Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)
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="Veep" data-source="post: 6705442" data-attributes="member: 6793297"><p style="text-align: center"><strong><span style="font-size: 18px">Powers - Heroic Tier: The First Hunt</span></strong></p><p></p><p>Just a reminder: because the Ranger is a V-class, the powers have been separated into the following categories for your convenience:</p><p> • Strength-based</p><p> • Dexterity-based</p><p> • Strength- or Dexterity- based</p><p> • Beast powers</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 1, Encounter</strong></span></p><p></p><p>Dual-wielders typically like Off-Hand Strike here. Archers will usually pick between Fox's Cunning and Two-Fanged Strike.</p><p></p><p><strong>Level 1 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based:</strong></span></p><p></p><p><span style="color: #800080">Dire Wolverine Strike</span> (PHB) - A vanilla close burst attack. Not what you should be doing with yoru character. </p><p></p><p><span style="color: #0000ff">Hurling Charge</span> (MP 2) - Though it requires a thrown weapon attack, the ability to lay down a charge in tandem with another attack is certainly appealing for a Ranger.</p><p></p><p><span style="color: #00ccff">Off-Hand Strike</span> (MP) - The more attacks you can make, the more damage you'll do. The premier pick at this level. </p><p></p><p>Plant to the Hilt (D 377) - Two swings, and a slide which depends on how you did with the attack. A solid power.</p><p></p><p><span style="color: #800080">Precise Assault</span> (MP 2) - This power is basically Hit and Run fused with Careful Attack, with a free move action and more weapon damage. Two wrongs don't make a right.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #800080">Hindering Shot</span> (D 383) - Swing + slow. Am I supposed to be impressed?</p><p></p><p><span style="color: #800080">Hunter's Pounce</span> (MP 2) - Another one of those odd Dexterity-based Melee attacks. Rather underwhelming overall.</p><p><span style="color: #ff0000"></span></p><p><span style="color: #ff0000">Rapid Volley</span> (MP) - I see absolutely no reason to take this power, considering that Two-Fanged Strike is in this list. </p><p><span style="color: #800080"></span></p><p><span style="color: #800080"></span><span style="color: #ff0000">Singular Strike </span>(MP) - So vanilla, it hurts my eyes. </p><p></p><p><span style="color: #800080">Skirmish Shot</span> (MP 2) - The move action does not make up for the profoundly generic nature of this power.</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #800080">Evasive Strike</span> (PHB) - A souped-up version of Nimble Strike that can be used in Melee, it offers a bit more damage and a much bigger shift. Not enough for me to consider it to be worthy of the slot, though. <span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Fox's Cunning</span> (PHB) - A pretty nice counter-attack that takes place outside of your turn, it even comes with an attack bonus attached to make sure it lands. However, Archers who stay back (like Beast Archers often do) probably won't like it as much. </p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Two-Fanged Strike</span> (PHB) - Basically a more damaging Twin Strike. A strong choice overall, though it's quickly outclassed by additional attacks as you level up.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><span style="color: #ff0000">Enclose the Prey</span> (MP) - A slightly stronger version of Circling Strike. Not really worth your time.</p><p></p><p><span style="color: #ff0000">Feral Ambush</span> (MP 2) - A generic Beast power that rewards you for flanking with it, which you should be doing all the time. Pathetic.</p><p></p><p><strong><span style="color: #800080">Ferocious Insight</span> (D 387)</strong> - A single attack Beast power that lets you chase after your opponent as an immediate. Who cares?</p><p></p><p><span style="color: #800080">Hunting-Partner Strike</span> (MP) - Apart from the shift, this is superior to Enclose the Prey in almost every way. That's not saying much, though. </p><p></p><p><span style="color: #0000ff">Synchronizing Strike</span> (MP) - Multiattacking with your Beast, and your attack will hit Reflex. Not bad.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 1, Daily</strong></span></p><p></p><p>Jaws of the Wolf seems to be a safe bet for a Melee Ranger. This isn't a good level for Archers, with <strong>Skirmishing Stance </strong>and <strong>Sure Shot</strong> standing out among a weak field.</p><p></p><p><strong>Level 1 Daily List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based:</strong></span></p><p></p><p><span style="color: #800080">Isolation Strike</span> (MP 2) - So... you get a spread-the-love attack that pushes if you don't attack your Quarry? Um... how about not?</p><p></p><p><span style="color: #0000ff">Jaws of the Wolf</span> (PHB) - Very strong damage for when you get it. You'll probably be one-shotting standard opponents with this power through the first half of Heroic Tier. </p><p></p><p><span style="color: #ff0000">Off-Hand Parry</span> (MP) - With Jaws of the Wolf being available here, you would be mad to pick this power, which is just plain weak even without the comparison.</p><p></p><p>Sudden Strike (PHB) - This trades some of the raw damage that Jaws of the Wolf has for a bit of mobility and weakening the opponent. It could be worse.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Commanding Confrontation (MP 2) - Don't be fooled by the Ranged entry attack: this power is made for Melee Rangers to rack up some meaty damage bonuses against a given Quarry target. That said, the round you spend setting this up cuts into the power's stock.</p><p></p><p><span style="color: #800080">Guardian Arrow</span> (D 383) - Lets you play Defender for a bit. Unimpressive on its own, <strong>better</strong> with a Defender aura to force the enemy's hand.</p><p></p><p>Split the Tree (PHB) - It splits the damage between two targets, and it doesn't even give you free rein on that. Not the worst thing on this list, though, which is representative of the problem Archers face at this level. </p><p></p><p><span style="color: #0000ff">Sure Shot</span> (MP 2) - Arguably the best choice on a bad list, it features a reroll on the attack as well as on the damage rolls to make it very unlikely for the dice to ruin your day. That said, it's worth noting that it scales terribly<span style="color: #800080">..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true"></span>, and thus should be the first one gone at L15.</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff0000">Boar Assault</span> (MP) - The THP don't make up for the pathetic damage dealt. No.</p><p></p><p><span style="color: #800080">Hunt's End </span>(MP) - The only thing worth noting is the conditionally expanded crit range, and any goodwill that generated is undone by its conditional targeting. Nah. </p><p></p><p><span style="color: #800080">Hunter's Bear Trap</span> (PHB) - The damage is low, but at least it imposes ongoing damage and a slow. <strong>Not terrible</strong> for Archers.</p><p></p><p><strong>Scything Blow (MP 2)</strong> - You get to use a Twin Strike that knocks prone against two targets. I'd rather have focus firing, but double attacking two targets hardly makes for an incompetent power.</p><p></p><p><span style="color: #0000ff">Skirmishing Stance</span> (MP 2) - Some nice buffs for continually moving about (too bad the damage bonus only applies to 1 attack...). Obviously better on Ranged Rangers than Melee ones, though they probably appreciate the +2 AC a bit more.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p>Distracting Team (MP 2) - It's a double-tap, and it gets replenished if you pop someone with it. You could do worse than this.</p><p></p><p><span style="color: #ff0000">Driving the Quarry</span> (MP) - This looks more like an Encounter power than a Daily. Not a good Encounter power, either.</p><p></p><p><span style="color: #0000ff">Partnered Savaging</span> (MP) - This power will be doing comparable damage to Jaws of the Wolf for Beastmasters in the early going, which is about as good as it's ever going to get for Beast Rangers.</p><p></p><p><strong><span style="color: #800080">Seismic Strike</span> (D 387)</strong> - The damage is just plain pitiful, but having an At-Will way to knock the opponent prone as a minor action (even if it is through the rather uninspiring medium of the Beast's attack) works well with too many things for this to be truly bad, though it's not exactly good.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 2, Utility</strong></span></p><p></p><p>The overall power suite is rather average, but<strong> Begin the Hunt</strong> and <strong>Invigorating Stride </strong>stands out as a good, universal options. My suggestion is to take one first (preferably the latter), and then revisit this list to get the other.</p><p></p><p><strong>Level 2 Utility List</strong></p><p> </p><p>Archer's Stairway (D 383) - This power has a nice, action-movie sort of feel to it. Its effect is entirely campaign-dependent, though.</p><p></p><p><strong><span style="color: #800080">Avian Grace</span> (D 392)</strong> - Long jumps will take quite a while to beat your normal speed, rarely will you be able to fly, and it's a Daily. Pass.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><span style="color: #00ccff">Begin the Hunt</span> (MP 2) - While it is only once per day, the ability to attach a Quarry effect and get +2 to hit baked offers the gift of great synergy.</p><p></p><p>Bending Branch (D 377) - You're not as likely to be the target of a forced movement effect as your Defender, but here's a nasty counter for it if you are.