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Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707491" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px">Powers - Paragon Tier: The Great Hunt</span></p><p></strong></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 13, Encounter</strong></span></p><p></p><p>Off-Hand Diversion is the order of the day for Melee Rangers at this level. Ranged Rangers pick up a very useful tool in Pinning Strike.</p><p></p><p><strong>Level 13 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"></span></p><p><span style="color: #0000ff">Armor Splinter</span> (PHB) - Two swings that slap on an AC debuff that can go from inconsequential to absolutely devastating, depending on your Wisdom. Good stuff for Wisdom-based Melee Rangers.</p><p></p><p><span style="color: #800080">Bloodlust Strike</span> (MP) - A conditional attack, and multiattacks are likely dealing a whole heck of a lot more damage at this point. I'll pass.</p><p><span style="color: #800080"></span></p><p><span style="color: #800080"></span><span style="color: #800080">Nimble Defense</span> (PHB) - Armor Splinter's defensive counterpart, its outlook is lost on a class as offensively oriented as the Ranger, especially when it only buffs AC.</p><p></p><p><span style="color: #00ccff">Off-Hand Diversion</span> (MP) - Dual-wielding Rangers in general should consider this a prime pick; the more attacks you can squeeze off in one turn, the better, especially when it comes with free combat advantage for your whole party.</p><p></p><p><span style="color: #800080">Quick Throw</span> (MP 2) - The most damaging minor action attack on the Ranger's list... but you can't focus-fire with it, and it's on a Ranged weapon (seriously?!). Somewhat better for certain types of characters, but not my first pick for any Ranger build.</p><p></p><p>Storm in the Trees (D 377) - Though not as focus fire-oriented as some other picks, this does attack 3 times as an Encounter power...</p><p></p><p><span style="color: #800080">Strength of Earth</span> (D 381) - A move, then you swing against Reflex and knock prone. Meh.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #0000ff">Answer with Steel</span> (MP 2) - A "don't get close" sort of power with a Melee weapon. Nice to have, since it gets you away from the trigger.</p><p></p><p><span style="color: #ff0000">Hammering Volley</span> (MP) - Though still bad, at least this member of the "Volley" family has a decent debuff for Archers attached.</p><p></p><p><span style="color: #800080">Knockdown Shot</span> (PHB) - Conditional targeting and being a single-shooter undoes all the goodwill hititng Reflex and knocking prone earned it.</p><p></p><p><span style="color: #800080">Thread the Needle</span> (MP 2) - While a bit odd in its outlook (only Hunters would seriously consider a Dexterity-based attack that shoots and then engages the enemy in Melee), it does have some respectable damage if you complete the sequence. A bit too conditional for my taste, though.</p><p></p><p><span style="color: #800080">Warding Shot</span> (D 383) - Some OK control ability in this power. I don't like the bland entry hit, though.</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #00ccff">Pinning Strike</span> (PHB) - Immobilizing is gold for Archers, especially on a double-tap. Their prime pick.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><span style="color: #ff0000"></span></p><p><span style="color: #ff0000">Herd the Prey</span> (MP) - This doesn't even have the damage to justify it as a L1 Encounter power choice, and that's what you're about, being a Ranger. Avoid like the plague.</p><p></p><p><span style="color: #800080">Knockdown Pounce</span> (MP) - Allows your Beast to shift a lot, and a knockdown attack. Unimpressive.</p><p></p><p><span style="color: #ff0000">Ravaging Tide</span> (MP 2) - A single attack Beast power with some lame automatic damage. Very bad.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 15, Daily</strong></span></p><p></p><p>Melee Rangers pick up Blade Cascade. End of story. As for Ranged, Confounding Arrows is very, very good, almost to the level of the former.</p><p></p><p><strong>Level 15 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">Barreling the Fish</span> (MP 2) - Even though its critical hit rate is nothing short of epic, it's only one attack per target. Not strong enough to be a Daily.</p><p></p><p><span style="color: #ff9900">Blade Cascade</span> (PHB) - Even with the errata limiting it to 5 attacks, this is still the premier pick for any dual-wielding Ranger; it's just too good to pass up.</p><p></p><p><span style="color: #ff0000">Questing Blades</span> (D 384) - A decent hit, and the ability to hit the lowest of 3 defenses. While this will likely up your hit rate dramatically, I can't really justify a single hit power with Blade Cascade doing rounds at this level. </p><p></p><p>Steeling Flurry (MP) - A rather vanilla multiattack AoE. Could be worse (at least it attacks each target twice...).