A decent enough guide to Rangers


Advice

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I made a Ranger guide, hope it is useful.

I will update it periodically until it is as complete as the Bard guide I made last year. if you spot any mistake or errata let me know.


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Thanks. I like your guide. The comments I have are mostly around things to add. But that is a never ending task.

I do agree that the Outwit ranger is Ok. I think its probably worth mentioning its role as a the most tank like of the Ranger styles. Yes it would be a lot more popular if they took the level 10 Master Monster Hunter and made it level 6 say. Suddenly it would make sense and be viable.

Voluntary Flaws is not an optional rule. So you can start with and 18 Strength Sprite or an 18 Dex Poppet if you want too. Yes its costs but its not that terrible. So I think it is important to mention when you are talking about ancestries. My issue with them is what the GM feels about how they fit into the theme of his game.

There is a lot more to do on animal companions. Here is my section out of my Druids Guide to Animal companions


Good to have some free rangery guide stuff out there for PF2e, roquepo. ;)


Another great thing about orc is access to the riding drake with an ancestry feat (if you want one) and a feat to give your AC a charge of your orc ferocity. They're one of the best beast tamer ancestries so if your ranger has a pet (and you wanna go melee or a propulsive bow) orcs are very good with them. I also just really vibe with the thought of an orc pc as a rugged outdoorsy type who's generally curt and grumpy but has a soft spot for their lil buddy. Hits all the ranger notes for me.


Gortle wrote:
Voluntary Flaws is not an optional rule. So you can start with and 18 Strength Sprite or an 18 Dex Poppet if you want too. Yes its costs but its not that terrible. So I think it is important to mention when you are talking about ancestries. My issue with them is what the GM feels about how they fit into the theme of his game.

I went over it in the other guide and somehow I thought I also mentioned here. The intent was to tell exactly that, that stats are important but everything can work thanks to the additional flaws system. Will edit later, thanks.

Gortle wrote:
There is a lot more to do on animal companions. Here is my section out of my Druids Guide to Animal companions
Plan is to expand the tactics section the most and the Animal companion department will be the first one I will touch. I just wanted to have the guide out as soon as possible, the other Ranger guides are very outdated.
WWHsmackdown wrote:
Another great thing about orc is access to the riding drake with an ancestry feat (if you want one) and a feat to give your AC a charge of your orc ferocity. They're one of the best beast tamer ancestries so if your ranger has a pet (and you wanna go melee or a propulsive bow) orcs are very good with them. I also just really vibe with the thought of an orc pc as a rugged outdoorsy type who's generally curt and grumpy but has a soft spot for their lil buddy. Hits all the ranger notes for me.

I missed those, first time I notice them. The ferocity one seems good but Orc feats are extremely stacked, I'll have to think about them a bit.


roquepo wrote:
... the other Ranger guides are very outdated...

well, that is a bit unkind, I made one just in october xD

Not a very good one, I'll give you that but still


RaptorJesues wrote:
roquepo wrote:
... the other Ranger guides are very outdated...

well, that is a bit unkind, I made one just in october xD

Not a very good one, I'll give you that but still

Last time I checked they were outdated*

Didn't know someone beat me to it. I want to read yours, where can I find it?


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roquepo wrote:
RaptorJesues wrote:
roquepo wrote:
... the other Ranger guides are very outdated...

well, that is a bit unkind, I made one just in october xD

Not a very good one, I'll give you that but still

Last time I checked they were outdated*

Didn't know someone beat me to it. I want to read yours, where can I find it?

sure thing, there you go guide

i suggest you to temper your expectations though xD

Really like your guide btw, i will give you some feedback when i find some time

Dark Archive

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Awesome. 2 Ranger guides I have not seen. Submitted on the Guide to the Guides.


roquepo wrote:

I made a Ranger guide, hope it is useful.

I will update it periodically until it is as complete as the Bard guide I made last year. if you spot any mistake or errata let me know.

I have some constructive criticism, but it's not clear from your post that you are looking for feedback, so I'll hold off until I know you're interested.


N N 959 wrote:
roquepo wrote:

I made a Ranger guide, hope it is useful.

I will update it periodically until it is as complete as the Bard guide I made last year. if you spot any mistake or errata let me know.

I have some constructive criticism, but it's not clear from your post that you are looking for feedback, so I'll hold off until I know you're interested.

Any feedback is appreciated, specially if it concerns format, use of english or clarity.


Your english is fine, though I will suggest that some word choices tend to be less accurate. The clarity is fine. I do think this guide, like many, tends to overstate the case.

So in no particular order

1. You're rating feats/abilities, but a lot of how one scores something depends on specific criteria. You do, in some cases, account for the different edges, but there are more facets or reasons to choose or not choose a feat other than just Edge. It would help if you identified your default Ranger in terms of what you're expecting the class to do: Frontline, ranged, support are a good place to start.

I do see you're generally arguing Precision for ranged/switching, Flurry for melee, Outwit for Support, but you sometimes blur the lines and that tends to blur the ratings.

2. I'll point out that i have been playing rangers since the launch of PF2, and IME, this is a very disjointed class. There is a tremendous lack of synergy in the feat designs. Some may see that as a feature i.e. there's no critical path for a build, but others may feel like the class never really comes together.

3. "Rangers excel at focusing on a single enemy due to their Hunter’s Edge, they put the eye on one target and hunt it until they are no more" The Ranger doesn't "excel" at single target focus. IMO, it would be more accurate to say the Ranger is constrained to single target focus. The Ranger's single target damage isn't any better than any other classes single target damage, and notably worse than the Fighters or Barbarians, and probably the Rogue (with Sneak Attack and Dex to Damage).

What is demonstrably true is that the ranger essentially sucks at attacking anything that isn't designated as Prey (Outwit Ranger excluded...it sucks regardless). Even on Prey, the Ranger does not out damage a Fighter. So I submit that using the word "excel" is not entirely accurate and arguably misleading.

3. "Depending on the decisions you make in character creation, you may end up with a precise archer, a deadly two weapon fighter, a 2-handed weapon wielder or even a mix of them all, because this class is also really good at mixing tactics" The Ranger has no 2-handed weapon support. So that's not an intended Style path. While you can certainly go that route, that would be true for any class.

I would also call these "combat styles" as opposed to tactics and question the basis for saying the class is 'really good" at mixing them. Any class can switch between weapons in a single fight. But the Ranger is the one class whose combat feats really make you choose one combat style over another because of the Prey mechanic. Ranger's melee feats or ranged feats are limited to Prey. That mean when you're attacking in mode that doesn't use a Prey supported feat, your combat prowess drops precipitously. So while it looks like the class supports mixing styles, it actually penalizes you for doing that.

And as an FYI, Quickdraw is a risk feat for switch hitting because it has the Manipulate trait and will trigger an AoO if the enemy has one. You can't Quickdraw away from the enemy, you have to use it standing next to the enemy.

4. Action economy. Perhaps the biggest impediment to the Ranger class (beyond a lack of purpose as a Ranger) is the action economy. You don't really address it, IMO.

5. Outwit. The Outwit Ranger is just a flat out bad choice, in all cases. It might make sense if you are trying to build a Lore master or something that isn't really a Ranger per se, but if you're staying Ranger. The Edge is a 1/5. Why?

a) A +1 AC bonus to your prey is worthless when you're not being attacked by your Prey and nearly so if you are. Maybe at level 18 with Shadow Hunter if you're always attacking Foe in natural terrain...but outside of that, you're going to get hit by non-prey more than prey. Sure, it might save you from being crit by a boss....1 out of 20 attacks, but that's the high point.

b) Master Monster Hunter just isn't that good. Yes, at first blush, this seems like an ability to build a character around, in reality, it's impact on your party and your effectiveness is mnimal. First, a +1 to one creature, for one attack (for the party) is going to be imperceptible from a player perspective Second, because Paizo didn't hardcode any real benefits from Recall checks, I've found that they've had zero impact on game play in the last 2 years of my playing PFS. If GMs would hand out meta-game knowledge like AC, hit points, or even what attack the creature was likely to do next, then it could be good. But in 99% of the times that someone has succeeded, the information has had no influence on party actions (and maybe it's 100% for me, I'm probably being generous with a 1%).

c) Outwit is deficient in combat. Yes, if you switch to a 1d10 weapon, you might kind of compensate, but then you're overlooking a host of other factors. Namely that someone who goes Outwit for support is most likely not investing in STR, or CON. You can't use a shield 2HF, and you don't have Fighter or Champion armor. You're not getting any weapon support for 2HF.

d) The skill check bonuses are limited: Stealth, Deception, Intimidate. Against your "Prey" and your prey only. So this isn't helping you sneak into a compound unless you can see everyone who is seeing you and you have to sneak by them one at time. Even at +2, these are affecting the outcome about 1 out of 10 rolls...asumming they are always against your prey.

6. Precision vs Flurry. During the playtest, Rangers only had Flurry. Looking at the class design, it seemed obvious that all the Ranger combat feats were designed around balancing Flurry via the action economy. I, along with some other, complained long and hard about how bad this problem was and that Flurry did not comport with a "hunt" paradigm (I also said Rangers should be more clever than other martials, which is why I believe they gave us Outwit). Paizo responded by giving us Precision.

