eriktheguy
First Post
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.
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.