</p><p></p><p><span style="color: #0000ff">Stunning Steel</span> (PHB) - Hits Fortitude for some weak damage (for a Daily), and stuns (save ends) if both attacks hit. It would probably receive a LOT more attention if it weren't at the same level Blade Cascade is...</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff0000">Armor-Piercing Shot</span> (MP) - It hits Reflex and it's Reliable, but so is a Rogue L1 Daily that carries the same weapon damage multiplier (granted, that attack is Melee, but 14 levels of difference should have netted you more than just a range increase). Garbage.</p><p></p><p><span style="color: #0000ff">Bleeding Wounds</span> (PHB) - A triple shooter that hands out a progressively larger amount of ongoing damage. It's pretty good, but Confounding Arrows is just plain better.</p><p></p><p><span style="color: #ff9900">Confounding Arrows</span> (PHB) - Three hits that will deal more damage than Bleeding Wounds in the round you shoot, and they STUN (I repeat: They STUN). Not a contest, really.</p><p></p><p>Overwhelming Confrontation (MP 2) - Another power in the "Ranged buffs Melee" lines, the dazing effect is nice, though you likely will not use the stun all that often (if you want stun in Melee, there's a power on the Melee list that does it better).</p><p></p><p><span style="color: #ff0000">Tracking Shot</span> (MP) - +Wis on your next attack is a very underwhelming buff for a Daily at this levels. Slap it on as a (save ends) debuff or something so it at least attempts to attract my attention...</p><p></p><p><span style="color: #ff0000">Tracking the Target</span> (D 383) - Punishes enemies for clustering. Who do you think you are, a Wizard?</p><p></p><p><span style="color: #800080">Trick Shot</span> (MP 2) - Spread-out fire with unreliable (and unimpressive) effects? Not my cup of tea.</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff0000">Arterial Strike</span> (MP) - Thoroughly unimpressive, and only Reliability and an aftereffect save it from being a detriment to your character, considering what's available.</p><p></p><p><span style="color: #ff0000">Deadly Nightshade</span> (MP 2) - While still very underwhelming, this power at least slaps on a debuff with its ongoing damage. Not enough to save it from the cellar, though.</p><p></p><p><span style="color: #0000ff">Reactive Shot</span> (MP 2) - Kill things before combat even starts! Sweet (and a great RP power, too).</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><strong><span style="color: #ff0000">Aligned Strike</span> (D 387)</strong> - A beast attack + a Ranger attack is strictly inferior to two Ranger attacks (and at this level you get one that lets you make 5), and this power doesn't even let you hit the same target twice. Trash.</p><p></p><p><span style="color: #ff0000">Blood Frenzy</span> (MP) - A buff for your companion after a decent swing from you. The Beast is still doing terrible damage after this buffs, and in the meantime you only attacked once. Awful.</p><p></p><p><span style="color: #800080">Fearsome Beast</span> (MP 2) - Turning your Beast into a Defender-lite is a good way to get the bang for your buck on the additional HP source. Still, the entry attack is trash.</p><p></p><p>Scent of Fear (MP) - This is your first taste of what Beastmasters get to do all the time at Epic; minor action Beast attacks. If you take it (and I wouldn't), retrain it out quickly during Epic tier, as it will become useless the second you pick up the Quick Beast Command feat.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 16, Utility</strong></span></p><p></p><p>This is the big blind spot in your Utility power selection - most of these powers are uninspiring to outright mediocre, and even the standouts (<strong>Howling Winds</strong> for everybody, <strong>Ranger's Parry</strong> for Melee, and</p><p><strong>Wary Shooter</strong> for Ranged) are squarely in the "good, but not great" category. I would actually have a look at an earlier list if I were you (L6's <strong>Death Threat</strong> looks mighty good at this point in time).</p><p></p><p><strong>Level 16 Utility List</strong></p><p> </p><p>Back on Target (D 383) - A reroll with a bonus for an ally is good, but being a Daily and limited to Ranged attacks makes it just OK.</p><p></p><p><span style="color: #800080">Blade and Bow</span> (MP 2) - Your Ranged buffs your Melee, and vice versa. Rare is the build that can actually take advantage of both Ranged (Dex), Melee (Str), and this power (Wis).</p><p></p><p><span style="color: #800080">Curving Shot</span> (MP) - A Daily reroll for an At-Will attack power? I would have to say this power is very underwhelming (have you seen the Barbarian's Combat Surge and the Warlock's Dark One's Own Luck at L6?!).</p><p></p><p><strong>Embrace the Wild (HotFK)</strong> - An all-fight-long buff for you or an ally, though its utility varies depending on the fight.</p><p></p><p>Evade the Blow (PHB) - This is awesome to use against creatures that look to keep you at the edge of their reach, and for Archers to disengage from Melee. This conditionality keeps me from being able to truly recommend it, though.