Because it is my belief (I have no facts) that Precision was added after the Playtest and not designed prior, the Ranger feats were not (re)balanced around it. As a result Precision avoid a lot of the action economy constraints that limit Flurry. Does it still balance out? I don't know. But when you look at Animal Companions, they get NOTHING from Flurry if they attack on their own, where as they do get Precision damage. There other feats where they benefit is asymmetrical

Don't have time to go through the rest of it. Maybe later if you're still interested in these types of observations.


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N N 959 wrote:
1. Your rating feats/abilities, but a lot of one scores something depends on specific criteria. You do, in some cases, account for the different edges, but there are more facets or reasons to choose or not choose a feat other than just Edge. It would help if you identified your default Ranger in terms of what you're expecting the class to do: Frontline, ranged, support are a good place to start.

I gave those numbers as a generalization given to help people identify things easily, What is important is what I say about the feats (in mine and every guide I believe, an arbitrary number without context means nothing). I took into consideration the 5 proposed weapon + edge combinations I listed after the edges and rated everything acording to those, I should make that clear.

N N 959 wrote:
I do see you're generally arguing Precision for ranged/switching, Flurry for melee, Outwit for Support, but you sometimes blur the lines and that tends to blur the ratings.

The only thing I consider true there is that I see the Outwit as a Support edge. I stated several times that Precision works for mostly everything (you can play a dual wielding Precision Ranger and it will work fine) and one of the listed builds is a ranged flurry build. I didn't try to analyze them only in those roles.

N N 959 wrote:
2. I'll point out that i have been playing rangers since the launch of PF2, and IME, this is a very disjointed class. There is a tremendous lack of synergy in the feat designs. Some may see that as a feature i.e. there's no critical path for a build, but others may feel like the class never really comes together.

While true, I don't thing this is useful for a guide. I want to help people build their Ranger and offer my perspective on what works best. That is something related to how well the class is designed.

N N 959 wrote:

3. "Rangers excel at focusing on a single enemy due to their Hunter’s Edge, they put the eye on one target and hunt it until they are no more" The Ranger doesn't "excel" at single target focus. IMO, it would be more accurate to say the Ranger is constrained to single target focus. The Ranger's single target damage isn't any better than any other classes single target damage, and notably worse than the Fighters or Barbarians, and probably the Rogue (with Sneak Attack and Dex to Damage).

What is demonstrably true is that the ranger essentially sucks at attacking anything that isn't designated as Prey (Outwit Ranger excluded...it sucks regardless). Even on Prey, the Ranger does not out damage a Fighter. So I submit that using the word "excel" is not entirely accurate and arguably misleading.

Worse than Fighter and Barbarian isn't a bad spot to land taking in consideration that you also have ways to boost your skills, more base skills and things like Warden's Boon. Rogue deals less damage in general unless they can always expend 2 actions attacking (which just brings it to par). I can change the word if you think it is not adecuate, though.

N N 959 wrote:
3. "Depending on the decisions you make in character creation, you may end up with a precise archer, a deadly two weapon fighter, a 2-handed weapon wielder or even a mix of them all, because this class is also really good at mixing tactics" The Ranger has no 2-handed weapon support. So that's not an intended Style path. While you can certainly go that route, that would be true for any class.

That no feat has a line mentioning 2 handed weapons doesn't mean Ranger does not synergize with 2 weapons. An optimized outwit Ranger for sure uses one.

N N 959 wrote:
I would also call these "combat styles" as opposed to tactics and question the basis for saying the class is 'really good" at mixing them. Any class can switch between weapons in a single fight. But the Ranger is the one class whose combat feats really make you choose one combat style over another because of the Prey mechanic. Ranger's melee feats or ranged feats are limited to Prey. That mean when you're attacking in mode that doesn't use a Prey supported feat, your combat prowess drops precipitously. So while it looks like the class supports mixing styles, it actually penalizes you for doing that.

All edges apply with any weapon and work regardless of the type of strikes you make, due to how the class works you can freely upgrade both STR and DEX and they have proficiency with all martial weapons and have no limitations to use ranged or melee weapons. Nothing stops you for picking both melee and ranged oriented feats. they are really good at switching from ranged to melee with most builds if you make space for some feats that support this.

N N 959 wrote:
And as an FYI, Quickdraw is a risk feat for switch hitting because it has the Manipulate trait and will trigger an AoO if the enemy has one. You can't Quickdraw away from the enemy, you have to use it standing next to the enemy.

AoO I believe is there from 15 to 30-ish percent of monsters from low to high levels. It is a bit of an stretch to call it a risk. Moreover, when you switch from ranged to melee (the case you are talking about) most of the time you are doing it to soak damage. Besides, most of the time someone has to trigger AoO to know the enemy has it, better you than the Wizard.

N N 959 wrote:
4. Action economy. Perhaps the biggest impediment to the Ranger class (beyond a lack of purpose as a Ranger) is the action economy. You don't really address it, IMO.

Don't think we will ever agree here.

N N 959 wrote:
5. Outwit. The Outwit Ranger is just a flat out bad choice, in all cases. It might make sense if you are trying to build a Lore master or something that isn't really a Ranger per se, but if you're staying Ranger. The Edge is a 1/5. Why?

Same as before, we will have to agree to disagree here. If the GM gives you nothing useful they are not giving you an "Useful clue about your situation" and that is not fault of the edge. +1 to attacks is meaningless yet Bard is universally praised because of it. A +1 to AC is worthless but people everywere are singing the praises of the Sentinel dedication and even calling GMs to ban the dedication. And last but not least, why the heck would you not invest in STR as an Outwit?

N N 959 wrote:

6. Precision vs Flurry. During the playtest, Rangers only had Flurry. Looking at the class design, it seemed obvious that all the Ranger combat feats were designed around balancing Flurry via the action economy. I, along with some other, complained long and hard about how bad this problem was and that Flurry did not comport with a "hunt" paradigm (I also said Rangers should be more clever than other martials, which is why I believe they gave us Outwit). Paizo responded by giving us Precision.

Because it is my belief (I have no facts) that Precision was added after the Playtest and not designed prior, the Ranger feats were not (re)balanced around it. As a result Precision avoid a lot of the action economy constraints that limit Flurry. Does it still balance out? I don't know. But when you look at Animal Companions, they get NOTHING from Flurry if they attack on their own, where as they do get Precision damage. There other feats where they benefit is asymmetrical

Again, I believe this is something apropriate to bring in a class design discussion, not in a class guide.


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roquepo wrote:
N N 959 wrote:

N N 959 wrote:

And as an FYI, Quickdraw is a risk feat for switch hitting because it has the Manipulate trait and will trigger an AoO if the enemy has one. You can't Quickdraw away from the enemy, you have to use it standing next to the enemy.
AoO I believe is there from 15% to 30-ish percent of monsters from low to high levels. It is a bit of an stretch to call it a risk. Besides, someone has to trigger AoO to know the enemy has it most of the time, better you than the Wizard.

I agree with roquepo.

This type of thinking is paranoia and is a hang over from previous editions. Unless you are in a city campaign where all your enemies are built like PCs you are not going to run into that many opponents with attack of opportunity. If you do they look tend to like soldiers, so you can pick it.
Yes specific campaigns may vary and there are a few more at very high level. But I'm just not seeing it all that often.


roquepo wrote:
N N 959 wrote:


5. Outwit. The Outwit Ranger is just a flat out bad choice, in all cases. It might make sense if you are trying to build a Lore master or something that isn't really a Ranger per se, but if you're staying Ranger. The Edge is a 1/5. Why?
Same as before, we will have to agree to disagree here. If the GM gives you nothing useful they are not giving you an "Useful clue about your situation" and that is not fault of the edge. +1 to attacks is meaningless yet Bard is universally praised because of it. A +1 to AC is worthless but people everywere are singing the praises of the Sentinel dedication and even calling GMs to ban the dedication. And last but not least, why the heck would you not invest in STR as an Outwit?

I agree if Recall Knowledge is not a good action choice in combat because you GM is giving our poor information then its a problem that affects a lot of classes. GMs need to be reasonable and accept the Recall Knowledge is supposed to be fit for purpose, and play it in a way that is functional. The rules say to do that. There is little point complaining that there is a flat tyre on my car and it won't go so I'm not using it, when you can just choose to agree that the tyre is not flat and keep on going. GM are instructed to do this.

Secondly if its not changing your actions, then that is a fault of narrow design on the party of the rest of the party or just lazy gaming. Which we can all fall into sometimes. Its much more fun if they try to respond to the situation.


roquepo wrote:
N N 959 wrote:


4. Action economy. Perhaps the biggest impediment to the Ranger class (beyond a lack of purpose as a Ranger) is the action economy. You don't really address it, IMO.

Don't think we will ever agree here.

I'm going to side with N N 959 here. My groups tend to focus fire extremely well, so Rangers have to hunt prey almost every round. It gets tiresome and feels like you have one less action that everyone else.

