Battlefield Archer

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Last post
Ranger/Battlefield Archer/Demigod:

This Build uses the following sources:
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
EPG - Eberron Player's Guide
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3

NOTE: All DPR calculations are made against an enemy of an AC equal to the character's level + 14, and other defenses equal to the character's level + 12.

Level 1 Snapshot

Race: Elf (PHB)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Archery Style (PHB)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 10 (+0)
Constitution 13 (+1)
Dexterity 20 (+5)
Intelligence 10 (+0)
Wisdom 15 (+2)
Charisma 8 (-1)

HP: 32 --> 12 base, +20 Dexterity
Bloodied: 16 HP or less
Healing Surges: 7 --> 6 base, +1 Constitution
Healing Surge Value: 8 HP

AC: 18 --> 10 base, +5 ability (Dexterity), +3 armor
Fortitude: 12 --> 10 base, +1 ability (Constitution), +1 class
Reflex: 16 --> 10 base, +5 ability (Dexterity), +1 class
Will: 12 --> 10 base, +2 ability (Wisdom)

Initiative: +5 --> +5 ability (Dexterity)

Speed: 7 --> 7 base

Twin Strike: 2 attacks, +7 vs. AC (+8 vs. AC when no allies are closer)
Hit: 1d12 damage
Critical: 12 damage
Hunter's Quarry: 1d6 damage

DPR:
(0.60)*(2)*(6.5) + (0.05)*(2)*(12) + ([0.60]2 + 2*[0.35]*[0.60])*(3.5) + (1-(1-0.05)2)*(6) = 12.32 DPR

Racial Powers:
Elven Accuracy (PHB)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L1 - Two-Fanged Strike (PHB)

Daily Attack Powers:
L1 - Sure Shot (MP 2)

Skills:
Acrobatics (+9) --> +5 ability (Dexterity), +5 trained, -1 armor
Heal (+7) --> +2 ability (Wisdom), +5 trained
Nature (+9) --> +2 ability (Wisdom), +5 trained, +2 racial
Perception (+9) --> +2 ability (Wisdom), +5 trained, +2 racial
Stealth (+9) --> +5 ability (Dexterity), +5 trained, -1 armor

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Greatbow) (PHB)

Gear (Expected GP = 100):
Greatbow (AV) (30 gp)
Hide armor (PHB) (30 gp)
Standard adventurer's kit (PHB) (15 gp)
150 arrows (5 gp)
20 gp

Discussion:

The initial ability score distribution is particularly important for a Battlefield Archer. Dexterity gets the lion's share of the build points (16 out of 22, for a 18 before racial modifiers) because just about every attack roll this character will make are modified by that ability. Wisdom and Constitution gobble up the remaining build points (3 out of 22 each, for a 13 before racial modifiers) because of different reasons: Wisdom is important for feat qualification, rider effects on Ranger powers, and for well-roundedness on the defensive side of the ball, whereas Constitution is also favored because of feat qualification purposes, as well as making this build a bit tougher. Intelligence and Charisma aren't used for much in this build, so the remaining 10 and 8 can go in either.

Early in our Battlefield Archer's career, we want to establish one thing, and that is big damage (accomplished by picking up a Greatbow). The skills were taken based on synergy with the character’s primary ability scores and racial bonuses.

As far as powers go, the at-will power Twin Strike is an absolute no-brainer for a damage-based character, and Nimble Strike helps you shoot safely, though your damage takes a hit. Two-Fanged Strike also helps to pile on the damage by providing some extra punch once per encounter. Sure Shot packs a lot of punch for a single striking Daily, especially thanks to reliable damage dice, so it makes its way in.


Level 2

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Weapon Focus (Bows) (PHB)
New Utility Power: Invigorating Stride (MP 2)

Magic Items (Expected GP = 1,920):
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
TOTAL: 1,880 gp

Discussion:
At this level, you get your first taste of magic items and Utility powers. The Predator's Hide armor is a very welcome addition, as it can your opponent's life miserable when it attacks you, if you can hit it consistently (which is something you were geared to do). The Frost weapon doesn't seem like much now, but feat support and other items will make it a heck of a lot better. Also, Invigorating Stride can help you out by allowing you to disengage and heal via your second wind in the space of a single action. Nice.