</p><p></p><p><strong>Bridge of Roots (HotFK)</strong> - Basically a zone that lets you ignore terrain effects within it. That can certainly be useful, if not quite universally so.</p><p></p><p>Crucial Advice (PHB) - A reroll for a skill with a +Wisdom bonus will be appreciated by anyone, and you do have a decent skill set. Solid enough. </p><p></p><p><strong>Entangling Roots (HotFK)</strong> - Disallowing charges and imposing difficult terrain on your enemies in a zone can certainly make you harder to approach, provided you stay in there.<strong></strong></p><p><strong><span style="color: #0000ff">Good </span></strong>for those of you who like to shoot from a safe distance.</p><p></p><p><strong><span style="color: #800080">Equestrian Maneuver</span> (D 392)</strong> - Very conditional - when are you going to encounter 1-wide corridors? When will squeezing trump dismounting? Not seeing the applications.</p><p></p><p><strong><span style="color: #0000ff">Feline Escape</span> (D 392)</strong> - A quality defensive interrupt power, and a very good selling point for the Cat companion.</p><p></p><p><span style="color: #ff0000">Ferret an Opening </span>(MP) - The only use I see for this power is preserving your CA after moving out of a flanking position to allow someone else to enter it. Yeah... no.</p><p></p><p><span style="color: #800080">Fox Shift </span>(MP) - A rather weak benefit, with a conditional trigger. Pass. </p><p></p><p><span style="color: #ff0000">Hearten the Beast </span>(MP) - Spending a standard action to give a virtual non-combatant a save? Heck no. </p><p></p><p>Hunter's Privilege (MP) - +3 untyped damage for winning initiative? Not bad.</p><p></p><p><span style="color: #00ccff">Invigorating Stride</span> (MP 2) - Not only is this a nice shifting power, it allows you to second wind and attack in the same turn, every encounter. Either effect would have been good on its own, but together they're great.</p><p></p><p><strong><span style="color: #0000ff">Oak Skin</span> (HotFK)</strong> - Resist all equal to your Wisdom for one fight per day. This degree of damage prevention is sweet, though a bit dependent on how high your Wisdom modifier actually is.</p><p></p><p><span style="color: #800080">Pack Alertness</span> (MP) - A rather situational scouting power. Better if you have the right companion.</p><p></p><p><strong><span style="color: #800080">Path of the Monkey</span> (D 392)</strong> - How often is +4 to Acrobatics and climb speed really going to come up in combat? Not enough to justify this, especially as a Daily.</p><p></p><p><strong>Ranger's Agility (HotFK)</strong> - The ability to shift 2 at-will for one fight a day can help generate some charge space, and a speed bonus isn't worthless, but it won't be what the average Ranger is looking for.</p><p></p><p><strong><span style="color: #800080">Reptilian Perseverance</span> (D 392)</strong> - Not much reason to take this given the existence of Bending Branch.</p><p></p><p><strong>Safe Passage (HotFK)</strong> - A whole-party speed buff, with the ability to ignore difficult terrain as icing. Dependant on the encounter, but could potentially be useful.</p><p></p><p><strong><span style="color: #0000ff">Slither's Stride</span> (D 392)</strong> - Shifting 2 as a move is not quite as helpful to Rangers at it is to other Strikers, but a mobility edge like this is welcome at almost every party.</p><p></p><p><strong><span style="color: #0000ff">Stalker's Mist</span> (HotFK)</strong> - A zone that heavily obscures your opponent's line of sight while leaving your allies' intact that you can move around is pretty darn good, actually.</p><p></p><p><strong><span style="color: #0000ff">Tenacity of the Tusked </span>(D 392)</strong> - Shave off a good chunk of damage when you get hit, and can even negate secondary effects of the attack if you drop it to 0. That's worth a look if you ask me.</p><p></p><p>Terrain Advantage (MP 2) - A very nice bonus to defenses when you occupy difficult terrain. Not too sure how often that's gonna happen, though. <span style="color: #0000ff">Better</span> for Elves because they don't have to sacrifice extra squares to get in and out.</p><p></p><p>Unbalancing Parry (PHB) - A bit conditional (your AC isn't exactly at tank-level), but the effect is pretty good, and it doesn't cost you an action.</p><p></p><p><strong>Ursine Brutality (D 392)</strong> - A push effect on every attack, which can be solid.</p><p></p><p><strong><span style="color: #800080">Web Trick</span> (D 392)</strong> - Being at At-Will makes it easier to land in an opportune moment, but then you look at what you gave up for it (a L2 Utility) and when this comes up (not that often), and you see why it's not quite something to throw a parade over.</p><p></p><p><strong><span style="color: #0000ff">Wolf Trip</span> (D 392)</strong> - Whoa. This can either result in a lost action for your opponent, or getting stuck prone near you. Either way, it's a great add-on for Wolf Beastmasters.</p><p></p><p><span style="color: #0000ff">Yield Ground</span> (PHB) - A pretty nice pick for all Rangers, it offers defense and out-of-turn mobility, but you do have to eat a hit to actually get it off.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 3, Encounter</strong></span></p><p></p><p>Archers will likely look to pick up <strong>Disruptive Strike </strong>at this level. While this power is usable by Melee Rangers, the prime pick here is <strong>Ruffling Sting</strong> for even more minor-action damage.</p><p></p><p><strong>Level 3 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based:</strong></span></p><p></p><p><span style="color: #0000ff">Avenging Charge</span> (MP 2) - And the Barbarian officially goes green with envy. Not quite as awesome as Disruptive Strike's debuff or Ruffling Sting's on-demand damage, but reasonably close to either.</p><p></p><p>Confusion of Blades (D 377) - While the effect of the power is probably something you shouldn't look to maximize, this is still a double-tap, so it can't be all bad.</p><p><span style="color: #800080"></span></p><p><span style="color: #800080"></span>Leonine Surge (MP) - Knocking prone and extra damage is obviously good if both attacks, but the disadvantage should you miss twice gives me a bit of pause. Still solid, though. </p><p></p><p><span style="color: #00ccff">Ruffling Sting</span> (MP) - Swing + CA for your next swing, as a minor action. The effect feels a bit underwhelming, but its on-demand nova muscle more than makes up for it. </p><p></p><p>Sustaining Strike (MP 2) - Essentially, it's a Two-Fanged Strike that doesn't get expended on minions (and lends you a +2 to hit, to boot). Solid enough.</p><p></p><p><span style="color: #800080">Upending Throw</span> (MP 2) - Knocking prone on Ranged attacks is nice, especially if you play to engage in Melee soon afterwards. Being a single attack knocks it down a couple of pegs, though.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff0000">Covering Volley</span> (D 383) - A single-attack AoE with the damage of a Ranged Basic Attack?! Not. Interested. EVER.</p><p></p><p><span style="color: #800080">Parting Strike</span> (MP 2) - Another of the Melee Weapon Dexterity attack series, it's nice for a hit-and-run, but not much else (and Rangers are really more of a stand-and-bang class anyway).</p><p></p><p><span style="color: #ff0000">Scattering Volley</span> (MP) - This family of attacks is still terrible (and will be for quite a while).</p><p></p><p><span style="color: #800080">Stalking Strike</span> (MP 2) - While hitting and hiding is fun, this seems like it would be more at home on a Rogue than on you.</p><p></p><p><span style="color: #800080">Thwarting Shot</span> (MP) - A weapon attack against Fortitude that slows and debuffs... meh.</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p>Cut and Run (PHB) - This power is equal parts Hit and Run and Twin Strike. It's a fairly decent power, but there are better things available here.</p><p></p><p><span style="color: #00ccff">Disruptive Strike</span> (PHB) - An attack outside my turn that has a sure-fire trigger, can be used in Ranged as well as Melee, and makes the opponent's attack against me or an ally miss in addition to dealing damage? Super awesome.</p><p></p><p><span style="color: #ff0000">Shadow Wasp Strike</span> (PHB) - A vanilla attack against Reflex, which can only be used against your quarry. Garbage. </p><p></p><p>Thundertusk Boar Strike (PHB) - A mighty push effect after two decent swings. This is pretty sweet for Archers; you can probably consider it <span style="color: #0000ff">Blue</span> if you do a lot of Ranged fighting. </p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><span style="color: #800080">Beast Latch</span> (MP) - Swing + slow, and allows your Beast to follow your quarry around. Not what you should be doing with your actions. </p><p></p><p>Encircle the Prey (MP 2) - Essentially Paired Predators, trading in some damage for sliding and shifting. A solid choice overall.</p><p></p><p><span style="color: #0000ff">Paired Predators</span> (MP) - About as much damage as a Beast power is going to deal at this level, which makes it the tool of choice for them</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 5, Daily</strong></span></p><p></p><p>Melee Rangers get a nice selection of powers here, highlighted by the versatile Frenzied Skirmish. Ranged Rangers' best bet is probably Spitting-Cobra Stance, though <strong>Flying Steel</strong> is arguably just as good.</p><p></p><p><strong>Level 5 Daily List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based: </strong></span></p><p></p><p> </p><p>Bloody Throw (MP 2) - Two swings, and a thrown weapon attack for somebody else. Solid enough.