</p><p></p><p><strong><span style="color: #0000ff">Howling Winds</span> (HotFK)</strong> - Free action sliding for a whole fight? This is a potential gold mine for a Ranged Ranger, and it can even be decent for a Melee who has the Wisdom (and minor actions) for it.<strong></strong></p><p><strong></strong></p><p><strong>Iron Endurance (HotFK)</strong> - Your healing surge value + 10 is a lot of THP to be had, though its being a Daily is kind of limiting.</p><p></p><p><span style="color: #800080">Longstrider</span> (PHB) - Though somewhat obsoleted by a Skill power that has everything this offers and more, it's still an option (though not a good one) for those who choose not to train Athletics.</p><p></p><p><span style="color: #800080">Mirror of Steel</span> (D 377) - It doesn't protect you from AoE's, eats up your Stance slot, and only provides a +1 to all defenses? Pass.</p><p></p><p><span style="color: #800080">Momentary Respite</span> (PHB) - A collection of decent benefits. Being a Daily and costing a Standard action is just too high a price for them, though.</p><p></p><p>Pack Stealth (MP) - It allows you to hide in normal cover/concealment v. total cover/concealment, and to boot, it lets you bring your Beast along. Solid enough.</p><p></p><p><span style="color: #0000ff">Ranger's Parry</span> (MP 2) - +4 to AC and Reflex is a nice defensive buff, and 10 THP is a nice cherry on top. While not as potentially awesome as Evade the Blow, it works much more often.</p><p></p><p>Shared Healing (MP) - Some healing for the Beastie and for you. Decent.</p><p></p><p><span style="color: #800080">Stalker's Senses</span> (MP) - Another underwhelming stance.</p><p></p><p>Tree Runner (MP 2) - Don't know how often you have to actually run up trees, but this is awesome for when you do.</p><p></p><p>Vengeful Oath (MP 2) - The trigger is kind of awkward (sometimes, you LIKE being bloodied, and other times, you're too busy to want to disengage), but the effect is strong enough to make it a choice.</p><p></p><p><strong>Wall of Earth (HotFK)</strong> - A large wall you can use to hem people in, as well as knock them prone, and it can make some difficult terrain should you fail to sustain. Not your typical cup of tea, but not exactly a bad thing, either.</p><p></p><p><span style="color: #0000ff">Wary Shooter</span> (MP) - Look for Prime Shot with impunity while this effect lasts.</p><p></p><p><strong><span style="color: #0000ff">Wolfjaw Blows</span> (D 375)</strong> - A nice and mean Stance power, this can help set up Headsman's Chop and other prone shenanigans with you or other party members, or just plain help out your allies by letting them all share in the combat advantage you had over an enemy. A nice pick.</p><p></p><p><strong>Word of Warning (HotFK)</strong> - A solid bonus to your party's initiative (though it won't stack with things like a Warlord's Combat Leader or a Battle Harness), and free CA for the first round of a fight. Solid.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 17, Encounter</strong></span></p><p></p><p>If you're Melee, Untamed Outburst is the power for you. Ranged characters favor the awesome triple-shooter Pounding Barrage or the immediate-application negate + respond Duck and Draw.</p><p></p><p><strong>Level 17 Encounter List</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong>Strength-based:</strong></span></p><p></p><p>Canopy of Blades (D 377) - The damage is lame (just a little more than a Twin Strike), but the hefty bonus to all defenses makes up for it. This is not that bad an idea.</p><p></p><p><span style="color: #800080">Cheetah's Rake</span> (PHB) - A close burst attack that knocks prone and immobilizes. You're not a "spread the love" kind of guy, so it's not that great for you.</p><p></p><p><span style="color: #ff0000">Reproving Strike</span> (MP 2) - The whole "vengeance" fluff angle is decent, but a Standard Action single-strike power just doesn't cut the mustard for a Ranger at this level.</p><p></p><p><span style="color: #0000ff">Two-Weapon Eviscerate</span> (PHB) - Two hits, one target; if you hit, more damage, and weakening. It's pretty nice, but there are meatier options to be had here.</p><p></p><p><span style="color: #00ccff">Untamed Outburst</span> (MP) - Two stronger-than-average attacks that come with a bonus to hit and some dazing if both hit. The power of choice for dual-wielders.</p><p></p><p><span style="color: #800080">Wolverine Claw Strike</span> (MP 2) - Don't spread out your damage when you can focus fire. Strictly worse than L13's Nimble Defense IMHO, since the AC buff and single-target damage are lacking compared to it.</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #0000ff">Arrow of Vengeance</span> (PHB) - An out-of-turn attack that's easy to trigger, and it comes with an attack bonus.</p><p></p><p><span style="color: #00ccff">Duck and Draw</span> (MP 2) - This power allows to get close in Melee, then retreat when attacked while leaving a parting gift attack. If you like getting your Prime Shot bonuses, this is a great power for you.