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Subject: Ranger or Barbarian for Delve Night

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Lord_rock
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Portland OR

11/09/2008 1:13 PM  
Hello there...

So I like the ranger and the Barbarian has been getting good press too.  Give me your favorite build for both at second level (if you don't mind me stealing it)... We'll be doing the weekly delves and some on the spot made up stuff.  Who knows what the rest of the party will be so survivability could be a problem (and thus playing a striker is a bit scary)...

I'm leaning towards elf ranger (dex and wis boost and shifting into difficult squares is just too nice)...Has anyone figured out why you wouldn't play 2 hander ranger and just use a bow till combat closes?  You get little to no benefit if you go bow primary that I see...

for Barbarian Human is high on the list for the extra feat: toughness, durable, and then a weapon feat are standard and the 4th could further dmg or be used for an extra trick or two...

Delve night is tommarow so get em in and get em in quick.  The best part is I can bring both cuz if only 1-2 show I might play 2 characters or one is likely to die...The problem is you aren't really developing a character so the builds are focused completly on "this is what I can do right now" rather than on what can be built in the future.



Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Lord_rock
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Portland OR

11/10/2008 9:21 PM  
Went with the Elf Bow ranger... I missed out on some mechanics (quick draw and improved init not stacking for example) so I get to retrain my feat next level, I'm thinking +1 dmg with my bow is never going to be a bad idea so weapon focus might be nice. Rolling 8's instead of 6's on quarry attacks also looks promising. What would you take as a bow archer?

To answer my own question you can't take 2 of the cool paragon paths for the ranger if you don't take bow focus instead of 2wf...I don't know which paragon path to go for but battlfield archer seems awefully nice since you get extra reaction attacks and can get hunters quarry with multiple targets. I know the 2wf ranger is THE beast but I really like run run running around and being able to shift into dif terrain, nimble att, and some of the other shift before or after powers, and speed 7 that on an open map I don't get cornered very easily.

I'll post my full build later but if anyone has a stroke of brilliance or comes up with something a bit unconventional let me know. This is my first striker.

P.S.- Delve just turned into a campaign so you can think a little more long run now...the party has solidified to:

Eladrin Wiz
DB paladin
DB Cleric
Elf Ranger (me)
Tiefling Warlock may join us soon
1 rotating NPC or rotating player... I'm trying to get my buddy to play a dwarf fighter and show up weekly.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Rochtun
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Beavercreek, Ohio

11/11/2008 12:00 PM  
Lord_Rock..........I would keep the quick draw. Quick draw comes in handy quite a bit. Pulling weapons, potions or whatever as a free action saves your minor for drinking said potion. The +2 initiative is nice also. Lethal Hunter is another good choice. Like you said, the d8's are nice to roll.

I hope you get your friend to play the Dwarf Fighter. They're fun to have along! You gotta love when a fighter marks!

Good luck and good gaming!

Lord_rock
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Portland OR

11/11/2008 6:03 PM  
Yes... of the 2 init feats I want to keep Quick draw. As a bow striker I second as a controller by getting the bad guys to chase me around and will find myself pretty far away from the party so quick access potions are always good. Also, I keep choosing powers that can go melee or ranged so stowing the bow and then quick draw attacking is needed too.

Toughness will likely be my replacement as the extra hp are needed for when I get caught in melee away from the party. My con is ok but not great and I draw a lot of attention when I'm doing 10-30 dmg a round...usually dropping a minion and putting some hurt on a biggin... I'll keep you posted for fun...

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Rochtun
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Beavercreek, Ohio

11/11/2008 7:37 PM  
I didn't think about toughness. Good choice since it looks like you might be up close and personal more than you'd like. The Ranger in a group we play with was hating life when he got cornered. That extra 5hp probably would've come in handy a few times. He thought that having Far Shot for the extra 5 squares would keep him far enough away. It did most the time, but when you're in a dungeon crawl or underground, there's only so far you can go. Have fun!

