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"Ranged Combat" Discussion for the Hunter Ranger Class

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  • voltomeyvoltomey Member Posts: 1,052 Bounty Hunter
    edited November 2013
    saerrael wrote: »
    This is certainly true. I quite enjoy Serpent + Fox (both side of the 'coin') as a 'pure' ranged. 5 stacks of Serpent and anything that comes too close gets massive dmg. I'd toggle more, but am content at the moment.

    Does twinblade work correctly, though? I thought it felt 'off'.

    I i probably notice it a lil more if i used different at wills i am constantly switching to notice it Mite replace it with pack aspect if there is a scaling problem with it.
    Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
    [SIGPIC][/SIGPIC]
  • warzogwarzog Member Posts: 128 Bounty Hunter
    edited November 2013
    My current HR is a Drow, at level 17.
    (My previous HR's were set up the same way.)
    Stats (no campfire): Strength-14 / Constitution-10 / Dexterity-20 / Intelligence-10 / Wisdom-17 / Charisma-10.
    I place points into Dexterity and Wisdom every time.
    I have a Cleric companion w/R5 Profane RS summoned, a Dog, and a Wayward Wizard active.
    Except for my rings, all gear is level 16. No enchantments. (No enchantment slots)
    Gear score:846 Power:244 Critical:240 AP:95 Defense:112 Deflect:156 Regeneration:25-from companion.

    Not sure why, but the preview server didn't update to 4 slots when I bought the upgrade during this week's sale. Otherwise I would've kept my previous level 42 HR. (Still testing with my Level 60 TR.)

    My problems include: (Tests done versus target dummies)
    Ranged skills are to slow:
    My level 17 HR gets about 7 shots vs 10 melee hits in 5 seconds.
    My level 12 TR does 8 hits (only gets 8 shots at a time) in 3 seconds with Cloud of Steel, and 7 hits in 3 seconds with Sly Flourish.
    My level 17 CW's Magic Missle does 10 hits in 5 seconds.

    Damage levels are very low:
    My level 17 HR's Rapid Shot does around 58 per hit/ the melee version about 55 per hit.
    My level 17 CW's Magic Missle does around 77 damage per hit.
    My level 12 TR does 70 damage per hit with Cloud of Steel, and 100 per hit with Sly Flourish.
    My level 4 DC's Lance of Faith and Astral seal each do 30 damage per hit.
    Critical hit data not included, because it is random, and would make the HR look much, much worse.
    The HR crits maybe once or twice every 5 seconds, the TR crits five or six+ times in 3 seconds, and CW crits three or four time in 5 seconds.

    That comes to:
    Level 17 HR's Rapid Shot ranged damage is 406/5 sec - melee damage is 355/5 sec
    Level 17 CW's Magic Missile damage is 770/5 sec
    Level 12 TR's Cloud of Steel ranged damage is 560/3 sec - Sly Flourish melee damage is 700/3 sec
    The CW's damage output, at the same level as the HR's is 190% times that of the HR.
    The level 17 HR's ranged damage in 5 seconds is 72.5% of a level 12 TR's ranged damage in 3 seconds.
    The level 17 HR's melee damage in 5 seconds is 50.1% of a level 12 TR's melee damage in 3 seconds.

    Against single targets and lesser mobs, the HR is fair to middling. Against boss' and/or their mobs, it's tediously slow, and hard to do any damage, uses far to many pots, and you have to dodge twice at a time to stay alive while getting out of the range of red areas.
    (The other classes can stay in most of the red areas, dealing enough interrupts and damage to kill the boss' and to survive on just a couple pots per battle.)

    While I love the class, it's to slow, and does to little damage, imo, atm.
    Go for the eyes, Boo! GO FOR THE EYES!!!
    (Where's a Miniature Giant Space Hamster when you need one?)
  • lukecage#5283 lukecage Member Posts: 0 Arc User
    edited November 2013
    I like the class mechanics the problems I see with the class is damage balance. Plus some of the skills don't work well with warriors companions. For example the escape skill that leave questions marks over the enemies head. The warrior companion should be allowed the same distance as that skills requires or reduce the escape distance which mean more "nerf" I hate that word.
  • voltomeyvoltomey Member Posts: 1,052 Bounty Hunter
    edited November 2013
    I like the class mechanics the problems I see with the class is damage balance. Plus some of the skills don't work well with warriors companions. For example the escape skill that leave questions marks over the enemies head. The warrior companion should be allowed the same distance as that skills requires or reduce the escape distance which mean more "nerf" I hate that word.

    You want them to nerf one of are best skills just cause it goes a little to far from the companion.
    Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
    [SIGPIC][/SIGPIC]
  • rhoricrhoric Member Posts: 1 Arc User
    edited November 2013
    Actually that is a good skill cause it then allows the mobs to focus on your companion taking the threat off of you. It allows you to set up for another ranged attack.
  • tickdofftickdoff Member Posts: 0 Arc User
    edited November 2013
    I have been having a lot of fun, and a lot of success, with my HR. I breezed through almost all of the content on my way to 60. I did slot a few enchants at lvl 20ish, but nothing more than rank 5s and I plan on using them on live as well (considering how easy/cheap it is to move them to new pieces of equipment).

