No other Ranged Weapon Class, or How I loathe the ranger

The artificer as released in the Dragon playtest is another class that almost exclusively uses ranged weapons with its Weapon powers. As an artificer player, I kind of found that frustrating until I found out about the magic weapon power that works with all types of weapons, but now I have more versatility (if only I could take the Intelligent Blademaster feat!). In any case, given their controller-type attacks and leader bluffs, they play really differently from rangers.
 

log in or register to remove this ad

The artificer as released in the Dragon playtest is another class that almost exclusively uses ranged weapons with its Weapon powers. As an artificer player, I kind of found that frustrating until I found out about the magic weapon power that works with all types of weapons, but now I have more versatility (if only I could take the Intelligent Blademaster feat!). In any case, given their controller-type attacks and leader bluffs, they play really differently from rangers.
This is true. But at this stage, I really don't want to introduce their muddled mess (playtest article, which has half of the info, plus updates) to a noob, who this is.
 

This is true. But at this stage, I really don't want to introduce their muddled mess (playtest article, which has half of the info, plus updates) to a noob, who this is.

I missed that part of your first post. I know your player is a noob, but if he wants to play a ranger, how about a drow ranger? There are some drow racial feats that make the hand crossbow an attractive option; that may make your player shy away from Twin Strike.
 

I missed that part of your first post. I know your player is a noob, but if he wants to play a ranger, how about a drow ranger? There are some drow racial feats that make the hand crossbow an attractive option; that may make your player shy away from Twin Strike.
Why would that cause him to shy away from Twin Strike?
 




I just made an archer ranger, and I have to say I agree on the at-wills. Everything sucks compared to Twin Strike. The icing on the cake is that if you have a bow with special effects on a hit, Twin Strike can trigger 'em twice.

I do expect to be using my encounter and daily powers in preference to Twin Strike, though... since every single one of them gives me at least two attacks.

But back to the ranger. I too have a ranger player (melee build), and I haven't seen him use anything but Twin Strike. The problem with that power is that nerfing it in any way would be met with anger from the players as it's about the only thing the ranger has going for him. All the other at-wills deal little damage or have no greater to hit bonus. They're about as strikery as the cleric without Twin Strike.

So, instead of nerfing Twin Strike, why not beef up the ranger's other at-wills to make them more attractive? For instance, if Careful Attack added your Str or Dex to damage, it would be a lot better.

Huh. We're not having this problem at all. Nimble strike gets used a lot.

Really? Why do people use it?
 
Last edited:


Shrug. If you insist. From my perspective, any round in which I'm not doing damage is a wasted round. I can usually get flank with a single shift, so blowing an encounter power to get what I can get with a move action seems silly. Sudden Strike is nice, not for the move in between, but for the 3d10 damage and the Weaken effect, which has been a life saver on more than one occasion.

With a Paladin, a Bard, and me multiclassed to Warlord, healing mojo is strong and regular enough that dancing around the monsters is generally less efficient than just whacking them. I can take them down faster than the wounds can accumulate, usually. I regularly get knocked to single digits, but so far, by level 3, I haven't yet been hit below 0.

I'll see what I can do tomorrow about using my mobility to try to lure monsters in OA range, though...
You dont lose any time attacking. The point is to avoid being attacked yourself using your mobility while also keeping up the damage. Staying out of melee range when it isnt your turn forces the monsters to try and move, provoking OA's.

On your turns you move into melee, make your attacks and then use the movement effect of the power to move back out of melee.

This works well with encounter powers but if you are just down to at wills (or dont want to waste dailies) I would totally stand there twin striking, twin strike is awesome.
 

Remove ads

Top