Build Progression - Level 11ironhandJuly 2 2008, 06:48:14 UTC
Level 11 Paragon Tier entered Level Constant: +5 HP: 70 Bloodied: 35 Healing Surge Value: 17 Healing Surges / Day: 08 Attribute Raises: Str 11 [+0], Con 14 [+2], Dex 21 [+5], Int 10 [+0], Wis 21 [+5], Cha 11 [+0] Skill Modifications: Arcana: +1 (Int mod increase), Endurance: +1 (Con mod increase), History: +1 (Int mod increase), Religion: +1 (Int mod increase) Defense Modifications: Fortitude: +1 (Con mod increase)
Paragon Path: Battlefield Archer
New Class Features Archer's Action: You can spend an action point to reroll one ranged attack roll or ranged damage roll, instead of taking an extra action. Battlefield Experience: You can designate more than one creature as your quarry at a time, up to a number equal to your Wisdom modifier. In addition, any attack made against a quarry receives a +1 bonus to attack rolls.
Combined Fire - Battlefield Archer Attack 11 Encounter * Martial, Weapon Immediate Reaction * Ranged weapon Trigger: An ally makes a ranged attack or an area attack Target: One creature attacked by your ally Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage
Distant Shot Prerequisites: - Benefit: You ignore the -2 penalty for making ranged attacks at long range.
Notes: Archer's Action is like Elven Accuracy but using action points. Battlefield Experience means currently I can HQ the 5 closest targets at once, and the +1 attack bonus never hurts. Combined fire is basically a free _hard_ shot when another party member shoots or uses an area power. And Distant shot effectively means I can shoot my longbow out to 45 squares without penalties. Very nice.
Archer's Glory - Battlefield Archer Utility 12 Encounter * Martial Free Action * Personal Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer Effect: You gain an action point that you must spend before the end of your next turn.
Running Shot [Elf] Prerequisites: Elf Benefit: You don't take any attack penalty to ranged attacks after you use the run action.
Notes: Kill enemy = Free action point. Running Shot = Move really fast (11 squares between Speed 7, +2 Fast Runner, +2 Run action), and don't take the -5 to attacks afterward. This is just that good.
Build Progression - Further NotesironhandJuly 2 2008, 07:16:22 UTC
Based on a peek-through of the next power sets, I'd probably develop as follows:
Level 13: No encounter power swap. Nothing there that I like better than what I have.
Level 15: Swap out Splintering Shot (Level 5 Daily) for Confounding Arrows (Level 15 Daily) Confounding Arrows - Ranger Attack 15 Daily * Martial, Weapon Standard Action * Ranged weapon Targets: One, two, or three creaturess Attack: Dexterity vs. AC, three attacks Hit: 1[W] + Dexterity modifier per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes + 2[W] damage. Miss: The target is dazed (save ends)
Level 16: Class Feature - Battle Surge: When you spend an action point to take an extra action or to gain the benefit of your Archer's Action, you also gain a +5 bonus to AC against opportunity attacks until the end of the encounter.
Do not swap Utility powers.
Level 17: Do not swap Encounter powers
Level 19: Replace Hunter's Bear Trap (Level 1 Daily) with Two-in-One Shot Two-in-One Shot - Ranger Attack 19 Daily * Martial, Weapon Standard Action * Ranged weapon Target: One creature Attack: Dexterity vs. AC, two attacks. If the first attack hits, you gain a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally. Hit: 2[W] + Dexterity modifier damage per attack. Miss: Half damage per attack.
Level 20: Gain Quarry's Bane (Level 20 Battlefield Archer Daily) Quarry's Bane - Battlefield Archer Attack 20 Daily * Martial, Weapon Standard Action * Ranged weapon Target: Each enemy designated as your quarry Attack: Dexterity vs. AC Hit: 3[W] damage Miss: The target is knocked prone as it dodges your attack.
Level Constant: +5
HP: 70 Bloodied: 35 Healing Surge Value: 17 Healing Surges / Day: 08
Attribute Raises: Str 11 [+0], Con 14 [+2], Dex 21 [+5], Int 10 [+0], Wis 21 [+5], Cha 11 [+0]
Skill Modifications: Arcana: +1 (Int mod increase), Endurance: +1 (Con mod increase), History: +1 (Int mod increase), Religion: +1 (Int mod increase)
Defense Modifications: Fortitude: +1 (Con mod increase)
Paragon Path: Battlefield Archer
New Class Features
Archer's Action: You can spend an action point to reroll one ranged attack roll or ranged damage roll, instead of taking an extra action.
Battlefield Experience: You can designate more than one creature as your quarry at a time, up to a number equal to your Wisdom modifier. In addition, any attack made against a quarry receives a +1 bonus to attack rolls.
Combined Fire - Battlefield Archer Attack 11
Encounter * Martial, Weapon
Immediate Reaction * Ranged weapon
Trigger: An ally makes a ranged attack or an area attack
Target: One creature attacked by your ally
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage
Distant Shot
Prerequisites: -
Benefit: You ignore the -2 penalty for making ranged attacks at long range.
Notes: Archer's Action is like Elven Accuracy but using action points. Battlefield Experience means currently I can HQ the 5 closest targets at once, and the +1 attack bonus never hurts. Combined fire is basically a free _hard_ shot when another party member shoots or uses an area power. And Distant shot effectively means I can shoot my longbow out to 45 squares without penalties. Very nice.
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Level Constant: +6 (Increases attacks, defenses, initiative & skills)
HP: 75 Bloodied: 37 Healing Surge Value: 18 Healing Surges / Day: 08
Archer's Glory - Battlefield Archer Utility 12
Encounter * Martial
Free Action * Personal
Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer
Effect: You gain an action point that you must spend before the end of your next turn.
Running Shot [Elf]
Prerequisites: Elf
Benefit: You don't take any attack penalty to ranged attacks after you use the run action.
Notes: Kill enemy = Free action point. Running Shot = Move really fast (11 squares between Speed 7, +2 Fast Runner, +2 Run action), and don't take the -5 to attacks afterward. This is just that good.
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Level 13: No encounter power swap. Nothing there that I like better than what I have.
Level 15: Swap out Splintering Shot (Level 5 Daily) for Confounding Arrows (Level 15 Daily)
Confounding Arrows - Ranger Attack 15
Daily * Martial, Weapon
Standard Action * Ranged weapon
Targets: One, two, or three creaturess
Attack: Dexterity vs. AC, three attacks
Hit: 1[W] + Dexterity modifier per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes + 2[W] damage.
Miss: The target is dazed (save ends)
Level 16: Class Feature - Battle Surge: When you spend an action point to take an extra action or to gain the benefit of your Archer's Action, you also gain a +5 bonus to AC against opportunity attacks until the end of the encounter.
Do not swap Utility powers.
Level 17: Do not swap Encounter powers
Level 19: Replace Hunter's Bear Trap (Level 1 Daily) with Two-in-One Shot
Two-in-One Shot - Ranger Attack 19
Daily * Martial, Weapon
Standard Action * Ranged weapon
Target: One creature
Attack: Dexterity vs. AC, two attacks. If the first attack hits, you gain a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Hit: 2[W] + Dexterity modifier damage per attack.
Miss: Half damage per attack.
Level 20: Gain Quarry's Bane (Level 20 Battlefield Archer Daily)
Quarry's Bane - Battlefield Archer Attack 20
Daily * Martial, Weapon
Standard Action * Ranged weapon
Target: Each enemy designated as your quarry
Attack: Dexterity vs. AC
Hit: 3[W] damage
Miss: The target is knocked prone as it dodges your attack.
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