Irritating Prime Shot!

You might get more use out of it if you're willing to get into flanking position and drawing an OA hurts the enemy more than it hurts you. This works best with an infernal warlock who is not only tough but usually also has a buffer of temporary hit points.

I've only played through fist level with my warlock, but it's working really well for him so far (+4 attack bonus normally vs. +7 when flanking, triggering the paladin's divine challenge and potentially his own hellish rebuke if the enemy decides to take the OA).


cheers
 

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I'm playing a Ranger in KotS and I've found the best strategy is to maneuver around the sides of the battle, engaging the artillary and skirmishers while the defenders pick up the tougher guys. If you're an Elf this is much easier because of the speed bonus.
 

There's always the option to draw their OA with movement (+defensive mobility), then turn right around, stand in their face, and prime shot them with a flank.
Could be very hilarious to see in action.
 

As one of the bigger damage dealers, why wouldn't the ranger want to try and take down the enemy front tank so the whole group can punch through?

I think Prime Shot, Hunter's Quarry, and Curse rules were designed to make sure monsters can work the same way PC's can. The front line of monsters are going to be the more attractive targets for the PC's giving the back line a chance to do their thing. It makes combat more interesting. Otherwise if the Ranger and Warlock could take down the enemy controller/leader early on with little effort, fights would quickly become boring. Depending on terrain and such, you may still find ways to do this, but it shouldn't be easy. Enemy soldiers and minions do have a purpose after all.
 

I think Prime Shot, Hunter's Quarry, and Curse rules were designed to make sure monsters can work the same way PC's can. The front line of monsters are going to be the more attractive targets for the PC's giving the back line a chance to do their thing. It makes combat more interesting. Otherwise if the Ranger and Warlock could take down the enemy controller/leader early on with little effort, fights would quickly become boring. Depending on terrain and such, you may still find ways to do this, but it shouldn't be easy. Enemy soldiers and minions do have a purpose after all.
Bingo
 

Prime shot is to stop your turns degenerating into hiding at the back of the party and picking out the biggest [w] score and firing that at your marked target each round.

It's supposed to make you move around the battlefield to try to set up the best shot.

I think Prime Shot, Hunter's Quarry, and Curse rules were designed to make sure monsters can work the same way PC's can. The front line of monsters are going to be the more attractive targets for the PC's giving the back line a chance to do their thing. It makes combat more interesting. Otherwise if the Ranger and Warlock could take down the enemy controller/leader early on with little effort, fights would quickly become boring. Depending on terrain and such, you may still find ways to do this, but it shouldn't be easy. Enemy soldiers and minions do have a purpose after all.

Isn't it nice when we decode the designers intentions? ;)

I used to think that the limitations of Prime Shot/Hunters Quarry/Warlocks Curse were designed to keep Rangers and Warlocks from being overpowered in a somewhat arbitrary way, but now I realize that these limitations actually work towards forcing the players to move around and make combat more dynamic...
 
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It seems I'm best off ditching my group and hunt alone. Then I will always have them. ;)

Err--not exactly. Prime Shot requires that you be the closest ally to your target. Hunter's Quarry requires that you target the enemy closest to you. So if you solo, yes, you'll always get the Prime Shot bonus, but you still have to maneuver to get Hunter's Quarry on the enemies you want.
 

@ Kordeth: True.

I've now concluded what has been my "irk". Prime Shot "urges" you to keep closer to the mobs than your allies - whereas the longbow benefits you at long range (so you cannot be easily targeted by mobs).

Hunter's Mark "urges" you to flank or move to mob's rear to be able to mark one in the back (assuming you want to specificly one such target) - whereas this can be very tricky as you need to move without giving OA.

@ Mengu A very good point! Thanks to this discussion I've changed my opinion on my tactics. It's probably often the best way to help the tank shoot a hole in their line. :)

At lvl 11 and choosing paragon path "Battlefield Archer" I will really apreciate to be able to mark 4 enemies at a time (and 5 at lvl 15) thanks to me ditching STR (I chose DEX 20 and WIS 16). I think I will really like this ability. :)

I think I started thinking about this dilemma as I had a conlict in my interest of both:
- wanting to be in the front (for PS) and
- wanting to be at the back (to make use of the longbow's good range) and
- wanting to be able to target enemies in the back with HM
as I saw that the Two Bladed Ranger always had good use of PS and HM on whomever he attacked. It looked as the ranger abilities were more easily handled for the TBR. I guess the added fuss for the archer makes up for the benefits of range. :)
 

Isn't it nice we we decode the designers intentions? ;)

I used to think that the limitations of Prime Shot/Hunters Quarry/Warlocks Curse were designed to keep Rangers and Warlocks from being overpowered in a somewhat arbitrary way, but now I realize that these limitations actually work towards forcing the players to move around and make combat more dynamic...

Yes and of course there is a hidden subtext in playing any 'striker'. Strikers produce 3 cool effects only one of which is a strike....
-Range damage before contact (probably 1st round only), ranger + sneak attack means molto damage! Enjoy those fistfulls of dice at 1st level!
-Supression fire (It forces the enemy to bunch and to keep to cover)
-Overwatch (you can ready strikes at key targets eg wzds, which restricts their movement)

This bunching and supression can help your allies in many ways
-Bunched enemies are vulnerable to wizards and front liner's powers
-Enemies trying to move in cover take longer to reach the front line
-Bunched enemies are easier to flank.

The rangers mates can help out with this eg if skirmishing on the flank , delay until your mate on the flank has acted asking him to step 5' either way can make a difference. My whole party uses reach weapons as well, so the monsters are permanently supressed.

I think the new rules work really well for this. At least they do for my fey warlock, who has the added bonus of high maneaverability.
 

You might get more use out of it if you're willing to get into flanking position and drawing an OA hurts the enemy more than it hurts you. This works best with an infernal warlock who is not only tough but usually also has a buffer of temporary hit points.

I've only played through fist level with my warlock, but it's working really well for him so far (+4 attack bonus normally vs. +7 when flanking, triggering the paladin's divine challenge and potentially his own hellish rebuke if the enemy decides to take the OA).


cheers

SNAP! But my fey warlock use teleport\eyebite rather than the HPs to stay out of trouble.
 

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