Level 3

Changes:
+5 HP
New Encounter Attack Power: Disruptive Strike (PHB)

Magic Items (Expected GP = 2,560):
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 2,400 gp

Discussion:
At this level, you pick up what may well be the best Encounter power on your list in Disruptive Strike, and a nice damage bonus in the form of the Siberys Dragonshard Augment.


Level 4

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dexterity (21), +1 Wisdom (16)
New Feat: Bow Expertise (HotFL)

Magic Items (Expected GP = 3,200):
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 2,400 gp

Discussion:
At this level, you get bumps to your most important ability scores (Dexterity and Wisdom), as well as a nice accuracy-boosting feat that packs some extra damage in Bow Expertise. Save your gold for the goodies coming in next level, though; they're well worth your time.


Level 5

Changes:
+5 HP
New Daily Attack Power: Spitting-Cobra Stance (MP)

Magic Items (Expected GP = 4,480):
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 4,200 gp

Discussion:
This level marks a large boost in your offensive output; you not only get the Spitting-Cobra Stance for out-of-turn attacks on an easy trigger, but instead you get that and the mighty Bracers of Archery for a sizable bonus to damage on a bow or crossbow.


Level 6

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Sneak of Shadows (PHB)
New Utility Power: Weave Through the Fray (PHB)

Magic Items (Expected GP = 6,400):
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Frost Greatbow (PHB)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 5,040 gp

Discussion:
At this level, you pick up a nice skill and some extra damage in Sneak of Shadows and a nice "escape" button in Weave Through the Fray. All the items bring you here is a +1 to initative and a remotely useful daily.


Level 7

Changes:
+5 HP
New Encounter Attack Power: Biting Volley (MP)

Magic Items (Expected GP = 9,600):
L8 (3,400 gp): +2 Frost Greatbow (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 7,760 gp

Discussion:
At this level, you pick up a quality option in Biting Volley, as well as a weapon upgrade for a good overall upgrade for your offensive output at this level.


Level 8

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dexterity (22), +1 Wis (17)
New Feat: Treetop Sniper (MP 2)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): +2 Frost Greatbow (PHB)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 12,560 gp

Discussion:
At this level, you get some more stat bumping, plus a way to get Sneak Attack on your Greatbow in Treetop Sniper, as well as upgrades for your Armor and Neck items.


Level 9

Changes:
+5 HP
New Daily Attack Power: Attacks on the Run (PHB)

Magic Items (Expected GP = 16,000 gp):
L8 (3,400 gp): +2 Frost Greatbow (PHB)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 12,560 gp

Discussion:
At this level, you pick up a very powerful Daily in Attacks on the Run. There isn't much to have right now that you can afford, so you move on with what you have.


Level 10

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Distant Advantage (PHB 2)
New Utility Power: Resume the Hunt (MP 2)

Magic Items (Expected GP = 22,400 gp):
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Frost Greatbow (PHB)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 21,760 gp

Discussion:
This level marks the arrival of a great mobility boost on a kil in Resume the Hunt, a temporary fill-in for another feat in Distant Advantage (though it can be useful in its own right), and a good pair of boosts from the new items purchased (a pair of Boots of Eagerness, plus a Diamond Cincture).


Level 11 Snapshot

Race: Elf (PHB)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Archery Style (PHB)
Multiclass: Rogue (PHB)
Paragon Path: Battlefield Archer (PHB)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 11 (+0)
Constitution 14 (+2)
Dexterity 23 (+6)
Intelligence 11 (+0)
Wisdom 18 (+4)
Charisma 9 (-1)

HP: 76 --> 12 base, +14 Constitution, +50 levels
Bloodied: 38 HP or less
Healing Surges: 8 --> 6 base, +2 Constitution
Healing Surge Value: 19 HP

AC: 26 --> 10 base, +6 ability (Dexterity), +3 armor, +5 levels, +2 enhancement
Fortitude: 21 --> 10 base, +2 ability (Constitution), +5 levels, +2 enhancement, +1 class, +1 Diamond Cincture
Reflex: 24 --> 10 base, +6 ability (Dexterity), +5 levels, +2 enhancement, +1 class
Will: 21 --> 10 base, +4 ability (Wisdom), +5 levels, +2 enhancement

Initiative: +12 --> +6 ability (Dexterity), +5 levels, +1 item

Speed: 7 --> 7 base

Twin Strike: 2 attacks, +20 vs. AC with CA (+21 vs. AC with CA when no allies are closer)
Hit: 1d12+16 cold damage
Critical: 2d6+28 cold damage
Hunter's Quarry: 2d6 cold damage

