Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)

Veep

First Post
Equipment and Companions: Tools of the Hunt
Here, I'll be talking about what weapon types, what armor types, and what Beast Companion work best for you. Magic gear is in the next post.

Weapon Groups: Elements of the Hunt

Axes - The members of this weapon group deal good damage, and their feats only require a mediocre Con investment, which frees up your stat points to travel elsewhere. To boot, they're also available as Ranged weapons, which means you get a two-for-one with the weapon-specific feats.

Recommended Axes

Battleaxe (PHB) - Good damage (1d10), and you don't have to buy proficiency in it. Solid.

Double Axe (AV) - While it doesn't offer more damage over the Battleaxe, it does give you extra AC, and you only have to buy enchantments for one weapon.

Handaxe (PHB) - The damage is rather piddly, but being Heavy Thrown and Off-Hand makes up for some of it.

Waraxe (AV) - Why yes, I would love to be able to wield a d12 in one hand, thank you.


Bows
- The default weapon group for an Archer. While the Superior Crossbow does give you roughly equal damage in a vacuum, the Crossbow costs you an extra feat, and doesn't have an extra damage Expertise feat, so the Bow wins out once all the variables are considered. That, and it also has the option of going for control through some of its properties.

Recommended Bows

Greatbow (PHB) - Big damage, and very big range. Nice.

Longbow (PHB) - The best weapon for Ranged Rangers barring Weapon Proficiency.

Shortbow (PHB) - Small Archers really have no choice in this regard, but some of them have racial support to compensate. Additionally, this weapon is likely the one of choice if a Ranger wants to MC Rogue and is not an Elf. That said, I still don't think it's as good as the above two.


Crossbows - The other default weapon group for an Archer. They're pretty comparable to Bows as far as damage goes, and some of them also have the option of opening up some nice multiclass options for a Ranged Ranger.

Recommended Crossbows

Hand Crossbow (PHB) - While it seems like a Thrown Weapon with more range at first glance, it does have the feat support to make it a very palatable option, especially if you MC into Rogue.

Superior Crossbow (AV) - Bastard Sword stats on a Ranged weapon are very nice to have, though the loading time will require another feat to fix.


Flails - Some very decent damage, right on par with Heavy Blades for one-handed weapons and with Hammers for the Heavy Flail. The Dex investment required for Weapon Mastery is a bit too high for some Two-Blade Rangers and the feat support blows for a Striker, but some of the powers you can mooch off other classes (namely, the Fighter's Rain of Blows) make this a nice pick.

Recommended Flails

Alhulak (DSCS) - A high proficiency bonus, and decent damage. A pretty good weapon to have, considering it's feat-free.

Cahulaks (DSCS) - While the stats certainly aren't the best, this is a very versatile weapon.

Flail (PHB) - Similar to a Warhammer or a Battleaxe overall. Serviceable enough.

Triple-Headed Flail (AV) - Statistically identical to a Bastard Sword, its only flaw is that Weapon Mastery will be a bit too Dexterity-intensive for Rangers who like Wisdom over Dexterity.


Hammers - Deals a load of damage, even a little on a miss if you spend a feat, and give you more toughness due to their higher Con needs. Requires devotion to Con as a secondary stat, which means they are only accessible to a fringe of Two-Blade Ranger builds.

Recommended Hammers

Craghammer (AV) - 1d10 brutal 2 averages out to almost the same thing as 1d12, so this is a decent choice.

Throwing Hammer (PHB) - Heavy Thrown is nice to have for Melee Rangers, as is miss damage, so this is very decent.


Heavy Blades - Their (usually) high proficiency bonus means a better hit rate, which means more chances for you to deal your damage. Weapon Mastery also requires a minimal Dexterity investment, which makes all Melee Rangers happy. They also have some decent feat support, should you have the room.

Recommended Heavy Blades

Bastard Sword (PHB) - The best weapon most builds can grab, and it's quite worth the feat.

Broadsword (AV) - About equivalent to the Battleaxe. Good at first, but outclassed by the Longsword later.

Drow Long Knife (EPG) - If you're going for a Thrown weapon, you're looking at the best stats of the bunch.

Longsword (PHB) - The classic Heavy Blade, it's actually a pretty good weapon for a Ranger.


Light Blades - If you pump Dexterity all the way up, this is your weapon of choice because of its great feat support. Beastmaster Rangers especially like these if they decide to go into Melee with two weapons, and thrown weapon specialists like them (Daggers in particular) because of their versatility and accuracy.

Recommended Light Blades

Dagger (PHB) - The quintessential Light Blade. Don't underestimate its low damage die: its versatility can be a great boon to a Ranger, and you'll also find that most good Ranger powers don't rely that heavily on the damage dice.

Double Sword (AV) - Decent damage, an AC bonus, and some cash saved by only counting as one weapon for the purpose of buying enchantments.

Katar (PHB) - Essentially a Short Sword with high crit. Not quite as good as its cousin the Rapier because it costs a feat, but it's a good upgrade over the Short Sword if you have one of those to spare.

Rapier (PHB) - This Light Blade is not off-hand, but that's not a problem for Two-Blade Rangers, and it does pack plenty of punch.

Short Sword (PHB) - While unimpressive at first glance, you'll find that some builds can use it to great effect.

Spiked Chain (PHB) - While this may seem like it's in the wrong section, Spiked Chain Training makes this the most damaging Light Blade in the game, as well as a Double Weapon with Reach. A very powerful tool in the hands of a Ranger.


Maces - Not much in the way of support you can use.

Picks
- No real support yet. So put it down.

Polearms
- Considering your focus on Wisdom, a Beastmaster Ranger using a Polearm to punish enemy tactics is not really that out of the question as far as stats are concerned. Unfortunately, this approach will likely require Paragon Multiclassing into a class such as Fighter, so it pigeon-holes you quite a bit, and removes the possibility of dual-wielding to boot. Not worth it IMHO.

Slings - While the damage and the range as compared to the big-boy Ranged weapons takes a hit (and not having access to the Bracers of Archery really, really hurts), being able to use a shield while attacking at Range and its Expertise feat make this more worthwhile, and it meshes fairly well with Rogue MC.

Recommended Slings

Dejada (DSCS) - Solid damage, average range, but being one-handed is what makes this respectable.


Spears - Control is not really most Ranger builds' shtick (some Beastmasters can dabble in it). It is a pretty decent weapon choice if you want a thrown weapon specialist.

Recommended Spears

Gythka (DSCS) - Basically a Double Trident with an AC bonus attached for a feat. Not a bad choice.

Javelin (PHB) - Big range, and mediocre damage for its proficiency bonus, but it's at least better than the Handaxe and Throwing Hammer.

Tratnyr (PHB) - The range of the Javelin and the damage of the Trident, combined into a harmonious whole.

Trident (AV) - The versatility of throwing or attacking is nice, even if the range is disappointing. As a plus, it doesn't require a feat.