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #00ccff">Frenzied Skirmish</span> (PHB) - While the damage isn't jaw-dropping (by your standards), the ability to move your speed without provoking, then lay on Ranger damage with a daze + slow aftereffect combo makes it a thoroughly impressive total package.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Snarling Wolf Stance (MP 2) - While this power looks amazing at first glance, it does have some drawbacks in that it doesn't provide damage right away, and it costs a minor action, which are hard to come by on a Melee Ranger. If you can get past that, though, this can be <span style="color: #0000ff"><strong>quite good</strong></span>.</p><p></p><p><span style="color: #0000ff">Two-Wolf Pounce</span> (PHB) - 3 attacks, though the last one hits a different target, and some solid movement. Not bad at all.</p><p></p><p><span style="color: #0000ff">Wounded Beast</span> (MP 2) - The fact that you can use it when you get bloodied is very nice, and it heals you to boot. That said, the competition here is rather stiff.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080">Close-Combat Shot</span> (MP) - A marginally more damaging version of what Spitting Cobra Stance can do at better range, and more times per encounter than this power. Unimpressive. </p><p></p><p>Excruciating Shot (PHB) - A hard shot, with a (save ends) debuff. Decent. </p><p></p><p><span style="color: #0000ff">Flying Steel</span> (D 383) - Though it looks impressive at first glance, it has a couple of caveats in that the enemy can get cover by hiding behind one of its allies, and you're gonna have to move around to keep the effect alive. Still, if you can around that restriction, this can be a good, steady source of damage.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Hunter's Confrontation (MP 2) - A ranged smack that allows you to knock prone every time you hit the target with a Melee attack. Not terrible, but not that great either.</p><p> </p><p>Splintering Shot (PHB) - Not as strong a debuff as Excruciating Shot, but more damage on a miss and the debuff is truly permanent, not just (save ends). I like this one a little better. </p><p></p><p><span style="color: #800080">Tag the Prey</span> (MP) - Weak damage, and the Quarry condition is just inane. Pass.</p><p></p><p><span style="color: #800080">Tracing Shot</span> (MP 2) - So... you get a lesser (and less stackable) bonus than L1's Commanding Confrontation, and for roughly the same attack damage? Nah...</p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p>Adaptive Assault (MP) - Two swings, with a (save ends) debuff or some ongoing damage attached (both if you hit the same target). Solid.</p><p></p><p><strong><span style="color: #800080">Blinding Assault</span> (DSG)</strong> - The effect is OK, but it doesn't make up for the fact that this power does the same damage as a basic attack. No.</p><p></p><p><strong><span style="color: #800080">Rattle the Senses</span> (DSG)</strong> - Dazing (save ends) is nice, attacking only once isn't. Maybe this power's niche benefits may come up at some time or another - it doesn't make them any less niche.</p><p></p><p><span style="color: #0000ff">Spitting Cobra Stance</span> (MP) - Even with the errata limiting this to an immediate reaction, this trigger is still feasible, and it'll help you pile on some nice extra damage throughout an encounter. I like this a bit more than Flying Steel, but they're pretty close in power level. </p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><strong><span style="color: #800080">Beastly Protector</span> (D 387)</strong> - It requires you to be bloodied, it's a single action Beast attack on your turn, and all it does is provide a mild disincentive for enemies attacking you. Not a great idea.</p><p></p><p>Bloodied Frenzy (MP) - A bit conditional, but it's a decent attack outside your turn that immobilizes. </p><p></p><p>Coordinated Charge (MP 2) - A charge from you and your Beast companion, with a free Quarry attached. Could be worse.</p><p></p><p><span style="color: #800080">Lacerating Maul </span>(MP) - This is marginally above Hunter's Bear Trap. Pass. </p><p></p><p><span style="color: #0000ff">Predatory Charge</span> (D 381) - A nice double charge for you and your Beast companion. Likely the power of choice at this level for a pure Beastmaster.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 6, Utility</strong></span></p><p></p><p>While this level does have a couple of nice powers in <strong>Death Threat</strong> and <strong>Weave Through the Fray</strong>, my suggestion is to go back to L2 and grab whichever of <strong>Begin the Hunt</strong> or <strong>Invi</strong><strong>gorating Stride</strong> you don't already have. You will likely have another look at this list later on, though, so I'll point out that <strong>Death Threat</strong> and <strong>Weave Through the Fray</strong> are nice powers to have.</p><p></p><p><strong>Level 6 Utility List</strong></p><p> </p><p><span style="color: #800080">Arrow of the Savior</span> (D 383) - Flavor gold, but how often does this situation really come up?</p><p></p><p><span style="color: #800080">Battle Runner</span> (MP) - A bit of extra mobility in combat. Meh.</p><p></p><p><span style="color: #800080">Boundless Energy</span> (MP) - I don't think Endurance is THAT important... </p><p></p><p><span style="color: #800080">Clever Teamwork</span> (MP 2) - Big shift for your companion, but a normal one for you. Meh.</p><p></p><p><span style="color: #0000ff">Death Threat</span> (D 377) - It gets you free CA and saves you a minor action once every encounter, and that's pretty cool. It can also combine with L10's Resume the Hunt to give you a great kick-start on getting your second target down, which makes this <span style="color: #00ccff"><strong>better</strong></span> if you have the above mentioned power.</p><p></p><p><span style="color: #800080">Defensive Posture </span>(MP) - Your pet's version of the Shield spell. Who cares if they attack it and not you, though? Certainly not me.</p><p></p><p><span style="color: #800080">Evade Ambush </span>(PHB) - Not being surprised is nice, but as a Daily, this is not that good...</p><p></p><p>Harrying Hunter Stance (D 384) - +2 to Quarry damage for flanking with your Beast and not needing to flank with your Beast for CA are decent benefits, though they are available elsewhere.</p><p></p><p><span style="color: #800080">Healing Herbs</span> (MP 2) - One of the few ally-healing powers on your list, it's pretty meager considering it's a Daily and it has no range.</p><p></p><p><strong><span style="color: #0000ff">Healing Lore</span> (HotFK)</strong> - Minor action healing at range 5 that can affect you or an ally? Heck yes.</p><p></p><p><span style="color: #800080">Invigorate the Beast</span> (MP) - Just heal it after the fight.</p><p></p><p><strong><span style="color: #0000ff">Leaf Wall</span> (HotFK)</strong> - While it seems kind of weird on what is a dedicated Striker, this is basically a zone you can use to hem your opponent in, and get free combat advantage to boot. A pretty sweet choice, though it's not exactly the easiest power to use.</p><p></p><p><span style="color: #800080">Off-Hand Defense</span> (MP 2) - +1 AC for a Stance is rather underwhelming (you can forget about the +2 AC; you want to attack with both your weapons).<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Serpentine Dodge</span> (MP) - One of the stronger shifting powers in the Ranger's arsenal to allow you to slip by a crowd and target the enemy you want, it even packs a defense bonus on top of it. Nice to have.</p><p></p><p>Skilled Companion (PHB) - Congratulations; you are officially an advice machine - you should charge 5 copper for it. Solid enough.</p><p></p><p>Stealthy Escape (MP 2) - Rerolling Stealth checks with a bonus is nice, especially when you have a chance of not expending it. I'm not the biggest fan of its being a Daily, but it's still solid.</p><p></p><p><strong>Step of Morning Mist (HotFK)</strong> - Yeah, it's a Daily, but a teleportation effect with a huge bonus to defenses is worth something on a Ranger.<strong><span style="color: #800080"></span></strong></p><p><strong><span style="color: #800080"></span></strong></p><p><strong><span style="color: #800080"></span>Thorn Ward (HotFK)</strong> - A movable zone for a pinch of autodamage if an enemy ends its turn within it. It's all right, I guess.</p><p></p><p><span style="color: #0000ff">Weave Through the Fray</span> (PHB) - This power might force the enemy to charge or not attack at all, and the right positioning will put you just out of his reach, all but disabling an attack. A nice defensive pick.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 7, Encounter</strong></span></p><p></p><p>Biting Volley for Ranged and Lashing Leaves for Melee are the definitive picks at this level, especially the former.</p><p></p><p><strong>Level 7 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based:</strong></span></p><p></p><p>Assess and Strike (MP 2) - This power is very similar to Claws of the Griffon, except it trades a touch of the damage for accuracy. Personally, I want the extra damage.</p><p></p><p><span style="color: #0000ff">Claws of the Griffon</span> (PHB) - This power packs some hefty damage, so it's a nice choice. </p><p></p><p><span style="color: #0000ff">Deceptive Steel</span> (D 384) - I'm not sure how many times a Ranger will OA per encounter, but it should come up at least once per fight, and this is a beautiful follow-up for when you do. The only thing that keeps it from the higher echelon of powers at this level is that you can't really pick who's getting the double whammy.