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Holy cow my party has 3 strikers in it
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<blockquote data-quote="Ryujin" data-source="post: 4814279" data-attributes="member: 27897"><p>You know, I just realized that our party also has three Strikers. Guess I'm a bit slow <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>We've got my Feylock (a bit Controllery/leadery, especially since multi-classing into Bard), am Archer Ranger, and a thuggish Rogue (big on charging). I don't do great damage, but I have status effects and can set the Rogue up with combat advantage or put him in a convenient charging spot, if he's being at all co-operative. The Rogue has been known to do critical damage over 70, when all of his charging bonuses and combat advantage come into play. Usually he doesn't co-operate though, which results in him being pounded down to under 10 hits in a couple of rounds. The Ranger might as well be the patron god of hunters, with the sort of ranged damage that he can do.</p><p></p><p>That leaves us with a Cleric who is big on ranged and radiant, and a Battlerager fighter. The usual M.O. is that we get the fighter into melee to lock down the toughest opponent first then try to pound it into submission from range, while the Rogue wanders around wondering why he's getting pasted so badly. After a couple of rounds he's running for cover, but has likely kicked a hundred+ damage into the mix, and the Ranger is surrounded by lesser opponents. This is about the time when I usually Fey Switch one of the others out of the fire, then try to lock down his opponents for a round by using Otherwind Stride to get my own butt clear.</p><p></p><p>Darned near every combat follows a similar pattern. The Rogue ignores my ability to drop him virtually anywhere on the combat map until he needs a save, or the Ranger backs himself into a corner and gets beaten on, needing a rescue. He hasn't figured out yet that just because he CAN range on virtually every opponent from the furthest point on the map, that doesn't necessarily make it the best location to do it from. I've sniped from rooftops in a town, the tops of trees, on big rocks, in buildings...... Anything that will make the opposition have to work a little harder to get to me, until I teleport again to spoil their fun.</p></blockquote><p></p>
[QUOTE="Ryujin, post: 4814279, member: 27897"] You know, I just realized that our party also has three Strikers. Guess I'm a bit slow :lol: We've got my Feylock (a bit Controllery/leadery, especially since multi-classing into Bard), am Archer Ranger, and a thuggish Rogue (big on charging). I don't do great damage, but I have status effects and can set the Rogue up with combat advantage or put him in a convenient charging spot, if he's being at all co-operative. The Rogue has been known to do critical damage over 70, when all of his charging bonuses and combat advantage come into play. Usually he doesn't co-operate though, which results in him being pounded down to under 10 hits in a couple of rounds. The Ranger might as well be the patron god of hunters, with the sort of ranged damage that he can do. That leaves us with a Cleric who is big on ranged and radiant, and a Battlerager fighter. The usual M.O. is that we get the fighter into melee to lock down the toughest opponent first then try to pound it into submission from range, while the Rogue wanders around wondering why he's getting pasted so badly. After a couple of rounds he's running for cover, but has likely kicked a hundred+ damage into the mix, and the Ranger is surrounded by lesser opponents. This is about the time when I usually Fey Switch one of the others out of the fire, then try to lock down his opponents for a round by using Otherwind Stride to get my own butt clear. Darned near every combat follows a similar pattern. The Rogue ignores my ability to drop him virtually anywhere on the combat map until he needs a save, or the Ranger backs himself into a corner and gets beaten on, needing a rescue. He hasn't figured out yet that just because he CAN range on virtually every opponent from the furthest point on the map, that doesn't necessarily make it the best location to do it from. I've sniped from rooftops in a town, the tops of trees, on big rocks, in buildings...... Anything that will make the opposition have to work a little harder to get to me, until I teleport again to spoil their fun. [/QUOTE]
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Holy cow my party has 3 strikers in it
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