Staffs - While there is feat support to make this option not a waste of time, that support will take feats you're probably better off spending somewhere else.

Armor: Preservers of the Hunt


Cloth
- No real reason to wear this over the other two varieties of Light Armor. Stay far, far away.

Leather - This has some nice properties that you can't get anywhere else, and can be nice if you're not a fan of the skill check penalty Hide carries. Still, I like every point of AC I can get my mitts on.

Hide
- The light armor with the highest AC, and that does count for a lot. Add in the fact that Armor Specialization deals with its only flaw in the skill check penalty, and I'd be hard-pressed to recommend anything else for most Rangers.

Chain - If you're venturing into Heavy Armor territory, it means your Dexterity is too low to keep you upright in light armor. This is a decent choice for only requiring a feat, but having a speed penalty and a check penalty is not my idea of optimal armor.

Scale
- Now THIS is more like it! It has more AC than Chain and no skill check penalty, and the Armor Specialization feat even eliminates the speed penalty. If you're going for a Heavy Armor Ranger, this is your calling.

Plate
- You can't beat this base AC value in heavy armor. Unfortunately, it also comes saddled with a hefty skill penalty, as well as the customary Heavy Armor speed penalty. To boot, it also requires a heavy feat investment and some ability score pigeonholing. Not for the majority of you.

Shields
- Don't know if you noticed, but most of the Ranger builds require both of your hands to be occupied with weapons, tossing shields out the window. To boot, you're not proficient in them anyway. Conclusion: Not a good idea.

Beast Companions: Brothers in the Hunt

Bear (MP) - Though slow, this companion has a veritable truckload of HP, which means he will be hard to take down, as well as being among the hardest-hitting of companions. His attack bonus is positively awful, though it can work as the tough, physical counterpart to an Archer, as it can absorb more attacks than most of its fellows.

Boar
(MP) - Boars are fairly vanilla companions, with the only perk being +2 damage while charging, which is just not gonna happen too often. Only Dwarves should consider this as an option (because of the racial support available), though the Boar does have the advantage of getting a damage bonus on most of the better Beastmaster powers. Overall, though, avoid.

Cat
(MP) - It has more speed than most companions, which is a solid tactical advantage, but nothing jumps out to say, "Pick me!" It feels like a slightly weaker version of the Wolf overall, which basically says "pick the Wolf instead".

Horse (D 392) - This companion's huge move speed and mount capability says it all; this makes for an excellent counterpart to an Archer, who (understandably) doesn't want to be all that close, especially since he won't have Prime Shot.

Lizard (MP) - This guy has the best AC among the companions, which is good, and he also has a +2 bonus to hit on opportunity attacks. The only real flaw is that its Will defense is a bit low, but I can live with that.

Raptor
(MP) - Though weak combatants (their HP is dead last among the companions, and the Strength-based Beast powers are wasted on them), they are great to have because of their high accuracy, and their ability to fly means that you can Quarry any enemy you want using them as a starting point. A nice pick if you're not in need of a wall.

Serpent (MP) - Solid all-around defenses, and a bonus to damage on OA's. Not bad, though I feel that what really makes it vaiable is the feat support (poison damage is good, though it does cost a feat).

Simian (D 392) - While the attributes for it are kind of weak all-around, it provides a bit of action economy, which can count for a lot on a Ranger, who is typically action-strapped.

Spider (MP) - The climb speed is a big-time conditional tactical advantage, but nothing else is a big deal about this companion (the poison damage burns a feat, and the Serpent gets it, too).

Vadalis-Bred Griffon
(EPG) - This is a special case in that it requires you to take a Paragon Path in order to select this beast companion, but it's easily the best companion, and that counts for something.

Wolf (MP) - The most damaging Heroic Tier companion with Combat Advantage (which is easy as pie to get as a Beastmaster), it also sports a high move speed and decent defenses. A strong choice.
 

log in or register to remove this ad

Veep

First Post
Magic Equipment: Implements of the Hunt

As is the norm for sections in this Handbook, if the piece of magic equipment isn't rated Black or higher, I won't be talking about it (especially important because this game has a colossal amount of equipment available).

Armor

I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.

Level 2+

Dwarven Armor (Chain, Scale, Plate) (PHB) - Healing as a free action that doesn't spend a surge, and a bonus to Endurance checks as a bonus? OK!


Repulsion Armor (Cloth, Leather) (AV) - Keeps folk away from you. This is awesome enough to make Archers want to stay in Leather just to use it.



Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A solid choice
.

Level 3+

Armor of Exploits (Any) (AV) - Lets you make interesting combinations with allies who share your attack stat, or simply load an Encounter power for an extra use. Pretty cool.



Defensive Armor (Any) (PHB 3) - This property features a solid Daily defense-booster, which becomes meatier with power points (it's better if you have access to those).

Predator’s Hide (Hide) (AV 2) - Free defense for using your Hunter’s Quarry. Awesome, especially since Twin Strike gives you 2 chances to hit your Quarry (while the bonus obviously won't stack with itself, 2 chances to hit increases your chances of getting the effect across).

Level 4+

Battle Harness (Cloth, Leather, Hide) (D 368) - An initiative bonus is never bad (even if it doesn’t stack with a Warlord’s buff), and Quick Draw for free doesn’t hurt either. A pretty good choice.

Time Link Armor (Chain) (AV 2) - Initiative bonuses and a Daily do-over on a check. Could be worse.

Verve Armor (Scale, Plate) (AV) - This armor basically says, "I get up from being down," once per day.



Level 5+

Agile Armor (Chain, Scale, Plate) (AV) - Only usable by Heavy Armor wearers, and not really worth it until Paragon Tier, but good enough during Epic that it’s worth mentioning.



Shadowdance Armor (Cloth, Leather) (SAC) - This property is a real incentive for Archers to stay in Leather. Not provoking any OA's on Ranged attacks means you can get in your Quarry's face and shoot (easiest way to get your Prime Shot ever).

Level 7+

Shipboard Armor (Leather) (AV 2) - The property is solid, but the reason I mention this armor is because it's part of the Kamestiri Uniform item set.

Level 8+

Bloodiron Armor (Scale, Plate) (AV) - Extra AC against the target you're beating up sounds good to me.



Level 10+

Lifeblood Armor (Hide) (PHB 2) - If I’m reading this right, this grants you free HP just for using a short rest (which you will do; you want your Encounter powers back). Whoa.


Level 14+

Armor of Dark Deeds (Leather, Hide) (AV 2) - CA and concealment is a great combination to have.

Displacer Armor (Cloth, Leather, Hide) (AV) - A fantastic property, but it burns up a Magic Item Daily and only works for one turn. Still decent, though.



Level 15+

Trollskin Armor (Hide, Scale) (PHB) - Regen is always a nice thing to have in your back pocket, but its steep cost puts a ceiling on how awesome it can be.



