My ranger...suggestions for next level-ups?

Post/Author/DateTimePost
#1

AuricRAvenhelm

May 11, 2009 13:50:45
Here is where my chracter stands right now, he'll be going up to level 7 this week, and I was thinking about where I want to go next as well as when he levels up to 8. Any suggestions?

At lvl 7, I was thinking of retraining Quick Draw (he has very rarely had the need to switch to melee) to Weapon Expertise: Bow or Distant Advantage.


====== Created Using Wizards of the Coast D&DI Character Builder ======
Auric, level 6
Elf, Ranger
Build: Archer Ranger
Fighting Style: Archer Fighting Style

FINAL ABILITY SCORES
Str 12, Con 14, Dex 19, Int 11, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 12, Con 13, Dex 16, Int 11, Wis 14, Cha 10.


AC: 22 Fort: 18 Reflex: 20 Will: 18
HP: 51 Surges: 8 Surge Value: 12

TRAINED SKILLS
Nature +13, Heal +11, Acrobatics +11, Stealth +13, Perception +13

UNTRAINED SKILLS
Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +6, Endurance +4, History +3, Insight +6, Intimidate +3, Religion +3, Streetwise +3, Thievery +6, Athletics +3

FEATS
Level 1: Weapon Focus (Bow)
Level 2: Quick Draw
Level 4: Elven Precision
Level 6: Brutal Accuracy

POWERS
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Split the Tree
Ranger utility 2: Crucial Advice
Ranger encounter 3: Cut and Run
Ranger daily 5: Splintering Shot
Ranger utility 6: Weave Through the Fray

ITEMS
Adventurer's Kit, Longsword, Dagger, Magic Hide Armor +2, Elven Cloak +2, Arrows (30), Quick Longbow +1, Bracers of the Perfect Shot (heroic tier), Power Jewel (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
#2

CdrcJsn

May 11, 2009 20:46:57
Are you more concerned about doing damage?

If so, then Greatbow proficiency is good (will need to buy a scroll of transfer enchantment to use your current weapon, or wait to use the feat til you get a new one).

Weapon Expertise is nice as well. A constant +1 to hit doesn't suck.

If you just want something fun...
* Shaman MC feat - gain a spirit companion (yay, a pet!)
* Cleric MC feat - ability to heal 1/day doesn't hurt, especially with the random nature of RPGA table mustering
* Druid MC - wildshape at-will. Sure, you probably won't ever use the attack...but it's wildshape at-will! Lots of RP fun.
* Spellplague
* Dhampyr
#3

bgibbons

May 11, 2009 22:01:56
At lvl 7, I was thinking of retraining Quick Draw (he has very rarely had the need to switch to melee) to Weapon Expertise: Bow or Distant Advantage.

There's never a question about whether to take Weapon Expertise, only when. Retraining to it would not be a bad idea.

As others have noted, Weapon Proficiency (Greatbow) should also be high on your priority list, and odds are you'll be picking up a +2 weapon shortly, so it's a good time to switch. (Use Transfer Enchantment to make yourself a +1 quick longsword, as a backup melee weapon is probably more useful than the 136 gp you'd get from selling your longbow.)

Unless you are planning on the Battlefield Archer PP, an archer is better off not choosing the Archer Fighting Style, as Toughness > Defensive Mobility. (Though it's not an option for you now, even if an archer is planning on the Battlefield Archer PP, they're better off starting with the Two-Blade Fighting Style, and then using the class feature retrain to switch to Archer Fighting Style when needed.)

As far as powers go, Disruptive Strike (Encounter 3) is, with your Wisdom, at least worth a look. It gets away from your striker roots, but stopping an ally from getting hit can be pretty effective if you pick the right moment. With your power jewel, you could pull this off twice in the final encounter.

I'm also a fan of Spitting-Cobra Stance (Daily 5), though the power has its detractors.
#4

mwao_dup

May 12, 2009 11:04:36
(Use Transfer Enchantment to make yourself a +1 quick longsword, as a backup melee weapon is probably more useful than the 136 gp you'd get from selling your longbow.)

I'd probably make that a +1 Trident - you do take the -1 penalty to hit, but at the same time, you can use it with your ranged powers if you have to do so for some reason.

I'd definitely pick up Disruptive Strike over Cut And Run and wouldn't knock its Striker aspects either. Disruptive Strike can pretty much be used in the 1st round of every combat without fail(unless they attack you first and put you into the position of provoking to shoot) - so that plus Twin Strike means you get 3 attacks off in a round + possible debuff.

Once you start adding up damage from a Greatbow, Bracers, WF, that's a lot of damage(and people complain about Rain of Blows...)

I'm not a particular fan of Brutal Accuracy compared to Lethal Hunter. Lethal Hunter will consistently do an extra .75 damage per round(50/50 chance of hitting, 2 shots) where Brutal Accuracy does 1d6+3 = 6.5 * .6 = 3.9. And if you have action points or immediate action options, your damage starts to go up...
#5

CdrcJsn

May 12, 2009 16:42:31
As far as powers go, Disruptive Strike (Encounter 3) is, with your Wisdom, at least worth a look.

Actually, picking this would make him a better striker in my opinion. Any time you can have powers that allows you to attack with less than a standard action (minor, immediate actions, opportunity actions, etc), allows you to be able to deal more damage per round.

As you go up in levels, you'll find that you'll often have encounter powers unused unless you pick some of these types of powers.

But yeah. Disruptive Strike. Fun to have.