    Here is my build (play style notes will follow):

    Moon Elf: Wanted to try out this race, but I will be rolling either Human, Halfling or Wood Elf on Live.

    STR: 13 (+3) : 16
    CON: 10 (+2) : 12
    DEX: 20 (+6) : 26
    INT: 10 (+2) : 12
    WIS: 13 (+5) : 18
    CHA: 10 (+2) : 12

    I prefer WIS over STR for the extra +crit, but the AP from STR is also very nice, I think a HR can do very well with either STR or WIS as the secondary stat, or with a balance between them.

    Class Features: Aspect of the Serpent (3), Stormstep Action (3)
    I enjoy the fast pace of frequent stance switching and Serpent makes it more effective. It is quite easy to get the required stacks with my power set-up and the damage boost is noticeable. Stormstep works wonderfully with some of our Dailys and the 3 seconds reduction in our encounter powers is extremely handy.

    At-Wills: Rapid Shot (3), Split Shot (3)
    I want to like Aimed Shot and Electric Shot, but right now I don't. ES just does not do enough damage unless you have a BUNCH of mobs close together (usually needs either a GF or CW to maintain that grouping), and Aimed Shot takes too long and is too easily interrupted for my play style. Rapid Shot is good, but it is still a little light in the damage department, hopefully it will be buffed soon. Split Shot needed a *slight* nerf, but they overdid it. Now it needs a slight buff. However, it still works well and it makes stacking the melee' buff of Serpent very quick.

    Encounters: Marauder's Escape (3), Constricting Shot (3), Fox's Cunning (3)
    Marauder's Escape/Rush is just too good not to use. The Escape is great to maintain distance and to dodge while the Rush gets me into melee' for some quick attacks and does good damage on the way in. Constricting Shot is a great power to use on anything that you want to interrupt and slow down and Steel Breeze (the melee' aspect) is a decent PBAoE that assists with stamina and does a great job of fueling my Aspect of the Serpent. Fox's Cunning is a great power, both solo in in groups. The damage that you can avoid with this power should not be underestimated. Fox Shift is a solid attack on groups and is even better against 1 enemy. Against groups it also helps stack my Serpent Aspect.

    Dailies: Forest Ghost (3), Disruptive Shot (3)
    Disruptive shot only takes 25% of our AP and recharges in about 9 seconds. It is basically another encounter power that does decent (but not great) damage and applies a small stun. With Stormstep Action it reduce our cool downs by 3 seconds. Between Constrictive Arrow and Disruptive Shot you can do good damage and really keep a caster from casting. Forest Ghost is a great aggro dropper that does decent damage along with providing some protection. A great combo is to Use FG and then charge in with Marauder's Rush and use Fox Shift. Since FS hits each enemy 1 time, and so does FG, the damage can stack up quite fast. Then use Escape and keep up the damage with Split Shot.

    Complete list of powers:

    Rapid Shot: 3
    Split Shot: 3
    Marauders Escape: 3
    Seismic Shot: 3
    Aspect of the Falcon: 3
    Hindering Shot: 3
    Rain of Arrows: 3
    Forest Ghost: 3
    Thorn Ward: 3
    Aspect of the Lone Wolf: 1
    Aspect of the Pack: 3
    Constricting Arrow: 3
    Aspect of the Serpent: 3
    Boar Hide: 3
    Split the Sky: 3
    Hawk Shot: 3
    Disruptive Shot: 3
    Stormstep Action: 3
    Binding Arrow: 3
    Commanding Shot: 3
    Fox's Cunning: 3

    Feats:
    Weapon Master:3
    Toughness:3

    Swift Footwork: 5
    Agile Combatant: 3

    Endless Assault: 3

    Disciple of Dexterity: 3

    Archery Path:

    Black Arrow: 5
    Bloodthirsty: 5
    Correcting Aim: 5
    Prime Critical: 5
    Master of Archery: 1

    Combat Path:

    Seeker: 5
    Agile Hunter: 5


    Basic opener: Bow Stance-> Fox's Cunning->Split Shot->Constricting Arrow-> {Stance Switch}-> Marauder's Rush-> Steel Breeze-> Fox Shift-> [maybe some melee attacks, depending on how many mobs]-> {Stance Switch}-> Marauder's Escape-> Split Shot-> Disruptive Shot-> [evaluate situation].



    I have had a great time with my HR on the Preview Server and I can't wait for it to go live. Hopefully with a few needed buffs.
  • warzogwarzog Member Posts: 128 Bounty Hunter
    edited November 2013
    tickdoff wrote: »
    I have been having a lot of fun, and a lot of success, with my HR.

    SNIP

    I have had a great time with my HR on the Preview Server and I can't wait for it to go live. Hopefully with a few needed buffs.
    With a glowing report like that, I doubt that it'll get many buffs.

    Edit:
    Almost forgot-Thank you for posting your build. I'll try it, and see if it works for me too!
    Go for the eyes, Boo! GO FOR THE EYES!!!
    (Where's a Miniature Giant Space Hamster when you need one?)
  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited November 2013
    warzog wrote: »
    With a glowing report like that, I doubt that it'll get many buffs.