This is the reason I don't like Rangers much in PF2.


Gortle wrote:
roquepo wrote:
N N 959 wrote:


4. Action economy. Perhaps the biggest impediment to the Ranger class (beyond a lack of purpose as a Ranger) is the action economy. You don't really address it, IMO.

Don't think we will ever agree here.

I'm going to side with N N 959 here. My groups tend to focus fire extremely well, so Rangers have to hunt prey almost every round. It gets tiresome and feels like you have one less action that everyone else.

This is the reason I don't like Rangers much in PF2.

Honestly I've only seen this problem fighting a bunch of lower level enemies and in my experience that does not happen that often. When fighting against on level enemies or slighly higher level than you, downing one in 2 turns is not that common and something that can only happen with above average rolls. At that point you will probably have the fight completely under control so I don't see needing to switch targets as a problem. I should probably mention it, though.

Edit: Now that I think of it, do you both play with groups of 5+ people? I can see this issue being way worse the more players there are and I think that is something really important to adress.


roquepo wrote:
Edit: Now that I think of it, do you both play with parties of 5+ people? I can see this issue being way worse the more players there are and I think that is something really important to adress.

Agreed it is party size dependant. I'm currently GMing with 6 PCs. I'd like Rangers in a party of 3.

Shadow Lodge

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Added to the 2e Guide to the Guides!


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Gortle wrote:
roquepo wrote:
N N 959 wrote:


4. Action economy. Perhaps the biggest impediment to the Ranger class (beyond a lack of purpose as a Ranger) is the action economy. You don't really address it, IMO.

Don't think we will ever agree here.

I'm going to side with N N 959 here. My groups tend to focus fire extremely well, so Rangers have to hunt prey almost every round. It gets tiresome and feels like you have one less action that everyone else.

This is the reason I don't like Rangers much in PF2.

For this reason I tend to pick a different target than the rest of the party. Works better if I soften up another target, while the other focus fire one. Better action economy for me and better use of my abilities. If I have an animal companion and a flurry melee ranger, I move to solo lower level targets.

I don't like feeling like I wasted actions using Hunt Prey on something that dies in a single round.


Deriven Firelion wrote:
Gortle wrote:
roquepo wrote:
N N 959 wrote:


4. Action economy. Perhaps the biggest impediment to the Ranger class (beyond a lack of purpose as a Ranger) is the action economy. You don't really address it, IMO.

Don't think we will ever agree here.

I'm going to side with N N 959 here. My groups tend to focus fire extremely well, so Rangers have to hunt prey almost every round. It gets tiresome and feels like you have one less action that everyone else.

This is the reason I don't like Rangers much in PF2.

For this reason I tend to pick a different target than the rest of the party. Works better if I soften up another target, while the other focus fire one. Better action economy for me and better use of my abilities. If I have an animal companion and a flurry melee ranger, I move to solo lower level targets.

I don't like feeling like I wasted actions using Hunt Prey on something that dies in a single round.

Flurry rangers can get the best of both worlds (as I think is noted in the guide). First attack on party's target to help focus and subsequent attacks on Prey to soften them up for after.


@OP. So let me just clarify that I'm giving you feedback on your guide.

roquepo wrote:
I gave those numbers as a generalization given to help people identify things easily, What is important is what I say about the feats (in mine and every guide

People generally put more value in quantitative analysis than qualitative. I'm looking at your guide and the first thing I am looking at are the numbers. So then I am looking at your text, but your perspective is kind of unclear. Is Outwit a 3/5 overall, or only if I want to play a 2 handed build?

Honestly though, your approach is very typical of guides.

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I believe, an arbitrary number without context means nothing). I took into consideration the 5 proposed weapon + edge combinations I listed after the edges and rated everything acording to those, I should make that clear.

I don't see how that is reflected in the numbers. For example, you have Animal Companion 4/5 and called the benefit "insane." Except I have a companion on a Flurry Ranger and it's a terrible match. Flurry wants to use all the actions for attacking. And even if you're Precision, your first round action is Hunt, Draw Weapon/And or Move, Attack. So until you get a mature companion who can move on and attack on its own, you're not getting a whole lot out of it on average.

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The only thing I consider true there is that I see the Outwit as a Support edge. I stated several times that Precision works for mostly everything (you can play a dual wielding Precision Ranger and it will work fine) and one of the listed builds is a ranged flurry build. I didn't try to analyze them only in those roles.

It's not really feasible to evaluate every facet/aspect. So I am recommending you pick one or two and talk about what feat choices make sense. As a reader, I don't find it helpful when guides make general statements that are usually not based on an actual data but just theorycrafing.

Again, lots of guides do this and I generally find it uninformative.

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While true, I don't thing this is useful for a guide. I want to help people build their Ranger and offer my perspective on what works best. That is something related to how well the class is designed.

I have to disagree. Satisfaction is based on the difference between expectation and reality. If people have a realistic understanding of how a class fails or areas where it struggles, they are more likely to appreciate things that do work. It also makes the guide seem more credible and not an attempt to whitewash.

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Worse than Fighter and Barbarian isn't a bad spot to land taking in consideration that you also have ways to boost your skills, more base skills and things like Warden's Boon.

So you're introducing a non-sequitor. I quoted your section about a Ranger excelling at single target and countered by saying the Ranger is actually worse at that than other martials. The fact that a Ranger has more skills or better saving throws has no bearing on your original assertion. It sounds like you should change your statement to say that although a Ranger isn't better at single target killing compared to other martials, it has the other benefits that you think make up for it.

Of course the real problem is that the Ranger should be noticeably better at killing a target it designates as Prey than anyone else would be at killing it and it's not. It's just a LOT better at killing it's Prey than it is is at killing things that are not its Prey. Which is another way of pointing out that the whole Hunt Prey mechanic works as a constraint, not an enabler. But, you don't really get into Hunt Prey, so this is a tangent we can ignore.

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Rogue deals less damage in general unless they can always expend 2 actions attacking (which just brings it to par).

I think a Rogue has a number of advantages for damage as compared with a Ranger, but we can table that discussion as I don't have a database of combats to validate this. I will point out that I'm finding my various Rangers' damage is typically last or the bottom half of the party. And yes, I am playing PFS which is typically 5-6 person parties, so Hunt Prey like every round.

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That no feat has a line mentioning 2 handed weapons doesn't mean Ranger does not synergize with 2 weapons. An optimized outwit Ranger for sure uses one.

I'm not sure we define "synergy" the same. There's nothing in the Ranger build that lets an Outwit Ranger do more with a 2 handed weapon than a Flurry or Precision Ranger, and arguably it does less. If you think an Outwit Ranger is somehow better for using a 2-hander, it's not evident in the guide. What is true is that a Flurry Ranger gets more using TWF or Reload 0 because there are specific feat which bump the number of attacks an leverage Flurry. I don't see anything in the Ranger feats that does that for 2-handing.

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Nothing stops you for picking both melee and ranged oriented feats. they are really good at switching from ranged to melee with most builds if you make space for some feats that support this.

Yes, there is something that stops you and that is the opportunity cost and limited number of class feats. You simply can't fit in all the feats. Yes, you can take Hunted Shot, and Twin Takedown, and Quickdraw, but you're spending a lot of actions switching weapons. If you want to go from bow to 1 or 2 hander, then you're not taking Twin Takedown and you're not getting any melee weapon support from the class.

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All edges apply with any weapon and work regardless of the type of strikes you make

It's not a function of weapons and Edges, it's a function of Feat support and Hunt Prey. Twin Takedown requires two separate weapons. Hunted Shot requires a reload 0 weapon. You can't use a greatsword with TT and you can't use throwing axes with Hunted Shot. Yes, the Edges still function, but Flurry isn't fully leveraged without the Feats that were specifically designed to leverage it. If you're creating a guide for players, I think that point needs to be emphasized rather than overlooked. As a player, I would want someone to point that out to me.

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AoO I believe is there from 15 to 30-ish percent of monsters from low to high levels.

With the exception of Skeletal Champions, AoO's tend to show up on bosses. And those are exactly the types of foes you do not want to give a free attack to.

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Moreover, when you switch from ranged to melee (the case you are talking about) most of the time you are doing it to soak damage.

That's not why people switch hit. Switch hitting has historically been done (outside of just mimicking Aragorn) because you've built a character to use ranged attacks to soften the creature up as it come into melee. Typically you have a STR build Fighter because you're going heavier armor and you take a few ranged feats to justify not immediately going into melee.

Another advantage and/or historical reason to switch in PF1 is that if you approach the monster, you going to give it a Full Round of attacks. If it approachs you, it gets one attack and you'll get the full round (with quickdraw).

Now, I've seen some PF2 posts where people insist everyone needs to run into melee to take damage (It's great to see so many GMs so obliging), but don't see that as common tactic. Obviously people can make switcher for whatever reason they want and may do so because they want to do both. I don't see the Ranger any better at it than the Rogue or the Fighter. And from playing and seeing some of the Gunslinger Paths, that class is, imo, waaaaay better suited for SH than the Ranger could ever hope to be.