Level 18+

Driftmetal Armor (Chain, Scale) (MOTP) - A smidge of elemental resistance, and an easy-to-use power that hands out an attack penalty. Solid.

Level 19+


Great Cat Armor
(Hide) (AV 2) - More mobility is a welcome addition to a Ranger's arsenal, especially if you like to charge.


Weapons

I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the weapon with an additional +1 enhancement bonus.

Level 2+

Duelist's Bow (Bow) (AV 2) - Good for bowmen who like to face off against ranged attackers. Great synergy with Twin Strike and the Impending Doom Style feat.

Dwarven Thrower (Axe, Hammer) (D 385) - A very cool enhancement, it can let you toss those huge Waraxes and Craghammers you favor even farther than a Handaxe or Throwing Hammer, and it even has a useful power attached. Even better for some thrown weapon Rangers.

Entrapping (Bow, Crossbow) (AV 2) - Conditional benefit (only on a critical), but Restrained is some serious mobility control.


Farbond Spellblade (Heavy Blade, Light Blade) (AV 2) - If you like Melee combat with Heavy Blades, behold what is perhaps the most palatable option for your Ranged backup: it's cheap, it has solid range, and benefits from most of your feats. If you're a thrown weapon specialist, you likely consider this weapon amazing, or completely unnecessary.

Prime Shot Weapon (Any Ranged) (AV) - Some nice extra damage for getting your Prime Shot bonus.

Rebounding (Any Ranged) (AV 2) - Redirecting a miss as an Encounter power is a solid power to have.

Vicious (Any) (PHB) - Pretty basic, but d12 crit dice are nice to have.

Level 3+

Blood Fury (Axe, Heavy Blade) (AV 2) - A good weapon to take advantage of any effects you may have while Bloodied by inducing the state for a couple of rounds per Encounter, it also sports a hefty critical rate when you're banged up.

Carnage (Axe, Heavy Blade, Mace) (DSCS) - If you're in the gambling mood, this weapon can provide a very respectable damage bonus (which you can get more reliably if the weapon die is smaller or if you have multiple dice).

Frost (Any) (PHB) - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance.


Inescapable (Any) (AV) - Buffs your attack bonus after a miss, up to a certain point. Solid for Heroic Tier Archers (the enchantments just aren't all that 'till Paragon).

Luckblade (Heavy Blade, Light Blade) (AV) - Rerolls, which are great to have in your back pocket (you never know...).

Paired (Any One-Handed Melee) (AV) - Some pretty good economy for your weapons if you dual-wield, thus solving a major problem for Melee Rangers (budget). You should prioritize the clams you spend on weapons, though (you ARE a Striker, are you not?), but this is still a good choice if feats and/or items are tight in your campaign.

Quick (Any) (AV) - Free basic attacks are fun, especially at Heroic, but this is quickly outclassed by other weapons.

Rhythm Blade (Light Blade) (AV 2) - Shores up your defenses some more if you have Two-Weapon Defense, which is never bad. This is part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up in value.

Subtle (Any Melee) (AV) - Extra damage with combat advantage is always a nice thing to have around.

Swiftshot (Crossbow) (AV) - This used to be a powerful enchantment for Crossbow users, but with Speed Loader and the errata reducing the free attack to a Daily, it no longer carries the spice it once did. Still interesting, though.

Level 4+

Battlecrazed (Axe, Heavy Blade) (AV) - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. If you're looking for explosive bursts of damage from your weapon, look no further.

Firewind Blade (Heavy Blade) (HotEC) - If you can slap fire damage on your powers without taking up the magic weapon slot, this is about as good a weapon as the game has to offer.

Harmony Blade (Heavy Blade) (AV 2) - You essentially get Two-Weapon Opening for free (at Heroic, no less), plus Twin Strike packs a pretty mean debuff if both attacks hit. This is also part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up even higher in value.

Master’s Blade (Heavy Blade, Light Blade) (AV 2) - Good effects all around. You may want to pick this up a bit later in your career, though (you don’t get good Stances as quickly as, say, a Fighter).

Rending (Axe) (AV) - This turns an Axe critical into something genuinely fearsome.


Screaming Bow (Bow) (AV 2) - A quality way for a Bow user to get on the Mark of Storm gravy train.

Shielding Blade (Heavy Blade, Light Blade) (D 391) - A shield bonus to AC can be useful to you.

Level 5+

Flaming (Any) (PHB) - This weapon is OK by itself, but it's better for Tieflings, thanks to Hellfire Blood and the rest of their racial support.


Lightning (Any) (PHB) - Makes Rangers who took the Mark of Storm feat very, very happy (obviously better for them).

Weapon of Speed (Any Ranged or Thrown) (MME) - Free attacks as an Encounter power? Don't mind if I do.

Level 7+

Infighting Blade (Light Blade, One-Handed Axe) - A nice power to have if you're surrounded, especially if you wield two of them. Not the kind of power you want to have to exploit, though. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.

Level 8+

Dread (Any) (AV) - Slaps out defensive penalties like it's nobody's business.
 Great for setting yourself up for something big, but it'd be nicer if someone did this for you.

Tyrant's (Any Melee) (AV) - Not worth much until you have a nova sequence power that can knock prone, but once you do, this item will produce literally ridiculous amounts of damage.

Level 9+

Kamesti Crossbow (Crossbow) (AV 2) - Retains a missed power, and eliminates the long range penalty. Decent. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.

Level 10+

Supreme Skirmisher’s Bow (Bow) (AV 2) - This can combo well with powers that grant you free basic attacks, as well as with Spitting Cobra Stance and its equivalents.

Level 12+

Jagged (Axe, Heavy Blade, Light Blade) (AV) - Improved criticals are very nice to have on a Ranger.


Level 13+

Bloodiron (Any) (AV) - Your criticals are so nice, they damage twice.

Thunderbolt (Any Ranged) (AV) - A more palatable alternative to Lightning Weapons for Ranged Rangers who wish to abuse the synergies with Mark of Storm and Lyrandar Wind-Rider.

Withering (Any Melee) (AV)
- Given that you make a lot of attacks and that they're almost always against AC, making it progressively easier to land your hits against your opponents is pretty darn awesome.


Level 14+

Battlemaster's (Any) (AV) - An extra go with an Encounter power for an Item Daily? I'm in.

Level 15+

Chill Wind (Heavy Blade) (D 386) - The gold cost is pretty steep, but this is basically a better version of Frost. Great, if you can afford it.

Radiant (Any) (AV) - This lets you play nice with Divine classes, and smacks undead around pretty well. Too bad it’s so expensive...


Level 16+

Forceful (Bow) (AV) - So... you don't get any extra damage on crits (boo), BUT you get a dirt-cheap weapon that pushe enemies back every time it hits, which is pretty nice. Combine with some push-enhancers, and you will wreak havoc with enemy positioning. The enchantment for any Ranger who likes some control with their damage.


