| Post/Author/DateTime | Post |
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| #1arshanAug 05, 2009 0:29:04 | Hi all. This is my first post. I'm pretty new to DnD, and I just wanted to ask, is Melee better than ranged? I did my first group, level 1. I am a Sorc (Since that is the ranged damage caster). We have a rogue, a fighter, a battle cleric, an avenger, and me. The avenger and the rogue have a much higher + to hit than] me and always seem to do more damage. The avenger is using a D12s on at wills and I get d8 or a d10, and he gets to reroll low rolls. On top Also they give themselves bonuses to hit when they surround the enemy, so they hit even more. To make matters worse, some characters can knock a character down (Which I believe is called prone). This makes it even harder for me to hit (I get -2) while they hit much better. It doesn't stop there, my defenses are a joke. Although you would think I would stay in the back, often enough enemies come form behind, or even worse, they are ranged as well and can easily take me down. I take damage way faster than the front liners. If I want to use my AoE powers, I can't get close and get hit often as well. So, should I reroll, I'm looking at a melee ranger now (Which even gets a pet, the ranged doesn't!) I though it'd be fun to have some magic, but it seems exasperating. I'm missing way more often, doing less damage, and dying much quicker. Does ranged get better, or am I missing something? Thanks from a clueless newbie ![]() ![]() |
| #2sjmcc13Aug 05, 2009 0:40:25 | Melee has its better damage, but it is allot more dangerous then ranged in most cases, as the strongest monster attacks are melee as well. The Rogue and Avenger have better to hit because they are using weapons which primarily target AC, but a Socerer is an impliment caster, and targets the enemies NADs which (on average) are lower then AC. For accuracy look at Impliment Expertise and Distant Advantage for feats |
| #3Tony_VargasAug 05, 2009 0:40:54 | No, melee is not strictly better than ranged, just different. Your buddies have better attack bonuses than you because they're using weapons. Weapons have proficiency bonuses, implements don't. Weapon Powers almost always attack AC, while implement powers rarely ever attack AC. Most monsters have AC as thier highest defense, two or three points higher than other defenses. Thus, even though your attack bonus is lower than thiers, your chance to hit will generally be about the same. If you have a selection of powers that target all three no-AC defenses and are pretty good at deducing the lowest defense of any given enemy, you will probably hit /better/ than the weapon-users attacking AC, in spite of thier proficiency bonuses. Of course, ranged attacks also have the advantage of putting you in less immediate danger, since you don't have to be adjacent to use them. There is a compensating disadvantage that, when you /are/ adjacent, you provoke if you use a ranged attack. Sorcerers, though, have some good close powers, too, so that shouldn't be a major issue for you. Finally, while a melee type may be doing d12's, it's likely he had to spend a feat to get there - d12 'brutal' weapons (the ones that let you re-roll) are 'superior' and require a feat to gain proficiency. You, OTOH, should be doing extra damage based on a secondary stat just for being a sorcerer, no feat required. |
| #4tyrandorAug 05, 2009 0:53:01 | This one of those 'You have to see it in play to understand it'. While a melee ranger may have a higher DPR potential, I find an Archer ranger to be just about the most powerful character in the game - the amount of resources monster have to put on one to actually pin him down and hurt him is just short of disgusting and all the while he's tearing them up with hundreds of arrows. Sorcerer also do quite well, those massive static bonus get downright disgusting once they start hitting more than one target. It doesn't stop there, my defenses are a joke. Although you would think I would stay in the back, often enough enemies come form behind, or even worse, they are ranged as well and can easily take me down. I take damage way faster than the front liners. If I want to use my AoE powers, I can't get close and get hit often as well. You may need your friends to protect you more. Also, what level is this? I found that very few artillery monster can keep up with the damage of ranged pc as they level... Artillery also have a tendency of having very bad defense and hp... |