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If the GM gives you nothing useful they are not giving you an "Useful clue about your situation" and that is not fault of the edge.

It's not the "fault" of the Edge, but it is something a guide should warn players of. I do not know if you've seen them, but there are probably a dozen long threads on the problem with Recall Knowledge in PF2. IME, it is not a problem with the GMs. It's a core problem with the game and how Paizo has implemented RK. in 90% of the fights I've been in, there just isn't anything "useful" the GM can provide if you're not authorizing GMs to give out meta-data. Honestly, what is RK going to give you on other human? Or the third orc group you've fought?

The point here, is that Master Monster Hunter is not quite as wonderful as it should be...by a large margin. It seem great in theory, in practice, it's of questionable value seeing as how you have to give up two feats to get it (and one of them at a high opportunity cost). I will say that I think the biggest payoff for MMH is the narrative value of identifying all monster with Nature and a success being a crit succes. It may not amount to much, statistically, but it does feel like it sets the Ranger in a unique place.

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Again, I believe this is something appropriate to bring in a class design discussion, not in a class guide.

Well, I think it's really valuable for a player to see how Precision is asymmetrically treated by the class feats.

So once again, I'm just giving feedback, if you don't find it helpful, that is okay. As I mentioned, your guide is very similar to most guides, so it's not like you're doing or saying anything out of the ordinary. But then I do not find that most guides are very informative. That includes Youtube videos I've seen on D&D 5e. They typically come across as very idiosyncratic and based on criteria and outcomes that seem divorced or non-representative of my gaming experience.. I would much rather hear about how things play out in nominal game play.


Deriven Firelion wrote:

For this reason I tend to pick a different target than the rest of the party. Works better if I soften up another target, while the other focus fire one. Better action economy for me and better use of my abilities. If I have an animal companion and a flurry melee ranger, I move to solo lower level targets.

I don't like feeling like I wasted actions using Hunt Prey on something that dies in a single round.

But then I feel inefficient. Focus fire is the right tactic. I'm not getting a bonus by firing on a different target, just covering a weakness.


Gortle wrote:
Deriven Firelion wrote:

For this reason I tend to pick a different target than the rest of the party. Works better if I soften up another target, while the other focus fire one. Better action economy for me and better use of my abilities. If I have an animal companion and a flurry melee ranger, I move to solo lower level targets.

I don't like feeling like I wasted actions using Hunt Prey on something that dies in a single round.

But then I feel inefficient. Focus fire is the right tactic. I'm not getting a bonus by firing on a different target, just covering a weakness.

I frankly never felt it as too much of an issue (even though I have a 7 people party).

Low levels are harder since enemies tend to die faster but rangers in my experience just need to apply some tactics:
-attack a different target. Usually focus firing a single enemy is more efficent but i find that dividing the enemy forces can also be a good tactic, expecially at higher levels when monsters start getting quite a bit of aoe abilities.
-scouting ahead and using hunt prey out of combat. Stealth is of course quite important and some builds could not manage to but as a general rule rangers are quite good scouts.
-investing in action economy improving feats. Besides flurry rangers that have a built in good action economy, everyone can get something that helps a bit (albeit at higher levels).

When you go past level 10 then enemies tend to be quite hard to kill, even if they are lvl-2 unless someone specializes in save or die effects like scare to death, wich is another issue altoghether.


I love the ''you want optimized damage? play a fighter'' angle.

I find it says everything you need to know about the ranger. Rangers are strong versatile martials with decent damage, but they're not the best, that's not why you're playing them.

Great guide overall, wish it was in the guide to guides.


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AlastarOG wrote:
Great guide overall, wish it was in the guide to guides.

Good News!

Broken Zenith wrote:
Added to the 2e Guide to the Guides!


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Gortle wrote:
Deriven Firelion wrote:

For this reason I tend to pick a different target than the rest of the party. Works better if I soften up another target, while the other focus fire one. Better action economy for me and better use of my abilities. If I have an animal companion and a flurry melee ranger, I move to solo lower level targets.

I don't like feeling like I wasted actions using Hunt Prey on something that dies in a single round.

But then I feel inefficient. Focus fire is the right tactic. I'm not getting a bonus by firing on a different target, just covering a weakness.

I feel it is an efficient way to use the ranger.

I've read the rangers complaint by some on the board, yet the class is extremely popular with my group and feels powerful in play. Precision and flurry allow a ranger to switch between ranged and melee easily. They get high Perception which makes them good for a rogue type roll. 10 hit points per level. Good saves. Strong movement through difficult terrain. Good feats.

Hunt Prey does have the action cost, but you often make up for that with Hunted Shot and the melee version of it which lets you make two attacks with one action. You can easily build to Hunt Prey on two targets with the means to give someone else your hunter's edge should you be fighting one target.

The ranger feels like a good class you can build in a powerful way that improves as you level up. My biggest complaint for the ranger is the lack of an individually powerful lvl 20 feat. Triple Prey with the ability to give two allies your Edge bonus seems like the best and most obvious level 20 feat unless you're playing some long range bow assassin who will often shoot from a crazy range.

I don't have many complaints about the range. It plays strong in a group both individually and group abilities. It has a lot of strong builds. No one feels like they're not effective as a ranger.


Deriven Firelion wrote:
Precision and flurry allow a ranger to switch between ranged and melee easily.

So does the Fighter's +2, and the Barbarians Rage, and the Rogues Sneak attack. Precision and Flurry aren't actually "allowing" anything. Anyone can switch between melee and ranged. My Investigator can switch with ease.

But the Ranger has to additionally pick feats to compensate for having to Hunt Prey and those feats are different for melee and ranged. So in actuality, it cost a Ranger more to switch than it would other martials Or put another way, the opportunity cost for switching is much higher for the Ranger and their effectiveness drops even more if they don't take class feats to support both. Those class feats purchased with the same currency that the class has to purchase its utility and narrative facets. You can't get it all.

What's really fascinating about this discussion is how some people perceive the state of the class. Because Paizo has essentially required you take a feat to use Hunt Prey in melee and ranged, it's seen as a boon for the class rather than a combat tax.

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No one feels like they're not effective as a ranger.

i know plenty of people who feel the class underperforms.


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N N 959 wrote:
Deriven Firelion wrote:
Precision and flurry allow a ranger to switch between ranged and melee easily.

So does the Fighter's +2, and the Barbarians Rage, and the Rogues Sneak attack. Precision and Flurry aren't actually allowing anything. Anyone can switch between melee and ranged. My Investigator can switch with ease.

But the Ranger has to additionally pick feats to compensate for having to Hunt Prey and those feats are different for melee and ranged. So in actuality, it cost a Ranger more to switch than it would other martials Or put another way, the opportunity cost for switching is much higher for the Ranger and their effectiveness drops even more if they don't take class feats to support both. Those class feats purchased with the same currency that the class has to purchase its utility and narrative facets. You can't get it all.

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No one feels like they're not effective as a ranger.
i know plenty of people who feel the class underperforms.

The fighter's +2 encourages specialization in a weapon group.

Rogue sneak attack is limited to certain types of weapons and hard to set up at range.

Barbarian rage is also best in melee.

Ranger's edge has no such limitations. Flurry or Precision works with ranged or melee weapons of any size or kind. At the moment I run a ranger with a bow and a two-handed d12 weapon for melee and switch easily with Precision adding to the damage of either with ease.

And my group doesn't feel the ranger underperforms. They like the ranger and try to use it to maximize it's abilities.

But we might play differently than your group. Our group likes to use ranged attacks to soften targets and I've read tons of groups on here view ranged weapons as inferior to martial. That leads me to believe they are starting encounters at a much closer distance than us.

We tend to use Stealth heavily, engage at 100 feet plus when possible, and have zero problem letting monsters come to us. Rangers are very good at stealthing, attacking from range, and scouting. They have a lot of very good builds that make them a very useful asset to a party.

There is also a huge underestimation of the action saving power of ranged weapons in these discussions. A ranger capable of attacking across a field of battle with no movement necessary simply by marking a target is an action saving advantage. Movement from target to target takes up actions, whereas a ranger archer has no such need. They move from target to target marking within 200 feet of targets. Parties that don't take advantage of this are going to find the ranger performs with inferior ability. Parties that do operate with this in mind will find the ranger quite powerful.

I know a lot of DMs line things up for players to easily attack new targets without spending move actions. I do not when I DM. My group generally does not. So being able to move from target to target with a single action within 200 feet or attack mobile targets like flying dragons or other flying creatures without moving is quite nice.

I would like to see how people are using the ranger and how the DM is setting up the battlefield. These can be factors in underperformance if Stealth and range is not being taken advantage of.

The mechanics of the ranger are not weak. You have to think about how they work and how to take advantage of that in a party. Those that do take the time to do this will find the ranger a high performing class with lots of interesting builds.


Deriven Firelion wrote:
Ranger's edge has no such limitations.