DPR:
(0.80)*(2)*(22.5) + (0.05)*(2)*(35) + ([0.80]2 + 2*[0.15]*[0.80])*(7) + (1-(1-0.05)2)*(12) = 46.83 DPR

Racial Powers:
Elven Accuracy (PHB)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L1 - Two-Fanged Strike (PHB)
L3 - Disruptive Strike (PHB)
L7 - Biting Volley (MP)
L11- Combined Fire (PHB)

Daily Attack Powers:
L1 - Sure Shot (MP 2)
L5 - Spitting-Cobra Stance (MP)
L9 - Attacks on the Run (PHB)

Utility Powers:
L2 - Invigorating Stride (MP 2)
L6 - Weave Through the Fray (PHB)
L10 - Resume the Hunt (MP 2)

Skills:
Acrobatics (+15) --> +6 ability (Dexterity), +5 trained, +5 levels, -1 armor
Heal (+14) --> +4 ability (Wisdom), +5 trained, +5 levels
Nature (+16) --> +4 ability (Wisdom), +5 trained, +5 levels, +2 racial
Perception (+16) --> +4 ability (Wisdom), +5 trained, +5 levels, +2 racial
Stealth (+15) --> +6 ability (Dexterity), +5 trained, +5 levels, -1 armor
Thievery (+15) --> +6 ability (Dexterity), +5 trained, +5 levels, -1 armor

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Greatbow) (PHB)
L2 - Weapon Focus (Bows) (PHB)
L4 - Bow Expertise (HotFL)
L6 - Sneak of Shadows (PHB)
L8 - Treetop Sniper (MP 2)
L11 - Lasting Frost (PHB)
L11 - Wintertouched (PHB)

Changes:
+6 HP

Ability Score Boosts: Strength +1 (11), Constitution +1 (14), Dexterity +1 (23), Intelligence +1 (11), Wisdom +1 (18), Charisma +1 (9)
New Encounter Attack Power: Combined Fire (PHB)

New Feats: Lasting Frost (PHB)
, Wintertouched (PHB) (replaces Distant Advantage)
New Paragon Path: Battlefield Archer (PHB)



Magic Items (Expected GP = 32,000):
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Frost Greatbow (PHB)

L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 29,760 gp

Discussion:
At this level, you gain a large part of the trademark accuracy that will be the hallmark of your career. The Battlefield Archer's Level 11 feature hands out a free +1 to hit against your Quarry, and the Lasting Frost feat combines with the Wintertouched feat in order to give you eternal Combat Advantage and +5 to damage for using your Frost Bow. To boot, you get a positively awesome Encounter power in Combined Fire, which once again allows you to get a free shot.

On the item front, you get a sweet item in the Gloves of Ice, which hands out +2 cold damage, with the option of sacrificing said damage to punch through cold resistance. +3 weapons are expensive, though, so save up what you have left over.


Level 12

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Encounter Attack Power: Snap Shot (AV) (replaces Biting Volley)
New Feat: Novice Power (Snap Shot) (PHB)
New Utility Power: Archer's Glory (PHB)

Magic Items (Expected GP = 48,000):
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 47,560 gp

Discussion:
This is a level of great change for you. You finally have the room for a power-swap feat, taking out Biting Volley for the minor action hitting of Snap Shot. Additionally, Archer's Glory virtually guarantees you will have access to an action point every encounter, and you receive a weapons upgrade, as well as a nice toy in the Endless Quiver.


Level 13

Changes:
+5 HP
New Encounter Attack Power: Pinning Strike (PHB) (replaces Two-Fanged Strike)

Magic Items (Expected GP = 64,000):
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): Siberys Shard of Merciless Cold (Heroic Tier) (EPG)
TOTAL: 61,160 gp

Discussion:
At this level, you get your first true power-swap (and a good one at that: immobilization is golden as an Archer, and that's what you're getting here),and you upgrade your armor somewhat as well.


Level 14

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dex (24), +1 Wis (19)
New Feat: Called Shot (D 368)

Magic Items (Expected GP = 80,000):
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 74,640 gp

Discussion:
A level that provides major incentive for isolation in the form of Called Shot (+5 damage per hit) and also provides ability score bonuses has the cherry on top with the Dragonshard Augment.


