Warrior of the Wild

Jeph

Explorer
An extra die of damage per tier per turn against one enemy just seems so much... BETTER than all your other feat options.

Consider you'll probably land 4 attacks in a given encounter.

Weapon Focus will then give you an average of 4 extra damage over the encounter. Proficiency with a superior weapon maybe a point more, taking [2W] and [3W] powers into account.

Warrior of the Wild will give you much more average damage over the course of the encounter, depending on how many of those attacks are against your quarry. Assuming you're being sticky and concentrating fire on one foe, that's probably 7 damage at least. If you land all four blows on the same enemy, as when fighting a solo, that's an average of 14 extra damage.

Plus training in a Ranger skill to boot.

At the moment, the only reasons I can think of to not multiclass into Ranger are:

1. You have another multiclass that you want
2. Both Dex and Str are too low
3. You're like so far from being the damage guy
4. You are already a ranger
 

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It's still an extra 2d6 damage if you hit on both turns it's active. (It lasts until the end of your next turn, so if you activate it before spending your standard action you can have it for two of your turns.) That's pretty nice for a feat that also gives you training in any of several useful skills, and more impressive than most of the other multiclass feats.
 

Oops, I thought it was until the end of the current turn. My mistake.

Yeah, it's still a powerful feat, but it's certainly not a no-brainer. It was pretty close to that status before the errata.
 

Gloombunny said:
It's still an extra 2d6 damage if you hit on both turns it's active. (It lasts until the end of your next turn, so if you activate it before spending your standard action you can have it for two of your turns.) That's pretty nice for a feat that also gives you training in any of several useful skills, and more impressive than most of the other multiclass feats.
... if taken for the sole purpose of dishing out damage.

And I don't think it's all that great. Take fighter multiclass and you're getting a 1/encounter +1 to hit (not to mention marking your targets - nice for someone with an AOE melee attack). Warlord gives the party an extra (surge value)+d6 hit points per encounter (so - a bigger bonus to your hitpoints than quarry is a penalty to your foe's). Wizard, warlock and paladin are somewhat more restricted as to whom can make good use of them, but they can all be potentially superior to quarry.
 

With the restriction to light blades (and crossbows and slings) on sneak attack, rogue is looking like the redheaded stepchild of multiclassing. Sneak attack 1/encounter is the same damage bonus as hunter's quarry for two rounds... except you can only use it with certain (inferior) weapons, against a limited target set (enemies you have CA against). And once you get to paragon tier it's three dice against the four dice of quarry. At epic tier quarry keeps the advantage, with six dive against five.
 

ranger

as it stands, ranger paragon paths are unavailable, which is peoples main dislike. If its still good, then dislike might not be wholly warranted. But would be nice if they worked too.
 

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