Every class pivot has limitations and the Edges are no different. Flurry requires that you must make at least two attacks per round. This means if you don't use TWF or a Reload 0 weapons and take the appropriate feat, you're paying an action tax. Honestly, in some cases, you're going to do more damage NOT designating a Prey (especially a 2 handing Outwit Ranger). The Ranger is the only class that can make that claim. In addition, a Flurry Ranger is far better served going Reload 0 to maximize it's chance at getting three and four attacks in a round.

Precision doesn't work against some creatures, but yes, because it was added after the class was designed it avoids a lot of the intended nerf from Hunt Prey. But it still requires that you Hunt Prey and that has a huge impact on the class throughout that overwhelming experience of the players. Double Prey doesn't come along until 12 at which point you're paying a huge opportunity cost to possibly save one action on your next target.

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At the moment I run a ranger with a bow and a two-handed d12 weapon for melee and switch easily with Precision adding to the damage of either with ease.

Yes, Precision is flat out better for switching than Flurry. That doesn't make the Ranger better at switching than other classes. You're over looking the fact that you're focused on your Prey. If your Prey isn't in melee range, then you aren't switching to some other target that is in melee. If your Prey stays in melee, you aren't switching to some other target that is at range. If your Prey is moving in and out, you're burning actions switching, or you're burning actions designating a new Prey.

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And my group doesn't feel the ranger underperforms.

That's a different claim than asserting that "no one" has issues with the Ranger's efficiency. And I'll point out that I'm playing a three different Rangers in PFS, not to mention all the times I've played along various Rangers and their different builds. So I'm seeing a LOT more table variation than someone who is in a single four person campaign. I would submit I have a larger set of data points on how the Ranger performs comparatively.

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Our group likes to use ranged attacks to soften targets and I've read tons of groups on here view ranged weapons as inferior to martial. That leads me to believe they are starting encounters at a much closer distance than us.

I'm playing published content. It's a mix of close and distant, but I've never had an encounter out of shortbow range.

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I've read tons of groups on here view ranged weapons as inferior to martial.

If you mean inferior to melee, that's because it is, by design. Paizo intentionally nerfed ranged damage on several levels. And it should be noted that the Ranger class and all others were clearly set up to use shortbows and crossbows as opposed to the FIghter's maxmizing the longbow. But that isn't Ranger specific, so I don't hold it against the Ranger.

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We tend to use Stealth heavily, engage at 100 feet plus when possible, and have zero problem letting monsters come to us. Rangers are very good at...

I'm not sure I've ever had a PFS or AP encounter at 100+' feet. But that just puts more value on switching, which is again not something limited to the Ranger.

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There is also a huge underestimation of the action saving power of ranged weapons in these discussions

Yes, and that's exactly why Flurry works better for Ranged. But not moving also subjects the Ranger to cover penalties and if you use a longbow, you're frequently compelled to move. So while there are opportunities to get more attack (save actions) it's frequently comes at a trade-off.

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These can be factors in underperformance if Stealth and range is not being taken advantage of.

I've never seen Stealth scouting used effectively or consistently in PF1, PF2, or 5e. Scouting ahead is anti-collaborative at a table with 4-5 other players who aren't scouting ahead. I've seen GMs actively discourage the party from splitting up So yes, if you're frequently scouting ahead of combat, designating a prey before Initiative, you're saving some actions. I've never seen a GM or scenario support this type of activity on any type of nominal basis.


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N N 959 wrote:

Every class pivot has limitations and the Edges are no different. Flurry requires that you must make at least two attacks per round. This means if you don't use TWF or a Reload 0 weapons and take the appropriate feat, you're paying an action tax. Honestly, in some cases, you're going to do more damage NOT designating a Prey (especially a 2 handing Outwit Ranger). The Ranger is the only class that can make that claim. In addition, a Flurry Ranger is far better served going Reload 0 to maximize it's chance at getting three and four attacks in a round.

Precision doesn't work against some creatures, but yes, because it was added after the class was designed it avoids a lot of the intended nerf from Hunt Prey. But it still requires that you Hunt Prey and that has a huge impact on the class throughout that overwhelming experience of the players. Double Prey doesn't come along until 12 at which point you're paying a huge opportunity cost to possibly save one action on your next target.

It does not change the edges work with all types of weapons without an additional feat investment. It doesn't matter whether you're using melee or ranged with the edges. It is a low feat cost to gain the action economy advantage with either bow or two weapons.

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Yes, Precision is flat out better for switching than Flurry. That doesn't make the Ranger better at switching than other classes. You're over looking the fact that you're focused on your Prey. If your Prey isn't in melee range, then you aren't switching to some other target that is in melee. If your Prey stays in melee, you aren't switching to some other target that is at range. If your Prey is moving in and out, you're burning actions switching, or you're burning actions designating a new Prey.

When I say switching, I mean switching between ranged and melee attacks. Not switching targets.

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I'm not sure I've ever had a PFS or AP encounter at 100+' feet. But that just puts more value on switching, which is again not something limited to the Ranger.

Then this is going to devalue stealthy ranged attackers like the ranger who is very good at stealthing up to a target or targets, marking them from range given Hunt Prey has no limit on distance, and hammering them while moving. They are designed for skirmishing. If you don't allow skirmishing, then they will appear less effective than a class who pretty much hammers.

Drawing creatures in with a few rounds of ranged attacks and then switching to melee should you need to is a useful ranger tactic I've used more than a few times.

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Yes, and that's exactly why Flurry works better for Ranged. But not moving also subjects the Ranger to cover penalties and if you use a longbow, you're frequently compelled to move. So while there are opportunities to get more attack (save actions) it's frequently comes at a trade-off.

It takes two feats to obtain Point Blank Shot if you don't want to move. I have found no trade off save in tight rooms.

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I've never seen Stealth scouting used effectively or consistently in PF1, PF2, or 5e. Scouting ahead is anti-collaborative at a table with 4-5 other players who aren't scouting ahead. I've seen GMs actively discourage the party from splitting up So yes, if you're frequently scouting ahead of combat, designating a prey before Initiative, you're saving some actions. I've never seen a GM or scenario support this type of activity on any type of nominal basis.

I have seen it used effectively in every edition.

Anti-collaborative? It 's anti-collaborative to force a character who operates best by stealthy skirmishing into constantly fighting like some martial melee character who always wants to close quickly and swing.

Why do you get to punish the skirmisher rather than use their abilities in a productive fashion with the group?

I allow this and encourage it all the time with my PCs and I do it all the time. If I were at your table, I would tell the entire group and party that Stealth is going to be used or I'm out of the game. I don't tolerate bad play due to some kind of group consensus that amounts to "Move to next room so I can start swinging."

If I'm playing a rogue or a ranger, then I'm stealth scouting often. I'm pulling the monsters to an advantageous position for us, not for the DM. The DM is not dictating terms to me the PC, I'm telling them what I'm doing.

Stealth is a skill I get on every character, even my casters given how easy it is to obtain. We use group stealth tactics and control engagement range and the pace of movement through dungeons.

It doesn't take that long to do. I have no idea why more players don't employ stealth and skirmish tactics as it allows greater control of the battlefield and let's you favorably set up the battlefield. It can be done quite quickly by someone surveying the map and letting the DM know where they're moving in formation and who is stealthing ahead, usually a high perception and high stealth class.

You can set up a single point within a nexus of rooms or areas allowing the scout to quickly move to an area, check it, and return with recon about the area. Then set up the attack schemes while doing it.

If you're not going to do this, then I guess the ranger is inferior since it is built to be a scouting, skirmishing class whose advantages are things like tracking an enemy and marking them during the track, scouting areas, and operating with advanced knowledge of enemies.

If you're not going to use the class abilities in an advantageous way, not sure why you like playing the class. Might as well play some straight up martial like a fighter or a barbarian. They keep it simple. See something, kill it. That ain't the ranger. Ranger sets up better operating like a stealthy ranger tracking enemies, marking them while tracking, and then using ranged or melee according to circumstance.


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N N 959 wrote:
Honestly though, your approach is very typical of guides.

When dealing with a complex matter, like rating abilities in a ttrpg guide, you can't be precise with just numbers. There is no way to rate something like a feat in a way that really matters besides guiving a written opinion.

N N 959 wrote:
So then I am looking at your text, but your perspective is kind of unclear. Is Outwit a 3/5 overall, or only if I want to play a 2 handed build?

In most guides ratings mean just a vague "how I feel about this option" for a reason. it is a 3/5 because overall I think it is a fine option, and then I go and elaborate there, in the feats that relate to that specific edge and in the sample build I posted later why.

N N 959 wrote:
I don't see how that is reflected in the numbers. For example, you have Animal Companion 4/5 and called the benefit "insane."

Insane at level 1. Don't omit things, please. Very few options can compete at low levels with an Animal Companion. They have 2/3rds of your health pool and are 1 or 2 points behind of your to hit and AC. Even after factoring the reduced actions that's like half a PC worth of power in one feat.