</p><p></p><p><span style="color: #800080">Entrapping Arrows</span> (D 383) - While the entry damage is piddly, you do get a very strong control buff (you basically play Fighter for a turn). Not what I'd be looking to do with my Ranger.</p><p></p><p><span style="color: #00ccff">Pounding Barrage</span> (MP) - Three shots, with extra damage and immobilization thrown in if more than one hits. This power is awesome.</p><p></p><p><span style="color: #800080">Suppressing Shots</span> (MP 2) - Needless to say, I'm not a fan of the initial attack (though it does immobilize...). However, the zone it creates is decent. Being so weak as an initial offering and relying on enemy participation to get better is a deal-breaker for me, though.</p><p></p><p><span style="color: #800080">Triple Shot</span> (PHB) - This power has been made obsolete by Pounding Barrage (read: <span style="color: #ff0000">DON'T TAKE THIS POWER RIGHT NOW</span>), BUT you might want to consider it later on; one of the latter Encounter power lineups (L27) is missing a triple shooter, and though this is bland, it's better than nothing...</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #800080">Blow-Through Assault</span> (MP) - It's a souped-up version of the Fighter's Cleave. The problems are that it's (a) not what you're looking for in a power and (b) not that strong anyway.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p><span style="color: #ff0000">Blade and Fang</span> (MP) - This is conditionally weaker than L3's Paired Predators. What it's doing all the way up here at L17, I have no idea...</p><p></p><p><span style="color: #800080">Hounding Beast</span> (MP) - Your Beast follows the enemy around. Whatever.</p><p></p><p><strong><span style="color: #800080">Lights Out</span> (D 387)</strong> - Two blinding attacks bring something that are rare in the Ranger list (status effects), but the inability to focus fire and the fact that it has a Beast attack included hold it back.</p><p></p><p><span style="color: #800080">Swooping Raptor</span> (D 384) - For some Beasts, it's marginally better than Paired Predators at L3. For others, it's about the same. Skip this one.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong>Level 19, Daily</strong></span></p><p></p><p>Melee folks get the brutal Cruel Cage of Steel to round out their nova arsenal. Ranged Rangers who like some control can check out <strong>Surprising Arrow Stance</strong>, though if you're looking for more damage muscle you're probably better off looking to pick up another of the previous list of Dailies (<strong>Bleeding Wounds </strong>or <strong>Reactive Shot</strong> will likely do the trick).</p><p></p><p><strong>Level 19 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: #00ccff">Cruel Cage of Steel</span> (PHB) - Another fantastic dual-wielder power, this lays a serious hurting on your opponent, and it carries an accuracy bonus along with a lethal cocktail of status effects. For Two-Blade Rangers, the L19 power list ends here.</p><p></p><p>Driving Offensive (MP) - Weaker than Cruel Cage of Steel, but daze (save ends) is nothing to sneeze at.</p><p></p><p><span style="color: #ff0000">Ringing the Bell</span> (MP 2) - Ongoing damage and a daze is nice, but a single-attack power when Cruel Cage of Steel is up for grabs? Not. Gonna. Happen.</p><p></p><p>Threefold Assault (MP) - This power is interesting because it's made for Thrown Weapon Rangers, who don't have many powers designed specifically for them. With the proper context in mind, it's actually a pretty decent power.</p><p></p><p>Wounding Whirlwind (PHB) - Multiattacking AoE with ongoing damage tacked on. It's all right (for an area attack).</p><p></p><p><span style="font-size: 12px"><strong>Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff0000">Barbed Arrows</span> (MP 2) - Spreads out two attacks, and the debuff is lacking. Not what you're looking for.</p><p></p><p>Dead Stop (MP) - A pretty conditional trigger, but everything else is good (who doesn't like to stop charges?).</p><p></p><p>Frantic Assault (MP 2) - Basically a better version of L1's Commanding Confrontation, since the "damage buff" is a bit higher and it hits enemies in an area around you. Still, wasting a round in order to get the buff is harsh.</p><p></p><p><span style="color: #800080">Great Ram Arrow</span> (PHB) - Decent damage, and a push effect that can go from low to huge, depending on your Strength. Best for Balanced builds, but the fact that it's a single attack holds it back.</p><p></p><p><span style="color: #0000ff">Surprising Arrow Stance</span> (D 383) - Spitting-Cobra Stance's bigger, meaner brother, it packs a bit more damage per hit along with a Fighter-esque mobility-stuffing after-effect. It can produce a few extra attacks and provides a decent measure of control, but not all Archers are in the market for that.</p><p></p><p>Two-in-One Shot (PHB) - While it has some nice accuracy on the second attack if you hit with the first, this power offers little in additional punch (and actually less of that than Attacks on the Run). Serviceable enough.