But fine. The ranged defender doesn't do enough defender-ing.
Dance!
At-Will
Standard Ranged Attack
Attack: Dex vs. AC
Hit: 1[w]+Dex damage, and if the target does not move towards you on its next turn, it takes 1d6+Con damage.
Someone should tell the melee druid that he's a defender. I doubt he knows this.Which actually brings me to my main point -- a defender is a controller who causes enemies to attack them (to take advantage of superior defensive abilities) rather than nobody. A melee controller -is- a defender.
I'd prefer a defender at ranged who gets enemies to attack him at ranged, or who forces melee guys to come get him. But he has few melee offense/defenses. So the idea is to 1) Draw enemy ranged fire, 2) draw enemy melee guys.Functionaly, this also means that a ranged defender is a controller. If you're standing back and making enemies attack -nobody-, you're a controller.
If we place a ward or pledge on our allies (instead of marking foes) then that protection should transfer damage from the ally to the defender. ... I want to keep intact the concept that the defender should be absorbing damage that would otherwise be directed to the ally (if not taking the hits himself).
Someone should tell the melee druid that he's a defender. I doubt he knows this.
The problem is that this is either awful or problematic. A defender's assets consist largely of stickiness, threat, and defenses. It's possible for them to do without threat (if the stickiness and defenses are good enough), and even sometimes without stickiness if the threat is strong enough to act as pseudo-stickiness, but the defenses--and using them actively, is non-optional.I'd prefer a defender at ranged who gets enemies to attack him at ranged, or who forces melee guys to come get him. But he has few melee offense/defenses. So the idea is to 1) Draw enemy ranged fire, 2) draw enemy melee guys.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.