</p><p></p><p><span style="color: #800080">Jackal Ploy</span> (MP) - Hits Reflex, rolls twice, and has a decent effect, but you only deal damage once... </p><p></p><p><span style="color: #00ccff">Lashing Leaves</span> (D 377) - Two swings, compounded by a nasty Wisdom-based damage buff for the entire party (get your inner Leader on). Much better than any dual-wielder power here if you ask me, especially if you pump Wisdom aggressively.</p><p></p><p><span style="color: #800080">Sweeping Whirlwind</span> (PHB) - Another close burst, but this one pushes some and knocks folk prone. Nice control, but that's not what you're looking for. </p><p></p><p><span style="color: #ff0000">Surprising Throw</span> (MP 2) - Essentially a slightly more damaging Ranged basic attack, with the option of gaining CA a little more easily than normal. Awful.</p><p></p><p><span style="color: #800080">Toppling Rush</span> (MP 2) - A solidly damaging single shot attack that lets you move your speed and knock someone down. Meh.</p><p></p><p><span style="color: #ff0000">Twofold Flinch</span> (MP) - Not that bad an effect, but it doesn't deal any actual damage... why is this not a Utility power?</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #00ccff">Biting Volley</span> (MP) - 18+ crits and hitting Reflex make this a premium attack for Archers.</p><p></p><p><span style="color: #800080">Finishing Cut</span> (MP 2) - A vanilla attack that gets bigger if your target is bloodied or prone. Considering that double attack powers bring more muscle, the only real perk I can say this power has is that it's a Dexterity-based Melee attack.</p><p></p><p><span style="color: #800080">Hunter's Shot</span> (MP) - Vanilla attack that's rather reliable (roll v. AC and Reflex once each, take the one that hits). Rather similar to Hawk's Talon overall, and that's not a compliment.</p><p></p><p><span style="color: #800080">Pinning Shot</span> (D 383) - A Ranged Basic that immobilizes the target and an adjacent enemy. I love immobilization on Archers, but that love is tempered by the pathetic damage this deals.</p><p></p><p>Spikes of the Manticore (PHB) - Allows for some strong Ranged damage, but I prefer the greatly increased critical rate and accuracy of Biting Volley over 1d10-1d12 damage on one of the two attacks.</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #800080">Hawk's Talon</span> (PHB) - Unless your Wisdom is in the stratosphere, this power is more than likely a waste, and even then its damage cap is pretty limited. </p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p>Beast Rush (MP) - Not much more useful than Synchronized Strike, but not bad. </p><p></p><p><span style="color: #800080">Fetch</span> (MP 2) - Awesome name; the power itself is kind of lame, though.</p><p></p><p><span style="color: #800080">Harried Quarry</span> (MP) - A meh setup buff. It's not very appealing IMHO. </p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 9, Daily</strong></span></p><p></p><p>Attacks on the Run is the power of choice for everyone, though it faces some competition as far as Ranged Rangers go in the form of <strong>Jarring Salvo</strong> and <strong>Springback Shot</strong>.</p><p></p><p><strong>Level 9 Daily List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based:</strong></span></p><p></p><p><span style="color: #ff0000">Caging Strike</span> (MP) - A swing with some ongoing damage. I'd gladly trade ongoing 5 for Slow, and that makes your L1 Daily, Hunter's Bear Trap. Avoid.</p><p></p><p><strong><span style="color: #0000ff">Dire Bear Maul</span> (D 375)</strong> - While this power is a bit tricky to use at full steam (you're going to need a high Fortitude and a high Reflex to be able to milk it for what it's worth, and not being able to otherwise attack can limit your options), this can help you lock up and butcher a given target while allowing little chance of escape. An actual option for Melee Rangers.</p><p></p><p><span style="color: #ff0000">Furious Fling</span> (MP 2) - Free Quarry, and a solid Ranged attack with a little ongoing damage tacked on. Ugh.</p><p></p><p><span style="color: #800080">Shocking Assault</span> (MP 2) - You get a solidly damaging charge that immobilizes. It's too bad that you're not charge-happy...</p><p></p><p><span style="color: #ff0000">Swirling Leaves of Steel</span> (PHB) - Not your job, and even if it were this is a bad power.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff0000">Close Quarters Shot</span> (PHB) - A solidly damaging shot, but not much else. Pales in comparison to Attacks on the Run. <span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080"></span><span style="color: #800080">Invigorating Confrontation</span> (MP 2) - 5 + Wis modifier in THP is a decent benefit for your Melee attacks, but having to toss a Ranged attack (essentially waste a turn for the Melee Rangers who can actually take advantage of the effect) for it makes it less appealing.</p><p></p><p><span style="color: #00ccff">Jarring Salvo</span> (MP) - 3 Ranged hits (with no modifier), all of them push and attack Fortitude. A pretty good choice, actually. If you don't want Attacks on the Run, you should probably pick this instead. </p><p></p><p><span style="color: #800080">Murderous Aim</span> (D 384) - Brutal 2 on your Quarry damage doesn't amount to much, and that's in the occasions it comes up.</p><p></p><p><span style="color: #ff0000">Spray of Arrows</span> (PHB) - Again, AoE, which is not your job.</p><p></p><p><span style="color: #00ccff">Springback Shot</span> (MP 2) - An immediate interrupt shot that negates an enemy attack (unless the enemy has Reach 3+), and substitutes it with one of your own, plus a guaranteed immobilize effect. Genuinely competitive with Attacks on the Run.</p><p></p><p><span style="color: #800080">Thousand Arrow Awareness</span> (D 383) - A pretty bad entry attack, and an effect that feels like a weaker version of Spitting Arrow Stance. Meh.</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff9900">Attacks on the Run</span> (PHB) - The dominating choice for Rangers in general. Stop what you're doing; behold your beautiful bride.</p><p></p><p><span style="color: #800080">Marked for Death</span> (MP 2) - Two dice of extra Quarry damage is a solid buff to get, and it can be used by all stripes of Rangers. I'm not too crazy about the opening attack, though.</p><p></p><p><span style="color: #ff0000">Passing Ambush</span> (MP) - Bleah. Too conditional to be taken seriously, and around half the damage of Attacks on the Run (since it only makes one attack). Avoid like the plague. </p><p></p><p><span style="color: #800080">Ranger's Recovery</span> (MP) - A decent recycling power, it offers you the option of more damage or recovering an Encounter power (hint: you should usually take the power). You're probably doing the same damage with less actions if you take a double-tap instead.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><span style="color: #800080">Bounding Beast</span> (MP 2) - Spreads out two Beast-only attacks. Unimpressive at best.</p><p></p><p><span style="color: #800080">Menacing Cry</span> (MP) - A low-damage AoE that immobilizes. Who died and made you a Controller?</p><p></p><p><strong><span style="color: #ff0000">Shepherding Slice</span> (D 387)</strong> - A decent shift followed by a weak attack, and the ability to slide the enemy as an At-Will minor for the rest of the encounter, provided you hit with a Beast attack. While this can have a bit of potential shenanigans, it's a lot of work for little returns compared to other powers here.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 10, Utility</strong></span></p><p></p><p>This level actually has a pretty crowded field, with lots of good, solid powers you can take. Ranged Rangers will probably favor <strong>Defensive Volley</strong> or <strong>Hunter's Thorn Trap</strong>, whereas Melee ones will probably be looking at <strong>Blood of the Fallen</strong> or <strong>Resume the Hunt</strong>. That said, there are a couple of other nice powers (such as <strong>Root Gate</strong>) that anyone can use here, too.</p><p></p><p><strong>Level 10 Utility List</strong></p><p> </p><p>Agile Escape (MP 2) - If mobility denial makes you unhappy, this is a very solid power to have.</p><p></p><p><span style="color: #0000ff">Blood of the Fallen</span> (D 377) - It's healing that doesn't consume surges or actions, and you get it for doing your job. A very good use of your Utility power slot.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Companion Emplacement (MP) - It's not that much better than a normal move action in actual effect, but it comes out as a minor, and lets you move your companion around with little risk of retribution, which is a fairly good deal, <span style="color: #0000ff"><strong>especially</strong></span> if you're riding your Beast. </p><p></p><p><span style="color: #0000ff">Defensive Volley</span> (D 383) - An ally damage-prevention power that you can use every Encounter. That's pretty sweet.</p><p></p><p><span style="color: #800080">Expeditious Stride</span> (PHB) - One turn of big movement; <strong>better </strong>for Archers, but nothing special.</p><p></p><p><strong><span style="color: #800080">Eyes of the Owl</span> (HotFK)</strong> - Why not just illuminate the place, instead of relying on darkvision?</p><p></p><p><strong>Hunter's Thorn Trap (HotFK)</strong> - I'm a bit leery of any power that relies on suspension of disbelief from your DM in order to work. That said, this can be a decent tool for a Ranged Ranger looking to stave off an enemy's pursuit, or a Melee one trying to keep a slippery opponent down.