N N 959 wrote:
It's not really feasible to evaluate every facet/aspect

And I'm not. As I said, I'm evaluating things from the lens of those 5 edge + weapon(s) combinations. Despite mentioning earlier that you can play a Dual wielder with precision edge I did not take that in consideration to rate anything. If I understand correctly, you are telling me that you think it would be better if I just posted the 5 different builds and go more deep into them. I don't believe that is a class guide.

About that last phrase, I've either played, GMd for or seen in play the 5 weapon + edge combinations I based the guide on. Of course I need to theorycraft here and there, it is unrealistic to expect someone to have experience with everything you have to cover in a class guide. For example, for the snares section I had to ask here and in reddit because I haven't seen them in play ever.

N N 959 wrote:
I quoted your section about a Ranger excelling at single target and countered by saying the Ranger is actually worse at that than other martials

I already said that I probably missused the word "excel". What i wanted to convey is that Rangers thrive when they are able to focus on one single target.

N N 959 wrote:
It's not a function of weapons and Edges, it's a function of Feat support and Hunt Prey

About weapon switching between ranged and melee, let's go backwards. Fighter has to stick to a single weapon type, rogue has problems getting the flat footed condition at range without external support, Barbarian can only use throwing weapons, has to pick a feat for it and don't has the option to go DEX, Monk has to enter a stance and then draw a bow or use a shuriken, Champion is expected to dump DEX... Of course Ranger has limitations, all classes have them, but when talking about weapon switching, the limitations they have are a non-issue compared with the others. Besides, I wouldn't call picking Twin Takedown (which isn't even necessary for Precision ranged builds to be able to switch), Hunted Shot and Quick Draw as "too many feats". With a gauntlet you only need 1 Quick Draw to be able to Dual Wield too.

N N 959 wrote:
Another advantage and/or historical reason to switch in PF1 is that if you approach the monster, you going to give it a Full Round of attacks. If it approachs you, it gets one attack and you'll get the full round (with quickdraw).

I mean, this is the starting line of weapon switching.

Once enemies close down, you have to decide between going back and keep using ranged or stay in and use a melee weapon. The real benefit of staying in is being another body there so the enemies get less benefits going for the true backline, the casters. If they do so, you waste no actions pulling your ranged weapon back, if they don't, better for your group.

N N 959 wrote:
Scouting ahead is anti-collaborative at a table with 4-5 other players who aren't scouting ahead

Far from the truth. You can and should always involve the rest of the party when scouting. Early on it can be difficult due to low resources and abilities, but as the game progresses everyone can collaborate with this. using Recall Knowledge, casting divination and illusion spells, making distractions, setting up signals to be coordinated, setting ambushes together...


roquepo wrote:
When dealing with a complex matter, like rating abilities in a ttrpg guide, you can't be precise with just numbers. There is no way to rate something like a feat in a way that really matters besides guiving a written opinion.

For me, the issue isn't that guides aren't accurate (after all it's largely subjective) the issue is that the ratings can feel arbitrary. If you're going to use numbers, then I would want to make sure I'm using the same framework for all the assessments. But that's not a trivial task. So, yes, I get that people just kind of spitball the ratings. But that's why I think most guides are often misinformation.

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In most guides ratings mean just a vague "how I feel about this option" for a reason.

Right. And since I don't necessarily understand what matters to most guide writers, their guides aren't informative. Telling someone that I give vanilla a 3/5 and chocolate mint a 4/5 doesn't inform anyone how good the ice cream is. It just tells them what I like and don't like. But if I base those numbers on sugar content and milkfat, then we are getting somewhere.

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Insane at level 1. Don't omit things, please. Very few options can compete at low levels with an Animal Companion.

Sorry, not trying to take it out of context, but I had a companion at level 1 and on my Flurry Ranger, 90% of the time it does nothing because I simply don't have the actions to activate without a net negative impact to my Ranger's effectiveness. If I'm lucky, a boss might last enough rounds I get it into position, but usually, no. So at level 1, I can't agree that the benefit is "insane" or anything close to it. I've also seen other Ranger builds with companions and I would not qualify the effect as "insane." On one occasion I played with two Ranger and both saw their companions die. Not much benefit from a companion that can't survive melee combat.

The point here is that what looks good on paper isn't always good in practice. It's one thing to have a potential benefit, it's another to achieve that benefit with live bullets. I would think that any rating on a companion considers the expected benefit vs the potential benefit is being much more useful.

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They have 2/3rds of your health pool and are 1 or 2 points behind of your to hit and AC. Even after factoring the reduced actions that's like half a PC worth of power in one feat.

Not really. You're reducing your PCs's actions by 1/3 and in a class that is already spending an action to to Hunt Prey. You also can't heal it in combat, without burning feat. Plus....taking the companion costs many feats throughout the build. So the Ranger sans companion is less powerful than the Ranger who is built without one.

IME, the companion gets better later when it can at least move/attack on its own. And of course Precision benefits far more from having companion than Flurry.

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And I'm not. As I said, I'm evaluating things from the lens of those 5 edge + weapon(s) combinations.

Apologies, I was agreeing with you that it's not possible to evaluate every single build. But my point is that for me, the 5 edges + weapons combinations, gets confusing in what rates what.

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If I understand correctly, you are telling me that you think it would be better if I just posted the 5 different builds and go more deep into them. I don't believe that is a class guide.

Not exactly. I would recommend you talk about Ranged, Melee, Support and talk about how each feat contributes to those in your experience.

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Of course I need to theorycraft here and there, it is unrealistic to expect someone to have experience with everything you have to cover in a class guide.

Agreed. But you would be better served, IMO, by pointing out feats you've actually used and those you haven't I know nothing about snare use. Never tried it, never seen it.

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What i wanted to convey is that Rangers thrive when they are able to focus on one single target.

Right. I think we are on the same page here.

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Of course Ranger has limitations, all classes have them, but when talking about weapon switching, the limitations they have are a non-issue compared with the others.

The switch hitting topic is a bit of a sticky wicket. Part of the challenge is what determines whether someone wants to switch hit with any particular class? It seems that people see a feat like Quickdraw or that the Ranger has feats for improving melee and range as evidence that the Ranger is designed or geared towards switch hitting.

Adding to this confusion is that we don't all agree on what the threshold is for calling oneself a switch hitter or how we evaluate one build vs another.

For now, I'm just going to point out that anyone can switch hit. And I would argue that any individual person will use switch hitting if they feel they aren't disadvantaged by doing so and the cost is equal to or at least doesn't critically outweigh the benefit. If the simple addition of Quickdraw and a pivot that works in both situations is the sum total of your criteria, then I would mention it. I would encourage you to explain your thresholds for being a switch hitter and talk about how you define it.

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Far from the truth. You can and should always involve the rest of the party when scouting. Early on it can be difficult due to low resources and abilities, but as the game progresses everyone can collaborate with this. using Recall Knowledge, casting divination and illusion spells, making distractions, setting up signals to be coordinated, setting ambushes together...

I've been playing PFS for over 10 years. There is almost zero party scouting. On rare occasions, one or two people might "scout ahead" but unless you can make the whole party invisible and silent, it doesn't happen. And especially in PFS, the GM absolutely doesn't want any single player to routinely get more game time than the others.

Liberty's Edge

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If we're adding in PFS experience here - I've been playing PFS since 2015, and have regularly seen scouting at the table, both in the games I've played and in the (far more numerous) games I've run :) Your experiences aren't universal, it's fine to accept that some people will play the game in a way that gets more out of any given class.


So you've stopped the game and made the other five players do nothing while one player searches all the rooms, finds all the creatures, and then returns to the party? If not, then what are you counting as "scouting"?

I don't read that anyone here is "geting more" out of the class (except if their GM is letting them solo the dungeon while everyone else waits). I read that they are valuing the experience differently. Which is fine.

I never said my experiences were "universal" so please don't put words in my mouth.


Deriven Firelion wrote:
It does not change the edges work with all types of weapons without an additional feat investment. It doesn't matter whether you're using melee or ranged with the edges.

Edges working is not what defines switch hitting. You keep coming back to that as for why the Ranger is a better switch hitter. I'm afraid that doesn't make it so. Maybe for you, but not on any objective level.

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It is a low feat cost to gain the action economy advantage with either bow or two weapons.

It is not a low "cost" feat. It's a low level feat. Because the Ranger has to purchase its narrative abilities, spell casting, and combat all from the same resource, all the feats come at a high opportunity cost. Other classes don't have this same problem or least not to the same extent..

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When I say switching, I mean switching between ranged and melee attacks. Not switching targets.

I think you missed the point. A Ranger is compelled to attack its Prey. If your Prey stays at range, but another target comes into melee, you essentially screw yourself over switching to melee. Other classes don't have this problem.

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It takes two feats to obtain Point Blank Shot if you don't want to move. I have found no trade off save in tight rooms.

Point Blank Shot is not a Ranger feat. This is discussion about Ranger feats in a guide. It's not a guide on how to build an archer.

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Why do you get to punish the skirmisher rather than use their abilities in a productive fashion with the group?

The needs of the many outweigh the needs of the few.

I'm glad you've found group where the entire party can stealth as well as the ranger or a GM that will routinely make five players do nothing while one gets to keep playing.