Level 15

Changes:
+5 HP
New Daily Attack Power: Confounding Arrows (PHB) (replaces Sure Shot)

Magic Items (Expected GP = 112,000):
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L6 (1,800 gp): Bracers of Archery (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 97,040 gp

Discussion:
The main issue to discuss here is the mighty Confounding Arrows, which is quite easily one of the best Daily powers on your list. Also, you finally get you hands on the Torc of Power Preservation (for power recycling) this level.


Level 16

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Prime Quarry (MP)
New Utility Power: Wary Shooter (MP)

Magic Items (Expected GP = 160,000):
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L13 (17,000 gp): +3 Frost Greatbow (PHB)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 140,240 gp

Discussion:
At this level, you obtain a multitude of features pushing you toward isolation fighting: Prime Quarry makes you more accurate, Wary Shooter and the Battlefield Archer's final feature take the disadvantages of the style away, and an upgrade to your Bracers of Archery makes every hit more worthwhile. A very good level for you.


Level 17

Changes:
+5 HP
New Encounter Attack Power: Pounding Barrage (MP) (replaces Pinning Strike)

Magic Items (Expected GP = 240,000):
L18 (85,000 gp): +4 Frost Greatbow (PHB)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 225,240 gp

Discussion:
At this level, you get the awesome triple-shooter Pounding Barrage as well as an upgrade for weapons and the presence of a Ring of Giants for some extra critical hit damage.


Level 18

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dexterity (25), +1 Wisdom (20)
New Feat: Prime Slayer (MP)

Magic Items (Expected GP = 320,000):
L18 (85,000 gp): +4 Frost Greatbow (PHB)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 317,400 gp

Discussion:
At this level, Prime Slayer encourages you to go after those Prime Shot bonuses even more, whereas your items are geared toward protecting yourself against daze and stun with the acquisition of the Carcanet of Psychic Schism and against attacks in general with an armor upgrade.


Level 19

Changes:
+5 HP
New Daily Attack Power: Surprising Arrow Stance (D 383) (replaces Spitting-Cobra Stance)

Magic Items (Expected GP = 400,000):
L18 (85,000 gp): +4 Frost Greatbow (PHB)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L15 (25,000 gp): +3 Torc of Power Preservation (AV)
L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L10 (5,000 gp): Diamond Cincture (Heroic Tier) (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 330,600 gp

Discussion:
This is a rather quiet level for you overall - Surprising Arrow Stance is only a mild upgrade over Spitting-Arrow Stance, but you do get the Dice of Auspicious Fortune for some ways to take probability out of the equation.


Level 20

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Daily Attack Power: Quarry's Bane (PHB)
New Feat: Lethal Hunter (PHB)

Magic Items (Expected GP = 560,000):
L20 (125,000 gp): +4 Torc of Power Preservation (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L18 (85,000 gp): +4 Frost Greatbow (PHB)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)
L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L11 (9,000 gp): Gloves of Ice (Paragon Tier) (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 550,600 gp

Discussion:
At this level, you get a solid "spread the love" power in Quarry's Bane (not really your modus operandi, but hey, it's free). Additionally, you get a bit of extra damage in Lethal Hunter and some toughness out of a better Diamond Cincture and Torc of Power Preservation.


Level 21 Snapshot

Race: Elf (PHB)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Archery Style (PHB)
Multiclass: Rogue (PHB)
Paragon Path: Battlefield Archer (PHB)
Epic Destiny: Demigod (PHB)
Background: Auspicious Birth (D 366)

Ability Scores, with racial adjustments:
Strength 12 (+1)
Constitution 15 (+2)
Dexterity 28 (+9)
Intelligence 12 (+1)
Wisdom 23 (+6)
Charisma 10 (+0)

HP: 140 --> 12 base, +28 Dexterity, +100 levels
Bloodied: 70 HP or less
Healing Surges: 8 --> 6 base, +2 Constitution
Healing Surge Value: 35 HP

AC: 37 --> 10 base, +9 ability (Dexterity), +4 armor, +10 levels, +4 enhancement
Fortitude: 29 --> 10 base, +2 ability (Constitution), +10 levels, +4 enhancement, +1 class, +2 Diamond Cincture
Reflex: 34 --> 10 base, +9 ability (Dexterity), +10 levels, +4 enhancement, +1 class
Will: 30 --> 10 base, +6 ability (Wisdom), +10 levels, +4 enhancement