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zenthrus
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SLC, UT

11/12/2008 12:39 AM  
Bow rangers are scary. They aren't quite as damaging as melee (although the errata on Storm of Steel kind of reduces Rangers brokenness ) builds but they also take much less damage. Our party ranger focuses on multiple-arrow powers. On average he deals 2-3 times as much damage as any other individual party member (which makes sense since he's our only striker).

Your party seems like it would benefit more from a melee striker (from a purely 'balance' approach) since you have a leader, defender, controller, and a ranged striker. Two ranged strikers seems like it would be difficult to pull off since with only 1 defender it should be unfortunately easy for bad guys to slip into close range. Granted, they'll take a beating along the way, but if they survive the ranged burst your party's a weensy bit squishy. Adding another defender (dwarf fighter) should definitely help that situation.

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Lord_rock
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Portland OR

11/14/2008 8:14 AM  
I've mostly chosen att powers that are usable ranged or melee and have a +1 battleaxe and a short sword. Those combined with quickdraw should allow me to be pretty effective at both even though I'm a "bow ranger"...

The tiefling may or may not attend some sessions so this seems a good mix. I've chosen powers that give me mobility (nimble strike, yield ground, and the one that lets you shift 1+wis, 4 for me) so I can stay away while damaging and provide enemies with a tempting solo target to chase around the field. As an elf who can shift into difficult terrain I usually position myself so my enemies can't keep up as well after I shift 1 through difficult terrain after attacking and then move 7. Crazy fast guys can usually keep up but have suffered 3-4 arrows from me, a wizard blast, and then they are usually within charge range for our paladin and then it's off to find another target for me.

I would love love love it if we could get a Dwarf Fighter too. For now I think I'm just going to keep being ranged focus but good enough in melee and retrain if the party solidifies to get better attack powers. I'll likely be 1-2 dmg behind your average melee ranger but that's something I can live with if my opponents are bloodied by the time they "catch" me. I havn't planned way ahead because I thought it would be a bunch of 1offs so are there recommended att powers that work for melee and ranged past 3rd level? How about powers that keep me more mobile? Multieclass rogue might be an option...

I'll post my 2nd level build tonight.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Rochtun
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Beavercreek, Ohio

11/14/2008 2:51 PM  

Lord_Rock......................I hate to be the bearer of bad news, but there's a problem with the below statement you had:

"......shift 1 through difficult terrain after attacking and then move 7."

Shifting is a move action, the attack is your standard action, that leaves you with a minor (probably used to quarry). You can't do the extra move 7 unless you spent an action point.

Other than that, your Ranger sounds pretty cool! Good luck with the d20 rolls!


Lord_rock
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Portland OR

11/14/2008 9:23 PM  
Nimble att allows you to shift before or after att and is an at will for me... some of the other ranger attacks have similar fx that make them very hard to pin down (especially with a wizard in the back creating icey clouds and generally lighting things on fire)...

Just being able to shift into difficult terrain is big, ranger powers make it bigger. There was one time the other night where I could shift through 4 squares of difficult terrain before making an att (8 squares of normal movement) att and kill a critter, mark a new quarry and move into flanking 7 squares away for my defender ally... that's getting around...

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Rochtun
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Beavercreek, Ohio

11/15/2008 4:17 AM  
That's awesome! I obviously didn't read the powers. I keep forgetting that there's alot of powers that let you shift after an attack. Thanks for the correction. Your right, the shifting through difficult terrain is big! I could've used that a few times. I have a human cleric and dwarf fighter that I play. I'm not used to the extra shifting. I played a ranger in LG for two years and promised myself that I'd play something different. The ranger is a cool character to play! I guess I'll have to stick with my turn undead and marking for now..............