</p><p></p><p><span style="color: #800080">Unrestrained Aggression</span> (MP 2) - Big area attack that hands you a free action Quarry and some lame damage. Can I have the free Quarry and put it on another Daily instead?</p><p></p><p><span style="font-size: 12px"><strong>Strength- or Dexterity-based:</strong></span></p><p></p><p><span style="color: #ff0000">Claim the Prize</span> (MP) - Not worth your time, as are all Daily powers that only attack once as a standard action during your turn at this point as a Ranger.</p><p></p><p><span style="font-size: 12px"><strong>Beast Powers:</strong></span></p><p></p><p>Crippling Spiral (MP 2) - Finally, a Beast power that's actually decent! Negating fly speed while double attacking and allowing your companion to shift has potential if you ask me. A bit niche (thrown weapon Beastmasters?), but still worth using.</p><p></p><p><span style="color: #800080">Ferocious Roar</span> (MP) - Haven't we gone over this already? This time, it's arguably more egregious to select this power, considering how poorly Beast damage scales compared to Ranger damage.</p><p></p><p><span style="color: #ff0000">Gnawing Assault</span> (MP) - Another level, another terrible Beast power.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707491, member: 6793297"] [B][CENTER][SIZE=5]Powers - Paragon Tier: The Great Hunt[/SIZE][/CENTER][/B] 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 13, Encounter[/b][/size][/CENTER] Off-Hand Diversion is the order of the day for Melee Rangers at this level. Ranged Rangers pick up a very useful tool in Pinning Strike. [b]Level 13 Encounter List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#0000ff] Armor Splinter[/COLOR] (PHB) - Two swings that slap on an AC debuff that can go from inconsequential to absolutely devastating, depending on your Wisdom. Good stuff for Wisdom-based Melee Rangers. [COLOR=#800080]Bloodlust Strike[/COLOR] (MP) - A conditional attack, and multiattacks are likely dealing a whole heck of a lot more damage at this point. I'll pass. [COLOR=#800080] [/COLOR][COLOR=#800080]Nimble Defense[/COLOR] (PHB) - Armor Splinter's defensive counterpart, its outlook is lost on a class as offensively oriented as the Ranger, especially when it only buffs AC. [COLOR=#00ccff]Off-Hand Diversion[/COLOR] (MP) - Dual-wielding Rangers in general should consider this a prime pick; the more attacks you can squeeze off in one turn, the better, especially when it comes with free combat advantage for your whole party. [COLOR=#800080]Quick Throw[/COLOR] (MP 2) - The most damaging minor action attack on the Ranger's list... but you can't focus-fire with it, and it's on a Ranged weapon (seriously?!). Somewhat better for certain types of characters, but not my first pick for any Ranger build. Storm in the Trees (D 377) - Though not as focus fire-oriented as some other picks, this does attack 3 times as an Encounter power... [COLOR=#800080]Strength of Earth[/COLOR] (D 381) - A move, then you swing against Reflex and knock prone. Meh. [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#0000ff]Answer with Steel[/COLOR] (MP 2) - A "don't get close" sort of power with a Melee weapon. Nice to have, since it gets you away from the trigger. [COLOR=#ff0000]Hammering Volley[/COLOR] (MP) - Though still bad, at least this member of the "Volley" family has a decent debuff for Archers attached. [COLOR=#800080]Knockdown Shot[/COLOR] (PHB) - Conditional targeting and being a single-shooter undoes all the goodwill hititng Reflex and knocking prone earned it. [COLOR=#800080]Thread the Needle[/COLOR] (MP 2) - While a bit odd in its outlook (only Hunters would seriously consider a Dexterity-based attack that shoots and then engages the enemy in Melee), it does have some respectable damage if you complete the sequence. A bit too conditional for my taste, though. [COLOR=#800080]Warding Shot[/COLOR] (D 383) - Some OK control ability in this power. I don't like the bland entry hit, though. [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#00ccff]Pinning Strike[/COLOR] (PHB) - Immobilizing is gold for Archers, especially on a double-tap. Their prime pick. [Size=3][b]Beast Powers:[/b][/size] [COLOR=#ff0000] Herd the Prey[/COLOR] (MP) - This doesn't even have the damage to justify it as a L1 Encounter power choice, and that's what you're about, being a Ranger. Avoid like the plague. [COLOR=#800080]Knockdown Pounce[/COLOR] (MP) - Allows your Beast to shift a lot, and a knockdown attack. Unimpressive. [COLOR=#ff0000]Ravaging Tide[/COLOR] (MP 2) - A single attack Beast power with some lame automatic damage. Very bad. [CENTER][Size=5][b]Level 15, Daily[/b][/size][/CENTER] Melee Rangers pick up Blade Cascade. End of story. As for Ranged, Confounding Arrows is very, very good, almost to the level of the former. [b]Level 15 Daily List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#800080]Barreling the Fish[/COLOR] (MP 2) - Even though its critical hit rate is nothing short of epic, it's only one attack per target. Not strong enough to be a Daily. [COLOR=#ff9900]Blade Cascade[/COLOR] (PHB) - Even with the errata