Manbearcat
Legend
I think much of the Ranger:Warlock issue is PC build decision. I've playtested various Ranger builds quite a bit and there is an enormous amount of PC build tools available to build a stout, tough-guy Ranger and still be a heavy Striker. It just seems that a certain cross-section of the 4e populace builds Rangers as glass cannons, optimizing to umpteenth degree so they can eek out every last possible point of single-target damage. Built that way, they are the highest damage strikers in the game but, of course, glass cannons. Quick look below at the inherent features and available options to Rangers through Heroic tier - up to 11th level...at Paragon tier there are lots of Paths to elevate Ranger survivability - to build a stout, mobile, survivable, melee combatant that can survive duels and offtank effectively:
- Defense bonus for the primary NAD attacked; Reflex.
- Defense bonus for the secondary NAD attacked; Fortitude.
- A build with Dex as primary for all melee attacks, yielding an extremely high primary NAD attacked; Reflex.
- Class feature that grants either 10 HP (Toughness; which should all but make up the HP differential with respect to the Con-lock) or + 1 AC and Reflex (2 Weapon Defense).
- At-Will Attacks that give you a + 2 power bonus to AC or let you shift 2 squares to set up denial of follow-ups against you.
-1st, 3rd, 7th level Encounter Attack Powers that grant:
* Multiple slow and shift options leading to action denial.
* Multiple large shift options after attacks leading to potential action denial.
* Huge attack penalty interrupt which is tantamount to action denial.
* Minor action option that imposes a -2 or -4 to hit you which can be coupled with other Standards or Immediate actions to improve survivability.
* CB1 push and prone for action denial on multiple enemies.
- 2nd, 6th, 10th level Utility Powers that grant:
* Multiple Encounter Powers with Free or Immediate Actions that let you shift/move your speed and/or gain + 2 to + 4 bonus to AC and Reflex, or all defenses (and not all are power so they stack with power bonuses). As Immediate Actions (enemy moves adjacent to you), these can set up action denial.
* Low level Daily that gives (Wisdom) resistance to all damage for the encounter.
* Non-stance Daily with + 2 speed bonus and + 1 shift distance anytime you shift (which can set up action denial).
* Daily with + 4 Speed bonus with running (Stance which stacks with the above speed daily) with no CA against you which can lead to all manner of enemy action denial.
* Encounter power with Shift plus Second Wind as Move Action.
* Daily Stance with + 1 or 2 power bonus to AC.
* Daily Move as Teleport and + 5 power bonus to all defenses.
* 2 Dailies that let you heal your Surge (or more) as Minor or Free Actions.
- 1st, 5th, 9th level Daily Attack Powers that grant:
* Stance with conditional + 2 power bonus to AC and Reflex (and extra 1d8 damage per attack).
* Attack with large power bonus to AC UEOYNT.
* Attack with weakened UEOYNT.
* Stance with MBA + large shift as Immediate Reaction when hit by close or melee attack, so enemies with multiple attacks lose 50 %, or more, of their action economy against you.
* Attack with blinded and cannot shift (save ends).
* Multiple attacks with dazed (save ends), immobilized, slowed or prone (sometimes with shifts) leading to action denial.
* Attack with effect "whenever you hit the target with a melee attack, you gain temporary hit points equal to 5 + your Wisdom modifier."
- Ranger Feats that grant:
* Twin Strike imposes - 2 penalty to attack rolls.
* Enemies adjacent don't gain + 2 bonus to attack rolls for CA.
* Whenever you use an encounter or daily that lets you shift, shift 2 extra squares - coupled with other features its action denial setup.
* Use Second Wind as Free Action after downing quarry.
* Conditional (movement prereq) + 1 feat bonus to AC and Reflex (stacks with power, etc).
* Whenever you hit an enemy with a melee attack during your turn, you don’t provoke opportunity attacks from that enemy for moving away from it until the end of your turn - action denial setup.
- Defense bonus for the primary NAD attacked; Reflex.
- Defense bonus for the secondary NAD attacked; Fortitude.
- A build with Dex as primary for all melee attacks, yielding an extremely high primary NAD attacked; Reflex.
- Class feature that grants either 10 HP (Toughness; which should all but make up the HP differential with respect to the Con-lock) or + 1 AC and Reflex (2 Weapon Defense).
- At-Will Attacks that give you a + 2 power bonus to AC or let you shift 2 squares to set up denial of follow-ups against you.
-1st, 3rd, 7th level Encounter Attack Powers that grant:
* Multiple slow and shift options leading to action denial.
* Multiple large shift options after attacks leading to potential action denial.
* Huge attack penalty interrupt which is tantamount to action denial.
* Minor action option that imposes a -2 or -4 to hit you which can be coupled with other Standards or Immediate actions to improve survivability.
* CB1 push and prone for action denial on multiple enemies.
- 2nd, 6th, 10th level Utility Powers that grant:
* Multiple Encounter Powers with Free or Immediate Actions that let you shift/move your speed and/or gain + 2 to + 4 bonus to AC and Reflex, or all defenses (and not all are power so they stack with power bonuses). As Immediate Actions (enemy moves adjacent to you), these can set up action denial.
* Low level Daily that gives (Wisdom) resistance to all damage for the encounter.
* Non-stance Daily with + 2 speed bonus and + 1 shift distance anytime you shift (which can set up action denial).
* Daily with + 4 Speed bonus with running (Stance which stacks with the above speed daily) with no CA against you which can lead to all manner of enemy action denial.
* Encounter power with Shift plus Second Wind as Move Action.
* Daily Stance with + 1 or 2 power bonus to AC.
* Daily Move as Teleport and + 5 power bonus to all defenses.
* 2 Dailies that let you heal your Surge (or more) as Minor or Free Actions.
- 1st, 5th, 9th level Daily Attack Powers that grant:
* Stance with conditional + 2 power bonus to AC and Reflex (and extra 1d8 damage per attack).
* Attack with large power bonus to AC UEOYNT.
* Attack with weakened UEOYNT.
* Stance with MBA + large shift as Immediate Reaction when hit by close or melee attack, so enemies with multiple attacks lose 50 %, or more, of their action economy against you.
* Attack with blinded and cannot shift (save ends).
* Multiple attacks with dazed (save ends), immobilized, slowed or prone (sometimes with shifts) leading to action denial.
* Attack with effect "whenever you hit the target with a melee attack, you gain temporary hit points equal to 5 + your Wisdom modifier."
- Ranger Feats that grant:
* Twin Strike imposes - 2 penalty to attack rolls.
* Enemies adjacent don't gain + 2 bonus to attack rolls for CA.
* Whenever you use an encounter or daily that lets you shift, shift 2 extra squares - coupled with other features its action denial setup.
* Use Second Wind as Free Action after downing quarry.
* Conditional (movement prereq) + 1 feat bonus to AC and Reflex (stacks with power, etc).
* Whenever you hit an enemy with a melee attack during your turn, you don’t provoke opportunity attacks from that enemy for moving away from it until the end of your turn - action denial setup.