Arms

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 2

Bracers of Enforced Regret (AV 2) - Basically only worth mentioning because they're part of the Blade Dancer's Regalia item set (their benefit IMHO is way too conditional to see real use).

Level 4

Counterstrike Guards (L4/14) (AV) - A decent item, it grants you more attacks as a reaction to your oppponent attacking you. The upgraded version 
is light-years better, as it allows you to do it every encounter.

Level 5

Quickhit Braces (L5/15/25) (AV) - Some decent damage, but only if both attacks hit. Better if you’re getting an item bonus to damage from another source (like Radiant Weapons).


Level 6

Bracers of Archery (L6/16/26) (AV) - No real reason to not wear them if you’re a Ranged Ranger.

Iron Armbands of Power (L6/16/26) (AV) - No real reason to not wear them if you’re a Melee Ranger.

Level 10

Barrage Bracers (AV 2) - A bonus to attack rolls when you score a hit. Nice enough.

Level 15

Rhino Bracers (L15) (AV 2) - Twin Strike on a charge? Interesting...

Level 19

Trollhide Braces (L19/29) (AV) - Regeneration is always a solid defensive choice.


Feet

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 2

Acrobat Boots (AV) - Cheap, and they let you stand up as a minor action (a very useful property). Somewhat diminished in value because of the At-Will skill power that lets you do the same thing, though.

Level 7


Boots of the Fencing Master (AV) - Rewards you for moving around. What's not to like?

Level 8

Boarding Boots (AV 2) - This basically lets you "charge" with an At-Will once per day, which is pretty cool for a Melee Ranger. It's also part of the Kamestiri Uniform item set, which makes it look better if you already have pieces of that set.

Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense.



Level 9


Boots of Eagerness (AV) - Pretty cheap, and they pack a pretty nice mobility-advantage power.

Level 10

Boots of Sand and Sea (AV) - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad.



Level 12

Battlestrider Greaves (PHB) - The cheapest speed boost available for heavy armor users.


Shadowdancer's Boots (AV 2) - A speed boost for light armor wearers that gets better in darkness is OK, and it's also part of the Shadowdancer's Garb item set.

Level 16


Survivor’s Boots (AV 2) - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. Glorious for Archers.

Level 18


Planestrider Boots (MOTP) - Encounter teleportation. Need I say more?

Level 22


Boots of Speed (AV) - +2 to speed and a decent power.



Level 24


Boots of Caiphon (AV 2) - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...

Zephyr Boots (AV) - A fly speed. Must I really discuss this further?

Level 25


Sandals of Avandra
(AV) - Expensive, but they allow you to move around quite a bit on an At-Will basis.

Level 28


Boots of Teleportation
(AV) - Get them if you can afford them. That is all.


Hands

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 3

Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.

Level 4

Gauntlets of Blood (AV 2) - A sweet damage bonus against Bloodied enemies, this is probably your default Hands choice if you don't have something specific in mind.

Level 5

Gloves of Recovery (AV 2) - A consolation attack after a miss is nice (especially after a Twin Strike; the consolation attack may deal more damage than the original). This is part of the Blade Dancer's Regalia item set, so picking one or more items from that set makes this go up in value.

Level 8

Gauntlets of the Ram (PHB) - Anything that allows you to push more is sweet for an Archer packing a Forceful Bow.



Level 10

Antipathy Gloves (AV) - A decent ability for Ranged users that do not want to be engaged in Melee.



Dwarven Throwers
(AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool.



Strikebacks (AV) - Though the bonus to Opportunity Attacks likely won't see that much play on you, the free Melee Basic Attack every encounter when you get hit will. A most excellent choice for Melee Rangers.

Level 11

Gloves of Ice (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.

Shadowdancer's Gloves
(AV 2) - If your Stealth skill is good, +1d6 damage is a nice benefit to have. Being part of the Shadowdancer's Garb item set doesn't hurt, either.

Level 13

Gloves of Missile Deflection (AV) - Some solid resistance against Ranged attacks. Archers get targeted with them more than Melee Rangers, so they appreciate this a bit more.

Level 18


Gauntlets of Destruction
(PHB) - Rerolling all 1's on Melee damage roll can certainly add up to be a very nice effective damage bonus.


Head

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 2

Eagle Eye Goggles (L2/12/22) (AV) - A scaling attack bonus to Ranged Basic Attacks is a pretty nice benefit to have.

Level 4

Casque of Tactics (L4/14/24) (AV) - An initiative bonus is good for anyone, and swapping initiative who anyone who rolled high once per day is nice too.



Level 6

Horned Helm (L6/16/26) (PHB) - If you have any sort of charging focus, this item is for you.


Level 8

Coif of Mindiron (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will) as an encounter power. Sexy.



Level 9

Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone!



Level 10

Shadowdancer's Mask (AV 2) - A do-over for a Stealth check is very useful for certain types of Rangers. Being part of the Shadowdancer's Garb item set certainly helps the cause a bit.

Level 14

Circlet of Arkhosia (L14/24) (PHR: DB) - Making saves at the beginning and end of your turn against certain annoying mental conditions is surely worth a look.

Crown of the Brilliant Sun (AV 2) - Being able to translate elemental damage to radiant damage can prove to be useful, especially as a Genasi.

Helm of Able Defense (AV 2) - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.

Level 15

Carcanet of Psychic Schism (AV) - Slaps a penalty on you, but it sure beats being incapacitated.

Level 21

Coif of Focus (AV) - Comes by later in your career and its use eats up a precious surge, but negating Daze or Stun is good stuff.

Level 22

Helm of Ghostly Defense (PHB) - Helps you take the sting off your opponent’s hits, and smidge of necrotic resistance to boot.

Level 23

Eye of Awareness (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.


Neck

I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the weapon with an additional +1 enhancement bonus.

Level 2+

Badge of the Berserker (AV 2) - Makes charging a heck of a lot safer.

Cloak of Resistance (PHB) - Decent resistance for a turn.

Level 3+

Baffling Cape (AV 2) - It's on this list because it's part of the Blade Dancer's Regalia item set, since I don't think the power is any good.

Level 4+


Cloak of Distortion (AV) - Forces your enemies to get in close enough for you to engage them if you're Melee, and provide an eternal artillery v. artillery advantage if you're Ranged.



Level 8+

Pavise Charm (AV 2) - The only reason I mention this is because of the Kamestiri Uniform item set; pinning yourself down as a Striker is a big no-no.

Steadfast Amulet
(AV) - This prevents daze or stun. 'Nuff said.



Level 9+

Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily.



Shadowdancer's Cloak (AV 2) - Lets you squeeze in one more potshot against an unsuspecting opponent. This is also part of the Shadowdancer's Garb item set.

Level 10+


Periapt of Cascading Health
(D 369) - Ends one effect per encounter, no questions asked. Win.


Level 13+


Amulet of Scales
(D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice.

Level 14+

Flamewrath Cape (AV) - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though.

