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<blockquote data-quote="Smeelbo" data-source="post: 4676990" data-attributes="member: 81898"><p>Although you do not get the + STR/DEX, <em>Twin Strike</em> does get your power, feat, enhancement and maybe even item bonuses to damage rolls, and almost every other benefit from using the weapon: critical ranges, extra effects on crits, and so on. The loss of 3-5 damage is a small price to pay, especially as level rises.</p><p> </p><p>So I compare <u>every</u> <em>Ranger</em> power to <em>Twin Strike</em>, and my conclusion is that I want every opportunity to attack when it is not my turn: I want essentially clock cycles, and to <em>Maximize the Utility of each Clock Cycle</em>.</p><p> </p><p>For example, do I really want a power that does 2 attacks at 2[W] + Stat? Or gain an interrupt that does 1[W] + Stat? Like <em>Disruptive Strike</em>? <em>Spitting Cobra Stance</em>? <em>Arrow of Vengeance</em>?</p><p> </p><p>My theory is that<em> Twin Strike</em> is good enough for standard action, and so the thing to do is find as many ways as possible to attack without consuming a standard action. Gather as many things that at least potentially trigger on an attack: bonuses to attack rolls and damage rolls, effects on a crit, increased chance to crit. Then roll as many crits as you can.</p><p> </p><p>Classic D&D.</p><p> </p><p>I like <em>Evasive Strike</em> because it is substantially different from <em>Twin Strike</em>, and at the cost of an attack, I can shift. Likewise, <em>Splintering Shot</em> seems worth giving up an attack.</p><p> </p><p>While <em>Twin Strike</em> may appear boring, I find it provides clarity in evaluating the other powers. Is another [W] and causing 5 damage and slowed <em>(save ends both)</em> really worth the loss of an attack <em>(Hunter's Bear Trap)</em>?</p><p> </p><p><strong>Smeelbo</strong></p></blockquote><p></p>
[QUOTE="Smeelbo, post: 4676990, member: 81898"] Although you do not get the + STR/DEX, [I]Twin Strike[/I] does get your power, feat, enhancement and maybe even item bonuses to damage rolls, and almost every other benefit from using the weapon: critical ranges, extra effects on crits, and so on. The loss of 3-5 damage is a small price to pay, especially as level rises. So I compare [U]every[/U] [I]Ranger[/I] power to [I]Twin Strike[/I], and my conclusion is that I want every opportunity to attack when it is not my turn: I want essentially clock cycles, and to [I]Maximize the Utility of each Clock Cycle[/I]. For example, do I really want a power that does 2 attacks at 2[W] + Stat? Or gain an interrupt that does 1[W] + Stat? Like [I]Disruptive Strike[/I]? [I]Spitting Cobra Stance[/I]? [I]Arrow of Vengeance[/I]? My theory is that[I] Twin Strike[/I] is good enough for standard action, and so the thing to do is find as many ways as possible to attack without consuming a standard action. Gather as many things that at least potentially trigger on an attack: bonuses to attack rolls and damage rolls, effects on a crit, increased chance to crit. Then roll as many crits as you can. Classic D&D. I like [I]Evasive Strike[/I] because it is substantially different from [I]Twin Strike[/I], and at the cost of an attack, I can shift. Likewise, [I]Splintering Shot[/I] seems worth giving up an attack. While [I]Twin Strike[/I] may appear boring, I find it provides clarity in evaluating the other powers. Is another [W] and causing 5 damage and slowed [I](save ends both)[/I] really worth the loss of an attack [I](Hunter's Bear Trap)[/I]? [B]Smeelbo[/B] [/QUOTE]
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