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Changes Coming in Essentials, Part 2

This is really the main point for me. All strikers are not the same, and even different builds of the same striker do not need to be the same in defenses, accuracy or damage potential.

One reason I see for Rogues getting a boost is that they will only get the OAs if they are in melee (unless I miss something, it is nearly impossible to get and OA with a ranged weapon) so that is a major drawback for the rogue right there. A ranger shooting form 20+ squares away is nigh invincible.

I think Twin Strike with a greatbow by itself is explanation enough. There are plenty of ways for a tactical situation to evolve where monsters can get into melee range with a bow ranger and I wouldn't call them invincible by any means. They are however not in need of further damage boosts.
 

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I have to wonder why they think rogues need the boost over rangers and warlocks.

Most likely because rangers blow everything else away in straight dpr. Like I said before - it's warlocks that are the puzzler (perhaps they're still clinging to the idea that warlocks have more funky effects, therefore have a lesser need for damage?)
 

Rogues have the thief subclass. It has a build involving Opportunity attacks... Sneak attack 1/turn is fine for rogues. Powerful, and it might catch them up to rangers.

Basic Rangers have Twin Strike. Hunter's Quarry is an afterthought. They're already the damage kings, so Hunter's Quarry at /turn is not needed; they're already plenty good.

Warlocks are generally bat at attacking during the off-turn. Warlock Curse damage more than once per round isn't substantial and won't be enough to address what damage problems certain Warlock builds have.
 

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