N N 959 wrote:
So you've stopped the game and made the other five players do nothing while one player searches all the rooms, finds all the creatures, and then returns to the party?

You have a weird idea of what scouting entails. You don’t need to hog the spotlight to scout. Is that what you want when you complain about your Rangers not getting a chance to scout?


N N 959 wrote:

So you've stopped the game and made the other five players do nothing while one player searches all the rooms, finds all the creatures, and then returns to the party? If not, then what are you counting as "scouting"?

I don't read that anyone here is "geting more" out of the class (except if their GM is letting them solo the dungeon while everyone else waits). I read that they are valuing the experience differently. Which is fine.

I never said my experiences were "universal" so please don't put words in my mouth.

It isn't that intensive if you are used to doing it. Stop trying to make it sound like scouting bogs things down when it doesn't. It's very easy to set up. The information is processed very quickly.

You act like making a stealth check to move up to a door is some kind of time consuming activity. It amounts to little more than, "I stealth up to the door. I check the door for traps and listen at the door." Takes not much time at all.

You're not scouting the entire dungeon while the group waits. You're moving like a Spec Ops team with a point man. Point man moves around 50 feet ahead or so depending on the area. If they listen or find anything, they alert the group. They make some quick stealth and survival checks to see what is going on. Decision on how to set up the attack is quickly made.

Our group roles always including point man/scout. We don't like walking into hazards or ambushes. And we don't like letting the enemy control the battlefield.

Sound tactical use of stealth and scouting is as helpful to the success as spellcasting or buffing. It's not time intensive. It's a few rolls and a short amount of game time.


N N 959 wrote:
Edges working is not what defines switch hitting. You keep coming back to that as for why the Ranger is a better switch hitter. I'm afraid that doesn't make it so. Maybe for you, but not on any objective level.

I'm not sure how you would measure that objectively. My test would be does this ability work equally well with a melee or ranged weapon of any kind? If the answer is yes, then I'm very good at switching between melee and ranged. If someone comes in melee range, then I switch my prey next action, pull out my melee weapon, and go to down or the same with ranged. Not real hard for a ranger.

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It is not a low "cost" feat. It's a low level feat. Because the Ranger has to purchase its narrative abilities, spell casting, and combat all from the same resource, all the feats come at a high opportunity cost. Other classes don't have this same problem or least not to the same extent.

No. They don't. Skill feats can build out narrative feats. Why do you keep saying this stuff like it's true when I have spent the feats to get these things myself and not had any reduction in capability. I've literally done this with my ranger.

You take Archer Dedication which picks you up Weapon Critical Specialization even on non-Prey and buy Point Blank Shot. All done. Use Natural Ambition if a human for Gravity Weapon or Hunted Shot, all done.

Quote:
I think you missed the point. A Ranger is compelled to attack its Prey. If your Prey stays at range, but another target comes into melee, you essentially screw yourself over switching to melee. Other classes don't have this problem.

I play a ranger. They are not compelled to attack their prey. For a precision ranger, after you attack your prey once you can pretty much attack whoever else you want and no reduction in ability. Flurry is more focused on prey, but even a Flurry ranger could switch and take a minor reduction that everyone else takes in hit penalty.

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Point Blank Shot is not a Ranger feat. This is discussion about Ranger feats in a guide. It's not a guide on how to build an archer.

It's a discussion of the ranger class and ways to optimize it.

Quote:
The needs of the many outweigh the needs of the few.

The many in my group like a stealthy skirmisher who can bring them back information on what's in the room from a Survival tracking check and if the door is trapped or what is in the room, then letting the group set up to best deal with that like letting the Champion open the door while the skirmishing ranger sets up in back so the don't have to deal with volley.

Quote:

I'm glad you've found group where the entire party can stealth as well as the ranger or a GM that will routinely make five players do nothing while one gets to keep playing.

It doesn't work like this and I'm not sure why you think it does. No one is siting there while you scout the entire dungeon, map it out, camp for lunch, scout some more, then come back the next day with full information on the camp. It's a mobile point man scout who moves in front of the group scouting as they move.

In dungeons this usually isn't too far ahead. Outdoors a little farther, but still just far enough to coordinate quickly with the group. It's a military-style scouting point man we've always considered an important group role that helps protect against hazards, control engagement, and provide information to the party as they move.


Deriven Firelion wrote:
You act like making a stealth check to move up to a door is some kind of time consuming activity. It amounts to littte more than, "I stealth up to the door. I check the door for traps and listen at the door." Takes not much time at all.

I don't count that as scouting. But if that's what you you mean, then yes, that happens all the time. That has minimal benefit, IME. Maybe once in five attempts you might hear something, you designate Prey and then 1 out of those 5 times, you actually get to target that creature before it dies or something else stops you from attacking it. But most GMs aren't letting me make RK checks on something I can't see, of if they do, it's at penalty.

When I play Ranger's, I'm always trying to find tracks and designate Prey. The statistical benefit is minimal at best. I do it more for the roleplay aspect.

I'm not sure how that makes the Ranger better than any other class that has Stealth and a comparable modifier.


Deriven Firelion wrote:
No. They don't. Skill feats can build out narrative feats. Why do you keep saying this stuff like it's true when I have spent the feats to get these things myself and not had any reduction in capability. I've literally done this with my ranger.

Skill feats are not Ranger feats. I would never talk about General or Skill feats in making a guide about Rangers except if they were prereqs for other Ranger abilities.

PF2 commoditized a lot of what was standard issue for Rangers in Class feats, not in Skills or General feats.

Quote:
You take Archer Dedication which picks you up Weapon Critical Specialization even on non-Prey and buy Point Blank Shot. All done. Use Natural Ambition if a human for Gravity Weapon or Hunted Shot, all done.

If you want to talk about taking non Ranger feats in your Ranger guide, knock yourself out. That doesn't make the Ranger class better, it makes it worse if you're having to go outside of your class to do things you claim are part of the Ranger's domain.

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I play a ranger. They are not compelled to attack their prey.

Then you're not getting the most of out of you Ranger. More than half the combat feats only work on Prey. So if you're wasting actions on attacking things that aren't your Prey, chances are that is suboptimal. There are some edge cases where that isn't true, but nominally it is. But if you want to assist that attacking non-Prey comes at no lack in effectiveness, be my guest.

Quote:
For a precision ranger, after you attack your prey once you can pretty much attack whoever else you want and no reduction in ability.

You have to hit once. So if you don't hit, you are giving up your Edge benefit attacking something else. Ignoring, of course, that you can use that -10 attack to instead designate another Prey. But again, I don't begrudge anyone playing a Ranger in a way that they think serves them best.

Quote:
It's a discussion of the ranger class and ways to optimize it.

Right, using the Ranger's classes abilities not using any and all feats and abilities from any class. But again, you're free to write a guide any way you choose....and label it whatever you want. The OP asks for feedback and I would not talk about talking Fighter feats in my Ranger guide. No more than I would talk about taking Ranger feats in my Barbarian guide. Those types of things, IMO, are more appropriate for generic/specific build guides.

Liberty's Edge

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N N 959 wrote:

So you've stopped the game and made the other five players do nothing while one player searches all the rooms, finds all the creatures, and then returns to the party? If not, then what are you counting as "scouting"?

I don't read that anyone here is "geting more" out of the class (except if their GM is letting them solo the dungeon while everyone else waits). I read that they are valuing the experience differently. Which is fine.

I never said my experiences were "universal" so please don't put words in my mouth.

Quite interesting to suggest I put words in your mouth when I was pointing out that you were assuming your experiences were true for everyone else, and then immediately tell me that "scouting" means "soloing the dungeon while everyone else waits". This was all in the context of you replying to someone claiming that the stealth abilities of the rangers they've played let them start the fight at ~100 feet distance, and with a Hunt Prey action already taken, quite regularly. That's a far cry from searching all the rooms in a dungeon on your own, and is something that I do not think is particularly unlikely to occur in non-dungeon settings. I also think it's pretty clear that someone who is getting the equivalent of ~3-4 extra actions (the enemy Striding up to you, plus the Hunt Prey) before the start of each combat is getting more out of a class chassis - that's quite a boost in power when it occurs.


N N 959 wrote:

A +1 AC bonus to your prey is worthless when you're not being attacked by your Prey and nearly so if you are.

...

you're going to get hit by non-prey more than prey. Sure, it might save you from being crit by a boss....1 out of 20 attacks, but that's the high point.

Against tough monsters (that need only a nat 2-9 to hit you), you're going to save both a crit 1 out of 20, plus a hit 1 out of 20.

If a boss hits you on a nat 7, you're cutting crits by 25% and hits by 7%. It's really good for an ability you get at Level 1 and costs 1 action with no resources used.


Arcaian wrote:
Quite interesting to suggest I put words in your mouth when I was pointing out that you were assuming your experiences were true for everyone else,

Yes, you're putting words in my mouth. I never claimed my experiences were "true for everyone else." That statement or anything close to is wholly absent from any of my posts. So yes, stop ascribing that to my statements.