| #5AttilatheNunAug 05, 2009 0:58:12 | Also note that different classes are more or less focused on their role. The Avenger, for example, is much more focused on being a striker than the Sorcerer, who tends to wander into controller territory. The sorcerer is less about accuracy and damage and more about secondary effects. If you're looking for a more damage-focused ranged striker, try an infernal warlock or a bow ranger. The warlock will also be more durable due to high CON and temp HP, but from what I've heard, an optimized bow ranger is out and out the best damage dealer in the game. Seriously, I've seen Twin Strike and Hunter's quarry in action. It's not pretty. If you'd rather not reroll, you could take a stroll on over to the character optimization forums to see what they have to say about ways you can beef up your sorcerer's damage. |
| #6samyueruAug 05, 2009 3:50:54 | In terms if pure damage output, yes, melee characters probably are better, but it's not the only factor. Take into account the fact that melee monsters need to get into combat with your ranged chracter, and you start to see why your Sorcerer is dealing slightly less damage. Also, as a side note, check out the CO boards to see the insane amounts of damage (properly built) Sorcerers can do. It's pretty nuts .You'll probably want to pick up Implement Expertise at some stage, to get a +1 to hit. It'll make a difference. Good luck! |
| #7dark_lamboAug 05, 2009 10:09:34 | Aren't sorcerers more of a multiple target damage thing? I mean, like, against a single target the single-target strikers do more damage, but against three targets the total damage done by a ranged AoE striker should be much more, no? ![]() |
| #8kamikazegerbilAug 05, 2009 10:29:04 | There's a sorcerer in the game I'm running and he's clearly established himself as a major damage dealer. The groups Warlock almost rivals him in damage, but has better control so it's not so bad that he falls behind. But yes the fact that our level 2 sorcerer adds +8 on his damage rolls seems pretty good. And with implement expertise, arcane spellfury and the Darkfire racial (not nessarcarily applicable to your character and only once per encounter so I guess it counts for less here) he can get a heafty to hit bonus when he needs it. Haven't got any melee strikers though so can't compare. |
| #9arshanAug 05, 2009 11:37:15 | Maybe I need to learn more about this game. It seems I attack Reflex and my DM told me that reflex is usually only 1 below ac, sometimes tied. When I have +4 and the melee have +9 they have a much better hit chance. I only have +4 to damage (charisma bouns I believe) so I'm curious how you get the +8. I'm a total newbie though so I just looked though some books and listened to my friend who made a sorc. I'll have faith that I'm probably doing something wrong (Like I said I'm a total newb) but I'll check out the optimization forums (My DM said I could re-roll, or remake my char). |
| #10dark_lamboAug 05, 2009 11:48:05 | There should not be a +5 difference between Weapon and Implements, unless you've really mucked something up. The only difference between Weapons and Implements is +2 or +3. That is, the Weapon Proficiency bonus. The difference between Non-Armor Defenses and Armor Class is roughly -2 to -3. In other words, your to-hit chance is roughly the same. (Rogues get another +1 if they use a dagger, Fighters get +1 if they took Weapon Talent, and Avengers roll twice.) However, attacking NADs requires being clever. Mobile Strikers will have high Ref, tough Brutes will have high Fort but low Will, Artillery will have high Will. That sort of thing. I'm guessing the +8 damage comes from an 18/18 Str/Cha or 18/18 Dex/Cha Sorc. One lets you add Str to arcane damage rolls, the other adds Dex. (The two feature choices you get, I mean.) Either would net a +8 to damage. |