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Hunting Party (MP) - Good to know someone has your back when you miss, eh? Think of it as a compensation damage bonus for missing, except that the method of delivery is through your allies. That said, its utility is limited for most Rangers, who will like to fight solo pretty soon.</p><p></p><p><span style="color: #800080">Open the Range</span> (PHB) - The effect is simply not worth being a Daily. </p><p></p><p>Padfoot Advance (MP 2) - Some very stealthy flavor, if only for a turn.</p><p></p><p><span style="color: #800080">Prime Shift</span> (MP) - This stance allows you to dance around the target of your Prime Shot. Would be nice if it were as part of your attack, but as it is? Meh. </p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #800080">Quick Recovery</span> (MP) - This power could potentially get rid of your Beast's negative stat effects before they really come into play. Not really sure I should care that much, though.</p><p></p><p><span style="color: #0000ff">Resume the Hunt</span> (MP 2) - You get to move your speed after a kill, with the entry square being OA-free, and then you get a bonus to all defenses. A great way for a Melee Ranger to get close to his next victim in a hurry, <span style="color: #00ccff"><strong>especially </strong></span>when combined with Death Threat at L6.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Root Gate</span> (HotFK) - This can effectively fast-forward your party's movement across a battlefield, while allowing you to bypass zones, annoying terrain, and the like. That's actually pretty good if you ask me, and it's <span style="color: #00ccff"><strong>great</strong></span> if your DM likes placing enemies far away from you, or has weird terrain (bridges, chasms, that sort of thing).</p><p></p><p>Shed the Mark (MP) - At-will respite against an annoying battlefield condition. Kind of corner-case, but hey, it's At-Will. </p><p></p><p>Undaunted Stride (PHB) - Ignoring difficult terrain could provide a decent tactical advantage.<strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff"></span>Verdant Flames (HotFK)</strong> - A zone for free combat advantage that last all fight long without a need for sustaining (you can also move it around if you have to), and it even brings a bit of auto-damage with it. That's pretty cool, <span style="color: #0000ff"><strong>especially</strong></span> for Archers, since CA is usually harder to come by for them.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Weathered Resilience (MP 2) - There's a power that does this with less strings attached at lower level. That said, having two of them allows you to have the effect on for two fights a day, which can be big.</p></blockquote><p></p>
[QUOTE="Veep, post: 6705442, member: 6793297"] [CENTER][B][SIZE=5]Powers - Heroic Tier: The First Hunt[/SIZE][/B][/CENTER] Just a reminder: because the Ranger is a V-class, the powers have been separated into the following categories for your convenience: • Strength-based • Dexterity-based • Strength- or Dexterity- based • Beast powers [CENTER][Size=5][b]Level 1, Encounter[/b][/size][/CENTER] Dual-wielders typically like Off-Hand Strike here. Archers will usually pick between Fox's Cunning and Two-Fanged Strike. [b]Level 1 Encounter List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#800080]Dire Wolverine Strike[/COLOR] (PHB) - A vanilla close burst attack. Not what you should be doing with yoru character. [COLOR=#0000ff]Hurling Charge[/COLOR] (MP 2) - Though it requires a thrown weapon attack, the ability to lay down a charge in tandem with another attack is certainly appealing for a Ranger. [COLOR=#00ccff]Off-Hand Strike[/COLOR] (MP) - The more attacks you can make, the more damage you'll do. The premier pick at this level. Plant to the Hilt (D 377) - Two swings, and a slide which depends on how you did with the attack. A solid power. [COLOR=#800080]Precise Assault[/COLOR] (MP 2) - This power is basically Hit and Run fused with Careful Attack, with a free move action and more weapon damage. Two wrongs don't make a right. [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#800080]Hindering Shot[/COLOR] (D 383) - Swing + slow. Am I supposed to be impressed? [COLOR=#800080]Hunter's Pounce[/COLOR] (MP 2) - Another one of those odd Dexterity-based Melee attacks. Rather underwhelming overall. [COLOR=#ff0000] Rapid Volley[/COLOR] (MP) - I see absolutely no reason to take this power, considering that Two-Fanged Strike is in this list. [COLOR=#800080] [/COLOR][COLOR=#ff0000]Singular Strike [/COLOR](MP) - So vanilla, it hurts my eyes. [COLOR=#800080]Skirmish Shot[/COLOR] (MP 2) - The move action does not make up for the profoundly generic nature of this power. [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#800080]Evasive Strike[/COLOR] (PHB) - A souped-up version of Nimble Strike that can be used in Melee, it offers a bit more damage and a much bigger shift. Not enough for me to consider it to be worthy of the slot, though. [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Fox's Cunning[/COLOR] (PHB) - A pretty nice counter-attack that takes place outside of your turn, it even comes with an attack bonus attached to make sure it lands. However, Archers who stay back (like Beast Archers often do) probably won't like it as much. [COLOR=#0000ff] Two-Fanged Strike[/COLOR] (PHB) - Basically a more damaging Twin Strike. A strong choice overall, though it's quickly outclassed by additional attacks as you level up. [Size=3][b]Beast Powers:[/b][/size] [COLOR=#ff0000]Enclose the Prey[/COLOR] (MP) - A slightly stronger version of Circling Strike. Not really worth your time. [COLOR=#ff0000]Feral Ambush[/COLOR] (MP 2) - A generic Beast power that rewards you for flanking with it, which you should be doing all the time. Pathetic. [b][COLOR=#800080]Ferocious Insight[/COLOR] (D 387)[/b] - A single attack Beast power that lets you chase after your opponent as an immediate. Who cares? [COLOR=#800080]Hunting-Partner Strike[/COLOR] (MP) - Apart from the shift, this is superior to Enclose the Prey in almost every way. That's not saying much, though. [COLOR=#0000ff]Synchronizing Strike[/COLOR] (MP) - Multiattacking with your Beast, and your attack will hit Reflex. Not bad. [CENTER][Size=5][b]Level 1, Daily[/b][/size][/CENTER] Jaws of the Wolf seems to be a safe bet for a Melee Ranger. This isn't a good level for Archers, with [b]Skirmishing Stance [/b]and [b]Sure Shot[/b] standing out among a weak field. [b]Level 1 Daily List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#800080]Isolation Strike[/COLOR] (MP 2) - So... you get a spread-the-love attack that pushes if you don't attack your Quarry? Um... how about not? [COLOR=#0000ff]Jaws of the Wolf[/COLOR] (PHB) - Very strong damage for when you get it. You'll probably be one-shotting standard opponents with this power through the first half of Heroic Tier. [COLOR=#ff0000]Off-Hand Parry[/COLOR] (MP) - With Jaws of the Wolf being available here, you would be mad to pick this power, which is just plain weak even without the comparison. Sudden Strike (PHB) - This trades some of the raw damage that Jaws of the Wolf has for a bit of mobility and weakening the opponent. It could be worse. [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#0000ff] [/COLOR]Commanding Confrontation (MP 2) - Don't be fooled by the Ranged entry attack: this power is made for Melee Rangers to rack up some meaty damage bonuses against a given Quarry target. That said, the round you spend setting this up cuts into the power's stock. [COLOR=#800080]Guardian Arrow[/COLOR] (D 383) - Lets you play Defender for a bit. Unimpressive on its own, [b]better[/b] with a Defender aura to force the enemy's hand. Split the Tree (PHB) - It splits the damage between two targets, and it doesn't even give you free rein on that. Not the worst thing on this list, though, which is representative of the problem Archers face at this level. [COLOR=#0000ff]Sure Shot[/COLOR] (MP 2) - Arguably the best choice on a bad list, it features a reroll on the attack as well as on the damage rolls to make it very unlikely for the dice to ruin your day. That said, it's worth noting that it scales terribly[COLOR=#800080]..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true">[/COLOR], and thus should be the first one gone at L15. [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#ff0000]Boar Assault[/COLOR] (MP) - The THP don't make up for the pathetic damage dealt. No. [COLOR=#800080]Hunt's End [/COLOR](MP) - The only thing worth noting is the conditionally expanded crit range, and any goodwill that generated is undone by its conditional targeting. Nah. [COLOR=#800080]Hunter's Bear Trap[/COLOR] (PHB) - The damage is low, but at least it imposes ongoing damage and a slow. [b]Not terrible[/b] for Archers. [b]Scything Blow (MP 2)[/b] - You get to use a Twin Strike that knocks prone against two targets. I'd rather have focus firing, but double attacking two targets hardly makes for an incompetent power. [COLOR=#0000ff]Skirmishing Stance[/COLOR] (MP 2) - Some nice buffs for continually moving about (too bad the damage bonus only applies to 1 attack...). Obviously better on Ranged Rangers than Melee ones, though they probably appreciate the +2 AC a bit more. [Size=3][b]Beast Powers:[/b][/size] Distracting Team (MP 2) - It's a double-tap, and it gets replenished if you pop someone with it. You could do worse than this. [COLOR=#ff0000]Driving the Quarry[/COLOR] (MP) - This looks more like an Encounter power than a Daily. Not a good Encounter power, either. [COLOR=#0000ff]Partnered Savaging[/COLOR] (MP) - This power will be doing comparable damage to Jaws of the Wolf for Beastmasters in the early going, which is about as good as it's ever going to get for Beast Rangers. [b][COLOR=#800080]Seismic Strike[/COLOR] (D 387)[/b] - The damage is just plain pitiful, but having an At-Will way to knock the opponent prone as a minor action (even if it is through the rather uninspiring medium of the Beast's attack) works well with too many things for this to be truly bad, though it's not exactly good. [CENTER][Size=5][b]Level 2, Utility[/b][/size][/CENTER] The overall power suite is rather average, but[b] Begin the Hunt[/b] and [b]Invigorating Stride [/b]stands out as a good, universal options. My suggestion is to take one first (preferably the latter), and then revisit this list to get the other. [b]Level 2 Utility List[/b] Archer's Stairway (D 383) - This power has a nice, action-movie sort of feel to it. Its effect is entirely campaign-dependent, though. [b][COLOR=#800080]Avian Grace[/COLOR] (D 392)[/b] - Long jumps will take quite a while to beat your normal speed, rarely will you be able to fly, and it's a Daily. Pass.