Quote:
and then immediately tell me that "scouting" means "soloing the dungeon while everyone else waits".

I didn't tell you what scouting means, I asked if that's what you do, and if you didn't, to define what it means to you. So I specifically acknowledged you may have a different definition. But hey, don't let the facts distort the narrative you're trying to push.

Quote:
This was all in the context of you replying to someone claiming that the stealth abilities of the rangers they've played let them start the fight at ~100 feet distance, and with a Hunt Prey action already taken, quite regularly.

Starting a combat at 100 feat has nothing to do with Stealth and everything to do with the encounter map. How many of your PFS combats start with combatants 100+ feet apart?

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That's a far cry from searching all the rooms in a dungeon on your own, and is something that I do not think is particularly unlikely to occur in non-dungeon settings.

Once again, how many PFS scenarios have you played that contemplate an encounter occuring at 100+ feet because someone was using Stealth?

Quote:
I also think it's pretty clear that someone who is getting the equivalent of ~3-4 extra actions (the enemy Striding up to you, plus the Hunt Prey) before the start of each combat is getting more out of a class chassis - that's quite a boost in power when it occurs.

Once again, that has nothing to do with play style and everything to do with the encounter map and scenario writing. But if you want to spin that as someone playing their ranger with more skill than me, knock yourself out.

You claim to play and GM PFS scenarios, so I am very curious which scenarios you've GM'd that have those types of circumstances.


Watery Soup wrote:
N N 959 wrote:

A +1 AC bonus to your prey is worthless when you're not being attacked by your Prey and nearly so if you are.

...

you're going to get hit by non-prey more than prey. Sure, it might save you from being crit by a boss....1 out of 20 attacks, but that's the high point.

Against tough monsters (that need only a nat 2-9 to hit you), you're going to save both a crit 1 out of 20, plus a hit 1 out of 20.

If a boss hits you on a nat 7, you're cutting crits by 25% and hits by 7%. It's really good for an ability you get at Level 1 and costs 1 action with no resources used.

You're misrepresenting the math. A +1 modifies has a 1 in 20 chance of avoiding the crit. If they can only crit you on a 19 or 20, that is still only going to benefit you 1 out of 20 times. Yes, you've cut your crit rate down by 50%, but that doesn't change the fact that it only comes into play 1 out of 20 rolls. The GM has to roll a 19 for that +1 to benefit you. If the that attack rolll is anything but a 19 on the button, then Outwit is doing nothing.

You may think that's a worth giving up the damage bonus from the Edges. I don't. Now, if I wanted a pacifist Ranger, then Outwit is a good choice.


N N 959 wrote:

If they can only crit you on a 19 or 20, that is still only going to benefit you 1 out of 20 times.

...

The GM has to roll a 19 for that +1 to benefit you.

Or a 9.


Watery Soup wrote:
Or a 9.

Sure. You get to avoid a normal hit on a 1 out of 20 and a Crit on 1 out of 20, so 1 out of 10. But if the creature cannot crit you, then you are only avoiding a normal hit on 1 out of 20....

....and then only if it's your Prey.

Liberty's Edge

N N 959 wrote:


Quote:
This was all in the context of you replying to someone claiming that the stealth abilities of the rangers they've played let them start the fight at ~100 feet distance, and with a Hunt Prey action already taken, quite regularly.

Starting a combat at 100 feat has nothing to do with Stealth and everything to do with the encounter map. How many of your PFS combats start with combatants 100+ feet apart?

Quote:
That's a far cry from searching all the rooms in a dungeon on your own, and is something that I do not think is particularly unlikely to occur in non-dungeon settings.
Once again, how many PFS scenarios have you played that contemplate an encounter occuring at 100+ feet because someone was using Stealth?

Some scenarios are obviously implausible to do anything like this within the PFS ruleset - anything exclusively in small dungeon rooms with no maps outside - but off the top of my head, PFS 07-24: Dead Man's Debt and PFS 09-14: Down The Verdant Path were two that were done with significant advantage across multiple encounters by stealthy parties in some of my runs of them. For PFS2 (which I'll freely admit to less experience in, but I don't think it's super relevant for discussing the distances of encounters, a factor that doesn't really vary from PF1 to PF2), I can recall stealth granting an advantage in dictating the field of combat in Mosquito Witch and Escaping the Grave, and pretty sure I can remember it helping an individual ranged PC in Lodge of the Living God.

N N 959 wrote:

Once again, that has nothing to do with play style and everything to do with the encounter map and scenario writing. But if you want to spin that as someone playing their ranger with more skill than me, knock yourself out.

You claim to play and GM PFS scenarios, so I am very curious which scenarios you've GM'd that have those types of circumstances.

I'm not saying anything about who is getting more out of the ranger as a comment on skill levels of the players, just of table culture in a region and player expectations about what is possible. I think it's quite silly to suggest that someone getting ~3-4 extra actions won't get a benefit out of it - but that's not necessarily saying that they're playing it in a more skilled way. Some GMs are happy to extend a forest map a little bit past where it'd normally end, some aren't; that's not in the player's control.

By the way, it's pretty easy to verify someone's claim that they've GM'd PFS - you can easily see 4 stars if you click on my profile. Never got around to running enough specials for that 5th star!


N N 959 wrote:
Deriven Firelion wrote:
You act like making a stealth check to move up to a door is some kind of time consuming activity. It amounts to littte more than, "I stealth up to the door. I check the door for traps and listen at the door." Takes not much time at all.

I don't count that as scouting. But if that's what you you mean, then yes, that happens all the time. That has minimal benefit, IME. Maybe once in five attempts you might hear something, you designate Prey and then 1 out of those 5 times, you actually get to target that creature before it dies or something else stops you from attacking it. But most GMs aren't letting me make RK checks on something I can't see, of if they do, it's at penalty.

When I play Ranger's, I'm always trying to find tracks and designate Prey. The statistical benefit is minimal at best. I do it more for the roleplay aspect.

I'm not sure how that makes the Ranger better than any other class that has Stealth and a comparable modifier.

They are on par with the rogue and probably investigator though I've never played an investigator.

Rangers get Legendary Perception like the rogue and are often a dex-based class. Most classes top out at expert or master Perception at best. You also eventually get to move through difficult terrain with no reduction in movement which is also good for scouting.

We use scouting to set up the party in an advantageous way. It provides a substantial advantage in our groups that allows us to control how we set up for battle.

We find it useful. The ranger is good at it.

Not sure how you look at party construction, but we have a scout/point man/hazard finder role and we like the rogue or ranger in that role along with damage dealer. Rogue and ranger are interchangeable. Some players like the rogue, some like the ranger. We also like ranged damage dealer as role which we feel the Precision ranger is best at.

So a Dex-based precision ranger feels ranged damage dealer and scout/point man/hazard finder role better than a rogue which tends to be another melee damage dealer with the hazard finder role. Melee damage dealer tend to be subject to more damage and effects than ranged damager dealers, so put more pressure on spell healing and mitigation. So there are advantages to each as the rogue generally does more damage than the ranger on a consistent basis in melee as their attack routine in melee is well-supported.


N N 959 wrote:
Then you're not getting the most of out of you Ranger. More than half the combat feats only work on Prey. So if you're wasting actions on attacking things that aren't your Prey, chances are that is suboptimal. There are some edge cases where that isn't true, but nominally it is. But if you want to assist that attacking non-Prey comes at no lack in effectiveness, be my guest.

First, I've never had trouble with the Hunt Prey Mechanic. I don't focus fire with a ranger and tend to target another creature than the party is fighting because I feel like that is a more efficient use of Hunt Prey.

Precision which is the one I play the most requires I hit the Hunt Prey target the first time. After that I can switch targets without issue with regular attacks. This only occurs occasionally.

The biggest problem I've seen for the ranger is the volley problem. You want to use a longbow to maximize damage. I think they should have given the ranger point blank stance. Fortunately it's fairly easy to get, but I still feel it should have been a ranger feat or something similar.

And with flurry ranger with two weapons, I started attacking separate targets because there was too much damage blow through with flurry. Flurry rangers hit really hard in a round. It's kind of a waste of actions to attack a non-boss same target as the rest of the party. You're going to have wasted attacks.

Once I started doing this, the flurry ranger did good damage.

Quote:
Right, using the Ranger's classes abilities not using any and all feats and abilities from any class. But again, you're free to write a guide any way you choose....and label it whatever you want. The OP asks for feedback and I would not talk about talking Fighter feats in my Ranger guide. No more than I would talk about taking Ranger feats in my Barbarian guide. Those types of things, IMO, are more appropriate for generic/specific build guides.

I'm giving my opinion on how to build an effective ranger. They don't play weak in our games and are a fairly popular class. They seem versatile with several good builds even if you don't go outside of the class feats. A precision or flurry ranger with an animal companion is quite dangerous and useful in the group dynamic in my experience.

The ranger isn't as limited as the barbarian or fighter. It's more in line with the monk and rogue where it has good combat abilities mixed with other useful and versatile abilities that are useful in group play.

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