controller-ish for my taste, and you don't get the good effect unless you hit twice. [COLOR=#ff0000]Pulverizing Shot[/COLOR] (MP 2) - To put it simply, a trap. The lack of static bonuses that key off damage rolls (which this doesn't have) means that your Twin Strike can probably outdamage this power, improved critical rate be damned. [COLOR=#ff0000]True-Eye Shot[/COLOR] (MP) - The whole "Ranged sight" bit is unnecessary; your weapon's range will be likely as long as your line of sight, and a standard-action, single-shooting power that is saddled with an attack penalty is utter crap. [COLOR=#800080]Unstoppable Arrows[/COLOR] (PHB) - Again, AoE is NOT your job, especially if it's just a generic one. [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#800080]Ambusher's Reaping[/COLOR] (MP) - A solid shot vs. two foes, with a conditional trigger. Eh. [COLOR=#ff0000]Bloodstorm[/COLOR] (PHB) - Strictly inferior to L9's Attacks on the Run in almost every way. Do not take this. [COLOR=#800080]Ranger's Resurgence[/COLOR] (MP) - Only offering one attack means that the best it can do is be on par with good Dailies, not beat them. Pass. [COLOR=#0000ff]Tiger's Reflex[/COLOR] (PHB) - Glorious, if and only if you can force opponents to attack you. Best if you can attract attention consistently via positioning or any marking power you can pick up. It's much better on a dedicated Defender, though. [Size=3][b]Beast Powers:[/b][/size] Aid the Beast (MP 2) - While this power does run off Ranged weapons, it's Strength-friendly, and free attacks from the Beast as a minor action plus free attacks from you as a minor action means you can actually put up a little damage this encounter. It doesn't get much more niche than a Ranged weapon Beastmaster, though. [b][COLOR=#ff0000]Fearsome Roar[/COLOR] (D 387)[/b] - It hits Will, but a single Beast attack is terrible for a Daily. It has a daze and opens up an AoE option as well, but these are things the average Ranger quite simply does not care about. Primal Rampage (MP) - A double-tap that 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. [COLOR=#800080]Thunderfury Charge[/COLOR] (D 381) - A charge from you, then your Beast companion gets a piece of whoever was in your way. Meh. [COLOR=#0000ff]Vengeful Fangs Stance[/COLOR] (D 384) - Arguably the capstone of the Beastmaster powers, this buffs your companion to the point where he will likely be making a slight damage contribution during the combat (le gasp!). Not the worst thing you could pick. [CENTER][Size=5][b]Level 27, Encounter[/b][/size][/CENTER] Death Rend is the dominant choice power for Melee Rangers. Ranged Rangers get a sweet out-of-turn attack in Lightning Shot. [b]Level 27 Encounter List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#00ccff]Death Rend[/COLOR] (PHB) - The dual-wielding Ranger Encounter power capstone. A must if you're using that combat style. [COLOR=#ff0000]Seeking Roots[/COLOR] (D 377) - Strictly inferior to Death Rend. [COLOR=#800080]Skewering Shot[/COLOR] (MP 2) - Unimpressive by itself, but throw in an allied forced movement specialist and the damage that this power can put out will be a bit better. [COLOR=#800080]Steel Breeze[/COLOR] (MP 2) - Again, it spreads out your damage, but slapping on a daze effect on 3 separate enemies can do nice things for your party. [COLOR=#800080]Unstable Gash[/COLOR] (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 damage, but much 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 (but it sure isn't the best). [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#800080]Hail of Arrows[/COLOR] (PHB) - At this point in your career, you probably won't be in encounters with tons of weak creatures as often as you will be in ones with a few tough ones, so this won't do much. If you face armies of minions on anything above a semi-regular basis, this power is [COLOR=#00ccff]pretty great[/COLOR]. [COLOR=#ff0000]Interrupting Volley[/COLOR] (D 383) - Basically, this is a vanilla Ranged 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. [COLOR=#0000ff]Lightning Shot[/COLOR] (PHB) - An