Timeless Locket (AV 2) - A very tasty bonus to initiative checks that should stack with just about every buff you can have for it. The only downer is that (post-errata) you can't attack with the standard action the Daily power generates.

Level 15+


Brooch of Vitality
(AV) - More HP is NICE, especially the Epic Tier versions.



Cloak of Displacement
(AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look, especially for Archers.

Necklace of Fireballs (AV) - Defense that packs some decent offense.



Torc of Power Preservation
(AV) - It retains Encounter powers when you use them. Need I really say more?

Level 30

Scarab of Invulnerability (PHB) - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.


Rings

Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.

Level 13

Ring of Giants (D 378) - A sweet bonus to critical hit damage, and push 2 + prone on any primal attack power you may power-swap for can come in handy.

Level 14

Iron Ring of the Dwarf Lords (PHB) - +1 healing surge is a pretty solid benefit.



Ring of Fury (D 366) - When you're bloodied, you let it be known.

 My issue with it is mainly that the trigger is hard to control.

Level 16

War Ring (AV) - Adds a little more 'oomph' into your criticals.

Level 20

Ring of Action Reversal (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with an Encounter power.

Level 21

Ring of Heroic Insight (AV) - Allows you to buff yourself pretty well once per day.



Level 22

Blink Ring (AV) - Teleportation is nice to have as a Striker.



Level 23

Greater Ring of Invisibility (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. Wow.

Level 24


Golden Ring of Teros
(AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.

Level 26

Ring of Guarded Will (AV 2) - A nice bump to Will defense.

Level 27


Ring of the Phoenix
(AV) - A pretty sweet revival ability.

Shadow Band
(AV) - You can't really argue against +2 to all defenses as a static property...



Level 29

Ring of Free Time (AV 2) - Expensive, but the action potential with this and all those minor action attack powers Two-Blade Rangers have (or the Beast’s Melee Basic Attacks) is just nuts, and everyone appreciates having extra actions to work with. And it packs resist all 5. Can't go wrong with this.

Level 30


Dauntless Champion’s Ring
(AV 2) - Power recovery is good, though the price tag on this is steep.


Waist

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 8

Belt of Lucky Strikes (D 365) - A free attack after you miss is a solid benefit.

Belt of Vim (L8/18/28) (AV) - Reinforces what could be your strongest defense or your weakest one, depending on your combat style.



Level 10

Diamond Cincture (L10/20/30) (AV 2) - Easy-to-access healing, and a bonus a to Fortitude. Nice.

Level 11

Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata.


Level 18

Belt of Mountain Endurance (D 365) - Glorious for Melee Rangers. +Str to surge value and an AP benefit, all in one package.

Level 19

Belt of Breaching (AV 2) - Healing and teleportation as you transition from kill to kill. That's definitely worth something on a Ranger.

Level 23

Belt of Vitality (AV) - Gets you up when you're down, and boosts Fortitude. Could be worse...

Level 25

Belt of Titan Strength (PHB) - A strong Melee buff for one turn, and strong skill bonuses.



Level 28

Sash of Regeneration (L28) (AV 2) - Having regeneration while bloodied is a nice benefit.


Miscellaneous

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section that doesn't follow that progression is available.

Ammunition:

Level 3+


Firestorm Arrow
(AV 2) - Lays down some heavy fire (pun intended). Lets you play focus fire and crowd control simultaneously.

Freezing Arrow
(AV 2) - Extra damage AND slowing? Very nice.

Lightning Arrow (AV 2) - Extra damage is awesome, though this one is a bit behind the other magical ammunition after the errata.

Surprise Bullet (AV 2) - Free CA is a pretty nice benefit to have.

Level 10+


Dual Arrow (D 373) - REROLLS, you say?! Now this is what I'm taling about!

Dragonshard Augments:

Level 2


Eberron Shard of Lightning
(L2/12/22) (EPG) - A great incentive to wield Lightning weapons.

Khyber Shard of the Fiery Depth (L2/12/22) (EPG) - Incentive for wielding Flaming weapons.

Siberys Shard of Merciless Cold
(L2/12/22) (EPG) - Yet another reason to like Frost weapons.

Level 3


Siberys Shard of Radiance
(L3/13/23) (EPG) - Another selling point for the Radiant weapon.

Wondrous Items:

Level 5


Power Jewel
(AV) - A pain-free way to recharge a low-level Encounter power, which is nice to have... until you retrain all of them away.


Level 9


Backlash Tattoo
(AV 2) - A free basic attack every encounter is a nice revenge sort of ability.

Elven Chain Shirt (L9/19/29) (MME) - Slotless AC bonuses? Don't mind if I do...

Endless Quiver (AV 2) - Endless ammo for Archers is pretty nice, especially in a campaign where it's counted. To boot, it's part of the Kamestiri Uniform item set.

Level 10

Salve of Power (AV) - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most Strikers.

Level 11

Dice of Auspicious Fortune (D 381) - Gives you more chances to roll the number you really need.


Level 12

Foe Stone (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?

Stone of Earth (AV 2) - A very nice reroll for Melee Rangers (not missing on that Blade Cascade is awesome).

Stone of Flame (AV 2) - Fire lovers want one of these around.

Stone of Light (AV 2) - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.

Stone of Spirit (AV 2) - If you're partaking in Psychic attack support, a reroll is good stuff.

Stone of Storms (AV 2) - If lightning and thunder are your elements of choice, this is good to have.

Stone of Wind (AV 2) - A do-over on a Ranged attack is a nice thing to have.

Level 16


Solitaire (Aquamarine)
(AV) - Free attacks after a critical are nice.

Level 18


Horreb Ritual Cube (DN 170) - A slotless +2 to saves? Why wouldn't you have this?

Level 21

Solitaire (Cerulean) (AV) - Expensive, but getting rid of (save ends) effects this easily should be.

Level 26

Solitaire (Violet) (AV) - Free AP’s after a crit are awesome, but the price tag is very hefty.
 

Veep

First Post
Multiclassing: How Others Hunt

Here are some notes on useful things your Ranger may want to pick up from other classes, such as feats, powers, Paragon Paths, and the occasional Epic Destiny. As is the norm, Black or higher synergies only here.

As for hybrids? My advice is they're usually not worth it for a Ranger concept; your abilities are very well suited to what you do, and the other classes don't really offer all that much (especially in power selection). That said, Cleric, Swordmage, and Rogue can make for some interesting Hybrid combos.


Any Divine Class


While not an actual multiclass, it does recollect the options you get by taking any Divine Multiclass feat.

Feats

Radiant Hunter (Heroic Tier - D 371) - While it may not be that significant by itself, this can allow you to take advantage of the Morninglord's feature without having to fork over the gold for those oh-so-expensive Radiant weapons.


Paragon Paths

Morninglord (FRPG) - A prime path indeed, this can combine with Radiant weapons or the Radiant Hunter feat for an effective +10 to damage to all your (and your allies') hits. The Path powers are of limited use at best, but that's not too steep a price IMHO.