Initiative: +19 --> +9 ability (Dexterity), +10 levels

Speed: 7 --> 7 base

Twin Strike: 2 attacks, +30 vs. AC with CA (+32 vs. AC with CA when no allies are closer)
Hit: 2d12+28 cold damage
Critical: 4d6+60 cold damage
Hunter's Quarry: 3d8 cold damage

DPR:
(0.80)*(2)*(41) + (0.10)*(2)*(74) + ([0.80]2 + 2*[0.10]*[0.80])*(13.5) + (1-(1-0.10)2)*(24) = 95.76 DPR

Racial Powers:
Elven Accuracy (PHB)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L3 - Disruptive Strike (PHB)
L7 - Snap Shot (MP)
L11- Combined Fire (PHB)
L17 - Pounding Barrage (MP)

Daily Attack Powers:
L9 - Attacks on the Run (PHB)
L15 - Confounding Arrows (PHB)
L19 - Surprising Arrow Stance (D 383)
L20 - Quarry's Bane (PHB)

Utility Powers:
L2 - Invigorating Stride (MP 2)
L6 - Weave Through the Fray (PHB)
L10 - Resume the Hunt (MP 2)
L12 - Archer's Glory (PHB)
L16 - Wary Shooter (MP)

Skills:
Acrobatics (+23) --> +9 ability (Dexterity), +5 trained, +10 levels, -1 armor
Heal (+21) --> +6 ability (Wisdom), +5 trained, +10 levels
Nature (+23) --> +6 ability (Wisdom), +5 trained, +10 levels, +2 racial
Perception (+23) --> +6 ability (Wisdom), +5 trained, +10 levels, +2 racial
Stealth (+23) --> +9 ability (Dexterity), +5 trained, +10 levels, -1 armor
Thievery (+23) --> +9 ability (Dexterity), +5 trained, +10 levels, -1 armor

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Greatbow) (PHB)
L2 - Weapon Focus (Bows) (PHB)
L4 - Bow Expertise (HotFL)
L6 - Sneak of Shadows (PHB)
L8 - Treetop Sniper (MP 2)
L11 - Lasting Frost (PHB)
L11 - Wintertouched (PHB)
L12 - Novice Power (Snap Shot) (PHB)
L14 - Called Shot (D 368)
L18 - Prime Slayer (MP)
L20 - Lethal Hunter (PHB)
L21 - Bow Mastery (PHB 2)
L21 - Improved Prime Shot (MP)

Changes:
+8 HP

Ability Score Boosts: Strength +1 (12), Constitution +1 (15), Dexterity +3 (28), Intelligence +1 (12), Wisdom +3 (23), Charisma +1 (10)
New Epic Destiny: Demigod (PHB)


New Feats: Bow Mastery (PHB)
, Improved Prime Shot (MP) (replaces Prime Quarry)

Magic Items (Expected GP = 800,000):

L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): +4 Torc of Power Preservation (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L18 (85,000 gp): +4 Frost Greatbow (PHB)

L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 766,600 gp

Discussion:
At this level, you finally get the much-awaited Demigod stat boosts. These combine with the Level 21 stat boosts and the Bow Mastery feat to dramatically increase your damage capacity. Not only that, but your Gloves of Ice get upgraded for even more offense. Apart from that, it's time to save up the gold pieces: you want your +5 weapon.


Level 22

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Martial Mastery (MP)
New Utility Power: Master of the Hunt (PHB)

Magic Items (Expected GP = 1,200,000):
L23 (425,000 gp): +5 Frost Greatbow (PHB)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): +4 Torc of Power Preservation (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 1,151,600 gp

Discussion:
You obtain prime damage potential here, with the combination of the Master of the Hunt Stance offering an extra ability modifier to damage, Martial Mastery allowing you to recycle Martial Encounter powers for great benefit, and a weapons upgrade, and a Solitaire for extra attacks on a critical, and you have the recipe for a strong offensive boost here.


Level 23

Changes:
+5 HP

Magic Items (Expected GP = 1,600,000 gp):
L23 (425,000 gp): +5 Frost Greatbow (PHB)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): +4 Torc of Power Preservation (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Siberys Shard of Merciless Cold (Paragon Tier) (EPG)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 1,491,600 gp

Discussion:
At this level, you gain some extra defense via an armor upgrade. Unfortunately, that's all it's gonna be right now: the field of Encounter powers here isn't any better overall than what you have in my mind.