easy-to-trigger, out-of-turn attack with solid damage. The offensive bent to its trigger is a plus in its favor. [COLOR=#800080]Rolling Fire[/COLOR] (MP 2) - The last of the Dexterity-based Melee attacks, it once again spreads out your damage, but at least hands you a free shift to compensate. Not really what you're looking for, though. [Size=3][b]Beast Powers:[/b][/size] [COLOR=#ff0000]Beastly Vise[/COLOR] (MP) - Immobilization is good, as it means another round of flanking with no effort from you, but there's just no excuse for a standard-action, single-attack power at this point in your career. [COLOR=#800080]Catch and Drop[/COLOR] (MP) - So vanilla, it's sleep-inducing. Two-Beast Strike (MP 2) - Some decent damage for a Beast power, and you get to keep it if the Beast's attack misses. Solid enough. [CENTER][Size=5][b]Level 29, Daily[/b][/size][/CENTER] Capstone time! Ranged Rangers get a bona fide monstrous power in [b]Five-Missile Dance [/b]here. The pickings are slimmer for Melee Rangers - while [b]Follow-Up Blow[/b], [b]Weave a Web of Steel[/b], and [b]Ultimate Confrontation[/b] are good, they each have their flaws, and I wouldn't say any of them is a slam dunk. [b]Level 29 Daily List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#ff0000]Culling Out[/COLOR] (MP 2) - A charge for decent damage with a "drag" effect. Not at the power level a capstone should be. Follow-Up Blow (PHB) - With the latest errata, this stance is actually rather average, since the free attack is at a penalty, and you can only generate one at a time. You can take it if you like, but it's nothing special any more. [COLOR=#800080]Gauntlet of Steel[/COLOR] (MP 2) - A "hit as you go" power. Solid, but compare it to the competition and you'll see why it's lacking. [COLOR=#800080]Suffering's End[/COLOR] (MP) - Conditional big damage single attack that is strong on a miss, which is its only saving grace. [COLOR=#ff0000]Twin-Strike Tornado[/COLOR] (MP) - A large-radius AoE that only attacks once. NO. [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Weave a Web of Steel[/COLOR] (PHB) - An absolutely brutal counter move, this power basically negates your opponent's attack and substitutes it with two attacks of your own. That's good to have if you ask me. [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#ff9900]Five-Missile Dance[/COLOR] (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. [COLOR=#800080]Imprisoning Arrows[/COLOR] (D 383) - A decent power that can rack up a couple of extra attacks against a target as the fight wears on. Not being able to force the target to trigger this and having a lame initial attack are major strikes against it, though. Three-in-One Shot (PHB) - While it definitely doesn't pack the power of Five-Missile Dance (which is the power you should take), this offers some solid, reliable damage if the first attack hits. Not all that terrible. [COLOR=#ff0000]True Arrow[/COLOR] (MP 2) - A single attack at L29? What were they thinking?! [COLOR=#0000ff]Ultimate Confrontation[/COLOR] (MP 2) - Don't be fooled by the fact that this is a Ranged Weapon attack; this power is made for Melee Rangers to set up a big, bad nova turn. It can quite possibly add silly amounts of damage to a concentrated turn of offense (provided you can string a few hits together), and as such is a good power for Melee Rangers. [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#ff0000]Huntmaster's Bloodbath[/COLOR] (MP) - Don't do this to yourself. [Size=3][b]Beast Powers:[/b][/size] [COLOR=#ff0000]Brutal Tempest[/COLOR] (MP 2) - By the gods, is this bad. Less range and much less damage than Twin-Strike Tornado, which is already [COLOR=#ff0000]Red[/COLOR]. I may have to invent a new rating below it just to quantify how bad this power really is. [COLOR=#800080]Huntmaster's Mauling[/COLOR] (MP) - A decent 1-2 punch with the Beast. Just not up to par with what the other powers have to offer. [/QUOTE]
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Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)
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