Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ranger vs. Ranger
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="daddystabz" data-source="post: 4269621" data-attributes="member: 54231"><p>I found these 2 ranger melee bad ass builds on other threads and am trying to pick which one I want to try. I am asking you all 4e experts to look at the 2 and tell me which build you think is superior/more effective and why.</p><p></p><p>Build 1) I saw this very nice 4e ranger build in another thread a few days ago:</p><p></p><p>"I like melee characters, and after looking over my books I came up with a pretty solid build that kicks butt as a striker but is as solid in defense as a defender, all while having more than a few tricks up its sleeve.</p><p></p><p>The core synergy is the ranger’s use of the Wisdom ability. It powers the ranger’s flashier moves, contributing to shifts, pushes, and various bonuses. Couple that with Pit Fighter, which has a 16th level feature that lets you add Wis to weapon damage, and you wind up with a heavy-hitting fellow that’s also light on his feet. And then add in the fact that many ranger powers let you make two attacks (effectively doubling the bonus from Pit Fighter), and you’ve got a ginsu-that-walks. </p><p></p><p>This build is up to 16th level. For future levels, keep bumping Wisdom and Strength. The 21st level bump will increment Con to 17, unlocking Axe Mastery (crit with axes on 19-20), which is good because at that level this guy’s crits would do an additional + 4d10 damage (on top of magic bonuses). With so many of his attack powers allowing two or more attack rolls, he’ll crit often. </p><p></p><p>So here he is: Irongorn, the heavy ranger. </p><p></p><p>Human Ranger</p><p>Paragon path: Pitfighter</p><p>Stats at 1st level:</p><p>Str 18</p><p>Con 14</p><p>Dex 11</p><p>Int 10</p><p>Wis 15</p><p>Cha 8</p><p></p><p>Stats at 16th level:</p><p>Str 22</p><p>Con 16</p><p>Dex 12</p><p>Int 11</p><p>Wis 18</p><p>Cha 9</p><p></p><p>Skills: Athletics, Dungeoneering, Endurance, Heal, Nature, Perception (human bonus), Streetwise (fighter skill) </p><p></p><p>Feats</p><p>Ranger bonus: Toughness</p><p>Human bonus: Chainmail</p><p>1st level: Scalemail</p><p>2nd level: Platemail</p><p>4th level: Two Weapon Fighting</p><p>6th level: Two Weapon Defense</p><p>8th level: Lethal Hunter</p><p>10th level: Fighter multiclass</p><p>11th level: Combat Anticipation</p><p>12th level: Weapon Focus: Battleaxe</p><p>14th level: Deadly Axe</p><p>16th level: Devastating Critical</p><p></p><p>Essential Equipment</p><p>Plate mail, two battleaxes (I’d go with a Terror axe for the primary and Lightning for the secondary, but for simplicity, we’ll assume all gear is basic and nonmagical)</p><p></p><p>Basic attack: Battleaxe, + 16, 1d10 + 13 (+ 8 level, +6 Str, +2 proficiency attack; + 6 Str, +4 Wis, +1 TWF, +2 Weapon Focus damage)</p><p>Crit: 23 damage + 3d10</p><p></p><p>+2d8 damage if hunter’s quarry</p><p></p><p>That’s a damage range of 14-23 on a single 1[w] attack, or 16-39 if the target is the quarry. The thing is, most every ranger attack power allows for more than one attack, and some do 2[w] or more per hit.</p><p></p><p>Defenses</p><p>AC 28 (10 base, +8 level, +8 armor, +1 TWD, +1 Pit Fighter armor optimization)</p><p>Fort: 26 (10 base, +8 level, +1 class, +6 str, +1 human)</p><p>Reflex: 22 (10 base, +8 level, +1 class, + 1 Dex, +1 TWD, +1 human)</p><p>Will: 23 (10 base, +8 level bonus, + 4 Wis, +1 human)</p><p></p><p>All defenses +1 vs anything except Melee attacks (Combat Anticipation)</p><p></p><p>Powers</p><p>At will:</p><p>Careful Attack (human bonus)</p><p>Nimble Strike</p><p>Twin Strike</p><p></p><p>Encounter: </p><p>P: All Bets Are Off (2[w], and make secondary attack)</p><p>13: Armor Splinter (two attacks, 1 [w] each. If one attack hits, target takes penalty to AC = Wis bonus. If both hit, it’s worse)</p><p>7: Sweeping Whirlwind (close burst 1, target all enemies in burst. 