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Character Builds & Optimization
4e Ranger Build (yes, I'm a newbie)
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<blockquote data-quote="Neonchameleon" data-source="post: 5346885" data-attributes="member: 87792"><p>Right. Useful concept but I'm not so keen on the execution. Changing weapons takes too many minor actions (one per weapon you sheathe or draw). Hunter style will reduce this by one minor action (so you can switch from bow to two melee weapons in only two minor actions). But let's start finessing.</p><p></p><p>First, the old Expertise feats are all obselete. You want the Master at Arms feat from Heroes of the Forgotten Lands p316. That will provide +1 to <em>all</em> weapons and allow you to sheathe one weapon and draw another as a minor action.</p><p></p><p>Second, you will want to multiclass into either Assassin or Monk to give yourself Access to Ki Focusses; enchant the focus and you can keep all your weapons up to spec rather than needing a dozen enchanted ones.</p><p></p><p>Thirdly, you are <em>very</em> easy to hit there. AC18 at fifth level? For comparison, my fifth level wizard with no real thought put into his AC will have an AC of 17 - my off-tanking Warlord has an AC of 24 at 5th level (although he has put some work into that). You're going down fast if you find yourself on the front lines.</p><p></p><p>Fourthly, is your character concept wedded to the Ranger and Two Weapon Fighting? Or is it versatility of weapons that matters? Because if you want to be switching between weapons that way and playing an elf, I'm going to recommend a Slayer from the Essentials line. (Not in the character builder yet - but they are fairly simple). Because nothing quite says you mean business like your primary weapons being a two handed axe maul, a polearm of some sort, a longbow, and a collection of throwing daggers - plus shortbow, shortswords, etc. Taking Melee Training (Dexterity) will allow you to drop your strength and put that 16 in dexterity (boosting it to 18 - which gives you +1 to hit and +1 to AC - both very useful). You'll shoot better (assuming Poised Assault and Bracers of Mighty Striking, +12 to hit, 1d10 + 10 damage with a longbow beats twin strike at +2*9 to hit, 1d10 + 1 damage) and in melee you're at +12 to hit, 2d6+10 damage vs a rough average of 2*+9 to hit, 1d10+5 damage plus Quarry. Oh, and you have a polearm for another combat mode - and your throwing daggers. About all you lose is Disruptive Shot (which is, admittedly, good if you can hit with it) and a couple of trained skills. You even gain hit points despite losing Toughness, and I haven't replaced your now irrelevant feats.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5346885, member: 87792"] Right. Useful concept but I'm not so keen on the execution. Changing weapons takes too many minor actions (one per weapon you sheathe or draw). Hunter style will reduce this by one minor action (so you can switch from bow to two melee weapons in only two minor actions). But let's start finessing. First, the old Expertise feats are all obselete. You want the Master at Arms feat from Heroes of the Forgotten Lands p316. That will provide +1 to [i]all[/i] weapons and allow you to sheathe one weapon and draw another as a minor action. Second, you will want to multiclass into either Assassin or Monk to give yourself Access to Ki Focusses; enchant the focus and you can keep all your weapons up to spec rather than needing a dozen enchanted ones. Thirdly, you are [I]very[/I] easy to hit there. AC18 at fifth level? For comparison, my fifth level wizard with no real thought put into his AC will have an AC of 17 - my off-tanking Warlord has an AC of 24 at 5th level (although he has put some work into that). You're going down fast if you find yourself on the front lines. Fourthly, is your character concept wedded to the Ranger and Two Weapon Fighting? Or is it versatility of weapons that matters? Because if you want to be switching between weapons that way and playing an elf, I'm going to recommend a Slayer from the Essentials line. (Not in the character builder yet - but they are fairly simple). Because nothing quite says you mean business like your primary weapons being a two handed axe maul, a polearm of some sort, a longbow, and a collection of throwing daggers - plus shortbow, shortswords, etc. Taking Melee Training (Dexterity) will allow you to drop your strength and put that 16 in dexterity (boosting it to 18 - which gives you +1 to hit and +1 to AC - both very useful). You'll shoot better (assuming Poised Assault and Bracers of Mighty Striking, +12 to hit, 1d10 + 10 damage with a longbow beats twin strike at +2*9 to hit, 1d10 + 1 damage) and in melee you're at +12 to hit, 2d6+10 damage vs a rough average of 2*+9 to hit, 1d10+5 damage plus Quarry. Oh, and you have a polearm for another combat mode - and your throwing daggers. About all you lose is Disruptive Shot (which is, admittedly, good if you can hit with it) and a couple of trained skills. You even gain hit points despite losing Toughness, and I haven't replaced your now irrelevant feats. [/QUOTE]
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