[COLOR=#00ccff] [/COLOR][COLOR=#00ccff]Begin the Hunt[/COLOR] (MP 2) - While it is only once per day, the ability to attach a Quarry effect and get +2 to hit baked offers the gift of great synergy. Bending Branch (D 377) - You're not as likely to be the target of a forced movement effect as your Defender, but here's a nasty counter for it if you are. [b]Bridge of Roots (HotFK)[/b] - Basically a zone that lets you ignore terrain effects within it. That can certainly be useful, if not quite universally so. Crucial Advice (PHB) - A reroll for a skill with a +Wisdom bonus will be appreciated by anyone, and you do have a decent skill set. Solid enough. [b]Entangling Roots (HotFK)[/b] - Disallowing charges and imposing difficult terrain on your enemies in a zone can certainly make you harder to approach, provided you stay in there.[b] [COLOR=#0000ff]Good [/COLOR][/b]for those of you who like to shoot from a safe distance. [b][COLOR=#800080]Equestrian Maneuver[/COLOR] (D 392)[/b] - Very conditional - when are you going to encounter 1-wide corridors? When will squeezing trump dismounting? Not seeing the applications. [b][COLOR=#0000ff]Feline Escape[/COLOR] (D 392)[/b] - A quality defensive interrupt power, and a very good selling point for the Cat companion. [COLOR=#ff0000]Ferret an Opening [/COLOR](MP) - The only use I see for this power is preserving your CA after moving out of a flanking position to allow someone else to enter it. Yeah... no. [COLOR=#800080]Fox Shift [/COLOR](MP) - A rather weak benefit, with a conditional trigger. Pass. [COLOR=#ff0000]Hearten the Beast [/COLOR](MP) - Spending a standard action to give a virtual non-combatant a save? Heck no. Hunter's Privilege (MP) - +3 untyped damage for winning initiative? Not bad. [COLOR=#00ccff]Invigorating Stride[/COLOR] (MP 2) - Not only is this a nice shifting power, it allows you to second wind and attack in the same turn, every encounter. Either effect would have been good on its own, but together they're great. [b][COLOR=#0000ff]Oak Skin[/COLOR] (HotFK)[/b] - Resist all equal to your Wisdom for one fight per day. This degree of damage prevention is sweet, though a bit dependent on how high your Wisdom modifier actually is. [COLOR=#800080]Pack Alertness[/COLOR] (MP) - A rather situational scouting power. Better if you have the right companion. [b][COLOR=#800080]Path of the Monkey[/COLOR] (D 392)[/b] - How often is +4 to Acrobatics and climb speed really going to come up in combat? Not enough to justify this, especially as a Daily. [b]Ranger's Agility (HotFK)[/b] - The ability to shift 2 at-will for one fight a day can help generate some charge space, and a speed bonus isn't worthless, but it won't be what the average Ranger is looking for. [b][COLOR=#800080]Reptilian Perseverance[/COLOR] (D 392)[/b] - Not much reason to take this given the existence of Bending Branch. [b]Safe Passage (HotFK)[/b] - A whole-party speed buff, with the ability to ignore difficult terrain as icing. Dependant on the encounter, but could potentially be useful. [b][COLOR=#0000ff]Slither's Stride[/COLOR] (D 392)[/b] - Shifting 2 as a move is not quite as helpful to Rangers at it is to other Strikers, but a mobility edge like this is welcome at almost every party. [b][COLOR=#0000ff]Stalker's Mist[/COLOR] (HotFK)[/b] - A zone that heavily obscures your opponent's line of sight while leaving your allies' intact that you can move around is pretty darn good, actually. [b][COLOR=#0000ff]Tenacity of the Tusked [/COLOR](D 392)[/b] - Shave off a good chunk of damage when you get hit, and can even negate secondary effects of the attack if you drop it to 0. That's worth a look if you ask me. Terrain Advantage (MP 2) - A very nice bonus to defenses when you occupy difficult terrain. Not too sure how often that's gonna happen, though. [COLOR=#0000ff]Better[/COLOR] for Elves because they [b] [/b]don't have to sacrifice extra squares to get in and out. Unbalancing Parry (PHB) - A bit conditional (your AC isn't exactly at tank-level), but the effect is pretty good, and it doesn't cost you an action. [b]Ursine Brutality (D 392)[/b] - A push effect on every attack, which can be solid. [b][COLOR=#800080]Web Trick[/COLOR] (D 392)[/b] - Being at At-Will makes it easier to land in an opportune moment, but then you look at what you gave up for it (a L2 Utility) and when this comes up (not that often), and you see why it's not quite something to throw a parade over. [b][COLOR=#0000ff]Wolf Trip[/COLOR] (D 392)[/b] - Whoa. This can either result in a lost action for your opponent, or getting stuck prone near you. Either way, it's a great add-on for Wolf Beastmasters. [COLOR=#0000ff]Yield Ground[/COLOR] (PHB) - A pretty nice pick for all Rangers, it offers defense and out-of-turn mobility, but you do have to eat a hit to actually get it off. [CENTER][Size=5][b]Level 3, Encounter[/b][/size][/CENTER] Archers will likely look to pick up [b]Disruptive Strike [/b]at this level. While this power is usable by Melee Rangers, the prime pick here is [b]Ruffling Sting[/b] for even more minor-action damage. [b]Level 3 Encounter List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#0000ff]Avenging Charge[/COLOR] (MP 2) - And the Barbarian officially goes green with envy. Not quite as awesome as Disruptive Strike's debuff or Ruffling Sting's on-demand damage, but reasonably close to either. Confusion of Blades (D 377) - While the effect of the power is probably something you shouldn't look to maximize, this is still a double-tap, so it can't be all bad. [COLOR=#800080] [/COLOR]Leonine Surge (MP) - Knocking prone and extra damage is obviously good if both attacks, but the disadvantage should you miss twice gives me a bit of pause. Still solid, though. [COLOR=#00ccff]Ruffling Sting[/COLOR] (MP) - Swing + CA for your next swing, as a minor action. The effect feels a bit underwhelming, but its on-demand nova muscle more than makes up for it. Sustaining Strike (MP 2) - Essentially, it's a Two-Fanged Strike that doesn't get expended on minions (and lends you a +2 to hit, to boot). Solid enough. [COLOR=#800080]Upending Throw[/COLOR] (MP 2) - Knocking prone on Ranged attacks is nice, especially if you play to engage in Melee soon afterwards. Being a single attack knocks it down a couple of pegs, though. [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#ff0000]Covering Volley[/COLOR] (D 383) - A single-attack AoE with the damage of a Ranged Basic Attack?! Not. Interested. EVER. [COLOR=#800080]Parting Strike[/COLOR] (MP 2) - Another of the Melee Weapon Dexterity attack series, it's nice for a hit-and-run, but not much else (and Rangers are really more of a stand-and-bang class anyway). [COLOR=#ff0000]Scattering Volley[/COLOR] (MP) - This family of attacks is still terrible (and will be for quite a while). [COLOR=#800080]Stalking Strike[/COLOR] (MP 2) - While hitting and hiding is fun, this seems like it would be more at home on a Rogue than on you. [COLOR=#800080]Thwarting Shot[/COLOR] (MP) - A weapon attack against Fortitude that slows and debuffs... meh. [Size=3][b]Strength- or Dexterity-based:[/b][/size] Cut and Run (PHB) - This power is equal parts Hit and Run and Twin Strike. It's a fairly decent power, but there are better things available here. [COLOR=#00ccff]Disruptive Strike[/COLOR] (PHB) - An attack outside my turn that has a sure-fire trigger, can be used in Ranged as well as Melee, and makes the opponent's attack against me or an ally miss in addition to dealing damage? Super awesome. [COLOR=#ff0000]Shadow Wasp Strike[/COLOR] (PHB) - A vanilla attack against Reflex, which can only be used against your quarry. Garbage. Thundertusk Boar Strike (PHB) - A mighty push effect after two decent swings. This is pretty sweet for Archers; you can probably consider it [COLOR=#0000ff]Blue[/COLOR] if you do a lot of Ranged fighting. [Size=3][b]Beast Powers:[/b][/size] [COLOR=#800080]Beast Latch[/COLOR] (MP) - Swing + slow, and allows your Beast to follow your quarry around. Not what you should be doing with your actions. Encircle the Prey (MP 2) - Essentially Paired Predators, trading in some damage for sliding and shifting. A solid choice overall. [COLOR=#0000ff]Paired Predators[/COLOR] (MP) - About as much damage as a Beast power is going to deal at this level, which makes it the tool of choice for them [CENTER][Size=5][b]Level 5, Daily[/b][/size][/CENTER] Melee Rangers get a nice selection of powers here, highlighted by the versatile Frenzied Skirmish. Ranged Rangers' best bet is probably Spitting-Cobra Stance, though [b]Flying Steel[/b] is arguably just as good. [b]Level 5 Daily List[/b] [Size=3][b]Strength-based:[COLOR=#0000ff] [/COLOR][/b][/size] [COLOR=#0000ff] [/COLOR] Bloody Throw (MP 2) - Two swings, and a thrown weapon attack for somebody else. Solid enough. [COLOR=#0000ff] [/COLOR][COLOR=#00ccff]Frenzied Skirmish[/COLOR] (PHB) - While the damage isn't jaw-dropping (by your standards), the ability to move your speed without provoking, then lay on Ranger damage with a daze + slow aftereffect combo makes it a thoroughly impressive total package.