1[w], and push = Wis mod and knock prone)</p><p>3: Disruptive Strike (interrupt when you or ally attacked, 1[w] and target takes penalty to attack roll = 3 + Wis mod)</p><p></p><p>Daily:</p><p>15: Blade Cascade (keep rolling attacks until you roll a miss. 2[w] per attack)</p><p>9: Attacks on the Run (move and make two attacks, 3[w] per attack)</p><p>5: Two-Wolf Pounce (two attacks, then shift 2 and make third attack)</p><p></p><p>Utility:</p><p>P: Deadly Payback (reaction when damaged; gain +2 to attacks and damage vs opponent that damaged you until end of next turn)</p><p>16: Evade the Blow (interrupt when hit; shift 1)</p><p>10: Open the Range (interrupt when enemy moves adjacent; shift 1, then move = 1 + wis mod)</p><p>6: Weave through the Fray (interrupt when enemy moves adjacent; shift = wis mod)</p><p>2: Yield Ground (reaction when hit; shift = wis mod, and gain +2 to all defenses until end of next turn)</p><p></p><p>Paragon Action Point bonus: Extra Damage Action. When you spend an action point to take an extra action, add 1/2 level to the damage dealt by any of your standard action attacks this turn. </p><p></p><p>The synergies are great. The ideal scenario is to get attacked with an AoE that does half damage on a miss. Interrupt with Disruptive Strike, dealing damage and causing the attack to miss (but still do damage). That triggers Deadly Payback as a reaction. On your turn, begin by spending an action point to attack with Armor Splinter (with the +2 bonus from Deadly Payback, one attack is likely to hit) causing at least a 4 point penalty to armor class--remember to add 1/2 your level to the damage of each attack thanks to Extra Damage Action. Then for your normal standard action, finish the poor guy off with Blade Cascade. The bonus from Deadly Payback is still there, but now the target also has a penalty to AC. You can keep rolling attacks until you finally roll a miss, and since it’s all still the same turn you keep the damage bonuses from both Deadly Payback and from Extra Damage Action: a total of +10 damage. Since Blade Cascade is a 2[w] attack, each attack does 2d10+ 13 + 10 damage (a spread of 25-43 per hit, not counting magic weapons or criticals, or the +2d8 to the first attack from hunter's quarry). </p><p></p><p>Ouch."</p><p></p><p></p><p>Build 2) Here you go. This is how I would build it, at the moment. You don't get all the heavy armor feats and you end up wielding two scimitars. I lean toward feats that increase offense before defense and this build reflects that.</p><p></p><p>To use the combo AlienFromBeyond suggests you have to invest in Dex and there are quite a few useful blade feats, so in the end I stripped out most of the heavy armor feats. The one I did leave in, is taken late in Paragon when you're more likely to find chainmail that's actually better than Hide + Dex.</p><p></p><p>Race: Elf</p><p></p><p>Class: Ranger (Two-Blade)</p><p></p><p>Paragon Path: Pit Fighter</p><p></p><p>Epic Destiny: Demigod</p><p>Divine Spark (21st level) - Str and Wis, naturally.</p><p></p><p>Stats (Method 2)</p><p>Str 16</p><p>Con 13</p><p></p><p>Dex 14 (+2 racial)</p><p>Int 10</p><p></p><p>Wis 14 (+2 racial)</p><p>Cha 8</p><p></p><p>*Must put 1 point into Dex before level 21.</p><p></p><p>Feats</p><p>Class Bonus: Toughness</p><p>1st Weapon Focus (Heavy Blade)</p><p>2nd Two-Weapon Fighting</p><p>4th Lethal Hunter</p><p>6th Blade Opportunist</p><p>8th Two-Weapon Defense</p><p>10th Student of the Sword (Endurance)</p><p>----</p><p>11th Heavy Blade Opportunity</p><p>12th Scimitar Dance</p><p>14th Blood Thirst</p><p>16th Devastating Critical</p><p>18th Armor Proficiency (Chainmail)</p><p>20th Combat Anticipation</p><p>----</p><p>21th Two-Weapon Flurry</p><p>22th Heavy Blade Mastery</p><p>24th Triumphant Attack</p><p>26th Blind-Fight</p><p>28th Epic Resurgence</p><p>30th Flanking Maneuver</p><p></p><p></p><p>Powers</p><p>At Will</p><p>1st Hit and Run</p><p>1st Twin Strike</p><p></p><p>Encounter</p><p>Racial: Elven Accuracy</p><p>1st Evasive Strike</p><p>3rd Thundertusk Boar Strike</p><p>7th Sweeping Whirlwind (Retrain: Thundertusk Boar Strike -> Cut and Run)</p><p>11th Paragon: All Bets Are Off</p><p></p><p>Replacements</p><p>13th Evasive Strike -> Armor Splinter</p><p>17th Cut and Run -> Two-Weapon Eviscerate</p><p>23th Two-Weapon Eviscerate -> Cloak of Thorns</p><p>27th Sweeping Whirlwind -> Wandering Tornado</p><p></p><p>Daily</p><p>1st Jaws of the Wolf</p><p>5th Two-Wolf Pounce</p><p>9th Attacks on the Run</p><p>20th Paragon: Lion of Battle</p><p></p><p>Replacements</p><p>15th Jaws of the Wolf -> Blade Cascade</p><p>19th Two-Wolf Pounce -> Cruel Cage of Steel</p><p>25th Nothing this level. Attacks on the Run is better than Bloodstorm any day.</p><p>29th I think I'll pass again. Here's hoping for better high level dailies.</p><p></p><p>Utility</p><p>2nd Unbalancing Parry</p><p>6th Weave through the Fray</p><p>10th Expeditious Stride</p><p>12th Paragon: Deadly Payback</p><p>16th Momentary Respite</p><p>22nd Master of the Hunt</p><p>26th Epic: Divine Regeneration</p><p></p><p></p><p>Who wins?!!?!?!?</p></blockquote><p></p>