limiting it to 5 attacks, this is still the premier pick for any dual-wielding Ranger; it's just too good to pass up. [COLOR=#ff0000]Questing Blades[/COLOR] (D 384) - A decent hit, and the ability to hit the lowest of 3 defenses. While this will likely up your hit rate dramatically, I can't really justify a single hit power with Blade Cascade doing rounds at this level. Steeling Flurry (MP) - A rather vanilla multiattack AoE. Could be worse (at least it attacks each target twice...). [COLOR=#0000ff]Stunning Steel[/COLOR] (PHB) - Hits Fortitude for some weak damage (for a Daily), and stuns (save ends) if both attacks hit. It would probably receive a LOT more attention if it weren't at the same level Blade Cascade is... [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#ff0000]Armor-Piercing Shot[/COLOR] (MP) - It hits Reflex and it's Reliable, but so is a Rogue L1 Daily that carries the same weapon damage multiplier (granted, that attack is Melee, but 14 levels of difference should have netted you more than just a range increase). Garbage. [COLOR=#0000ff]Bleeding Wounds[/COLOR] (PHB) - A triple shooter that hands out a progressively larger amount of ongoing damage. It's pretty good, but Confounding Arrows is just plain better. [COLOR=#ff9900]Confounding Arrows[/COLOR] (PHB) - Three hits that will deal more damage than Bleeding Wounds in the round you shoot, and they STUN (I repeat: They STUN). Not a contest, really. Overwhelming Confrontation (MP 2) - Another power in the "Ranged buffs Melee" lines, the dazing effect is nice, though you likely will not use the stun all that often (if you want stun in Melee, there's a power on the Melee list that does it better). [COLOR=#ff0000]Tracking Shot[/COLOR] (MP) - +Wis on your next attack is a very underwhelming buff for a Daily at this levels. Slap it on as a (save ends) debuff or something so it at least attempts to attract my attention... [COLOR=#ff0000]Tracking the Target[/COLOR] (D 383) - Punishes enemies for clustering. Who do you think you are, a Wizard? [COLOR=#800080]Trick Shot[/COLOR] (MP 2) - Spread-out fire with unreliable (and unimpressive) effects? Not my cup of tea. [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#ff0000]Arterial Strike[/COLOR] (MP) - Thoroughly unimpressive, and only Reliability and an aftereffect save it from being a detriment to your character, considering what's available. [COLOR=#ff0000]Deadly Nightshade[/COLOR] (MP 2) - While still very underwhelming, this power at least slaps on a debuff with its ongoing damage. Not enough to save it from the cellar, though. [COLOR=#0000ff]Reactive Shot[/COLOR] (MP 2) - Kill things before combat even starts! Sweet (and a great RP power, too). [Size=3][b]Beast Powers:[/b][/size] [b][COLOR=#ff0000]Aligned Strike[/COLOR] (D 387)[/b] - A beast attack + a Ranger attack is strictly inferior to two Ranger attacks (and at this level you get one that lets you make 5), and this power doesn't even let you hit the same target twice. Trash. [COLOR=#ff0000]Blood Frenzy[/COLOR] (MP) - A buff for your companion after a decent swing from you. The Beast is still doing terrible damage after this buffs, and in the meantime you only attacked once. Awful. [COLOR=#800080]Fearsome Beast[/COLOR] (MP 2) - Turning your Beast into a Defender-lite is a good way to get the bang for your buck on the additional HP source. Still, the entry attack is trash. Scent of Fear (MP) - This is your first taste of what Beastmasters get to do all the time at Epic; minor action Beast attacks. If you take it (and I wouldn't), retrain it out quickly during Epic tier, as it will become useless the second you pick up the Quick Beast Command feat. [CENTER][Size=5][b]Level 16, Utility[/b][/size][/CENTER] This is the big blind spot in your Utility power selection - most of these powers are uninspiring to outright mediocre, and even the standouts ([b]Howling Winds[/b] for everybody, [b]Ranger's Parry[/b] for Melee, and[b][/b] [b]Wary Shooter[/b] for Ranged) are squarely in the "good, but not great" category. I would actually have a look at an earlier list if I were you (L6's [b]Death Threat[/b] looks mighty good at this point in time). [b]Level 16 Utility List[/b] Back on Target (D 383) - A reroll with a bonus for an ally is good, but being a Daily and limited to Ranged attacks makes it just OK. [COLOR=#800080]Blade and Bow[/COLOR] (MP 2) - Your Ranged buffs your Melee, and vice versa. Rare is the build that can actually take advantage of both Ranged (Dex), Melee (Str), and this power (Wis). [COLOR=#800080]Curving Shot[/COLOR] (MP) - A Daily reroll for an At-Will attack power? I would have to say this power is very underwhelming (have you seen the Barbarian's Combat Surge and the Warlock's Dark One's Own Luck at L6?!). [b]Embrace the Wild (HotFK)[/b] - An all-fight-long buff for you or an ally, though its utility varies depending on the fight. Evade the Blow (PHB) - This is awesome to use against creatures that look to keep you at the edge of their reach, and for Archers to disengage from Melee. This conditionality keeps me from being able to truly recommend it, though. [b][COLOR=#0000ff]Howling Winds[/COLOR] (HotFK)[/b] - Free action sliding for a whole fight? This is a potential gold mine for a Ranged Ranger, and it can even be decent for a Melee who has the Wisdom (and minor actions) for it.