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Proud Nails?

Items...

No Acid, Alchemist's Fire/Cold, stuff like that. I'd like to make an Archer Ranger who, instead of using a bow, used stuff like that!

(I know, I know, sub-optimal, can't enchant explosions and crap...but whatever, 's still kick-ass)
 

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Moving on, I think a proud nail for me is how TWF is handled... it's essentially ranger-only, which is kinda screwy. It does fit with the design though, I guess.
I actually like it OK. TWFing still gives some real benefit even for a non-ranger. You can have a high-damage, low-accuracy weapon in one hand for making attacks that involve lots of [W]'s, and a low-damage high-accuracy weapon in the other for when you have an additional effect that you want to impose. Rogues are the best example, where a rapier/dagger combo lets you pick the best weapon for the power you are using. It's not anything amazing, but there's not much cost to it either.
 

That's why Staff gives you a +1 AC all the time, which is nearly as good as a small shield, in addition to the encounter power that's nearly as good as the Shield spell.

The staff power is much better than the shield spell.

First of all, its unbound, and as you get better it gets better.

Second of all, it works on any defense, fort, ref, will, or AC. Shield only works on AC.

Third of all it works after the enemy rolls damage where as Shield works after the hit. Which means that if the enemy rolls damage poorly you can take the hit and keep going.

A wizard that starts with 16 con and pumps it each and every chance will have +7 to all defenses once/encounter after damage has been rolled. Considering most enemies will be hitting ~50% of the time that pretty much takes any hit and turns it into a miss.

ED: Orb looks good on paper until you realize that you have to hit with a daily to get use out of it. And that means that you are less likely to get value out of it on the enemy you want. Especially if you don't end up using a daily in that fight.

Staff has great defensive abilities and wand is great for making sure that your attack hits the enemy it needs to be. The only odd one out seems to be wand simply because it only effects a single attack roll(I.E. one enemy rather than one power), and because orb and staff both boost a stat that increases another defensive ability.

If you are pumping dex as a secondary to get that wand bonus up you are losing +1 defense every 4 levels and +2-3 at the start depending(as well as healing surges when you go Con, and lots of extra hit points on a surge if you are a dwarf).

But in the end, wand is more likely to get used each encounter and is likely to have the greatest effect (turning a miss into a hit on an important power), Orb is the strongest that will get used the least, and Staff is the one that keeps you alive the longest.

If you have balanced stats as a wizard you should probably pick up a second as you hit paragon tier. Orb/Wand is a nice combo since you can dual wield them easily, make all attacks through the wand(which can be a cheap-o wand while the Orb has some nice ability). And get a decent bonus to attack with those important powers that need to land(so that you can use your orb)

There is no odd man out for wizard specs. They are balanced pretty well.
 
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Moving on, I think a proud nail for me is how TWF is handled... it's essentially ranger-only, which is kinda screwy. It does fit with the design though, I guess.

I think people get too hung up on the idea that two weapons must = two attacks. Your attack action in a round does not represent a single swing of your sword, but the culmination of a round of feinting, probing defenses, slashing, etc., to force an opening or opportunity to deal abstract damage. It's an abstract system itself. So, if you have two weapons, you are fighting with both every round and you get to choose which one to use to make that meaningful attack represented by an attack roll. TWF is available to everyone 4e with no penalty and feats simply increase the benefits. I actually really like 4e TWF.

One minor "proud nail" for me is that wizard/fighters can't use a staff for spells in one hand and a weapon in the other. You could with a wand or orb, but the staff is the most useful implement for such a character, and it must be wielded in both hands to get full benefits from it.
 

Hmm, I sorta see what you mean about wizards and staffs, as they say they need to be wielding it to gain the power, as opposed to saying having it in hand, and a staff is a two-handed weapon. Ahh well :(

Tellerve
 

So how much Str would you say an archer ranger needs to carry his arrows?

More than the Dex the TWF ranger needs to have a halfway decent AC?

TWF rangers should dump Dex and go heavy armor, unless they plan on going the scimitar route.

Here's a build: http://www.enworld.org/forum/showthread.php?t=227936&page=1&pp=15

Str, Wis, and Con are much more important than Dex. And Hammer Rhythm + High con will keep your DPR up even if you miss.

Which is another way of saying that dwarves make excellent TWF rangers.
 
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Dwarf rangers with throwing hammers

Can they get some use out of both ranged and melee powers? if so they are indeed good rangers.

Its certainly a new way of looking at dwarves. Dungeoneering would be appropiate. Maybe call them "tunnel fighters"
 

Regarding two weapon fighting vs archer rangers, twf rangers get the opportunity to get combat advantage via flanking, archers don't.

Archers aren't forbidden from flanking. If they're prepared to risk the OAs, they can come shoot from adjacent and take it like a man.

-Hyp.
 


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