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Ranger & TWF vs. Archery Powers
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<blockquote data-quote="Ziana" data-source="post: 4306914" data-attributes="member: 69885"><p>Because it's a different approach. The tank will have engaged soldiers & melee strikers, and is keeping them off the party's casters. One of the highest value targets to start with is the enemy leaders: take out their healing. The archer is well suited to focussing on that goal. Plus the TWF fighter if he wants that flanking bonus needs to be working with the tank, not off on his own. </p><p></p><p></p><p>Kiting allows the ranger in many circumstances to take down an enemy while taking no damage. That means they don't need the attention of the healer, which means they can focus on the tank/melee strikers. The TWF ranger, melee rogue, and defenders all need more heals. </p><p></p><p>If an enemy striker or soldier is chasing a member of the party, the ranger can chase *them*, and take them down on the run, allowing the person being chased to make double moves to get away, then resume their normal actions.</p><p></p><p></p><p>Or useful in numerous situations that Yet Another Meleer wouldn't be? And how often would the Fighter, Rogue, and TWFR be in one clump all trying to flank, vulnerable to AOE attacks from enemy casters?</p></blockquote><p></p>
[QUOTE="Ziana, post: 4306914, member: 69885"] Because it's a different approach. The tank will have engaged soldiers & melee strikers, and is keeping them off the party's casters. One of the highest value targets to start with is the enemy leaders: take out their healing. The archer is well suited to focussing on that goal. Plus the TWF fighter if he wants that flanking bonus needs to be working with the tank, not off on his own. Kiting allows the ranger in many circumstances to take down an enemy while taking no damage. That means they don't need the attention of the healer, which means they can focus on the tank/melee strikers. The TWF ranger, melee rogue, and defenders all need more heals. If an enemy striker or soldier is chasing a member of the party, the ranger can chase *them*, and take them down on the run, allowing the person being chased to make double moves to get away, then resume their normal actions. Or useful in numerous situations that Yet Another Meleer wouldn't be? And how often would the Fighter, Rogue, and TWFR be in one clump all trying to flank, vulnerable to AOE attacks from enemy casters? [/QUOTE]
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Ranger & TWF vs. Archery Powers
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