| #11Wyrd_OneAug 05, 2009 13:10:06 | Maybe I need to learn more about this game. It seems I attack Reflex and my DM told me that reflex is usually only 1 below ac, sometimes tied. When I have +4 and the melee have +9 they have a much better hit chance. I only have +4 to damage (charisma bouns I believe) so I'm curious how you get the +8. Sorcerers get 2 Ability modifiers added to their damage. CHA and another depending on what kind of sorcerer they are; Dragon = STR, Wild = DEX, Storm = DEX, and Cosmic = STR. So assuming an 18 CHA and a 16 secondary stat you should have +7 damage at least. Some types of sorcerers get to use their secondary stat instead of INT or DEX to determine their AC when they wear light armor. Dragon = STR, Cosmic = STR. Don't forget to add half your level to your attack rolls, and any plus you have from a magic implement get added to both attack and damage rolls. All types of sorcerers gain 5 resistance to some energy type or another as well. This can all be found in the class entry for the Sorcerer. Maybe if you shared your level, stats, defenses, feats, powers, items, etc... we can see where you may have gone wrong. You should definitely give this thread a look too. A sorcerer guide that will rank all the powers and show you which ones are better than others at each level. http://forums.gleemax.com/showthread.php?t=1165944 |
| #12arshanAug 05, 2009 14:51:16 | I did not know that Dex also was added in. I didn't get much time to look at the book, so I'm sure I probably over looked that. That will help a lot since I put dexterity at 16. Does that also add to my hit as well? Right now I am a human wild sorcerer. I have 13 AC and 8 STR, 13 CON, 16 DEX, 11 INT, 10 WIS, 18 CHR. So that would be +4 damage for CHR and another +3 for dex then? Then I have +4 to hit for CHR and +3 to hit for dex as well? I picked Action Surge for a feat (It was recommended) and Improved Initiative (Again recommended for me). Should I get different feats (The one implement everyone is talking about?) Thanks again, sorry for all the newbie questions. |
| #13tourqAug 05, 2009 15:02:26 | The archer in my group (archer, fighter, cleric, paladin, avenger) has thus-far inflicted twice as much damage as any other character in our group. This is not an exaggeration. It's sick, really. |
| #14sjmcc13Aug 05, 2009 15:05:13 | So that would be +4 damage for CHR and another +3 for dex then? On your arcane powers yes, Then I have +4 to hit for CHR and +3 to hit for dex as well? Note, just +4 from CHA. I picked Action Surge for a feat (It was recommended) and Improved Initiative (Again recommended for me). Should I get different feats (The one implement everyone is talking about?) Leather armor is the first feat to take for a sorcerer IIRC, and if you are having issues hitting Impliment Expertise is better to take as well. |
| #15dark_lamboAug 05, 2009 15:05:33 | Right now I am a human wild sorcerer. I assume you're level 1, with two feats. Neither Action Surge nor Improved Initiative is bad, but they're not that interesting either. Look at the powers. It should be something like Arcane Attack Power, Implement, Cha vs Ref. Then you roll 1d20+(Level/2)+(Cha Mod)+(Implement Enhancement Bonus)+(Whatever extra), which in this case is 1d20+4 (as you have a +0 implement). Then under the hit line, there should be something telling you how you dealt 1d4+Cha damage. So with those stats, you deal 1d4+4. However, under Wild Magic, we see it says you add your Dex mod to Arcane Attack damage rolls (my wording is probably off), and since we just used an Arcane Attack Power, we add the Dex mod (+3 for you) to damage, getting 1d4+7. Now, all your attack powers (as far as I know) target non-AC defenses. The average AC is 15, the average NAD is 13. So +4 vs 13 is ok, you hit 60% of the time. Implement Expertise (the feat) would bring your attack up +1, for an expected hit rate of 65%. Note that WHICH defense matters. Like I said, the big Brutes are expected to have high Fort, so use vs Wills on them. The agile Strikers are expected to have high Ref, so don't target Ref. Hit their Will or Fort. |
| #16dark_lamboAug 05, 2009 15:08:54 | The archer in my group (archer, fighter, cleric, paladin, avenger) has thus-far inflicted twice as much damage as any other character in our group. This is not an exaggeration. It's sick, really. Are you really surprised? The archer-ranger is the easiest class to optimize - just stick a 20 in Dex, and you'll have top AC, Ref, Atk and Dam. The Avenger is hardly the most damaging Striker - their thing is consistency and reliability, but they lack high damage Striker powers. Then you have two Defenders and a Leader. Eh. |