[QUOTE="daddystabz, post: 4269621, member: 54231"] I found these 2 ranger melee bad ass builds on other threads and am trying to pick which one I want to try. I am asking you all 4e experts to look at the 2 and tell me which build you think is superior/more effective and why. Build 1) I saw this very nice 4e ranger build in another thread a few days ago: "I like melee characters, and after looking over my books I came up with a pretty solid build that kicks butt as a striker but is as solid in defense as a defender, all while having more than a few tricks up its sleeve. The core synergy is the ranger’s use of the Wisdom ability. It powers the ranger’s flashier moves, contributing to shifts, pushes, and various bonuses. Couple that with Pit Fighter, which has a 16th level feature that lets you add Wis to weapon damage, and you wind up with a heavy-hitting fellow that’s also light on his feet. And then add in the fact that many ranger powers let you make two attacks (effectively doubling the bonus from Pit Fighter), and you’ve got a ginsu-that-walks. This build is up to 16th level. For future levels, keep bumping Wisdom and Strength. The 21st level bump will increment Con to 17, unlocking Axe Mastery (crit with axes on 19-20), which is good because at that level this guy’s crits would do an additional + 4d10 damage (on top of magic bonuses). With so many of his attack powers allowing two or more attack rolls, he’ll crit often. So here he is: Irongorn, the heavy ranger. Human Ranger Paragon path: Pitfighter Stats at 1st level: Str 18 Con 14 Dex 11 Int 10 Wis 15 Cha 8 Stats at 16th level: Str 22 Con 16 Dex 12 Int 11 Wis 18 Cha 9 Skills: Athletics, Dungeoneering, Endurance, Heal, Nature, Perception (human bonus), Streetwise (fighter skill) Feats Ranger bonus: Toughness Human bonus: Chainmail 1st level: Scalemail 2nd level: Platemail 4th level: Two Weapon Fighting 6th level: Two Weapon Defense 8th level: Lethal Hunter 10th level: Fighter multiclass 11th level: Combat Anticipation 12th level: Weapon Focus: Battleaxe 14th level: Deadly Axe 16th level: Devastating Critical Essential Equipment Plate mail, two battleaxes (I’d go with a Terror axe for the primary and Lightning for the secondary, but for simplicity, we’ll assume all gear is basic and nonmagical) Basic attack: Battleaxe, + 16, 1d10 + 13 (+ 8 level, +6 Str, +2 proficiency attack; + 6 Str, +4 Wis, +1 TWF, +2 Weapon Focus damage) Crit: 23 damage + 3d10 +2d8 damage if hunter’s quarry That’s a damage range of 14-23 on a single 1[w] attack, or 16-39 if the target is the quarry. The thing is, most every ranger attack power allows for more than one attack, and some do 2[w] or more per hit. Defenses AC 28 (10 base, +8 level, +8 armor, +1 TWD, +1 Pit Fighter armor optimization) Fort: 26 (10 base, +8 level, +1 class, +6 str, +1 human) Reflex: 22 (10 base, +8 level, +1 class, + 1 Dex, +1 TWD, +1 human) Will: 23 (10 base, +8 level bonus, + 4 Wis, +1 human) All defenses +1 vs anything except Melee attacks (Combat Anticipation) Powers At will: Careful Attack (human bonus) Nimble Strike Twin Strike Encounter: P: All Bets Are Off (2[w], and make secondary attack) 13: Armor Splinter (two attacks, 1 [w] each. If one attack hits, target takes penalty to AC = Wis bonus. If both hit, it’s worse) 7: Sweeping Whirlwind (close burst 1, target all enemies in burst. 