Registered Member #742
Joined: 4:17:12 pm GMT 04/16/06
Posts: 538
Even though I would make a few changes in restrospect, I'm happy with the way Krin is turning out. Good archer, and pretty effective with a sword, along with a few decent abilities to help out.
It's not just the pure stopping power, it's how you RP as well that makes a difference
Registered Member #1029
Joined: 11:45:04 am GMT 04/18/07
Posts: 732
WebShaman wrote ... Hmmm...I am wondering about doing a Ranger/Monk, with a high Wis and Zen Archery.
Might be interesting.
Interesting as in "may you live in interesting times" I think.
Your AB with a bow will be maybe a little better than average, the damage will be nothing to write home about, and gods help you when you are rushed and have to switch to melee.
Registered Member #636
Joined: 1:42:07 am GMT 10/26/05
Posts: 505
Oh, he would only be really good against FEs, of course. But his AC would be really high - that is sort of nice about it, as well as having a nice AB, and plenty of Ranger spells.
In Combat, he would not fare to poorly - he still has good AB and BAB due to Ranger and Monk. He oculd even go the Dual Wielding Kama cheese route...hehe.
Registered Member #345
Joined: 2:28:49 am GMT 11/25/04
Posts: 1954
WebShaman wrote ... ... But his AC would be really high - that is sort of nice about it...
*plays an archer with an AC in the low 20's*
If you're truly playing an archer, and not just a guy who does immense damage with a bow (and then beats the crap out of everything in melee when it gets too close), then AC is not important... until you meet other archers.
The idea of an archer solo'ing places like Craggan's Isle seems very counter to how I envision the character concept. An archer without a melee front or some terrain advantage to keep enemies from closing should be toast.
My archer would die quickly in the Forgotten halls if he tried it alone - not hypothetically speaking... he has died there before, and very quickly, when I misclicked and came out of steath (and he's a level 20 ranger with a FE perfectly matched for the forgotte halls).
However, if you throw in a single, fairly stout melee character along with my archer, and then send them together into the halls, suddenly my ranger can contribute tremendously there. That's the way I see an archer... a character who can take a lot of the pressure off of those in melee without actually engaging in the melee himself.
Sure you could make an "archer" that can solo several places (I guess it has been done)... but then, from my view, you don't really have an archer, you have a tank with a bow.
[ Edited 03:33:04 PM 06/25/07 ]
Registered Member #1029
Joined: 11:45:04 am GMT 04/18/07
Posts: 732
Vaedryan wrote ...
*plays an archer with an AC in the low 20's*
If you're truly playing an archer, and not just a guy who does immense damage with a bow (and then beats the crap out of everything in melee when it gets too close), then AC is not important... until you meet other archers.
The idea of an archer solo'ing places like Craggan's Isle seems very counter to how I envision the character concept. An archer without a melee front or some terrain advantage to keep enemies from closing should be toast.
My archer would die quickly in the Forgotten halls if he tried it alone - not hypothetically speaking... he has died there before, and very quickly, when I misclicked and came out of steath (and he's a level 20 ranger with a FE perfectly matched for the forgotte halls).
However, if you throw in a single, fairly stout melee character along with my archer, and then send them together into the halls, suddenly my ranger can contribute tremendously there. That's the way I see an archer... a character who can take a lot of the pressure off of those in melee without actually engaging in the melee himself.
Sure you could make an "archer" that can solo several places (I guess it has been done)... but then, from my view, you don't really have an archer, you have a tank with a bow.
But surely then it's just a matter of play style? I have an archer with reasonable bow skills with a maximum ranged critical of 90 unless buffed by someone else. She has all the feats you would expect an archer to have so it would be hard to consider her not to be an archer. In a party she likes to do exactly what you describe; stand at the back and try and take pressure off the tank, ideally by killing the enemy melees before they reach the tank. I also think it's the archers primary role to deal enemy casters and to take them out before they can cause trouble.
If rushed and surrounded, however, what's wrong with being able to defend yourself? It's certainly not going to do your other party members any favors by being one more thing they have to worry about when things get hectic for them; sure you might not be doing your primary role at that time but at least you're not going to need a rez and usually you're still killing things albeit not as quickly as usual.
Registered Member #399
Joined: 5:30:18 am GMT 01/11/05
Posts: 1455
That kind of build is probably a lot of fun alone, but I'm not sure how much fun it would be for the rest of a party (and I've never been in a party with Wasp as an active participant, so this isn't a comment on Twirlip's RP/playstyle).
In my experience, the people I least enjoy adventuring with are powerbuild melleers. While spellcasters can dominate a party by using ranged area attacks to wipe out everything before anyone else can do anything, I've been fortunate not to be partied with many who do. I have, however, been on a number of adventures with meleers who rush to the front, kill everything and leave everyone else feeling like a spectator. I'll take the guy who dies over the guy who makes everyone else pointless. I might end up having to respawn, but I'll have more fun along the way.