Level 24

Changes:
+5 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Dexterity (29), +1 Wisdom (24)
New Feat: Armor Specialization (Hide) (PHB)

Magic Items (Expected GP = 2,100,000):
L23 (425,000 gp): +5 Frost Greatbow (PHB)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Coif of Focus (AV)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): +4 Torc of Power Preservation (AV)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L13 (17,000 gp): Ring of Giants (D 378)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 2,003,600 gp

Discussion:
At this level, you gain a powerful pair of upgrades in the Coif of Focus (prevents daze and stun more efficiently than the Carcanet of Psychic Schism) and the Dragonshard Augment. Finally, you have one of your last ability score bumps here and a nice armor boost in Armor Specialization (Hide).


Level 25

Changes:
+5 HP

Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L23 (425,000 gp): +5 Frost Greatbow (PHB)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Coif of Focus (AV)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Bracers of Archery (Paragon Tier) (AV)

L13 (17,000 gp): Ring of Giants (D 378)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 2,503,600 gp

Discussion:
This is a pretty disappointing level for Archer Dailies overall, so we'll be sticking to our guns with regards to powers. As far as items go, a better Neck slot item is the only thing of note here.


Level 26

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Hunter's Advantage (MP)
New Utility Power: Divine Regeneration (PHB)

Magic Items (Expected GP = 4,000,000):
L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L23 (425,000 gp): +5 Frost Greatbow (PHB)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Coif of Focus (AV)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 3,574,600 gp

Discussion:
At this level, you make the final upgrade to your Arms slot item. You also pick up Hunter's Advantage for some conditional extra damage that you can take advantage of via Frost, and you get a great durability-oriented power in Divine Regeneration.


Level 27

Changes:
+5 HP

Magic Items (Expected GP = 6,000,000):
L28 (2,125,000 gp): +6 Frost Greatbow (PHB)
L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Coif of Focus (AV)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 5,804,400 gp

Discussion:
As is becoming the disappointing norm in Epic, the power selection matches up unfavorably with what you already have, so you take a pass. However, the bright news is that you get your last weapon upgrade at this level and the power of flight in the Zephyr Boots.


Level 28

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Constitution (16), +1 Dexterity (30)
New Feat: Hawkeye Warrior (MP)

Magic Items (Expected GP = 8,000,000):
L28 (2,125,000 gp): +6 Frost Greatbow (PHB)
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)
L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L24 (525,000 gp): Zephyr Boots (AV)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Coif of Focus (AV)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 7,504,400 gp

Discussion:
This level includes your last ability score bumps, a nice bonus to hit in Hawkeye Warrior, and the final armor upgrade, which makes it a pretty well-rounded boost overall.


Level 29

Changes:
+5 HP
New Daily Attack Power: Five-Missile Dance (MP) (replaces Attacks on the Run)

Magic Items (Expected GP = 10,000,000):
L28 (2,125,000 gp): +6 Frost Greatbow (PHB)
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)
L27 (1,625,000 gp): Shadow Band (AV)
L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L25 (625,000 gp): +5 Torc of Power Preservation (AV)
L24 (525,000 gp): Zephyr Boots (AV)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Coif of Focus (AV)
L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Endless Quiver (AV 2)
TOTAL: 9,129,400 gp

Discussion:
At this level, Epic powers finally break through with the absolutely brutal Five-Missile Dance, which is certainly a worthy addition to your repertoire. Additionally, you pick up the Shadow Band for a little help on the defensive side of the ball.


Level 30 Snapshot

Race: Elf (PHB)
Class: Ranger (PHB)
Fighting Style: Archery Style (PHB)
Multiclass: Rogue (PHB)
Paragon Path: Battlefield Archer (PHB)
Epic Destiny: Demigod (PHB)

Ability Scores, with racial adjustments:
Strength 12 (+1)
Constitution 16 (+3)
Dexterity 30 (+10)
Intelligence 12 (+1)
Wisdom 24 (+7)
Charisma 10 (+0)

HP: 173 --> 12 base, +16 Constitution, +145 levels
Bloodied: 86 HP or less
Healing Surges: 9 --> 6 base, +3 Constitution
Healing Surge Value: 43 HP