[COLOR=#0000ff] [/COLOR]Snarling Wolf Stance (MP 2) - While this power looks amazing at first glance, it does have some drawbacks in that it doesn't provide damage right away, and it costs a minor action, which are hard to come by on a Melee Ranger. If you can get past that, though, this can be [COLOR=#0000ff][b]quite good[/b][/COLOR]. [COLOR=#0000ff]Two-Wolf Pounce[/COLOR] (PHB) - 3 attacks, though the last one hits a different target, and some solid movement. Not bad at all. [COLOR=#0000ff]Wounded Beast[/COLOR] (MP 2) - The fact that you can use it when you get bloodied is very nice, and it heals you to boot. That said, the competition here is rather stiff. [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#800080] Close-Combat Shot[/COLOR] (MP) - A marginally more damaging version of what Spitting Cobra Stance can do at better range, and more times per encounter than this power. Unimpressive. Excruciating Shot (PHB) - A hard shot, with a (save ends) debuff. Decent. [COLOR=#0000ff]Flying Steel[/COLOR] (D 383) - Though it looks impressive at first glance, it has a couple of caveats in that the enemy can get cover by hiding behind one of its allies, and you're gonna have to move around to keep the effect alive. Still, if you can around that restriction, this can be a good, steady source of damage.[COLOR=#0000ff] [/COLOR]Hunter's Confrontation (MP 2) - A ranged smack that allows you to knock prone every time you hit the target with a Melee attack. Not terrible, but not that great either. [COLOR=#00ccff] [/COLOR] Splintering Shot (PHB) - Not as strong a debuff as Excruciating Shot, but more damage on a miss and the debuff is truly permanent, not just (save ends). I like this one a little better. [COLOR=#800080]Tag the Prey[/COLOR] (MP) - Weak damage, and the Quarry condition is just inane. Pass. [COLOR=#800080]Tracing Shot[/COLOR] (MP 2) - So... you get a lesser (and less stackable) bonus than L1's Commanding Confrontation, and for roughly the same attack damage? Nah... [COLOR=#0000ff] [/COLOR] [Size=3][b]Strength- or Dexterity-based:[/b][/size] Adaptive Assault (MP) - Two swings, with a (save ends) debuff or some ongoing damage attached (both if you hit the same target). Solid. [b][COLOR=#800080]Blinding Assault[/COLOR] (DSG)[/b] - The effect is OK, but it doesn't make up for the fact that this power does the same damage as a basic attack. No. [b][COLOR=#800080]Rattle the Senses[/COLOR] (DSG)[/b] - Dazing (save ends) is nice, attacking only once isn't. Maybe this power's niche benefits may come up at some time or another - it doesn't make them any less niche. [COLOR=#0000ff]Spitting Cobra Stance[/COLOR] (MP) - Even with the errata limiting this to an immediate reaction, this trigger is still feasible, and it'll help you pile on some nice extra damage throughout an encounter. I like this a bit more than Flying Steel, but they're pretty close in power level. [Size=3][b]Beast Powers:[/b][/size] [b][COLOR=#800080]Beastly Protector[/COLOR] (D 387)[/b] - It requires you to be bloodied, it's a single action Beast attack on your turn, and all it does is provide a mild disincentive for enemies attacking you. Not a great idea. Bloodied Frenzy (MP) - A bit conditional, but it's a decent attack outside your turn that immobilizes. Coordinated Charge (MP 2) - A charge from you and your Beast companion, with a free Quarry attached. Could be worse. [COLOR=#800080]Lacerating Maul [/COLOR](MP) - This is marginally above Hunter's Bear Trap. Pass. [COLOR=#0000ff]Predatory Charge[/COLOR] (D 381) - A nice double charge for you and your Beast companion. Likely the power of choice at this level for a pure Beastmaster. [CENTER][Size=5][b]Level 6, Utility[/b][/size][/CENTER] While this level does have a couple of nice powers in [b]Death Threat[/b][b][/b] and [b]Weave Through the Fray[/b], my suggestion is to go back to L2 and grab whichever of [b]Begin the Hunt[/b] or [b]Invi[/b][b]gorating Stride[/b] you don't already have. You will likely have another look at this list later on, though, so I'll point out that [b]Death Threat[/b] and [b]Weave Through the Fray[/b] are nice powers to have. [b]Level 6 Utility List[/b] [COLOR=#800080]Arrow of the Savior[/COLOR] (D 383) - Flavor gold, but how often does this situation really come up? [COLOR=#800080]Battle Runner[/COLOR] (MP) - A bit of extra mobility in combat. Meh. [COLOR=#800080]Boundless Energy[/COLOR] (MP) - I don't think Endurance is THAT important... [COLOR=#800080]Clever Teamwork[/COLOR] (MP 2) - Big shift for your companion, but a normal one for you. Meh. [COLOR=#0000ff]Death Threat[/COLOR] (D 377) - It gets you free CA and saves you a minor action once every encounter, and that's pretty cool. It can also combine with L10's Resume the Hunt to give you a great kick-start on getting your second target down, which makes this [COLOR=#00ccff][b]better[/b][/COLOR] if you have the above mentioned power. [COLOR=#800080]Defensive Posture [/COLOR](MP) - Your pet's version of the Shield spell. Who cares if they attack it and not you, though? Certainly not me. [COLOR=#800080]Evade Ambush [/COLOR](PHB) - Not being surprised is nice, but as a Daily, this is not that good... Harrying Hunter Stance (D 384) - +2 to Quarry damage for flanking with your Beast and not needing to flank with your Beast for CA are decent benefits, though they are available elsewhere. [COLOR=#800080]Healing Herbs[/COLOR] (MP 2) - One of the few ally-healing powers on your list, it's pretty meager considering it's a Daily and it has no range. [b][COLOR=#0000ff]Healing Lore[/COLOR] (HotFK)[/b] - Minor action healing at range 5 that can affect you or an ally? Heck yes. [COLOR=#800080]Invigorate the Beast[/COLOR] (MP) - Just heal it after the fight. [b][COLOR=#0000ff]Leaf Wall[/COLOR] (HotFK)[/b] - While it seems kind of weird on what is a dedicated Striker, this is basically a zone you can use to hem your opponent in, and get free combat advantage to boot. A pretty sweet choice, though it's not exactly the easiest power to use. [COLOR=#800080]Off-Hand Defense[/COLOR] (MP 2) - +1 AC for a Stance is rather underwhelming (you can forget about the +2 AC; you want to attack with both your weapons).[COLOR=#0000ff] Serpentine Dodge[/COLOR] (MP) - One of the stronger shifting powers in the Ranger's arsenal to allow you to slip by a crowd and target the enemy you want, it even packs a defense bonus on top of it. Nice to have. Skilled Companion (PHB) - Congratulations; you are officially an advice machine - you should charge 5 copper for it. Solid enough. Stealthy Escape (MP 2) - Rerolling Stealth checks with a bonus is nice, especially when you have a chance of not expending it. I'm not the biggest fan of its being a Daily, but it's still solid. [b]Step of Morning Mist (HotFK)[/b] - Yeah, it's a Daily, but a teleportation effect with a huge bonus to defenses is worth something on a Ranger.[b][COLOR=#800080] [/COLOR]Thorn Ward (HotFK)[/b] - A movable zone for a pinch of autodamage if an enemy ends its turn within it. It's all right, I guess. [COLOR=#0000ff]Weave Through the Fray[/COLOR] (PHB) - This power might force the enemy to charge or not attack at all, and the right positioning will put you just out of his reach, all but disabling an attack. A nice defensive pick. [CENTER][Size=5][b]Level 7, Encounter[/b][/size][/CENTER] Biting Volley for Ranged and Lashing Leaves for Melee are the definitive picks at this level, especially the former. [b]Level 7 Encounter List[/b] [Size=3][b]Strength-based:[/b][/size] Assess and Strike (MP 2) - This power is very similar to Claws of the Griffon, except it trades a touch of the damage for accuracy. Personally, I want the extra damage. [COLOR=#0000ff]Claws of the Griffon[/COLOR] (PHB) - This power packs some hefty damage, so it's a nice choice. [COLOR=#0000ff]Deceptive Steel[/COLOR] (D 384) - I'm not sure how many times a Ranger will OA per encounter, but it should come up at least once per fight, and this is a beautiful follow-up for when you do. The only thing that keeps it from the higher echelon of powers at this level is that you can't really pick who's getting the double whammy. [COLOR=#800080]Jackal Ploy[/COLOR] (MP) - Hits Reflex, rolls twice, and has a decent effect, but you only deal damage once... [COLOR=#00ccff]Lashing Leaves[/COLOR] (D 377) - Two swings, compounded by a nasty Wisdom-based damage buff for the entire party (get your inner Leader on). Much better than any dual-wielder power here if you ask me, especially if you pump Wisdom aggressively. [COLOR=#800080]Sweeping Whirlwind[/COLOR] (PHB) - Another close burst, but this one pushes some and knocks folk prone. Nice control, but that's not what you're looking for. [COLOR=#ff0000]Surprising Throw[/COLOR] (MP 2) - Essentially a slightly more damaging Ranged basic attack, with the option of gaining CA a little more easily than normal. Awful. [COLOR=#800080]Toppling Rush[/COLOR] (MP 2) - A solidly damaging single shot attack that lets you move your speed and knock someone down. Meh. [COLOR=#ff0000]Twofold Flinch[/COLOR] (MP) - Not that bad an effect, but it doesn't deal any actual damage... why is this not a Utility power? [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#00ccff]Biting Volley[/COLOR] (MP) - 18+ crits and hitting Reflex make this a premium attack