Understanding 'Hunting Party'

Atreides

First Post
Hey All,

I have a question for 'Hunting Party' - Ranger Utility 10.

Effect: Until the stance ends, each time you miss your quarry with an attack, you can choose an ally within 5 squares of the quarry. If that ally hits the quarry before the start of your next turn, the ally’s attack deals extra damage equal to your Hunter’s Quarry damage.

So a Ranger with this stance on uses twin strike on her quarry, and misses twice. She designates two different allies for the affect - can they both make use of the Quarry damage?

What if the Ranger misses then hits with an attack? If the Ranger does quarry damage, does that invalidate the bonus damage from Hunting Party?

Thanks!
 

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So a Ranger with this stance on uses twin strike on her quarry, and misses twice. She designates two different allies for the affect - can they both make use of the Quarry damage?

Although attack is not well defined, I would say that in this case, in regards to Hunting Party, twin strike counts as a single attack.

What if the Ranger misses then hits with an attack? If the Ranger does quarry damage, does that invalidate the bonus damage from Hunting Party?

Using your quarry damage would, in my opinion, invalidate the bonus damage to other party members.
 

Many "keep on a miss" things -- like the Reliable keyword -- have been changed to "keep if you do not hit". I'd use that here, too.

Cheers, -- N
 

It doesn't specifically override the rule of "you only get Quarry damage once per round", so even if you can designate two allies with a double miss Twin Strike (sketchy), you shouldn't be able to have both deal extra damage. Just the first of the two allies to hit would get the damage.

Similarly, if you used Hunting Party, designate an ally on a miss then Action Point an attack and hit, the ally doesn't get bonus damage. Your Quarry damage was already applied that round, by you.
 

Hunting Party is a Martial Power power, so it doesn't surprise me it's sloppily written.

Yes, as written, I see no obstacles to your interpretation, despite how it makes the power obviously broken. It has certainly not been errataed.

Nifft's suggestion makes perfect sense. You could still get two (or more) allies to do Quarry damage (by using an action point to make two attacks; or by missing an opportunity or immediate action) but you can't empower more than one ally with a single power, which removes the most acute overpoweredness right away.

You can still score hits yourself after empowering an ally without that ally losing his Quarry ability. I see your logic, but it simply isn't written anywhere in the power.

---

However, the only real way to bring this power into line is to add "This power does not loosen the normal restriction on Quarry damage, such as the fact it can only be dealt once per round".

Then you'd need to use this Stance Power in conjunction with some other feature that removes this restriction, at least, for the combo to be (a bit) broken... :)
 

Hey All,

I have a question for 'Hunting Party' - Ranger Utility 10.

Effect: Until the stance ends, each time you miss your quarry with an attack, you can choose an ally within 5 squares of the quarry. If that ally hits the quarry before the start of your next turn, the ally’s attack deals extra damage equal to your Hunter’s Quarry damage.
...

Just to "kill" the "but you can only do quarry damage once per round" thought...

The ally(allies) you give the bonus to "deal extra damage equal to your Hunter's Quarry damage."

It does not give them your Hunter's Quarry ability nor does it use Hunter's Quarry. It allows and ally(allies) to do extra damage equal to your HQ.
 

Just to "kill" the "but you can only do quarry damage once per round" thought...

The ally(allies) you give the bonus to "deal extra damage equal to your Hunter's Quarry damage."

It does not give them your Hunter's Quarry ability nor does it use Hunter's Quarry. It allows and ally(allies) to do extra damage equal to your HQ.

True. But semantics aside, the intent is reasonably clear. It allows someone else to do the HQ damage if you don't.
 

True. But semantics aside, the intent is reasonably clear. It allows someone else to do the HQ damage if you don't.

I would say that the intent was specifically not to provide the same limits as hunter's quarry.. the wording is conspicuous in it's way of dancing around actually using Hunter's Quarry Damage. If it was meant that way it would be worded "You may add your Hunter's Quarry damage to the ally's attack" or something similar.

There's really no explanation for the wording to be so awkward other than avoiding saying that it's "your hunter's quarry damage"
 

Needless to say, I am not real sure what to think on this one. Upon reading it, it did seem to me that they specifically went out of their way to not use terminology that the ally 'used up' your HQ for the turn.

Look at the wording for Confounding Attack, Rogue Daily 1.

As a free action, the target makes a melee basic attack against a creature of your choice adjacent to it. If you or the target has combat advantage against the creature and you haven’t dealt your Sneak Attack damage during this round, you can deal your Sneak Attack damage against the creature.

The language states quite clearly that 'you' can deal 'your' SA Damage.

This is (seemingly) different from an ally doing damage equal to your Quarry damage.


Item #2, Viscous Attack, Rogue Daily 15

An ally flanking the target with you can make a melee basic attack against it as a free action. You can deal Sneak Attack damage to the target if either you or the ally hit it.


Again, it specifies that you doing Sneak Attack damage, not damage = SA value.

I don't know - it looks like Hunting Party allows the damage even if Quarry has already been used, but I'm just not sure.
 


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