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Latest Unearthed Arcana Introduces Rogue & Ranger Archetypes
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<blockquote data-quote="Blue" data-source="post: 7707290" data-attributes="member: 20564"><p>Like them all.</p><p></p><p>Horizon Walker has a very distinct fluff feel. I like that, it's it's own unique niche. I'll be repeating this again for Primeval Guardian but saying it even stronger because it's also a big mechanical change.</p><p></p><p>Not as happy with bonus action for extra damage since it eliminates the possibility of playing this as a dual wielder. All the other ranger extra damage don't take any actions.</p><p></p><p>Portal Lore seems rather a limited ability for them to have to restrict usage.</p><p></p><p>Wish they had something (beside prot from energy spell) that would help taking a party through portals - divination spells to figure out where youa re, other spells to survive, and extra languages for other planes.</p><p></p><p>Love Distant Strike.</p><p></p><p>Primeval Guardian. Much kudos as mentioned above.</p><p></p><p>Questioning why guardian form is called guardian form. It in no ways helps you guard people. Even at later levels it's slowing form and healing form, which I guess might be guarding, but not for a while. At the very least, give it Protection fighting style or the sentinel power to reaction attack if foes go after someone else (though for the new reach, not just 5').</p><p></p><p>Wish there was a default change to large weapon damage like the enlarge spell.</p><p></p><p>Surprised (though not in a bad way) that Guardian Form isn't limited uses per short rest.</p><p></p><p>Rooted defense is really cool, but by 11th many foes will have alternate types of movement. Wish it came earlier, it's not overpowered to happen sooner.</p><p></p><p>Scout.</p><p></p><p>Like it, but doesn't change the whole way I play like the other two.</p><p></p><p>Survivalist - very good.</p><p></p><p>Skirmisher will compete poorly with uncanny dodge for your reaction. Remember it's at the end of their round, after their attacks. So if the foes have a group initiative then can all hit you, then you can move for no real reason. If they have individual initiative then one can hit you, you can move, and then the others later can move to your new location. There are cases it's good, but generally Uncanny Dodge will get a lot more use.</p><p></p><p>Superior Mobility - great, especially when combined with bonus action dash.</p><p></p><p>Ambush Master - also really nice, and a good reason to get your initiative up really high so as not to cap what you give your friends.</p><p></p><p>Sudden Strike - nice capstone. Not allowing too much focus fire, but nigh doubling your damage assuming hits.</p></blockquote><p></p>
[QUOTE="Blue, post: 7707290, member: 20564"] Like them all. Horizon Walker has a very distinct fluff feel. I like that, it's it's own unique niche. I'll be repeating this again for Primeval Guardian but saying it even stronger because it's also a big mechanical change. Not as happy with bonus action for extra damage since it eliminates the possibility of playing this as a dual wielder. All the other ranger extra damage don't take any actions. Portal Lore seems rather a limited ability for them to have to restrict usage. Wish they had something (beside prot from energy spell) that would help taking a party through portals - divination spells to figure out where youa re, other spells to survive, and extra languages for other planes. Love Distant Strike. Primeval Guardian. Much kudos as mentioned above. Questioning why guardian form is called guardian form. It in no ways helps you guard people. Even at later levels it's slowing form and healing form, which I guess might be guarding, but not for a while. At the very least, give it Protection fighting style or the sentinel power to reaction attack if foes go after someone else (though for the new reach, not just 5'). Wish there was a default change to large weapon damage like the enlarge spell. Surprised (though not in a bad way) that Guardian Form isn't limited uses per short rest. Rooted defense is really cool, but by 11th many foes will have alternate types of movement. Wish it came earlier, it's not overpowered to happen sooner. Scout. Like it, but doesn't change the whole way I play like the other two. Survivalist - very good. Skirmisher will compete poorly with uncanny dodge for your reaction. Remember it's at the end of their round, after their attacks. So if the foes have a group initiative then can all hit you, then you can move for no real reason. If they have individual initiative then one can hit you, you can move, and then the others later can move to your new location. There are cases it's good, but generally Uncanny Dodge will get a lot more use. Superior Mobility - great, especially when combined with bonus action dash. Ambush Master - also really nice, and a good reason to get your initiative up really high so as not to cap what you give your friends. Sudden Strike - nice capstone. Not allowing too much focus fire, but nigh doubling your damage assuming hits. [/QUOTE]
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