| #17BluenoseAug 05, 2009 15:12:33 | I did not know that Dex also was added in. I didn't get much time to look at the book, so I'm sure I probably over looked that. That will help a lot since I put dexterity at 16. Does that also add to my hit as well? Looks pretty solid to me, although I'm the parties Wizard rather than sorcerer. 18 CHR gives +4 to hit, and most powers will add both Charisma and Dexterity bonuses to damage for +7. With Burning Spray that can do a fair bit of damage to a group, unfortunately including allies. There's not many creatures with Reflex as High as AC, although there are some. But if you are having trouble with some try something that attacks Will such as Chaos Bolt, which is very useful for a Wild Sorcerer. |
| #18Wyrd_OneAug 05, 2009 15:14:30 | Right now I am a human wild sorcerer. I'm guessing you're level 1? It looks like you don't have any armor at all with a 13 AC. That's just 10 + DEX. So that would be +4 damage for CHR and another +3 for dex then? Yes, as a Wild Sorcerer you would get +4 (CHA) and +3 (DEX) to your damage rolls. DEX does not get factored into your attack rolls. You also have the "Chaos Burst" class feature which says "If you roll an even number as your first attack of the round you get +1 AC until your next turn, if it's odd make a free saving throw"... so don't forget to factor that in each round. I picked Action Surge for a feat (It was recommended) and Improved Initiative (Again recommended for me). Should I get different feats (The one implement everyone is talking about?) I would take the feats "Leather Armor Proficiency" and "Implement Expertise - Staff" as your two feats, and get yourself some leather armor. They're more important now than going early in the round or getting a plus on the rare occassions you use an action point. I would also recommend getting a +1 Neck slot item, as that will raise your Fort, Dex, and Will all by 1. With non-magical leather armor equipped your AC will be 15. Weilding a staff and the expertise feat will net you a +5 to attack. Spells that target Will are likely your best bet as that is often the lowest monster defense. I would read back through the Sorcerer section of the book and take notes so you remember your various pluses and resistances and all that. |
| #19dark_lamboAug 05, 2009 15:16:40 | There's not many creatures with Reflex as High as AC, although there are some. But if you are having trouble with some try something that attacks Will such as Chaos Bolt, which is very useful for a Wild Sorcerer. No kidding, having a vs Ref and vs Will more or less covers you, since there's few things with both a high Reflex Defense AND a high Will Defense. |
| #20kamikazegerbilAug 05, 2009 15:17:41 | I did not know that Dex also was added in. I didn't get much time to look at the book, so I'm sure I probably over looked that. That will help a lot since I put dexterity at 16. Does that also add to my hit as well? Yeah you should be getting +7 on damage (the sorcer I mentioned was cheesy and went with 2 18s. +7 on damage rolls is still pretty respectable. Also bare in mind that Chaos Bolt (a must for Wild sorcerers imho) targets Will which is commonly very low compared to other defenses (just watch out for spellcasters). Reflex is high among monster early on because a lot of low level creatures (goblins, kobolds, etc.) are dextrous, but later it evens out and Fortitude actually becomes a commonly high defense. As for feats Implement Expertise is great as it gives a +1 to hit when you use the implement type you specify when you first take the feat (either staves or daggers for you). Also Distant advantage gives you combat advantage against any enemy your melee alies are flanking which given your allies flank alot may help you hit with single target powers. Action Surge isn't bad but in my opinion is better left until a bit later. Likewise Improved Intiative will give you a nice boost but as you have a decent dex isn't vital. Arcane Spellfury is a sorcerer only feat that grants a +1 to hit on the an enemy that you hit with an at-will on the next spell you cast against that enemy before the end of your next turn. It's conditional though so not as good as expertise and as said with your party Distant advantage would make a good second feat instead of this. I'm curious as to how the melee characters are getting +9. As far as I can tell it'd at most be +4 for an 18 in their attack stat, +3 