D&D 4E 4e Ranger: New God of Damage? Armor Splinter + Blade Cascade + High Wisdom Ranger

Kraydak said:
A non-optimizer will get about 1.5 hits out of Blade Cascade. An optimizer will get the hard cap. So what are you going to use as a hard-cap: 2 is pointless, 3 already has optimizers doing double damage and still begs the question of why you are bothering in the first place.

It is a bad base mechanic. The correct approach is to remove the disease (the mechanic) and not the worst symptom (nigh-infinite damage).

Another vote here for just remove the power. It's a timmy card if you're not optimizing and by far the most powerful attack in the game if you are.
 

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I added a creature into the waning days of my 3E game that had the same power (I originally saw this on a skeleton from a 4E source somewhere and it inspired me). The monster only needed a 3 to hit the Fighter in the group, and his damage was 1d8+7 (Other monsters I was using did double slams for 2d8+21 - It was at level 24). Anyway, the monster got off 3 rounds of attacks and I never succeeded in hitting more than 5 times - which I was really disappointed with. I wanted this monster to really scare the group, but they thought it was a joke (His 5d8+35 was far less than the other monster's slams which both combined for 4d8+42).

Anyway, if you need anything higher than a 5 to hit, don't count on this power being a game breaker for the majority of its uses. Sure, you might get a game session some day where the Ranger manages to rattle off 10 hits in a row, but the odds of that are unrealistically low or nonexistent.
 

Yes, the ability is powerful.

So is Orcus.

During the fight with him and his horde of undead, any Ranger with a history of pulling this off will most likely be singled out. The options Orcus has, outside of undead horde:
  • Wand of Orcus: 3d12+12 that cause target to be weakened (half damage, save ends). Ouch, you have to make twice as many attacks.
  • Necrotic Burst: close burst 10, 2d12 + 12 while healing undead horde!
  • Tail Lash: When something moves close to him, Stunned for 1 turn and prone.
  • And finally, Touch of Death: Reduces target to 0 on hit, deals bloodied damage on miss.

If you can get that close to Orcus, you can wail away all you want. :D
 

Kraydak said:
A non-optimizer will get about 1.5 hits out of Blade Cascade. An optimizer will get the hard cap. So what are you going to use as a hard-cap: 2 is pointless, 3 already has optimizers doing double damage and still begs the question of why you are bothering in the first place.

To allow lots of damage but not too much. This is a daily power we're talking about.
 

hong said:
To allow lots of damage but not too much. This is a daily power we're talking about.

There's something weird about Ranger dailies.

At level 9 you have Attacks on the Run, also known as OMGWTFBBQ. It's 6[W]+2Stat.

At level 15, you have the current subject of conversation.

At level 19, you have Cruel Cage of Steel, which is 5[W]+3Str. Er, what??

At level 25, you have Bloodstorm: 4[W]+2Str. I AM PAST MY PEAK! HALP!
 

Actually, it might be technically possible to one shot Orcus AND the Tarrasque in one round. At level 15, as the power affects more than one target.

I know Orcus and the T are tough, but ranger only needs ONE round to do all this.
 

Yes, it is difficult to see how this ability got suggested nevermind past playtesting. Particulary as the stated 4E design philosophy was that they had moved away from followers, animal companions et al because they allowed a player more than thir fair share of turns, and yet this is precisely what this ability can do.

However I don't think that you just have to throw the ability away, a -1 cumulative penalty to each attack breaks the maths on which the abuse is founded whilst not having too great an impact on the ability.

To be frank I expected not to like the "flavour" of 4E but was hopefull about the mechanics. However the mechanics whilst being generally sound seem to have a few fairly glaring errors.

I know that people are excited about a new edition and don't want naesayers to spoil the fun. And in general I even agree with this. Unfortunately this seems to have lead to some people defending the indefensible.
 

loisel said:
There's something weird about Ranger dailies.

At level 9 you have Attacks on the Run, also known as OMGWTFBBQ. It's 6[W]+2Stat.

At level 15, you have the current subject of conversation.

So far, so good. Attacks on the Run is very nice and requires only two hits; Blade Cascade can do a lot more but requires more hits, and doesn't do squat if you miss.

At level 19, you have Cruel Cage of Steel, which is 5[W]+3Str. Er, what??

The enemy is also stunned and weakened for a round. You can also shift twice midway through.

At level 25, you have Bloodstorm: 4[W]+2Str. I AM PAST MY PEAK! HALP!

You also get to shift your Wisdom modifier after the attack. Although I do think this should be 6[W]...
 

If a player can take out anything short of a solo creature in a single round once a day, it's not really a big deal.

Solo creatures tend to have interrupt powers that occur once they reach Bloodied, which hopefully could put a damper on that Ranger's plan. I think I'll hesitate on trying to nerf it with a houserule just yet.
 

loisel said:
There's something weird about Ranger dailies.

At level 9 you have Attacks on the Run, also known as OMGWTFBBQ. It's 6[W]+2Stat.

At level 15, you have the current subject of conversation.

At level 19, you have Cruel Cage of Steel, which is 5[W]+3Str. Er, what??

At level 25, you have Bloodstorm: 4[W]+2Str. I AM PAST MY PEAK! HALP!

Uh. You've left a bit out of that.

At level 9 you have Attacks on the Run, which does two attacks: a) 3[W] + Stat, and b) 3[W] + Stat, misses for half damage, and allows you to move your speed during the attacks. (i.e. you can shoot in the middle, too, not just before and after.)

At level 15 you have Blade Cascade, which is admittedly problemmatic.

At level 19, you have Cruel Cage of Steel (melee only), which does three attacks: a) 2[W] + Str, b) 2[W] + Str, c) 1[W] + Str. In addition, depending on the number of attacks that hit an enemy they may be dazed or stunned. Misses are for half damage, and you may shift in between attacks.

At level 25, you have Bloodstorm, which does two attacks: a) 2[W] + Stat, b) 2[W] + Stat, and afterwards allows you to shift a number of squares equal to your Wisdom modifier. Unlike Attacks and Cruel Cage, the attacks must be against the same opponent.


So, there's a lot more going on here than just how much damage is done. Attacks on the Run allows you to move more while shooting. Great for taking someone out while repositioning. Cruel Cage of Steel lets you hit three different enemies, not just two, and knock them out of play. Bloodstorm does less damage and can only target one enemy, but its secondary effect of letting you shift multiple squares is quite powerful--this is a short-range teleport spell with attached weapon damage.
 

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