3/2/2024 0 Comments Hunt and snare patreon buildWinkie_Phace: Next week's post will be the Companion mini-guide, it'll be posted in this forum and linked in this guide on release.įirst World Bard wrote: Comments: I disagree a little about the stat recommendations. My intention was a more general recommendation and generally a ranger wants Dex more than Str, but I'll make a note of your thoughts later on. Going on the "reevaluate for the patch" list.įirst World Bard: I gave very little consideration to STR-based TWF but I like where you're coming from. precision, I hadn't done the DPR calculations on it myself, although it does check out, and I will also agree that precision is better for most companions because you effectively get to proc it twice per turn. Re: Main-gauche, I'll freely admit I slept on this one until the ranger in my Age of Ashes game picked it up, and you're right Artorin, unless you're a dwarf it's the superior off-hand weapon. I do wish that the cost reduction for snare crafting was a bit more forgiving, but hey, what're ya gonna do, am I right? As far as Quick Snares, I rate it two stars because for someone who wants to make deploying combat snares a core part of their build and who is willing to spend the gold, they are going to run out of their prepared snares every day so having the option to spend gold for more is better. Re: the Snare discussion, my understanding, at least, regarding snares is that anything that applies to your snares also applies to your free daily snares. It also gives access to the Orc Punching Dagger, which is a fine choice but isn't really better than your other Agile weapon options, unless you value the Disarm trait more than I do. The Necksplitter is basically a Battleaxe with the Forceful trait tacked on, and being a TWF Ranger there will be turns where you attack with your primary weapon multiple times a turn. It gives access to the Orc Necksplitter, and makes it a Martial weapon for you. So for a Str-Based TWF Ranger, I'd probably put Wis and maybe Con above Dex.Īlso, I'd probably bump Orc Weapon Familiarity up to two stars. Hatchets, Light Hammers, and Light Picks are agile but not finesse, and you'll be using Strength for damage in either case. ![]() A starting character can afford Chain Mail, or maybe even Breastplate if they don't buy too much else, so a 12 DEX can max out AC for a medium armor class. Specifically, for a TWF build, it's very reasonable to go 18 STR and as low as 12 DEX. And dwarves get the dagger for free and feats that give you new options with it.Ĭomments: I disagree a little about the stat recommendations. Main-Gauche is certainly better for a finesse build, but if you're going strength based I wouldn't say it is better. The only reason to ever take Quick Snares is because in the errata, it was decided that snares weren't weak enough, and it was added as a prerequisite for Lightning Snares. It's extremely unlikely that you are going to be able to use more snares per day than you prepared, given they take 3 actions to deploy. It lets you craft snares in combat for their full price, at the same speed that you can craft your daily prepared snares, that you got for free. The versatile B of the Clan Dagger is probably better, but the Main-gauche wins overall. It's better than the Clan Dagger, as it's common and has Agile, disarm, finesse, and parry, along with versatile S. ![]() I agree with most of your points, but I have to point out that you overlooked the Main-gauche for TWF. If you can hide then get out of seek range it's even better.Īlso for bow users, having natural weapons means you don't ever need to pull out another weapon when someone rushes into your face. The enemy might not want to waste actions seeking for you if other targets are available, even if they do, a few bad rolls and you've saved yourself from some damage. ![]() For one action anytime your in natural terrain, aka outside a town\ruins, you become hidden. I think camoflage, and thus ancestries that give stealth bonus, is better then meh. So there's a big difference in just using snare specialist to get some free snares against going all in with the other feats to quickly craft, using resources, snares in combat.ĭisrupt prey doesn't trigger against ranges attacks, so it's a little less useful then AoO. ![]() All of the other snare feats just make regular snare crafting more action efficient, but still costs resources. From my reading of the rules snare specialist let's you make x amount of snares during daily prep for free with 3 actions each, then deploy them later. Snare crafting feat is required to get any of the ranger snare feats.
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