Best of the Best - TWF Ranger.

Which of these races makes the best TWF Ranger?

  • Dragonborn

    Votes: 0 0.0%
  • Dwarf

    Votes: 5 8.9%
  • Eladrin

    Votes: 1 1.8%
  • Elf

    Votes: 4 7.1%
  • Half-elf

    Votes: 0 0.0%
  • Halfling

    Votes: 1 1.8%
  • Human

    Votes: 4 7.1%
  • Tiefling

    Votes: 0 0.0%
  • Deva

    Votes: 0 0.0%
  • Gnome

    Votes: 1 1.8%
  • Goliath

    Votes: 2 3.6%
  • Half-orc

    Votes: 23 41.1%
  • Longtooth Shifter

    Votes: 13 23.2%
  • Razorclaw Shifter

    Votes: 2 3.6%

Isn't a high dex better than a high wis?

Rider effects for wis aren't that valuable given that there are plenty of powers that don't need it. Dex is valuable for AC and initative and stealth. The half orc has the better racial feats. Plus you get to change it up with ranged attacks when necessary.
IME, it's best to choose one stat and focus on it than dillute your points.

Here's a half-orc ranger 1
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
level 1
Half-Orc, Ranger
Fighting Style: Two-Blade Fighting Style

FINAL ABILITY SCORES
Str 20, Con 10, Dex 16, Int 10, Wis 11, Cha 8.

STARTING ABILITY SCORES
Str 18, Con 10, Dex 14, Int 10, Wis 11, Cha 8.


AC: 16 Fort: 16 Reflex: 14 Will: 10
HP: 27 Surges: 7 Surge Value: 6

TRAINED SKILLS
Dungeoneering +5, Perception +5, Endurance +6, Stealth +7, Athletics +9

UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff -1, Diplomacy -1, Heal, History, Insight, Intimidate +1, Nature, Religion, Streetwise -1, Thievery +2

FEATS
Level 1: Thirst for Battle

POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Shield of Blades
Ranger encounter 1: Plant to the Hilt
Ranger daily 1: Jaws of the Wolf

ITEMS
Longsword (2), Hide Armor
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]

Here's the same character, but as a longtooth:
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
level 1
Longtooth Shifter, Ranger
Fighting Style: Two-Blade Fighting Style

FINAL ABILITY SCORES
Str 20, Con 10, Dex 13, Int 10, Wis 15, Cha 8.

STARTING ABILITY SCORES
Str 18, Con 10, Dex 13, Int 10, Wis 13, Cha 8.


AC: 14 Fort: 16 Reflex: 12 Will: 12
HP: 27 Surges: 6 Surge Value: 6

TRAINED SKILLS
Dungeoneering +7, Perception +7, Endurance +6, Stealth +5, Athletics +11

UNTRAINED SKILLS
Acrobatics, Arcana, Bluff -1, Diplomacy -1, Heal +2, History, Insight +2, Intimidate -1, Nature +2, Religion, Streetwise -1, Thievery

FEATS
Level 1: Gorebrute Charge

POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Shield of Blades
Ranger encounter 1: Plant to the Hilt
Ranger daily 1: Jaws of the Wolf

ITEMS
Longsword (2), Hide Armor
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]
 

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IME, it's best to choose one stat and focus on it than dillute your points.

Not sure what point you're trying to make here.

To me, the half-orc in your example is the better off. Better initiative, better armour class, better reflex at the cost of worse perception and will defence.

Swift charge is basically a freebie. Half-orc resilience isn't as good as regeneration and the +2 damage bonus is nice, but staying bloodied during an encounter isn't a smash hot idea for a melee character. So the half-orc racial feat that gives a bonus to initiative and an extra healing surge would be a better pay off in the long run.

Also, the bonus to damage for the longtooth is dependant on a circumstance you have little control over. The orc's damage bonus can be added whenever the player wants, making it far more opportune.

Still think the half-orc wins this one.
 
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I still prefer to have an archer in my party: the fighter and the leader for melee, the wizard or druid for control: that leaves the archer for the ranged damage. Kind of hard for a ranger to hit a flying dragon with his double scimitar.
 

Half-Orc, hands down. Furious assault, perfect stat allocation, and awesome racial feats make this one a no-brainer.

Plus, if all else fails and he has to pick up a Bow, he won't be terrible at it, unlike the Longtooth shifter.
 

Also, the bonus to damage for the longtooth is dependant on a circumstance you have little control over.

I suppose I could be reading it wrong. (or its been erata'd to death) but you only have to be bloodied to shift (the effects are then ongoing throughout the rest of the encounter ... with regeneration only as long as you stay or become bloodied again.

Once shifted you get the damage bonus for the rest of the encounter (bloodied or not)
and whenever you are bloodied (ie when you need it) throughout the rest of the encounter
you have regeneration If you arent being bloodied that once.. and you are an in your
face style twf... wow you should congratulate your defender, they are doing there job well.
 
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Longtooth shifters work well going into Pitfighter at paragon. That's a lot more spike damage, so it can really work well if you someone in the party setting you up with frequent attack buffs (like a tac lord or melee cleric) so that damage buff kicks in on multiple hits per round.

Dex based rangers work great with Stormwarden. That style tends to have a high damage floor, which is most effective if you fight lots of soldiers, higher level enemeis, or without attack buffs.
 

Half Orc gets my vote, as much as it pains me. Stormwardens rule DPR, and Half orcs get some insane racial feats (paragon and epic ones in particular), but its not easy being green.
 


I find that Half-Orc end up doing the most damage, and Longtooth Shifters tend to last longer.

Yup I call it as the monsters pcs are neck and neck on this one (it deserves a tie). Longtooth shifters seem to start with a minor damage lead (which eventually gets over-ridden by half orc feats.) and the regeneration is a solid durability benefit.
 

Half-Orc racial feats are:
Anger Unleashed - When first bloodied, +2 atk until end of next turn.
Savage Assault - Racial power gives -1 defenses until e.n.t.
Thirst for Battle - +3 init, +1 surge
Strength from Pain (paragon) - When first bloodied, +5 damage until e.n.t.
Unrelenting Assault (paragon) - Racial power causes +1[W]
Ferocious Critical (epic) - Crit gives +4 atk/dmg until e.n.t.

Longtooth Shifter has:
Gorebrute Charge - While shifting, +3 dmg with charge.
Shifter Agility - While shifting, +5 Athletics and Acrobatics
Sturdy Shifter - While shifting, +5 temp hp
Wild Senses - +3 init, roll Perception twice for tracking.
Beasthide Shifting (paragon) - While shifting, resist all 2.
Cliffwalk Shifting (paragon) - While shifting, climb speed.
Burst of Savagery (epic) - End shift to cause +2d6 damage and gain +10 temp hp.

So one seems more built for offense and the other for mobility and resilience (regeneration AND resist all while shifting!).
 

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