Why be an archer ranger?

No reason other than PPs. And flavor...

Back to the original point, unless you want to pursue the Battlefield Archer or a Beast Stalker Paragon Paths (or any future Paragon Paths that require the Archer Fighting Style) there really is no reason to take the Archer Fighting Style build. Even if you have 12 Strength and never intend to melee in your life, you should go with Two Weapon Fighting style. Toughness is generally much better than Defensive Mobility, and you also get a unique ability(as useless as it will be to you) that you can't get anywhere else.
I don't have Martial Power, but I'm thinking the Beastlord Ranger style is also superior to Archer Fighting Style, as you get a cool pet and lose a mediocre feat. I think I've heard you also give up Prime Shot, too, but as an archer, you don't exactly want to be the closest PC to your enemies all that often.
As it is, Archer Fighting Style is just weaker than the other options, even for dedicated archers.
Later!
Gruns
 

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So does the archer need some kind of bonus that will help even the choices?
Like trading "running shot" for prime shot - +1(2?) damage if you move more than 3 squares from your starting point?
I also considerd an bonus when attacking from cover.

BTW the ranger in my party asked the same question as the OP, and then went 2weapon (pre-martial power) and selected mostly powers that are either ranged or meele. He uses a bow most of the time. I think he went 18dx/16 str, from a +str race.
 

I went with the archer option for my Elf Ranger in a bi-weekly game, primarily because of flavor and to angle for the Battlefield Archer paragon path (having the option to quarry multiple targets, especially for a high Wisdom build, is pretty appealing).

In practice, I've found that at the heroic levels, I've gotten more usage out of Defensive Mobility than I would have Toughness. Toughness would really only help with one hit, while Defensive Mobility has helped me avoid attacks (and thus damage) altogether. For a character that's not as heavily armored or as sturdy as a defender-type, any damage I can avoid taking is great.

I wouldn't mind if the archer rangers got an added perk, like maybe a way to make Prime Shot a lot more useful in a fight; I think I've only gotten to use it a grand total of twice in the campaign, and we've had plenty of fights (about two per session three-hour session).
 

So does the archer need some kind of bonus that will help even the choices?
Like trading "running shot" for prime shot - +1(2?) damage if you move more than 3 squares from your starting point?
I also considerd an bonus when attacking from cover.

BTW the ranger in my party asked the same question as the OP, and then went 2weapon (pre-martial power) and selected mostly powers that are either ranged or meele. He uses a bow most of the time. I think he went 18dx/16 str, from a +str race.
I think the Ranger needs some ranged-only powers that say "if you chose Archery style, you also [insert effect here]".

I was looking at making a ranged character with an eye on being in a party of dragonslayers. Ranger would be perfect, right? But the ranger has next-to-no ranged powers that knock an enemy prone or some other effect that might help bring down a flying foe, whereas the rogue has them (for instance, Walking Wounded).

I also think the Fighter could use a few "heavy thrown weapon" ranged powers.
 

But the ranger has next-to-no ranged powers that knock an enemy prone or some other effect that might help bring down a flying foe, whereas the rogue has them (for instance, Walking Wounded).

Level 13 encounter powers the Ranger has two that work at range (though the one in martial power is better IMHO). This seems a reasonable level to knock dragons out of the sky.
 

I have to be careful with getting versions confused, but I think you still can't flank with a ranged attack, even if you're using it in melee, so, while you might provide a flanking bonus via fisticuffs while still holding your bow, when shooting that bow, you won't benefit from same.

Good point about the unarmed attacks, though. My group seems to ignore that one - neither of our usual DMs has ever had an enemy take an unarmed OA while wielding a ranged weapon (no proficiency, low damage, what's the point, I suppose, is the reasoning).

This happened on my game a couple of months ago... a minion provoked an attack of opportunity from the party's warlock, who had no melee weapon, so she tried an unarmed attack... a lucky roll, and the minion was down (I ruled that it wasn't dead from the blow, just fell unconscious)
 

This happened on my game a couple of months ago... a minion provoked an attack of opportunity from the party's warlock, who had no melee weapon, so she tried an unarmed attack... a lucky roll, and the minion was down (I ruled that it wasn't dead from the blow, just fell unconscious)

They should allow archer style rangers to make OA's using their ranged basic attack. I think this would be a nice option for them to make them stand out as a ranged attacker.

Of course my rogue would love to be able to OA with something other than strength =P since I have none.
 

They should allow archer style rangers to make OA's using their ranged basic attack. I think this would be a nice option for them to make them stand out as a ranged attacker.

Of course my rogue would love to be able to OA with something other than strength =P since I have none.

You get this ability with Sharpshooter Paragon Path (pg 67 in martial power). It only requires to be ranger and considering it allows using crossbow too so it seems to be partially made for rogue multiclassing to ranger.
 

Level 13 encounter powers the Ranger has two that work at range (though the one in martial power is better IMHO). This seems a reasonable level to knock dragons out of the sky.
Not when you have Level 6 dragons with fly (hover).

The point is, a Rogue 5 can spend a daily that, if it hits, will prevent a dragon from flying. Why must the Ranger (the ultimate archer class) have to wait until level 13?
 

You get this ability with Sharpshooter Paragon Path (pg 67 in martial power). It only requires to be ranger and considering it allows using crossbow too so it seems to be partially made for rogue multiclassing to ranger.

Meh, I think they could have given it to ranged specialized rangers anyway to make them actually have something unique, the paragon path could have allowed something else like never provoking ao's with ranged etc.

*edit* and yes I am aware that the PP allows you to used ranged basic to OA and not provoke on those, but to be fair if you are taking an OA it's against the guy who's turn it is, in which case he can't hit you with an OA for using ranged to begin with, I think the PP should negate OA on ranged at all times =)
 

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