[b] Iron Endurance (HotFK)[/b] - Your healing surge value + 10 is a lot of THP to be had, though its being a Daily is kind of limiting. [COLOR=#800080]Longstrider[/COLOR] (PHB) - Though somewhat obsoleted by a Skill power that has everything this offers and more, it's still an option (though not a good one) for those who choose not to train Athletics. [COLOR=#800080]Mirror of Steel[/COLOR] (D 377) - It doesn't protect you from AoE's, eats up your Stance slot, and only provides a +1 to all defenses? Pass. [COLOR=#800080]Momentary Respite[/COLOR] (PHB) - A collection of decent benefits. Being a Daily and costing a Standard action is just too high a price for them, though. Pack Stealth (MP) - It allows you to hide in normal cover/concealment v. total cover/concealment, and to boot, it lets you bring your Beast along. Solid enough. [COLOR=#0000ff]Ranger's Parry[/COLOR] (MP 2) - +4 to AC and Reflex is a nice defensive buff, and 10 THP is a nice cherry on top. While not as potentially awesome as Evade the Blow, it works much more often. Shared Healing (MP) - Some healing for the Beastie and for you. Decent. [COLOR=#800080]Stalker's Senses[/COLOR] (MP) - Another underwhelming stance. Tree Runner (MP 2) - Don't know how often you have to actually run up trees, but this is awesome for when you do. Vengeful Oath (MP 2) - The trigger is kind of awkward (sometimes, you LIKE being bloodied, and other times, you're too busy to want to disengage), but the effect is strong enough to make it a choice. [b]Wall of Earth (HotFK)[/b] - A large wall you can use to hem people in, as well as knock them prone, and it can make some difficult terrain should you fail to sustain. Not your typical cup of tea, but not exactly a bad thing, either. [COLOR=#0000ff]Wary Shooter[/COLOR] (MP) - Look for Prime Shot with impunity while this effect lasts. [b][COLOR=#0000ff]Wolfjaw Blows[/COLOR] (D 375)[/b] - A nice and mean Stance power, this can help set up Headsman's Chop and other prone shenanigans with you or other party members, or just plain help out your allies by letting them all share in the combat advantage you had over an enemy. A nice pick. [b]Word of Warning (HotFK)[/b] - A solid bonus to your party's initiative (though it won't stack with things like a Warlord's Combat Leader or a Battle Harness), and free CA for the first round of a fight. Solid. [CENTER][Size=5][b]Level 17, Encounter[/b][/size][/CENTER] If you're Melee, Untamed Outburst is the power for you. Ranged characters favor the awesome triple-shooter Pounding Barrage or the immediate-application negate + respond Duck and Draw. [b]Level 17 Encounter List[/b] [Size=3][b]Strength-based:[/b][/size] Canopy of Blades (D 377) - The damage is lame (just a little more than a Twin Strike), but the hefty bonus to all defenses makes up for it. This is not that bad an idea. [COLOR=#800080]Cheetah's Rake[/COLOR] (PHB) - A close burst attack that knocks prone and immobilizes. You're not a "spread the love" kind of guy, so it's not that great for you. [COLOR=#ff0000]Reproving Strike[/COLOR] (MP 2) - The whole "vengeance" fluff angle is decent, but a Standard Action single-strike power just doesn't cut the mustard for a Ranger at this level. [COLOR=#0000ff]Two-Weapon Eviscerate[/COLOR] (PHB) - Two hits, one target; if you hit, more damage, and weakening. It's pretty nice, but there are meatier options to be had here. [COLOR=#00ccff]Untamed Outburst[/COLOR] (MP) - Two stronger-than-average attacks that come with a bonus to hit and some dazing if both hit. The power of choice for dual-wielders. [COLOR=#800080]Wolverine Claw Strike[/COLOR] (MP 2) - Don't spread out your damage when you can focus fire. Strictly worse than L13's Nimble Defense IMHO, since the AC buff and single-target damage are lacking compared to it. [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#0000ff]Arrow of Vengeance[/COLOR] (PHB) - An out-of-turn attack that's easy to trigger, and it comes with an attack bonus. [COLOR=#00ccff]Duck and Draw[/COLOR] (MP 2) - This power allows to get close in Melee, then retreat when attacked while leaving a parting gift attack. If you like getting your Prime Shot bonuses, this is a great power for you. [COLOR=#800080]Entrapping Arrows[/COLOR] (D 383) - While the entry damage is piddly, you do get a very strong control buff (you basically play Fighter for a turn). Not what I'd be looking to do with my Ranger. [COLOR=#00ccff]Pounding Barrage[/COLOR] (MP) - Three shots, with extra damage and immobilization thrown in if more than one hits. This power is awesome. [COLOR=#800080]Suppressing Shots[/COLOR] (MP 2) - Needless to say, I'm not a fan of the initial attack (though it does immobilize...). However, the zone it creates is decent. Being so weak as an initial offering and relying on enemy participation to get better is a deal-breaker for