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I'm annoyed at archers.
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<blockquote data-quote="Saeviomagy" data-source="post: 504538" data-attributes="member: 5890"><p>Agreed. Two-handed meleers probably need a couple more feats - right now they they have almost none which are specific to them.</p><p></p><p>Also agreed, although in a 30f engagement range, I'd be amazed if this was actually the case. Once the enemy closes, archers really don't have a benefit over melee characters in this department, apart from rapid shot.</p><p></p><p>Agreed as well. Although bear in mind that a melee'er could get a +1 burst,shocking, blah blah blah blah weapon, then get it GMW'ed. Both types gain quite a bit from GMW.</p><p></p><p>A melee fighter who abstains from ranged combat NEEDS flight, or some way to force his opponent into melee. And of course once he gets flight, he gets into dive attacks, for double damage (everyone say ooooh!)</p><p></p><p>True.</p><p></p><p>Very true. Hence my wonderment at all these archers able to stay out of melee, and also my wonderment that, in the 2-3 rounds necessary to kill most creatures, the creatures are not managing to kill every non-warrior in the party.</p><p></p><p>Melee'ers have far more.</p><p></p><p>Entirely untrue. There are special tactics to use versus meleers, and it appears that peoples archers are, quite sensibly, using them. Stay out of reach. Against an archer, the tactic is stay out of line of fire. Anyone with half a brain will do that. You don't need to be a genius to duck when arrows start skittering about, and if you don't do so, you seriously deserve your own private agincourt. It's not a special tactic - it's damn near instinctual.</p><p></p><p>The key thing is that an archer isn't a team player. He's only pulling off half of his job as a high-ac, high-hitpoint character (if the people lauding them are to be believed). The other half of his job is keeping other group members safe. Most people would be peeved at group members capable of casting CLW not doing so when necessary. In the same breath, they should be cursing those people capable of tanking for not doing so.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 504538, member: 5890"] Agreed. Two-handed meleers probably need a couple more feats - right now they they have almost none which are specific to them. Also agreed, although in a 30f engagement range, I'd be amazed if this was actually the case. Once the enemy closes, archers really don't have a benefit over melee characters in this department, apart from rapid shot. Agreed as well. Although bear in mind that a melee'er could get a +1 burst,shocking, blah blah blah blah weapon, then get it GMW'ed. Both types gain quite a bit from GMW. A melee fighter who abstains from ranged combat NEEDS flight, or some way to force his opponent into melee. And of course once he gets flight, he gets into dive attacks, for double damage (everyone say ooooh!) True. Very true. Hence my wonderment at all these archers able to stay out of melee, and also my wonderment that, in the 2-3 rounds necessary to kill most creatures, the creatures are not managing to kill every non-warrior in the party. Melee'ers have far more. Entirely untrue. There are special tactics to use versus meleers, and it appears that peoples archers are, quite sensibly, using them. Stay out of reach. Against an archer, the tactic is stay out of line of fire. Anyone with half a brain will do that. You don't need to be a genius to duck when arrows start skittering about, and if you don't do so, you seriously deserve your own private agincourt. It's not a special tactic - it's damn near instinctual. The key thing is that an archer isn't a team player. He's only pulling off half of his job as a high-ac, high-hitpoint character (if the people lauding them are to be believed). The other half of his job is keeping other group members safe. Most people would be peeved at group members capable of casting CLW not doing so when necessary. In the same breath, they should be cursing those people capable of tanking for not doing so. [/QUOTE]
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I'm annoyed at archers.
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