Any Primal Class

While not a multiclass per se, this category is here to collect all the options available to you by taking any of the primal Multiclass Feats.

Feats

Reckless Charge (Heroic Tier - PrP) - An extra +1 to hit while charging is greatly appreciated by some Rangers.

Second Skin (Epic Tier - PrP) - It's a better bonus than Armor Specialization (Hide), but it's also more Constitution-intensive. It's probably not enough to keep you in Hide if you're focusing heavily on Constitution, though.


Epic Destinies

Reincarnate Champion
(PrP) - Do you like someone else's racial support, but are turned off at the lame synergy the race itself has with your class? Look no further than this Epic Destiny to patch that up. Not quite at the level of Demigod IMHO, but still a very cool choice.



Any Psionic Class

Not an actual multiclass, but it does collect options available to you by taking any Multiclass feat belonging to a psionic class.

Epic Destinies

Master of Moments (PsP) - This Epic Destiny offers huge helpings of additional actions to the traditionally action-starved Ranger, making you potentially much more dangerous.


Assassin


You'll find little to entice you in the attack powers here: the main draw of the MC is the ability to use a Ki Focus for your weapon attacks, which in turn can result in a significant advantage for your item economy later on.

Entry Feats

Shadow Initiate (D 382) - A great draw for the ability to use Ki Foci and, it brings a nice little extra damage spike once per encounter in the two free shrouds.



Avenger

This is an interesting Multiclass option; you won't find much in the attack powers, but the Utilities are very solid and the entry feat itself is awesome.

Entry Feats

Disciple of Divine Wrath (PHB 2) - Though you get no choice in the skill you get with this feat (and Religion keys off a dumpstat), the true meat of this feat lies in the fact that if you isolate your enemy (which is what you want to do as a Melee Ranger in order to use Prime Punisher), you get 2 turns of automatic rerolls. That's crazy good.


Powers

Enduring Spirit (L2, Utility - DP) - +4 to all defenses, just when you need it most. Not a bad pick.

Aspect of Agility (L6, Utility - PHB 2) - You get a solid shift and a defensive buff as the cherry on top. Nice.


Barbarian

Another Multiclass option that is very appealing, it grants Melee Rangers access to a fellow multi-attacker's power suite, and that is very promising.

Entry Feats

Berserker's Fury (PHB 2) - A free +2 to damage for a whole encounter in addition to the free skill? All right!


Powers

Storm of Blades (L13, Encounter - PHB 2) - You essentially get Blade Cascade Lite, every encounter. Awesome.

Hurricane of Blades (L27, Encounter - PHB 2) - This power alone justifies MCing into this class.


Bravo

Another MC option with a good entry benefit, though I'm not exactly wowed by the rest of it.

Entry Feats

Bravo (D 373) - +2 to hit and +2 to damage for two turns can be a respectable self-buff, though its costing a minor action can conflict with what is a rather action-starved class.


Cleric

A surprisingly powerful MC option, this can actually offer a couple of options for the right kind of Ranger, especially those looking to spend much of their time in heavy armor.

Entry Feats

Divine Healer (DP) - The feat itself won't blow you away - what will do that is the fact that you can swap Healer's Lore for the vastly superior Battle Cleric's Lore. Great AC, here we come!

Initiate of the Faith (PHB) - While Religion is not all that hot as far as skill training is concerned, an emergency healing power is welcome on a Ranger.


Feats

Radiant Advantage (Epic Tier - DP) - While it does come in late, this presents a very viable alternative to the Permafrost combo on a Ranger, especially one focusing on Melee and Ranged combat simultaneously.


Powers

Cloak of Courage (L16, Utility - DP) - A large amount of temps for your entire party. While rather lackluster in combat, it's amazing when used out of combat (my recommendation is just after every short rest). Someone in your party should have this, and it's not like our L16 Utilities are much to write home about.


Paragon Paths

Tactical Warpriest (PHB) - A pretty neat path, it offers a meaty nova buff as the prime incentive, but a bump to AC and some decent powers don't hurt, either.


Fighter

This Multiclass path is pretty awesome for Melee Rangers, because of the very offensively-oriented Paragon Paths and other goodies you can swap for.

Entry Feats

Battle Awareness (MP) - A free skill, and an additional attack once per encounter? That's a great deal for a Multiclass feat.

Cyclone Warrior (MP 2) - Some big damage for one round per encounter for the Light Armor Melee Rangers in the audience, plus a free skill. I'd take that feat.

Student of the Sword (PHB) - A +1 bonus to hit with a certain style of weapon and a mark after the attack is nifty (as is the free skill), but it's just not as good as the other feats.


Powers

Rain of Blows (L3, Encounter - PHB) - If you like Flails, Light Blades, or Spears, this power is the first triple-hitter you'll get in a long time. While it's not that much better than Twin Strike out of the gate, give it time to grow and you won't be disappointed.

Rain of Steel (L5, Daily - PHB) - If you're looking to boost your DPR value for an entire encounter, this will help.

Reaper's Stance (L25, Daily - PHB) - Essentially the same as Rain of Steel, with ongoing 10 damage tacked on. Even sweeter.


Paragon Paths

Doomguard Marauder (MOTP) - This path's ability to punch through resistances and its very strong AP damage boost make this a promising choice for those builds who rely heavily on elemental damage, especially ones like Genasi.

Kensei (PHB) - While the powers are lackluster for you overall (especially the frankly terrible Masterstroke, which is essentially Careful Attack as an Encounter power), a +1 untyped bonus to hit and +4 to damage are excellent features for a Melee Ranger, regardless of the weapon wielded.

Kulkor Arms Master (MP 2) - This Paragon Path is going to require you to jump through a couple of hoops in order to use it effectively, but the extra damage generate is worth your while.

Shock Trooper (MP) - If you like this path, you're likely a Melee Ranger who happens to wield off-hand weapons. It has some very nice perks, including a brutal 3-hit Encounter power, an increase in weapon damage dice, and your Dexterity in damage when you have CA. A nice choice, if a bit niche.


Epic Destinies

Eternal Defender (MP) - Despite the name, this is a Striker Epic Destiny through and through; every aspect of it focuses on your Melee offense. Not quite as good as Demigod for Melee Rangers, but a very viable choice.


Rogue

This multiclass option is a pretty decent choice for Rangers, though not quite as sweet as Fighter is because of the restricted weapon selection (it's also rather markedly more open to Melee Rangers than it is for Ranged Rangers). There are some nice goodies you can pick up here, though.

Entry Feats

Sneak of Shadows (PHB) - You get Thievery (which is a good skill for Archers, since they most definitely have the Dexterity for it), and you get an Encounter version of Sneak Attack. Not bad at all.


Feats

Deadeye Slinger (Heroic Tier - MP 2) - If you're a Sling user, this makes your weapon choice look a heck of a lot better.