    I'm not sure what the intent behind the response was, but I feel that this speaks alot for the method behind a lot of the classes feedback.

    Give a good review, and you won't get anything because the developers will think everythings fine.

    Give a bad review, and you might get a buff, even if you honestly don't need one.


    I think this kind of preventative machinations means that developers can never really trust our comments and take them seriously. Even if a player tries to be as balanced as possible, his bias is under question.

    They know we think like this. We know we think like this. Sad state of affairs, mostly.
    "Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate

    "D*mn wizards," said Morik the Rogue.

    Learn what a GWF and GF really are: The History of Fighters
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    edited November 2013
    rhoric wrote: »
    Actually that is a good skill cause it then allows the mobs to focus on your companion taking the threat off of you. It allows you to set up for another ranged attack.

    Exactly!

    Leave the warrior behind and drop Split Shot/Aimed Shot on the targets while he tanks them, works great!
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • werealchemistwerealchemist Member, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    Exactly!

    Leave the warrior behind and drop Split Shot/Aimed Shot on the targets while he tanks them, works great!

    Up until a certain level where he becomes worthless and dies in two hits, or anytime he decides that the red spots look pretty and decides he needs to examine them closer lol.
    21.jpg
  • warzogwarzog Member Posts: 128 Bounty Hunter
    edited November 2013
    lobo0084 wrote: »
    Give a good review, and you won't get anything because the developers will think everythings fine.

    Give a bad review, and you might get a buff, even if you honestly don't need one.

    Actually, it's more like give a good review, you don't need a buff.
    Give a bad review, you're a whiner, and you don't get a buff. :p
    Go for the eyes, Boo! GO FOR THE EYES!!!
    (Where's a Miniature Giant Space Hamster when you need one?)
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    edited November 2013
    Up until a certain level where he becomes worthless and dies in two hits, or anytime he decides that the red spots look pretty and decides he needs to examine them closer lol.

    I've been buffing his HP so even in Vellosk he lives through all but the hardest encounters and haven't had that issue with the Man-at-Arms, the Sellsword on the otherhand she loves to go look at the flowers while you are being smashed by a mob.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • lukecage#5283 lukecage Member Posts: 0 Arc User
    edited November 2013
    rhoric wrote: »
    Actually that is a good skill cause it then allows the mobs to focus on your companion taking the threat off of you. It allows you to set up for another ranged attack.

    True its a good skill the problem is that the companion runs back to you drawing the enemies back on you.
  • lukecage#5283 lukecage Member Posts: 0 Arc User
    edited November 2013
    voltomey wrote: »
    You want them to nerf one of are best skills just cause it goes a little to far from the companion.


    I never impute that read my thread carefully please.
  • rhoricrhoric Member Posts: 1 Arc User
    edited November 2013
    True its a good skill the problem is that the companion runs back to you drawing the enemies back on you.

    None of my companions did that. Even they did not know where I went.
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    edited November 2013
    I'm with rhoric my companions don't do that either, especially the Man-at-Arms who is my main pet.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    edited November 2013
    tickdoff wrote: »
    Encounters: Marauder's Escape (3), Constricting Shot (3), Fox's Cunning (3)
    Marauder's Escape/Rush is just too good not to use. The Escape is great to maintain distance and to dodge while the Rush gets me into melee' for some quick attacks and does good damage on the way in. Constricting Shot is a great power to use on anything that you want to interrupt and slow down and Steel Breeze (the melee' aspect) is a decent PBAoE that assists with stamina and does a great job of fueling my Aspect of the Serpent. Fox's Cunning is a great power, both solo in in groups. The damage that you can avoid with this power should not be underestimated. Fox Shift is a solid attack on groups and is even better against 1 enemy. Against groups it also helps stack my Serpent Aspect.
    This tells me you haven't played it for 2 patches, as that is when Constricting Shot lost its melee power, more's the pity.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • xmousepadxxmousepadx Member Posts: 381 Bounty Hunter
    edited November 2013
    idk how they wanna fix all the remaining bugs in like 2 weeks...
  • xushin7xushin7 Member Posts: 147 Bounty Hunter
    edited November 2013
    Im starting to guess they arent going to fix much of it. Some of these bugs persist since the first day they put up module 2 on preview server and havent been fixed yet.

    And some bugs that existed since Beta is just now being fixed for other classes.

    Im really hoping Im wrong with this assessment.
  • rhoricrhoric Member Posts: 1 Arc User
    edited November 2013
    Well the Seismic shock bug needs to be fixed before then otherwise the live shard will be completely unplayable just like most zones on preview.
  • tickdofftickdoff Member Posts: 0 Arc User
    edited November 2013
    This tells me you haven't played it for 2 patches, as that is when Constricting Shot lost its melee power, more's the pity.

    I played a LOT over the last few patches, and yes, Constricting does not *currently* have a functioning melee aspect. But I do not think that is the way it will be forever. There is no reason that Constricting Shot, and only Constricting Shot, would have no second aspect. So I am pretty sure that they are just adjusting "Steel Breeze" and we will soon see it's return.
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