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| #1tjsJan 04, 2012 2:18:32 | I loved the concept behind the Marauder Ranger, the mobile skirmisher who moves in and out of combat and uses his off hand thrown weapon as much as his main hand weapon to mix it up between ranged and melee, but it never seemed to work all that well with all the confusion between Dex and Strength ranged powers and the difficulties of using two weapons. On the other hand the scout feels like it's almost there, but is too tied to light blades and melee dual wielding. Despite it's insane mobility. So I've been thinking about how to recreate the Marauder ranger as an essentials class. This is what I've been thinking so far. As the scout but... No dual attack. Instead the Marauder gets the benefits of Skirmishing stance (Level 1 Ranger Daily as a class feature - but with the defense feature toned down and scaling damage. So something like... Skirmisher: Whenever you move at least 4 squares away from where you started your turn, you gain a +1 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn gains a +1 to hit and deals 1d8 extra damage. The extra damage increases to 2d8 at level 11 and 3d8 at level 21. Also: Precision Throw as a bonus feat. A class feature similar to the Arena Training class feature that allows them to apply weapon focus and expertise bonuses to any weapons they are proficient in (but does not give them superior weapon proficiencies.) The post errata version of Throw and Stab as a new At-Will stance. A few levels in give them the benefits of the Manticore's fury feats. Benefit: When you hit an enemy with a melee attack, you gain a +2 bonus to the damage roll of the next ranged attack you make against that enemy before the end of your next turn. When you hit an enemy with a ranged attack, you gain a +2 bonus to the damage roll of the next melee attack you make against that enemy before the end of your next turn. This bonus increases to +4 at 11th level and +6 at 21st level. And then instead of Power Attack, I'd give them a similar multiple use encounter power which consists of a minor action basic attack with a thrown weapon. Thoughts? How do people think this would stack up against the Scout? |
| #2sallaJan 04, 2012 8:53:06 | Edit: Never mind, confused today. |
| #3mhbjarkistefJan 04, 2012 20:14:49 | I really like it :D I myself always loved the flavour of the Marauder, but never the gameplay. You just might be making an old dream of mine happen :D Just to make sure I got everything right: · Based on the Marauder · Uses the Scout's basic class structure · Rewarded for skirmishing and for mixing upp melee/thrown attacks · Uses DEX for all attack- and damage rolls I love it :D |
| #4mhbjarkistefJan 05, 2012 0:24:46 | Ranger (Marauder) Show Class Traits: Role: Striker Power Source: Martial and Primal Key Abilities: Dexterity, Wisdom Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged. Bonus to Defense: +1 Fortitude, +1 Reflex Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Healing Surges per Day: 7+ Constitution Modifier Trained Skills: Dungeoneering or Nature (your choice). From the class skilss below, choose 4 more trained skills at level 1. Class Skils: Acrobatics, Athletics, Dungeoneering, Endurance, Heal, Nature, Perception, Stealth. Class Features: Aspect of the Wild (Marauder), Attack Finesse, Precision Throw, Throw and Stab, Power Strike, Ranger Wilderness Knacks, Marauder Style. Ranger (Marauder) Class Features: Level 1: Aspects of the Wild (Marauder) You gain two of the following powers of your choice · Aspect of the Charging Ram · Aspect of the Cunning Fox · Aspect of the Dancing Serpent · Aspect of the Hungry Shark · Aspect of the Lurking Spider · Aspect of the Pack Wolf · Aspect of the Regal Lion · Aspect of the Soaring Hawk |
| #5mhbjarkistefJan 05, 2012 0:28:29 | This is the ultimate cheap-way to make the Marauder. I know you can make this a lot better, but this is the bare-mechanics of the class. Feels like we could it feel more like "he's going everywhere, making melee attacks, but is effortlessly making thrown attacks during his movements". Right now he's effectively gaining a bonus to damage for making a ranged attack, then moving then making a melee attack, so I think the Marauder Style could be pretty much anything... How about a +1 shield bonus when holding a thrown weapon in your off-hand? Edit: Lol! This is so cheap. Using your idea I just made a sub-class off a subclass xD This is more like an optional class feature-thing than a really class. Like the archery warlord you just click the check box and BOOM! You replaced one power and one class feature and now the class works in a completely different way ^^ Do you think we should switch it around? Make Throw and Stab "Stab and Throw". Where he makes a melee basic attack, can moves without provoking an OA from the target and can then make a thrown ranged attack? Comparison: Does not support charging Fighting style does not effect damage output. More durable since it's harder to target him Can take out multiple enemies more effecticely than the scout. Has more accuracy since Throw and Stab can be triggered on a hit or a miss. Verdict: Should be balanced to the regular scout. |
| #6tjsJan 05, 2012 5:48:35 | Woah. Thanks for writing that up. I'm still digesting it all and probably won't get a good chance to really think about it all until the weekend. A few thoughts though: Do you think we should switch it around? Make Throw and Stab "Stab and Throw". Where he makes a melee basic attack, can moves without provoking an OA from the target and can then make a thrown ranged attack? My worry here is that it's too powerful compared to the usual stances. Fox's Cunning can already allow a shift after an attack, and allowing the Marauder two move without provoking after a melee attack basically obviates this stance. On the other hand without built in movement the Ranger is basically forced to use Fox's Cunning. Power Strike Fighter Attack I probably wouldn't change Power Attack, just for consistency's sake. Instead I'd give the Marauder a class feature "You may use Power Strike on a ranged basic Attack with a ranged weapon." That's just cosmetic however. Throw and Stab I'd be tempted to turn this into a move action, rather than a free action, in order to keep the tactical element of using the stances meaningful (this also potentially opens up crit optimization through two weapon opening or harmony blades to somewhat make up for a lack of charge support. I think a new stance may be in order also. Something like "If you begin your turn adjacent to an enemy you have combat advantage against you may shift three squares as a free action. In addition any enemy you hit with a ranged basic attack grants combat advantage to you until the start of your next turn." Where we have to make up a benefit tied to power strike I'd be tempted to add a choice between a push or slow effect. The push moves the enemy out of the way for the next attack, and the slow would mean they can't chase you down. Maybe rather than forcing a choice make it dependent on whether Power Strike is used at range or melee. Push on a melee attack, Slow on a ranged attack? |
| #7mhbjarkistefJan 05, 2012 13:37:32 | I knew I could count on you. I agree with all of the above, and I'll see what I can do. My friends play videogames, I hombrew, so I'll have fun doodling these changes into the post. |
| #8mhbjarkistefJan 07, 2012 5:05:37 | If Throw and Stab is a power that triggers on a ranged attack, why can he use dex for melee basic attacks? |