me, though. [COLOR=#800080]Triple Shot[/COLOR] (PHB) - This power has been made obsolete by Pounding Barrage (read: [COLOR=#ff0000]DON'T TAKE THIS POWER RIGHT NOW[/COLOR]), BUT you might want to consider it later on; one of the latter Encounter power lineups (L27) is missing a triple shooter, and though this is bland, it's better than nothing... [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#800080]Blow-Through Assault[/COLOR] (MP) - It's a souped-up version of the Fighter's Cleave. The problems are that it's (a) not what you're looking for in a power and (b) not that strong anyway. [Size=3][b]Beast Powers:[/b][/size] [COLOR=#ff0000]Blade and Fang[/COLOR] (MP) - This is conditionally weaker than L3's Paired Predators. What it's doing all the way up here at L17, I have no idea... [COLOR=#800080]Hounding Beast[/COLOR] (MP) - Your Beast follows the enemy around. Whatever. [b][COLOR=#800080]Lights Out[/COLOR] (D 387)[/b] - Two blinding attacks bring something that are rare in the Ranger list (status effects), but the inability to focus fire and the fact that it has a Beast attack included hold it back. [COLOR=#800080]Swooping Raptor[/COLOR] (D 384) - For some Beasts, it's marginally better than Paired Predators at L3. For others, it's about the same. Skip this one. [CENTER][Size=5][b]Level 19, Daily[/b][/size][/CENTER] Melee folks get the brutal Cruel Cage of Steel to round out their nova arsenal. Ranged Rangers who like some control can check out [b]Surprising Arrow Stance[/b], though if you're looking for more damage muscle you're probably better off looking to pick up another of the previous list of Dailies ([b]Bleeding Wounds [/b]or [b]Reactive Shot[/b] will likely do the trick). [b]Level 19 Daily List[/b] [Size=3][b]Strength-based:[/b][/size] [COLOR=#00ccff]Cruel Cage of Steel[/COLOR] (PHB) - Another fantastic dual-wielder power, this lays a serious hurting on your opponent, and it carries an accuracy bonus along with a lethal cocktail of status effects. For Two-Blade Rangers, the L19 power list ends here. Driving Offensive (MP) - Weaker than Cruel Cage of Steel, but daze (save ends) is nothing to sneeze at. [COLOR=#ff0000]Ringing the Bell[/COLOR] (MP 2) - Ongoing damage and a daze is nice, but a single-attack power when Cruel Cage of Steel is up for grabs? Not. Gonna. Happen. Threefold Assault (MP) - This power is interesting because it's made for Thrown Weapon Rangers, who don't have many powers designed specifically for them. With the proper context in mind, it's actually a pretty decent power. Wounding Whirlwind (PHB) - Multiattacking AoE with ongoing damage tacked on. It's all right (for an area attack). [Size=3][b]Dexterity-based:[/b][/size] [COLOR=#ff0000]Barbed Arrows[/COLOR] (MP 2) - Spreads out two attacks, and the debuff is lacking. Not what you're looking for. Dead Stop (MP) - A pretty conditional trigger, but everything else is good (who doesn't like to stop charges?). Frantic Assault (MP 2) - Basically a better version of L1's Commanding Confrontation, since the "damage buff" is a bit higher and it hits enemies in an area around you. Still, wasting a round in order to get the buff is harsh. [COLOR=#800080]Great Ram Arrow[/COLOR] (PHB) - Decent damage, and a push effect that can go from low to huge, depending on your Strength. Best for Balanced builds, but the fact that it's a single attack holds it back. [COLOR=#0000ff]Surprising Arrow Stance[/COLOR] (D 383) - Spitting-Cobra Stance's bigger, meaner brother, it packs a bit more damage per hit along with a Fighter-esque mobility-stuffing after-effect. It can produce a few extra attacks and provides a decent measure of control, but not all Archers are in the market for that. Two-in-One Shot (PHB) - While it has some nice accuracy on the second attack if you hit with the first, this power offers little in additional punch (and actually less of that than Attacks on the Run). Serviceable enough. [COLOR=#800080]Unrestrained Aggression[/COLOR] (MP 2) - Big area attack that hands you a free action Quarry and some lame damage. Can I have the free Quarry and put it on another Daily instead? [Size=3][b]Strength- or Dexterity-based:[/b][/size] [COLOR=#ff0000]Claim the Prize[/COLOR] (MP) - Not worth your time, as are all Daily powers that only attack once as a standard action during your turn at this point as a Ranger. [Size=3][b]Beast Powers:[/b][/size] Crippling Spiral (MP 2) - Finally, a Beast power that's actually decent! Negating fly speed while double attacking and allowing your companion to shift has potential if you ask me. A bit niche (thrown weapon Beastmasters?), but still worth using. [COLOR=#800080]Ferocious Roar[/COLOR] (MP) - Haven't we gone over this already? This time, it's arguably more egregious to select this power, considering how poorly Beast damage scales compared to Ranger damage. [COLOR=#ff0000]Gnawing Assault[/COLOR] (MP) - Another level, another terrible Beast power. [/QUOTE]
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Thrill of the Hunt: The Ranger's Handbook (by lordduskblade)
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