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<blockquote data-quote="LiL KiNG" data-source="post: 5948704" data-attributes="member: 83799"><p>I would hope being archery focused that the PC would have high Dex, making winning initiative more likely.</p><p>Carry items or have a Ranger spell ready to hamper enemy movement, there are ways around this. Scout's have Hide on their class skill list, boost that as high as possible and snipe, combined with trackless step and invisibility potions what is your target going to charge? I actually find invisibility to be more useless at higher levels then precision damage as nearly everything can either see invisible or has a magic item that will let them...</p><p>As for precision damage, that's a risk Rogue's have been dealing with forever and yet they still seem to do just fine as no one really thinks of their class as a trap. </p><p>You can defend against or counter anything if you have prior knowledge of what you're facing. I dealt with heavy fortification once with a simple paralysis poison, removed the target's armor, and coup de grace him. Granted it took two doses before he failed his save, but it worked.</p><p>It's just the nature of the skirmish build, you need movement (which higher levels of skirmish boost your AC bonus as well with movement, add in the ring of entropic shield from MIC and a +speed item like the armor crystal for +5' speed, and you now have a very effective defense against any ranged attacks including rays; 50% miss chance). </p><p>Also, not every class should be able to counter every single situation on their own, otherwise you wouldn't need a party. I know there are builds that do, or try to do this, but it gets boring being a party member with one of those player's. Wizards and Clerics have great spell access, but they still need to prepare the right spells and without prior knowledge of what they are facing this is pretty hard to do, you can counter most challenges but there will probably still be one or two that you rely on your party to handle while you wand (or reserve feat) it up a little.</p></blockquote><p></p>
[QUOTE="LiL KiNG, post: 5948704, member: 83799"] I would hope being archery focused that the PC would have high Dex, making winning initiative more likely. Carry items or have a Ranger spell ready to hamper enemy movement, there are ways around this. Scout's have Hide on their class skill list, boost that as high as possible and snipe, combined with trackless step and invisibility potions what is your target going to charge? I actually find invisibility to be more useless at higher levels then precision damage as nearly everything can either see invisible or has a magic item that will let them... As for precision damage, that's a risk Rogue's have been dealing with forever and yet they still seem to do just fine as no one really thinks of their class as a trap. You can defend against or counter anything if you have prior knowledge of what you're facing. I dealt with heavy fortification once with a simple paralysis poison, removed the target's armor, and coup de grace him. Granted it took two doses before he failed his save, but it worked. It's just the nature of the skirmish build, you need movement (which higher levels of skirmish boost your AC bonus as well with movement, add in the ring of entropic shield from MIC and a +speed item like the armor crystal for +5' speed, and you now have a very effective defense against any ranged attacks including rays; 50% miss chance). Also, not every class should be able to counter every single situation on their own, otherwise you wouldn't need a party. I know there are builds that do, or try to do this, but it gets boring being a party member with one of those player's. Wizards and Clerics have great spell access, but they still need to prepare the right spells and without prior knowledge of what they are facing this is pretty hard to do, you can counter most challenges but there will probably still be one or two that you rely on your party to handle while you wand (or reserve feat) it up a little. [/QUOTE]
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