Prime Slayer (Paragon Tier - MP) - While it is also an Elf racial feat, it effectively hands out +2 damage to your Prime Shot on Ranged attakcs. Nice to have on an Archer.

Slaying Action (Heroic Tier - MP) - Sneak Attack out-damages your Hunter's Quarry pretty handily, so getting an extra dose of it on nova turn is a solid benefit.

Treetop Sniper (Heroic Tier - MP 2) - Do you like the Rogue's power selection, but can't bear to part ways with your beloved Greatbow? Well, then here's the feat for you (if you're an Elf, that is).

Two-Fisted Shooter (Heroic Tier - MP) - If you were planning on dual-wielding Hand Crossbows, there's no question that you want this feat.


Powers

Tumble (L2, Utility - PHB) - An on-demand shift for your speed. Bear in mind you need Acrobatics training for it.

Ignoble Escape (L6, Utility - PHB) - Lets you shift your speed, and ditch some marks while you're at it. Nice enough.

Snap Shot (L7, Encounter - MP) - With the right weapon, you get a minor action attack on a Ranged Ranger by picking up this power, and how is that a bad thing?

Hide in Plain Sight (L16, Utility - PHB) - Permanent invisibility, as long as you stay still. Great for keeping yourself from being targeted effectively.

Tumbling Strike (L17, Encounter - D 381) - So... this deals more weapon damage than any of your minor action smacks, AND you get to shift your speed too?! This is about as good a power as you can get.


Swordmage

While it's not the most intuitive choice, and it will require you to plunk down a couple of points (or a racial stat bump) in Intelligence, this MC option has a nice amount of goodies available to you.

Entry Feats

Blade Initiate (FRPG) - While Swordmage Warding is nowhere near as formidable when your off hand is occupied, you need this feat to access the other things this MC path has to offer, and it's not like +1 AC for an entire encounter is detrimental.


Feats

Eladrin Swordmage Advance (Paragon Tier - AP) - Essentially, this turns your racial power into those minor action attack swings we're all so fond of. Nice to have.


Powers

Borrowed Confidence (L16, Utility - AP) - In a word, amazing. With as many attacks as you make, getting a turn's worth of re-rolls every single fight goes a long, long way.

Quicksilver Blade (L25, Daily - FRPG) - Minor action attacks for an entire encounter? I can think of many worse things to get with a power-swap Daily.


Paragon Paths

Malec-Keth Janissary (MOTP) - Let's not mince words here - you're here for the elemental damage on all your attacks. I can think of many nice things you can do with such a boon.
 

Veep

First Post
Tactics: Code Of The Hunt

After some analysis and playtesting, I believe that the following guidelines are key to playing a successful Ranger.

1. Know how you hunt the best.

The first step to playing a successful Ranger is identifiying what it is the class does the best. In general, the Ranger is very good at what is termed as an alpha strike or a nova. This basically means you run in and put out a ton of damage before your opponent can react, thus ensuring you have a marked advantage going forward. This is typically accomplished by loading up on a ton of multiattacking powers, as well as powers that allow you to attack outside of your Standard Action, and unleashing them upon one foe until he dies. This should be the primary strategy of every Ranger, as removing threats before they can act is the most effective benefit a Striker can provide a party with.

Next, the Ranger is also very good at sustained damage, which is what you'll be resorting to once you've expended most of your attack powers and are reduced to whittling down your foes with your At-Wills. This is a reminder that once you've gotten some nova capability, you should pay attention to what your character will be capable of in the rounds after that.

2. Seek and destroy.

Next, we're going to talk about the various ways to go about engaging and putting down your foes. There are two main schools of thought on this issue, corresponding to Melee and Ranged Rangers.

Melee Ranger - The name of the game is simple here - find a way to get adjacent, and pump out attacks until the opponent dies. Once that's done, move on to the next target. Given that you likely won't have the benefit of reach or range, this means that investment in items or powers to aid your initial approach as well as the transition between targets will be time well spent.

Ranged Ranger - This style has two main divides, and they diverge based on whether you picked a Beast Companion or not (and yes, a Melee Beastmaster is at a sufficient disadvantage as compared to a normal Melee Ranger that he will not be mentioned). If you have the Beast, you're probably going to want to hang back a bit, use the companion as a damage sponge/dedicated flanker/Quarry beacon, and let the opponents try and come to you as you pelt them with arrows. Otherwise (doubly so if you add the Prime Shot feats to the mix), you'll be looking to hover about in the "medium" range (which I define as 5-10 squares away for this purpose), with the occasional foray into close range to get your bonuses.

3. Make yourself as hard to kill as possible.

Though taking out your targets is your primary concern, you shouldn't neglect your defense, since your HP and surges are usually average and you will find that your high damage output brings you prime (and usually unwanted) attention from your enemies. The following two suggestions help out a lot when attempting to make yourself harder to kill, in the order they are presented:

Defend yourself - They can't hurt you if they can't hit you, so high defenses go a long way in keeping you up and running without drawing time and resources away from the rest of the party. This has a caveat in that there is a limit to how much offense you should sacrifice; you are a primarily offensive character, and that is what your selections should be geared to, for the most part. After that has been taken care of, invest in your defense.

Positioning is key - If an opponent can't reach or see you, he can't hit you. You are a Striker, so mobility comes more easily to you than to most creatures, ally and monster alike; use that fact to your advantage. Maneuver about the battlefield, avoiding hazards and situations where you would find it difficult to slip out without a fight, unless that fight involves taking out your chosen prey. If you do get banged up (not every plan is 100% effective, after all), at least try to situate yourself so that aiding you will not hamper the rest of the party too much.

4. Be aware of your allies.

You're more of an independent unit that most characters, but don't think you're a one-man show; the other people in your group have useful abilities, too. Defenders can watch your back and hit pretty hard, Leaders can heal your wounds and help you hit harder, and Controllers can keep enemy heat off you and the rest of the party. Use these abilities to the party's advantage whenever it is possible; if that means moving around (and possibly drawing an OA) so the Fighter can lock someone down or the Wizard can lay down the AoE stun law, so be it; you're all in this together, after all. Also, if you help them, they have to help you tear something apart later.
grin.gif


All this being said, don't make the mistake of believing that the rest of the party is your personal squad of minions, ready to do whatever you suggest at a whim just because you said so; such has been the downfall of many an arrogant Striker.

5. Apply force judiciously.

Having a good understanding of a given tactical situation can save your party more time and HP than any damage combo you (or anyone else) can cook up. Learn when to stick to your guns and fight conservative, and when to gamble more resources to end the encounter faster. You don't necessarily need ALL your Dailies to take out the BBEG, after all, but you probably will need SOME of them. By the nature of the class, you're more of a gambler, so don't be afraid to bust out a high-damage power if the fight looks like it's turning into a grind; you might just end it quickly.