afor a high weapon prof., +1 for weapon expertise which makes +8. Is there one I've missed? or are they using 20 in attacks stats (and thus severly hurting their other stats). But yeah Reflex can be high-ish at lower levels if your fighting goblins or the like so if that's the case try targeting Will or Fort if possible and see if that improves your odds. Strong/tough monsters tend to have high Fort, small quick ones have tend to have high reflex and casters and mentally orientated monster types tend to have high will. That's not a hard and fast rule but it helps pick which spell to use against monsters. Also since you're a human you get three at wills so can have one at will to target each non-armour defence which can be handy.:D Edit: I need to learn to type quicker. Getting ninja'd by so many people is just embarrassing. |
| #21tbone777Aug 05, 2009 15:26:21 | I had a player (Rogue) with the same issue regarding AC and REF def being similar. Keep in mind you may be fighting goblins at low levels. It is a quirk of that staple monster (kobolds too?) that they have a high REF, usually as high as their AC. it is not the norm over all levels, just a quirk of these common low level monsters. |
| #22vaelanAug 05, 2009 15:31:51 | It isn't melee vs. ranged, it is weapon vs. implement. And yes, weapons come out on top. Even Warlocks and Sorcerers who want to deal good damage use Weapon powers. |
| #23dark_lamboAug 05, 2009 15:32:26 | I'm curious as to how the melee characters are getting +9. As far as I can tell it'd at most be +4 for an 18 in their attack stat, +3 afor a high weapon prof., +1 for weapon expertise which makes +8. Is there one I've missed? or are they using 20 in attacks stats (and thus severly hurting their other stats). Well the Rogue can easily get by with a 20, and with RWT would be able to start with a +10. (+5 Dex, +3 Dagger, +1 RWT, +1 WE) I'd prefer Harlequin's Style for the mobility goodness though. The Avenger I don't know, as you'd have to split your attack and defense stat. Don't need a high mod either, since you can usually roll twice. The Fighter, if he's a Weapon Talent fighter, could get +9 with your numbers. |
| #24kamikazegerbilAug 05, 2009 15:45:07 | Well the Rogue can easily get by with a 20, and with RWT would be able to start with a +10. (+5 Dex, +3 Dagger, +1 RWT, +1 WE) I'd prefer Harlequin's Style for the mobility goodness though. I'm not the most knowledgable when it comes to rogues so I won't argue against them taking a 20. I'd forgotten his mention of a fighter in the group that could well be where the OP got the +9 from. |
| #25PsikerlordAug 05, 2009 15:52:31 | another tip to help stay alive - if you have a choice of targets, hit the enemy who is marked by the fighter. That way if the enemy retaliates against you it will suffer the mark penalties. But to echo some above posters - get leather armour ASAP! It should be your no.1 feat. |
| #26AaronOfBarbariaAug 05, 2009 15:53:39 | As you gain levels I would also suggest that you pick up Dual Implement Spellcaster to boost your damage (especially if you can get a Staff of Ruin) and the Sorcer class feat that grants you a +1 to attack rolls against an enemy you hit with a socerer at-will power (IIRC, and can't remember the name right now - Arcane Spellfury perhaps?) Though really, Sorcerers do not excell at single target damage as well as other classes do - but when they start using multi-target powers their damage potential is entirely unmatched (and if you go that route I suggest the feats Coordinated Explosion for a +1 to attack rolls any time an ally is within the burst or blast of your attack, and at 11th level War Wizardy so that you have a -5 to hit and deal half damage against your allies with any burst or blasts) |
| #27arshanAug 05, 2009 15:58:01 | Thanks for the advice, I'm going to log at some more things, and read some more post and see if i can make my char better than. We are doing another session tonight, lets hope it goes well. |
| #28dark_lamboAug 05, 2009 16:00:19 | I'm not the most knowledgable when it comes to rogues so I won't argue against them taking a 20. Halfling Artful Dodger with 20/16 Dex/Cha + Harlequin's Style (feat) = awesome. :D +9 to hit at level 1, 17 AC, 22 AC vs OAs, 25 AC vs OAs triggered by Deft Strike's Move 3. Awesome. ![]() |