Lord_rock
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Portland OR

11/15/2008 3:48 PM  
Dexter Morwyn
Elf Ranger 3

16
14
20
13
17
12

Ac: 19
Fort: 13 Ref: 16 Will: 13
Init 8 speed 7 HP 31 Surges: 8

Basic Melee: +1 battle axe +7 d10+4 Basic Ranged: +1 longbow +9 d10+7

Passive Insight 14 Passive Perception 21

Trained: Athletics, Nature, Perception, Stealth, Thievery

Feats: Combat Mobility, Quick Draw, Weapon Focus bows

Powers:
At will- Nimble Strike and Twin Strike
Encounter- Elf Accuracy, Disruptive Strike, Evasive Strike
Utility- Yield Ground
Daily- Hunter's Bear Trap



Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

wicked cool
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11/18/2008 7:39 AM  
Can you tell me more about the delve format. Did your character survive,did you retire him/her at the end of the night,details on the action, how many rooms/details of setup. thanks

The ROCK layeth the smacketh down. Long live Farscape
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Lord_rock
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Portland OR

11/18/2008 11:40 AM  
we all met up for a delve 3 weeks ago and expressed interest in a campaign so our game isn't delve centric anymore. As far as I know delves usually run 2-3 hours and focus on 2 or so major encounters. Most of em are sort of one offs but a few build on each other. We only got through one encounter in our campaign that was fun and I can fill you in on that if you like.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Lord_rock
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Portland OR

12/02/2008 6:02 PM  
4th level is coming fast!

So as I have yet to use a melée weapon quick draw is losing usefulness. An additional +2 initmight be nice. Since 4th level is a feat level however retraining weapon focus to sneak of shadow (multiclass rogue) and then taking a rogue encounter power could be fun. Being able to mark an adjecent quarry, shift, QuickDraw a dagger, and then throw against someone our party has granted CA against for a total of 1d4+2d6+5+misc isn't bad. When I get to paragon it would be d4+4d6+Dex mod+ weapon bonus... Not bad at all. Some of the martial powers stuff is nice too.

So what would you retrain at 4th level (so far martial powers level 3 encounter powers pale in comparison for the ranger- unless I'm missing somthing). Is there a killer feat I'm missing? A super useful multiclass combo? I kinda like my bow ranger with a powerful magic thrown dagger idea.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Lord_rock
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Portland OR

12/11/2008 10:57 AM  
So wewere down a warlock and a cleric but grabbed an npc clericon the way- here's the action from last week:

Trudging through the forest and out jumps a small black dragon (made up stats). He glooms then breathes on me. I twin shot for a miss and a max DMG hit. My party can't see us inside the globe but go for gold with a scorching burst (miss) and a command (hit). I twin shot again and hit once again. The dragon flees but I get off one parting shot thanks to evasive shot and hit for near max DMG again.

We make it to the ruins wewere searching for. The dragon we injured runs but we find a room secured with glyphs. After we break the glyphs we find a ritual in progress with a priest of orcus, a bound and gagged dwarf, 2 corruption corpses, 4 infernal armors. Round one is won by our Eladrin wiz who rolls max DMG on most of the enemies followed by me laying down another 20+ dmg on a corruption corpse and our cleric using beacon of hope. Second round the Eladrin is surrounded and uses thunderwave scoring acrit and another max DMG roll. Thunderwave hits our paladin and cleric due to placement however. I use disruptive shot on the corruption corpse to bring it near death and then the enemy priest heals all them to max. I start twin stiking away from afar alternating corruption corpse and priest. Paladin wades through the infernal armor to get to the priest, Eladrin is barely holding out against the corruption corpses. And I get one corruption corpse down with twin stike and burn an action point to spring hunters bear trap on the priest after switching quarry. Our paladin lays the smack down, burns action point and crits! I lay the priest low with evasive shot while the wizard and cleric finish off the corruption corpse.

We had 3 crits and a few max DMG rolls so it seemed easier than it was. Wihout those we would have been in more trouble. I was bloodied by the end of battle, our paladin was close too, our wiz was at 1hp, and our cleric only took 13 from our wiz and min DMG from an OA. Fun fun fun.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless
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