![]() Could probably take an even con but would be pushing it. Haven't tested my limits too much after the nerfs but I have taken out a blue con triple up a couple times. Yellow con, double up arrows and weaker. Yellow con, single up arrows and weaker. ![]() Not much.(assuming sniping shot is not used), Blue con down arrows and weaker. (Example: getting jumped while harvesting.) Usually this case is just like Stun-stepping, but without the opening barrage of damage.Ħ1 Ranger, Full adepts 3's, few masters, legendary armor, few fabled pieces, legendary poisons Will someone please provide a description, if it indeed deserves its own category?)īeing forced into a fight without getting in any opening attacks. It also requires awareness of the mobs' chase range, so that you don't forfeit the encounter by straying too far. This requires a large amount of open space, free from obstacles and aggressive mobs. Where possible, stopping to fire off some CAs when you've got enough distance. Using ranged autoattack, and snares while running backward, to wear the enemies down without letting them reach you. This requires a good amount of open space, free from too many obstacles and aggressive mobs. Opening with hard hits, and using snares and backward running to get in some extra ranged CAs and autoattacks meleeing when the timers are down on the main non-stealth and non-positional attacks. (Generally not possible with up-arrow mobs, due to Cheap Shot's short duration against them.) This technique requires a little bit of extra space to move around in. Once the stun is up, you return to melee. Opening with hard hits, and then meleeing for much of the fight, but using stuns for a chance to step back and fire ranged CAs and ranged autoattck briefly. This technique is usually our only option in crowded areas, like dungeons and buildings. Usually this will include heroic opportunities every time they're available, and possibly a Cheap Shot + Shrouded Strike + Shadow Blade combo. Opening with hard hits (as with Dead On Arrival, if it's possible to attack from max range), and then meleeing for the rest of the fight, once the mob(s) reach you. Examples: Back Shot + Triple Shot or Hidden Shot + Leg Shot + Open Shot. Opening with a hard-hitting CA from maximum range and following up with one or two others, killing the mobs before they reach you. Arguably, our solo ability should be balanced according to the Dead On Arrival, Stun-stepping, and Ambushed cases, then or else we should be given means fight some other way. But at the same time, we as rangers generally aren't happy with melee heavy cases like No Motion. It's worth mentioning that SOE probably doesn't want all of these cases to be available to us. And please give your level and approximate upgrade/gear quality. Please include both single-mob and group mob situations, if possible. To help create a complete picture, I'd like to ask rangers to post the toughest they're able to usually solo, in each of the following cases. The touch of a greater shadow deals 1d8 points of Strength damage to a living foe.People have been posting lots of varying degrees of solo capability since LU#20 it's hard to get a real understanding of we're capable of at different levels. In brightly lit areas, it takes a -4 penalty on Hide checks.Īlthough no more intelligent than an average shadow, a greater shadow is more fearsome because of its increased damage and its hit-and-run tactics. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. This is a negative energy effect.Īny humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. ![]() A creature reduced to Strength 0 by a shadow dies. The touch of a shadow deals 1d6 points of Strength damage to a living foe. Shadows lurk in dark places, waiting for living prey to happen by. Str Ø, Dex 15, Con Ø, Int 6, Wis 12, Cha 14Īlertness, Dodge, Mobility, Spring AttackĪ shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.Ī shadow is 5 to 6 feet tall and is weightless. 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11ġ4 (+2 Dex, +2 deflection), touch 14, flat-footed 12ĭarkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
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