AC: 47 --> 10 base, +10 ability (Dexterity), +5 armor, +15 levels, +6 enhancement, +1 feat
Fortitude: 40 --> 10 base, +3 ability (Constitution), +15 levels, +6 enhancement, +1 class, +3 feat, +2 Diamond Cincture
Reflex: 45 --> 10 base, +10 ability (Dexterity), +15 levels, +6 enhancement, +1 class, +3 feat
Will: 41 --> 10 base, +7 ability (Wisdom), +15 levels, +6 enhancement, +3 feat

Initiative: +25 --> +10 ability (Dexterity), +15 levels

Speed: 7 --> 7 base

Twin Strike: 2 attacks, +39 vs. AC with CA (+41 vs. AC with CA when no allies are closer)
Hit: 2d12+39 cold damage
Critical: 6d6+75 cold damage
Hunter's Quarry: 3d8+2 cold damage

DPR:
(0.80)*(2)*(52) + (0.10)*(2)*(96) + ([0.80]2 + 2*[0.10]*[0.80])*(15.5) + (1-(1-0.10)2)*(26) = 119.74 DPR

Racial Powers:
Elven Accuracy (PHB)

At-Will Attack Powers:
L1 - Nimble Strike (PHB)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L3 - Disruptive Strike (PHB)
L7 - Snap Shot (MP)
L11- Combined Fire (PHB)
L17 - Pounding Barrage (MP)

Daily Attack Powers:
L15 - Confounding Arrows (PHB)
L19 - Surprising Arrow Stance (D 383)
L20 - Quarry's Bane (PHB)
L29 - Five-Missile Dance (MP)

Utility Powers:
L2 - Invigorating Stride (MP 2)
L6 - Weave Through the Fray (PHB)
L10 - Resume the Hunt (MP 2)
L12 - Archer's Glory (PHB)
L16 - Wary Shooter (MP)
L22 - Master of the Hunt (PHB)
L26 - Divine Regeneration (PHB)

Skills:
Acrobatics (+30) --> +10 ability (Dexterity), +5 trained, +15 levels
Heal (+27) --> +7 ability (Wisdom), +5 trained, +15 levels
Nature (+29) --> +7 ability (Wisdom), +5 trained, +15 levels, +2 racial
Perception (+29) --> +7 ability (Wisdom), +5 trained, +15 levels, +2 racial
Stealth (+30) --> +10 ability (Dexterity), +5 trained, +15 levels
Thievery (+30) --> +10 ability (Dexterity), +5 trained, +15 levels

Feats:
L1 - Defensive Mobility (Ranger Bonus Feat) (PHB)
L1 - Weapon Proficiency (Greatbow) (PHB)
L2 - Weapon Focus (Bows) (PHB)
L4 - Bow Expertise (HotFL)
L6 - Sneak of Shadows (PHB)
L8 - Treetop Sniper (MP 2)
L11 - Lasting Frost (PHB)
L11 - Wintertouched (PHB)
L12 - Novice Power (Snap Shot) (PHB)
L14 - Called Shot (D 368)
L18 - Prime Slayer (MP)
L20 - Lethal Hunter (PHB)
L21 - Bow Mastery (PHB 2)
L21 - Improved Prime Shot (MP)
L22 - Martial Mastery (MP)
L24 - Armor Specialization (Hide) (PHB)
L26 - Hunter's Advantage (MP)
L28 - Hawkeye Warrior (MP)
L30 - Improved Defenses (HotFL)

Changes:
+5 HP

New Feat: Improved Defenses (HotFL)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000 gp): +6 Torc of Power Preservation (AV)

L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Frost Greatbow (PHB)
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)

L26 (1,125,000 gp): Bracers of Archery (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)

L24 (525,000 gp): Zephyr Boots (AV)
L22 (325,000 gp): Siberys Shard of Merciless Cold (Epic Tier) (EPG)
L21 (225,000 gp): Coif of Focus (AV)

L21 (225,000 gp): Gloves of Ice (Epic Tier) (AV 2)
L20 (125,000 gp): Diamond Cincture (Paragon Tier) (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)

L9 (4,200 gp): Endless Quiver (AV 2)

TOTAL: 13,709,400 gp

Discussion:
This is your victory-lap level; you have all your toys, and the nova sequence is at full power. Now it's time to go have some fun (go take out a demon prince or something).