| #29farayAug 05, 2009 16:02:10 | I have a level 11 Sorc that has a +15 to hit usually vs Will (Which is generally much lower than AC), and does +21 damage. Considering I tend to hit 2-3 targets at once that seems pretty good to me. Throw in distance advantage (No idea why so many people bash this feat) and you get combat advantage against any mob that is being flanked. Pretty sweet deal. I blow our other strikers out of the water usually. |
| #30Wyrd_OneAug 06, 2009 15:56:12 | Thanks for the advice, I'm going to log at some more things, and read some more post and see if i can make my char better than. We are doing another session tonight, lets hope it goes well. So you had your session last night. I'm curious how it went. Did you refigure your numbers for damage and all that? |
| #31melloredAug 07, 2009 9:04:09 | Consider making knowledge checks to see if you can tell what the lowest defense is. You don't have much Int, but you might get lucky. |
| #32alricAug 07, 2009 13:20:12 | Reflex should be a lot more than -1 from their ac. If they are sneaky or shooting range weapons at you, then they probably have a high reflex. If they are a big fighter, or wizard looking person, they probably got low reflex. If they got high reflex, it might actually be close but if they got low reflex, its normally considerably lower. Guys with armor 20 and stuff often have reflexes of like 12 or 13. |
| #33alexiiAug 07, 2009 16:50:12 | I'm only going to speak for 3.5 in this post, but
Halfling rangers can be very dangerous in this fashion. EDIT: Sorry reading through properly you clearly mean 4E: in 4E i'd actually say its about equal- using a melee weapon two handed doesn't have the same advantages it used to. SECOND EDIT: Wizards in 4E have low reflex? Doesn't it rely on INTELLIGENCE or Dex? Their reflex should be through the roof. |
| #34mock26Aug 08, 2009 4:20:55 | Question: Is Melee better than ranged? Answer(s): Yes. No. Maybe. Depends on the situation. |
| #35skalgrimmAug 09, 2009 0:00:08 | My two cents: Ranged combat is a better mathematical proposition. You are probably going to do more damage than you are taking, by a wide factor. Melee combat is generally more stimulating. There tends to be more movement, more changing situations, and more turn to turn variability. This is, of course, a broad generality bordering on scandalously vague. However, having said that, a good ranged character will often spend more turns in the same preferred location using the same tactics to good effect, than a melee character will. In addition, good ranged attackers will often basically ignore or avoid terrain and zones, rather than interacting with them. This will be better for your health, but it will also render the battlefield a little less interesting for you. |
| #36lincoln_hillsAug 10, 2009 19:06:51 | Two tips for you, Arshan: 1) Remember your role. As a sorceror, for instance, you are soft and squishy vs. arrows and melee attacks (Leather Armor proficiency will help... a little). You're less vulnerable to spells (especially as a Human, with a +1 to Fort, Ref and Will.) Still, any time you're in range of some cover or concealment, go to it and use it. It's true that your powers do less damage than most melee attacks, but you can use those powers from great range, impose a variety of other effects, or even target more than one creature. 2) The "trading cards" for powers are a nice idea, but you will really master your abilities if you open a little WordPad document and write them down, sorting them by whether they're Free, Minor, Move, Standard, or Immediate (that's reactions/interrupts). Don't forget to include Second Wind and any class ability that you have to spend an action to use on your list. Actually plug in the current numbers for your character (instead of "Dex-based attack" that does "2d6+CHA+DEX", put down the actual attack and damage bonus for you.) You can print out this document for game use, and edit it whenever the powers would be changed (when you gain an even-numbered level, obviously: also when you find/buy a better implement). After you've used this 'powers list' and the cards for a few sessions, you can decide which way you prefer to organize your powers. For characters with more "situational modifiers" - such as most defenders, you can also use the power sheet to list your various 'if X happens then I can do Y' and 'if X, then I attack at +Y' modifiers. |