6. Balance specialization with versatility.

A Ranger is pretty diverse class; he can go from a front-line Melee character to an Archer who avoids the very concept of close combat unless absolutely necessary, so plan your power selection according to the style of combat you will be using the most. However, beware of the dangers of over-specialization; your enemies can and will exploit any holes you have in your game.
 

Veep

First Post
Tips & Tricks: Advice for the Hunt

Combo 1: One-on-One Fighting

Piece 1: Prime Shot (Ranger Bonus Feature, PHB)
Piece 2: Prime Punisher (Ranger Paragon Tier Feat, D 373)
Piece 3: Prime Quarry (Ranger Paragon Tier Feat, MP)
Piece 4: Called Shot (Ranger Paragon Tier Feat, D 368)
Piece 5 (optional): Cunning Stalker (Heroic Tier Feat, HotFk)
Piece 6 (optional, replaces Piece 3): Improved Prime Shot (Ranger Epic Tier Feat, MP)

Sequence:
Move Action - Walk up to an enemy none of your allies have engaged.
Minor Action - Use Hunter's Quarry on that enemy (only necessary if you don't have Piece 6).
Standard Action - Attack.

Description: A combination that is not readily apparent at first glance, this combination gives Melee Rangers a strong reason to go for combat alone: it offers +2 to hit and +5 to damage versus the +2 to hit flanking's Combat Advantage would give you. To boot, it stacks with Frostcheese's eternal Combat Advantage to make you formidable indeed. Some of the optional pieces come highly recommended, since Cunning Stalker nets you combat advantage under slightly tighter (but still viable) circumstances, and Improved Prime Shot eliminates the need for Hunter's Quarry.

Combo 2: Permafrost


Piece 1: Wintertouched (Heroic Tier Feat, PHB)
Piece 2: Lasting Frost (Paragon Tier Feat, PHB)
Piece 3: Frost Weapon (Weapon Property, Any Weapon, PHB)
Piece 4 (optional): Siberys Shard of Merciless Cold (Dragonshard Augment, EPG)
Piece 5 (optional): Gloves of Ice (Hands Slot Item, AV 2)
Piece 6 (optional): Silvery Glow (Heroic Tier Feat, D 386)

Sequence:
Free Action - Use the At-Will Power on the Frost Weapon (turns all damage dealt by the weapon into cold damage, adds the Cold keyword to the attack).

Description: A nice and straightforward combo, Lasting Frost will combine with Frost Weapons to add cold vulnerability 5 to each hit, and Wintertouched gives you combat advantage as the cherry on top. This combo lasts so long as you keep hitting, and can be further enhanced by the optional pieces (which add more cold damage).

Combo 3: Superstorm


Piece 1: Deadly Draw (Heroic Tier Feat, PHB 3)
Piece 2: Mark of Storm (Heroic Tier Feat, EPG)
Piece 3: Lightning Weapon (Weapon Property, Any Weapon, PHB)
Piece 4 (optional): Eberron Shard of Lightning (Dragonshard Augment, EPG)

Sequence:
Free Action - Use the At-Will Power on the Lightning Weapon (turns all damage dealt by the weapon into lightning damage, adds the Lightning keyword to the attack).

Description: A rather interesting Melee combination, this involves using Mark of Storm and a Lightning weapon to constantly slide an enemy adjacent to you, which will in turn trigger Deadly Draw and hand you a permanent source of combat advantage, provided you keep hitting. The optional piece offers you some nice extra damage.

Combo 4: Mind Games

Piece 1: Githyanki Silver Weapon (Weapon Property, Heavy Blade, MOTP)
Piece 2: Psychic Lock (Paragon Tier Feat, PHB)
Piece 3 (optional): Headband of Intellect (Head Slot Item, AV)
Piece 4 (optional, replaces Piece 1): Mindiron Weapon (Weapn Property, Crossbow, AV)

Sequence:
Free Action - Use the At-Will Power on the Githyanki Silver Weapon (turns all damage dealt by the weapon into psychic damage, adds the Psychic keyword to the attack).

Description: A neat elemental combo, this uses the Githyanki Silver Weapon and the Psychic Lock feat to hand out a -2 to hit debuff on the next attack roll of anyone hit by the weapon. Piece 3 also provides a nice attack bonus to make this all more accurate. Using Piece 4 allows you to perform this combo as a Ranged combatant.

Combo 5: The Crippler

Piece 1: Twin Strike (At-Will Attack Power, PHB)
Piece 2: Hobbling Strike (Heroic Tier Feat, MP 2)
Piece 3: Vicious Advantage (Heroic Tier Feat, PHB 3)
Piece 4 (optional): World Serpent's Grasp (Heroic Tier Feat, HotFK)
Piece 5 (optional): Grounding Shot (Heroic Tier Feat, PHB 3)

Sequence:
Standard Action - Twin Strike (use Hobbling Strike to lose one die of Quarry damage in order to slow the target).

Description: Another eternal-Combat Advantage combo, this will give you two chances to apply a slowing effect, which of course has its own benefits apart from giving you CA (though it does cost some damage). The optional pieces give you a chance to knock your opponent prone should both attacks hit, as well as keeping Ranged users from unintentionally applying penalties to themselves.
 

mbeacom

First Post
THANK YOU!

After running 3 year level 1-20 campaign in 5E, my group is returning to 4E to finish our campaign that was interrupted by the playtest/launch of 5E. I went back to all my 4E links and they were all broken! Your character builds were some of my favorites, to read, explore and just tinker around with. I'm so glad they survived!
 

MwaO

Adventurer
After running 3 year level 1-20 campaign in 5E, my group is returning to 4E to finish our campaign that was interrupted by the playtest/launch of 5E. I went back to all my 4E links and they were all broken! Your character builds were some of my favorites, to read, explore and just tinker around with. I'm so glad they survived!

Not sure LDB is on here, but here's the link to most of the essential stuff:
http://www.enworld.org/forum/showth...tion-WOTC-rescue-Handbook-Guide&prefixid=wotc
 

mbeacom

First Post
THANK YOU MwaO!

You are a godsend! Thank you so much for taking this on! These totally needed to be archived and I had no idea that the wotc site went totally away! Really, I can't thank you enough. There is so much good content here, I can't imagine it disappearing. You rock!
 

MwaO

Adventurer
You are a godsend! Thank you so much for taking this on! These totally needed to be archived and I had no idea that the wotc site went totally away! Really, I can't thank you enough. There is so much good content here, I can't imagine it disappearing. You rock!

Thanks! No problem at all. Happy to help(though it was a group effort!)
 

mbeacom

First Post
Well, please pass on my sincere thanks to all parties involved. When I first saw the missing forums and then did some research and found that they were just gone as of a few months ago, it struck me how much great content was going to disappear, in particular the huge amount of work that went into some of these guides. To know they got rescued is really awesome. Although it makes me nervous because it just goes to show the web is a very temperamental things. Content can appear and disappear pretty quickly. Things we take for granted one day can be gone the next.
 

Voidrunner's Codex

Remove ads

Top