abyssaldeath
First Post
Why are you guys comparing a Thief to a Ranger? If you are trying to figure out if the Thief is OP then shouldn't you be comparing it to a pre-E Rogue?
Why are you guys comparing a Thief to a Ranger? If you are trying to figure out if the Thief is OP then shouldn't you be comparing it to a pre-E Rogue?
That's my point. I don't see any difference in DPR between a Thief or an Artful Dodger Rogue using Sly Flourish or even a Brutal Scoundrel Rogue for that matter. Actually, at 1st level, a Artful Dodger Rogue will have a higher DPR because they have a higher chance to hit and Sly Flourish does extra CHA mod damage and a Brutal Scoundrel adds their STR mod to all SA damage instead of just +2. So if a 1st level pre-E Rogue isn't OP at 1st level then how can a 1st level Thief be OP? It's as apples to apples a comparison as you can make in 4e.I think they're arguing over whether a thief is balanced vs. other strikers, not other rogues.
Karinsdad makes some good points, but I've run 4e since it came out and found that the rogues in my game- granted, all pre-Essentials, but still- seem pretty balanced against the other strikers. Each one plays differently, but they come out about even on balance.
Again, though, that's based on pre-thief rogues.
Ok, i guess I overestimated 20 range or toughness feat... the parenthesized clause was suggesting to let the thief take tougness as first feat.Could you clarify? What do you mean by that sentence, and in particular the parenthesized clause?
The Thief has one protective mechanism that really isn't available to anyone else: using Sneak's Trick to become hidden when only concealment or cover is available. It's possible to attack (hopefully with CA), move via Sneak's Trick and then hide, popping out for the next turn with CA. Even if this results in being hidden only half of the time, that should reduce incoming damage substantially.
Regarding melee range and the necessity to be closer to it than a ranger would, I assume you refer to the shorter range of a thrown dagger. But there are several ways for the Thief to avoid this problem -- the Far Throw and Distant Shot feats, using a Distance Weapon or Determined Weapon (I favor the latter because it still does extra crit damage), or simply using a hand crossbow or sling instead.
The main reason for a Thief to want to be close to the melee action is for specific interaction with other party members. For example, the Thief might want to use Unbalancing Trick to knock an opponent prone or Thug's Trick to lock them down. But in either case, surely the Thief is teaming with a Defender who can limit the risk, another Striker who will provide an equally tempting target, or a Leader who will be able to heal the damage?
Finally, one of the great things about the Thief is that there is no need for any specific secondary ability score. If you choose, you can put a substantial number of points into Constitution, thereby becoming a bit harder to kill.
Since we're talking about Core Rangers, let's go with Hunter Style. That gives you a nice +4 AC vs. OAs. Taking the Mark into account, that brings it up to a +6 vs. that OA. This is all without taking any feats.
Oh, and don´t forget, that daze is a thief´s worst enemy. And since many dazes attack will, the thief at least has a weak point.
For OAs derived from shooting.
What about the normal attacks of NPCs who aren't engaged with the Defender?
Those attacks against the Ranger using Prime Shot who is now close to the NPCs are not at -6. They are at -0. They are only at -2 if that particular foe is marked. Not all foes are marked by Defenders all rounds.
And, I don't understand your point. OAs derived from shooting are often a small percentage of the overall number of attacks in an encounter.
The Ranger using Prime Shot puts himself in the range of most NPC area effects and a lot of normal attacks by being up close by the Defender. In return, he might do 10+ extra points of damage at Paragon level per round. And it cost him 2 or 3 feats to take this risk.
Yes, he'll take out one half of one foe per encounter more, but he'll also be sucking up a lot of healing surges doing so. I'm not seeing that as necessarily the best strategy.
This is not like the Cleric or the Thief who is hanging back 5 squares or so, just to get some NPCs in range of their attacks. It's jumping in front of the Defender or off to a side by himself. Granted, most PCs should suck up at least one successful NPC attack per encounter, just to balanced out healing surge useage.
But if a Ranger is going to dedicate 2 feats (or 3 feats with Courageous Shooter if he doesn't want to get in harms way quite so much), he's either going to have to give up this tactic sometimes, or he's going to be a healing surge drain. Unlike Defenders, Rangers only get 6+CON healing surges per day. With their lower AC, fewer hit points, and fewer healing surges, they really cannot afford to often be up in the thick of things. And if they are not up in the thick of things a lot, that makes these 2 or 3 feats situationally useful.
you really might want to look at the AC or an archer ranger.
You'll commonly start with 20 dex, hide armour etc. You're probably behind plate wearer with a shield but you're not in bad shape for AC.
combine that with some of the magic items you can get you can be way up there.
Amulet of Elusive Prey, Predator's Hide for example.
Like I've said before, my level 30 archer ranger was hit by Orcus on an attack of opportunity. A 20 from Orcus failed to crit...