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Paladin Ranged Attacks?
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<blockquote data-quote="Eccles" data-source="post: 5639042" data-attributes="member: 5675"><p>1. Divine sanction isn't subject to the same limitations as Divine Challenge - any power which sanctions something? They're marked.</p><p></p><p>2 Divine Challenge needs to be maintained. To maintain it, you have to either attack the enemy or end your turn adjacent to it. You knew this when you were building the character. The dragonborn can breathe fire over things; that's a ranged weapon which counts as the attack. The eladrin can hit someone else (perhaps divine sanctioning everything within 3 as he does so), mark something 5 squares away, and then teleport adjacent to it - he now has half the battlefield chasing him around to avoid taking radiant damage...</p><p></p><p>3. There are ranged powers out there. Heck; if you're desperate, multiclass into something to get a ranged encounter power. There are some which use charisma in the warlock and sorcerer selections at the cost of one feat. If you need to use a ranged power more than once or twice in a fight, you're probably doing something wrong. </p><p></p><p>4. For the strength paladin, really what's wrong with chucking a hammer or axe at something a few times at level 3 - you've barely got any power anyway, and throwing something's going to be about as damaging as your melee attack to begin with. </p><p></p><p>5. Charging. For most paladins, this is likely to be a range 10 effect with a mark attached to it at some point. Granted it's your whole turn done, but hey... Even take the at will which sanctions something as the charge attack, and find something else to do with the minor action...</p><p></p><p>I've played a paladin (half elf with a dilettante ranged power I barely ever used) from 1st to 27th, and whilst there's been the odd time I've wished I had more ranged powers, there have been more times that I've been surreounded by villains often 2 or 3 deep, smacking away and sanctioning them by the dozen and locking them down tightly to let the rest of the party do whatever the heck they want!</p></blockquote><p></p>
[QUOTE="Eccles, post: 5639042, member: 5675"] 1. Divine sanction isn't subject to the same limitations as Divine Challenge - any power which sanctions something? They're marked. 2 Divine Challenge needs to be maintained. To maintain it, you have to either attack the enemy or end your turn adjacent to it. You knew this when you were building the character. The dragonborn can breathe fire over things; that's a ranged weapon which counts as the attack. The eladrin can hit someone else (perhaps divine sanctioning everything within 3 as he does so), mark something 5 squares away, and then teleport adjacent to it - he now has half the battlefield chasing him around to avoid taking radiant damage... 3. There are ranged powers out there. Heck; if you're desperate, multiclass into something to get a ranged encounter power. There are some which use charisma in the warlock and sorcerer selections at the cost of one feat. If you need to use a ranged power more than once or twice in a fight, you're probably doing something wrong. 4. For the strength paladin, really what's wrong with chucking a hammer or axe at something a few times at level 3 - you've barely got any power anyway, and throwing something's going to be about as damaging as your melee attack to begin with. 5. Charging. For most paladins, this is likely to be a range 10 effect with a mark attached to it at some point. Granted it's your whole turn done, but hey... Even take the at will which sanctions something as the charge attack, and find something else to do with the minor action... I've played a paladin (half elf with a dilettante ranged power I barely ever used) from 1st to 27th, and whilst there's been the odd time I've wished I had more ranged powers, there have been more times that I've been surreounded by villains often 2 or 3 deep, smacking away and sanctioning them by the dozen and locking them down tightly to let the rest of the party do whatever the heck they want! [/QUOTE]
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