for Archers. [COLOR=#800080]Finishing Cut[/COLOR] (MP 2) - A vanilla attack that gets bigger if your target is bloodied or prone. Considering that double attack powers bring more muscle, the only real perk I can say this power has is that it's a Dexterity-based Melee attack. [COLOR=#800080]Hunter's Shot[/COLOR] (MP) - Vanilla attack that's rather reliable (roll v. AC and Reflex once each, take the one that hits). Rather similar to Hawk's Talon overall, and that's not a compliment. [COLOR=#800080]Pinning Shot[/COLOR] (D 383) - A Ranged Basic that immobilizes the target and an adjacent enemy. I love immobilization on Archers, but that love is tempered by the pathetic damage this deals. Spikes of the Manticore (PHB) - Allows for some strong Ranged damage, but I prefer the greatly increased critical rate and accuracy of Biting Volley over 1d10-1d12 damage on one of the two attacks. [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#800080]Hawk's Talon[/COLOR] (PHB) - Unless your Wisdom is in the stratosphere, this power is more than likely a waste, and even then its damage cap is pretty limited. [Size=3][b]Beast Powers:[/b][/size] Beast Rush (MP) - Not much more useful than Synchronized Strike, but not bad. [COLOR=#800080]Fetch[/COLOR] (MP 2) - Awesome name; the power itself is kind of lame, though. [COLOR=#800080]Harried Quarry[/COLOR] (MP) - A meh setup buff. It's not very appealing IMHO. [CENTER][Size=5][b]Level 9, Daily[/b][/size][/CENTER] Attacks on the Run is the power of choice for everyone, though it faces some competition as far as Ranged Rangers go in the form of [b]Jarring Salvo[/b] and [b]Springback Shot[/b]. [b]Level 9 Daily List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#ff0000]Caging Strike[/COLOR] (MP) - A swing with some ongoing damage. I'd gladly trade ongoing 5 for Slow, and that makes your L1 Daily, Hunter's Bear Trap. Avoid. [b][COLOR=#0000ff]Dire Bear Maul[/COLOR] (D 375)[/b] - While this power is a bit tricky to use at full steam (you're going to need a high Fortitude and a high Reflex to be able to milk it for what it's worth, and not being able to otherwise attack can limit your options), this can help you lock up and butcher a given target while allowing little chance of escape. An actual option for Melee Rangers. [COLOR=#ff0000]Furious Fling[/COLOR] (MP 2) - Free Quarry, and a solid Ranged attack with a little ongoing damage tacked on. Ugh. [COLOR=#800080]Shocking Assault[/COLOR] (MP 2) - You get a solidly damaging charge that immobilizes. It's too bad that you're not charge-happy... [COLOR=#ff0000]Swirling Leaves of Steel[/COLOR] (PHB) - Not your job, and even if it were this is a bad power. [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#ff0000]Close Quarters Shot[/COLOR] (PHB) - A solidly damaging shot, but not much else. Pales in comparison to Attacks on the Run. [COLOR=#800080] [/COLOR][COLOR=#800080]Invigorating Confrontation[/COLOR] (MP 2) - 5 + Wis modifier in THP is a decent benefit for your Melee attacks, but having to toss a Ranged attack (essentially waste a turn for the Melee Rangers who can actually take advantage of the effect) for it makes it less appealing. [COLOR=#00ccff]Jarring Salvo[/COLOR] (MP) - 3 Ranged hits (with no modifier), all of them push and attack Fortitude. A pretty good choice, actually. If you don't want Attacks on the Run, you should probably pick this instead. [COLOR=#800080]Murderous Aim[/COLOR] (D 384) - Brutal 2 on your Quarry damage doesn't amount to much, and that's in the occasions it comes up. [COLOR=#ff0000]Spray of Arrows[/COLOR] (PHB) - Again, AoE, which is not your job. [COLOR=#00ccff]Springback Shot[/COLOR] (MP 2) - An immediate interrupt shot that negates an enemy attack (unless the enemy has Reach 3+), and substitutes it with one of your own, plus a guaranteed immobilize effect. Genuinely competitive with Attacks on the Run. [COLOR=#800080]Thousand Arrow Awareness[/COLOR] (D 383) - A pretty bad entry attack, and an effect that feels like a weaker version of Spitting Arrow Stance. Meh. [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#ff9900]Attacks on the Run[/COLOR] (PHB) - The dominating choice for Rangers in general. Stop what you're doing; behold your beautiful bride. [COLOR=#800080]Marked for Death[/COLOR] (MP 2) - Two dice of extra Quarry damage is a solid buff to get, and it can be used by all stripes of Rangers. I'm not too crazy about the opening attack, though. [COLOR=#ff0000]Passing Ambush[/COLOR] (MP) - Bleah. Too conditional to be taken seriously, and around half the damage of Attacks on the Run (since it only makes one attack). Avoid like the plague. [COLOR=#800080]Ranger's Recovery[/COLOR] (MP) - A decent recycling power, it offers you the option of more damage or recovering an Encounter power (hint: you should usually take the power). You're probably doing the same damage with less actions if you take a double-tap instead. [Size=3][b]Beast Powers:[/b][/size] [COLOR=#800080]Bounding Beast[/COLOR] (MP 2) - Spreads out two Beast-only attacks. Unimpressive at best. [COLOR=#800080]Menacing Cry[/COLOR] (MP) - A low-damage AoE that immobilizes. Who died and made you a Controller? [b][COLOR=#ff0000]Shepherding Slice[/COLOR] (D 387)[/b] - A decent shift followed by a weak attack, and the ability to slide the enemy as an At-Will minor for the rest of the encounter, provided you hit with a Beast attack. While this can have a bit of potential shenanigans, it's a lot of work for little returns compared to other powers here. [CENTER][Size=5][b]Level 10, Utility[/b][/size][/CENTER] This level actually has a pretty crowded field, with lots of good, solid powers you can take. Ranged Rangers will probably favor [b]Defensive Volley[/b] or [b]Hunter's Thorn Trap[/b], whereas Melee ones will probably be looking at [b]Blood of the Fallen[/b] or [b]Resume the Hunt[/b]. That said, there are a couple of other nice powers (such as [b]Root Gate[/b]) that anyone can use here, too. [b]Level 10 Utility List[/b] Agile Escape (MP 2) - If mobility denial makes you unhappy, this is a very solid power to have. [COLOR=#0000ff]Blood of the Fallen[/COLOR] (D 377) - It's healing that doesn't consume surges or actions, and you get it for doing your job. A very good use of your Utility power slot.[COLOR=#0000ff] [/COLOR]Companion Emplacement (MP) - It's not that much better than a normal move action in actual effect, but it comes out as a minor, and lets you move your companion around with little risk of retribution, which is a fairly good deal, [COLOR=#0000ff][b]especially[/b][/COLOR] if you're riding your Beast. [COLOR=#0000ff]Defensive Volley[/COLOR] (D 383) - An ally damage-prevention power that you can use every Encounter. That's pretty sweet. [COLOR=#800080]Expeditious Stride[/COLOR] (PHB) - One turn of big movement; [b]better [/b]for Archers, but nothing special. [b][COLOR=#800080]Eyes of the Owl[/COLOR] (HotFK)[/b] - Why not just illuminate the place, instead of relying on darkvision? [b]Hunter's Thorn Trap (HotFK)[/b] - I'm a bit leery of any power that relies on suspension of disbelief from your DM in order to work. That said, this can be a decent tool for a Ranged Ranger looking to stave off an enemy's pursuit, or a Melee one trying to keep a slippery opponent down.[COLOR=#0000ff] [/COLOR]Hunting Party (MP) - Good to know someone has your back when you miss, eh? Think of it as a compensation damage bonus for missing, except that the method of delivery is through your allies. That said, its utility is limited for most Rangers, who will like to fight solo pretty soon. [COLOR=#800080]Open the Range[/COLOR] (PHB) - The effect is simply not worth being a Daily. Padfoot Advance (MP 2) - Some very stealthy flavor, if only for a turn. [COLOR=#800080]Prime Shift[/COLOR] (MP) - This stance allows you to dance around the target of your Prime Shot. Would be nice if it were as part of your attack, but as it is? Meh. [COLOR=#0000ff] [/COLOR][COLOR=#800080]Quick Recovery[/COLOR] (MP) - This power could potentially get rid of your Beast's negative stat effects before they really come into play. Not really sure I should care that much, though. [COLOR=#0000ff]Resume the Hunt[/COLOR] (MP 2) - You get to move your speed after a kill, with the entry square being OA-free, and then you get a bonus to all defenses. A great way for a Melee Ranger to get close to his next victim in a hurry, [COLOR=#00ccff][b]especially [/b][/COLOR]when combined with Death Threat at L6.[COLOR=#0000ff] [/COLOR][COLOR=#0000ff] Root Gate[/COLOR] (HotFK) - This can effectively fast-forward your party's movement across a battlefield, while allowing you to bypass zones, annoying terrain, and the like. That's actually pretty good if you ask me, and it's [COLOR=#00ccff][b]great[/b][/COLOR] if your DM likes placing enemies far away from you, or has weird terrain (bridges, chasms, that sort of thing). Shed the Mark (MP) - At-will respite against an annoying battlefield condition. Kind of corner-case, but hey, it's At-Will. Undaunted Stride (PHB) - Ignoring difficult terrain could provide a decent tactical advantage.[b][COLOR=#0000ff] [/COLOR]Verdant Flames (HotFK)[/b] - A zone for free combat advantage that last all fight long without a need for sustaining (you can also move it around if you have to), and it even brings a bit of auto-damage with it. That's pretty cool, [COLOR=#0000ff][b]especially[/b][/COLOR] for Archers, since CA is usually harder to come by for them.[COLOR=#0000ff] [/COLOR]Weathered Resilience (MP 2) - There's a power that does this with less strings attached at lower level. That said, having two of them allows you to have the effect on for two fights a day, which can be big. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)
Top