1[w], and push = Wis mod and knock prone) 3: Disruptive Strike (interrupt when you or ally attacked, 1[w] and target takes penalty to attack roll = 3 + Wis mod) Daily: 15: Blade Cascade (keep rolling attacks until you roll a miss. 2[w] per attack) 9: Attacks on the Run (move and make two attacks, 3[w] per attack) 5: Two-Wolf Pounce (two attacks, then shift 2 and make third attack) Utility: P: Deadly Payback (reaction when damaged; gain +2 to attacks and damage vs opponent that damaged you until end of next turn) 16: Evade the Blow (interrupt when hit; shift 1) 10: Open the Range (interrupt when enemy moves adjacent; shift 1, then move = 1 + wis mod) 6: Weave through the Fray (interrupt when enemy moves adjacent; shift = wis mod) 2: Yield Ground (reaction when hit; shift = wis mod, and gain +2 to all defenses until end of next turn) Paragon Action Point bonus: Extra Damage Action. When you spend an action point to take an extra action, add 1/2 level to the damage dealt by any of your standard action attacks this turn. The synergies are great. The ideal scenario is to get attacked with an AoE that does half damage on a miss. Interrupt with Disruptive Strike, dealing damage and causing the attack to miss (but still do damage). That triggers Deadly Payback as a reaction. On your turn, begin by spending an action point to attack with Armor Splinter (with the +2 bonus from Deadly Payback, one attack is likely to hit) causing at least a 4 point penalty to armor class--remember to add 1/2 your level to the damage of each attack thanks to Extra Damage Action. Then for your normal standard action, finish the poor guy off with Blade Cascade. The bonus from Deadly Payback is still there, but now the target also has a penalty to AC. You can keep rolling attacks until you finally roll a miss, and since it’s all still the same turn you keep the damage bonuses from both Deadly Payback and from Extra Damage Action: a total of +10 damage. Since Blade Cascade is a 2[w] attack, each attack does 2d10+ 13 + 10 damage (a spread of 25-43 per hit, not counting magic weapons or criticals, or the +2d8 to the first attack from hunter's quarry). Ouch." Build 2) Here you go. This is how I would build it, at the moment. You don't get all the heavy armor feats and you end up wielding two scimitars. I lean toward feats that increase offense before defense and this build reflects that. To use the combo AlienFromBeyond suggests you have to invest in Dex and there are quite a few useful blade feats, so in the end I stripped out most of the heavy armor feats. The one I did leave in, is taken late in Paragon when you're more likely to find chainmail that's actually better than Hide + Dex. Race: Elf Class: Ranger (Two-Blade) Paragon Path: Pit Fighter Epic Destiny: Demigod Divine Spark (21st level) - Str and Wis, naturally. Stats (Method 2) Str 16 Con 13 Dex 14 (+2 racial) Int 10 Wis 14 (+2 racial) Cha 8 *Must put 1 point into Dex before level 21. Feats Class Bonus: Toughness 1st Weapon Focus (Heavy Blade) 2nd Two-Weapon Fighting 4th Lethal Hunter 6th Blade Opportunist 8th Two-Weapon Defense 10th Student of the Sword (Endurance) ---- 11th Heavy Blade Opportunity 12th Scimitar Dance 14th Blood Thirst 16th Devastating Critical 18th Armor Proficiency (Chainmail) 20th Combat Anticipation ---- 21th Two-Weapon Flurry 22th Heavy Blade Mastery 24th Triumphant Attack 26th Blind-Fight 28th Epic Resurgence 30th Flanking Maneuver Powers At Will 1st Hit and Run 1st Twin Strike Encounter Racial: Elven Accuracy 1st Evasive Strike 3rd Thundertusk Boar Strike 7th Sweeping Whirlwind (Retrain: Thundertusk Boar Strike -> Cut and Run) 11th Paragon: All Bets Are Off Replacements 13th Evasive Strike -> Armor Splinter 17th Cut and Run -> Two-Weapon Eviscerate 23th Two-Weapon Eviscerate -> Cloak of Thorns 27th Sweeping Whirlwind -> Wandering Tornado Daily 1st Jaws of the Wolf 5th Two-Wolf Pounce 9th Attacks on the Run 20th Paragon: Lion of Battle Replacements 15th Jaws of the Wolf -> Blade Cascade 19th Two-Wolf Pounce -> Cruel Cage of Steel 25th Nothing this level. Attacks on the Run is better than Bloodstorm any day. 29th I think I'll pass again. Here's hoping for better high level dailies. Utility 2nd Unbalancing Parry 6th Weave through the Fray 10th Expeditious Stride 12th Paragon: Deadly Payback 16th Momentary Respite 22nd Master of the Hunt 26th Epic: Divine Regeneration Who wins?!!?!?!? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ranger vs. Ranger
Top