Nerfing the Archer Ranger a little

Maybe I'm alone here but, while I don't like the 'archer' as written, I have no problem with it' offensive punch. It's ability to fight unhindered from 20 to 30 squares away, depending on weapon/enchantments/feats, gives me pause.

While realizing that this is highly dependent on circumstances, I don't see the need for it. In another thread someone suggested that the ranger's relative safety means that he isn't a drain on the party's limited healing. All it will do is send those 'discretionary' attacks at non-defender squishies like the leader or controller.

As was discussed in the same thread, I'm inclined to go with limiting quarry to 5 squares, 10 for ranged rangers (this also gives a reason for archers to be something other than beastmasters) unless the ranger is closer to the target than any of his allies, while also increasing Prime Shot to the same conditions, thus providing a carrot and a stick.
 

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As was discussed in the same thread, I'm inclined to go with limiting quarry to 5 squares, 10 for ranged rangers (this also gives a reason for archers to be something other than beastmasters) unless the ranger is closer to the target than any of his allies, while also increasing Prime Shot to the same conditions, thus providing a carrot and a stick.
I actually quite like this. If ever I have such a problem with an archer ranger, I'll probably go with something like this. Consider it Yoinked. ;)
 
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The greatbow only adds a single point of damage output: 1d10 = avg 5.5, 1d12 = avg 6.5.

Why not just shoot the archer ranger with some artillery monsters?

Note that the ranger must put his quarry on the nearest foe... If you want your artillery to stay safe, swarm the ranger with minions while the artillery shoot him at their leisure.
 

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