(PEACH) Controller-variant Ranger

I like that you took 'stunned' out of the mix. Since it is strictly better than most (if not all) other conditions, it would be the only one the ranger ever used.
As far as editing what you have goes, I'm not sure there's much else to do. Some options would be cool though, maybe a few more feats for different versions of the hunter's quarry (such as extra damage, pushing). Powers would be cool too. One of my ideas are ranger two-target powers that allow you to use your quarry on both targets instead of just one (requiring either a bow, or two melee weapons to use). These powers could also work for non-controller rangers, allowing them to apply quarry damage to multiple foes (although it sounds like wording it properly would be a nightmare).
Another possibility is ranger powers that get an extra effect when you use your quarry:
If you use your quarry to daze the target of this attack, it is stunned instead
If you use your quarry to slow or immobilize the target of this attack, it gets a penalty to the saving throws equal to your wisdom modifier.
If you use your quarry to restrain the target of this attack, it takes ongoing 5 damage while restrained.

Anyways, the only way to tell if this build is broken or imbalanced is to test it out at your table! Test it by comparing it to another ranger at your table and having them fight in the same party. One ranger will be dealing an extra 1d6 damage per turn (per tier) and the other will be throwing on a status ailment every two or three turns. See if one of them is more valuable to the party than the other. Try a good combination of fights with varying numbers of minions. Also see how it plays out in a few solo encounters. I would expect the controller ranger to be the most useful in a solo encounter with a few weak enemies, recharging on the weak enemies and locking down the solo with daze.
 

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Initial thoughts:
  • Needs more area attacks for minion control.
  • Hunter's Quarry variant seems awkward. This ability was created specifically to define the ranger's role as a striker. No need to retool it for controller role. Just ditch it and create a new ability.
  • Needs a new set of At-Will powers. The current selection is designed for striker role, including high-damage and evasion abilities. As a controller, the ranger would need area attacks and status effects. This would be more useful than trying to make the variant Hunter's Quarry work.

I think you'd be better served by rebuilding the class, rather than taking existing ranger abilities and redefining them as controller powers.

Why not drop the ranger twin-blade build and make a pure archer class, focusing on trick-shots and magical arrow effects? Think Hank from the old Dungeons & Dragons cartoon from the '80s, who was definitely more of a controller than a striker.

However, I think you're facing an uphill battle. The D&D ranger archetype really is a striker at heart. A more fundamental question I'd like to ask is what do you gain by completing your role/power source matrix?
 
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Initial thoughts:
  • Needs more area attacks for minion control.

  • This might be right, currently the ranger has many ways of attacking up to two targets per turn, which is okay for minion control. When you consider that the main focus of this controller is to control the more dangerous enemies through debuffs, then area attacks aren't necessary. I think attacking two minions or debuffing one elite would count as control, especially since the class leans towards striker as a secondary.
    Although the main reason I don't want to add area attacks is because it would involve writing up a lot of powers. Depends on what OP decides to go with I guess.
    [*]Hunter's Quarry variant seems awkward. This ability was created specifically to define the ranger's role as a striker. No need to retool it for controller role. Just ditch it and create a new ability.
    We did ditch it and create a new ability. The current hunter's quarry has nothing to do with the original. You don't use it on a target before attacking as often as you want as a minor action. You use it to add debuffs to someone you hit after an attack as a free action. The only thing it has in common with the old quarry is the name, which I assume was preserved for flavor purposes.
    [*]Needs a new set of At-Will powers. The current selection is designed for striker role, including high-damage and evasion abilities. As a controller, the ranger would need area attacks and status effects. This would be more useful than trying to make the variant Hunter's Quarry work.
I sort of agree, powers like dual strike are strikerish even without quarry damage. I was sort of hoping that these multi-target attacks would serve as controller powers rather than striker powers by targeting two creatures (again, this is not the same sort of controller as wizard). New at wills would be nice, and I'm sure OP is open to suggestions.
I think you'd be better served by rebuilding the class, rather than taking existing ranger abilities and redefining them as controller powers.

Why not drop the ranger twin-blade build and make a pure archer class, focusing on trick-shots and magical arrow effects? Think Hank from the old Dungeons & Dragons cartoon from the '80s, who was definitely more of a controller than a striker.

However, I think you're facing an uphill battle. The D&D ranger archetype really is a striker at heart. A more fundamental question I'd like to ask is what do you gain by completing your role/power source matrix?
Agreed about the uphill battle part. I think that's why OP salvaged as much as he could from the old class. The problem with changing one or two powers is that higher level powers are all variants of lower level powers, so you have to go ahead and change most of the classes powers.
I would say that the current variant of ranger we are looking at is a striker that leans very strongly towards controller. In any case I think its balancable with some playtesting and no rewriting of powers, even if it isn't absolutely true to its controller title.
 

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