Build Goal and Tactics:

The goal for this build is straight-forward; it is a high-risk, high-reward Archer that looks for her Prime Shot (my mental equivalent is an elf chick with a shotgun ). The benefits of this tactic increase as levels go on, making her an offensive powerhouse, pumping out an offense that is akin to that of her Melee cousins. Her accuracy will be insanely high, thanks to Prime Shot and the combination of Frost Weapons and the Lasting Frost/Wintertouched feat combo which guarantees eternal Combat Advantage, and her burst and sustained damage will be strong.



The tactics for this build differ from those of your stereotypical Archer; she looks to get in close to maximize the chances of getting her Prime Shot bonuses. You are moderately durable, but you should not try to go for extended forays, as it may tax your resources a bit too much. After you've got your enemy in your sights, let 'er rip, and show them what an Archer can do! 



Questions/thoughts/comments are welcome.

Nova Turn - L30

Turn 1 – Setup
Minor Action – Hunter's Quarry
Minor Action – Master of the Hunt

Turn 2 – Action
Minor Action – Snap Shot (+41 vs. AC with CA)
•    1d12+56 cold damage
ACTION POINT (recover Snap Shot via Martial Mastery)


Standard Action – Five-Missile Dance (+41 vs. AC with CA)
•    2d12+56 cold damage
•    2d12+56 cold damage
•    2d12+56 cold damage
•    2d12+56 cold damage
•    2d12+56 cold damage
Standard Action – Confounding Arrows (+41 vs. AC with CA)
•    1d12+56 cold damage
•    1d12+56 cold damage
•    3d12+56 cold damage
Minor Action – Snap Shot (+41 vs. AC with CA)

•    1d12+56 cold damage
Free Action – Item Daily Power: Torc of Power Preservation (recover Snap Shot)
Free Action – Item Encounter Power: Ring of Free Time (gain a Minor Action)
Minor Action – Snap Shot (+41 vs. AC with CA)
•    1d12+56 cold damage
Hunter’s Quarry
•    3d8+2 cold damage
Sneak Attack
•    5d6 cold damage

Total Damage: 18d12+3d8+5d6+618 cold damage (766 average damage)

Damage Bonus Sources:
+10 (Dexterity)
+7 (Wisdom)
+6 enhancement (+6 Weapon)
+6 item (Bracers of Archery)
+5 (Called Shot)
+5 (Lasting Frost)
+5 (Siberys Dragonshard)
+4 power (Spot Weakness)

+4 (Gloves of Ice)
+3 feat (Weapon Focus)
+3 (Bow Expertise)
+2 (Prime Slayer)

Aren't you forgetting that you need minor actions to reload the crossbow? Is it meant to be a Swiftshot Crossbow you're using with Frozen whetstones?
I notice you dont take armor specialization till 20. Are you pumping CON to 15 just for that? If so, just take it at 21 and retrain your 20 to it.

Also, have you considered Steady Shooter? You probably rejected it based on your requirement for moving around a lot. I love it in combo with Hide in Plain Sight.

Finally, there is some elf-rogue feat called Prime Slayer from MP. It adds 2 untyped damage to your prime Shot basically.

Clearly it is inferior to the ridiculous Called Shot, but you may wish to list as an alternative if Dragon Cheese is disallowed. Or, it might be superior to another feat listed, and it does stack. The more damage, the merrier right?
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Where are you getting the "Ranger Bonus Feat" from?
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Aren't you forgetting that you need minor actions to reload the crossbow? Is it meant to be a Swiftshot Crossbow you're using with Frozen whetstones?

Hmm, I had forgotten about that... maybe I should make it a Bow Archer instead. I'll have to find a way to squeeze off the Minor Action attacks...

@joemama: The reason is that I simply can't afford to take it earlier, and I'm already doing some retraining at L21.

Thanks for the tip on Prime Slayer; it will be added.

@Matt_James: Archery style Rangers get Defensive Mobility as a bonus feat. That's in the core PHB builds.
Thanks for doing all the math on this! :D

A few comments:

It looks like you're in the process of converting from crossbow to greatbow; you've still got crossbow listed at lvl 1.

Level 8: exchanging Fox's Cunning for Snap Shot: don't you need to take Acolyte Power, and wouldn't it have to replace Biting Volley?

16: Only lasting 2 turns, I find Wary Shooter a little underwhelming (though none of the powers at this level are very appealing). Actually, I'm leaning towards Stalker's Senses now; it's like having Hunter's Aim for one encounter a day.

18: Prime Slayer is a nice feat, not sure if it's worth taking Sneak of Shadows just for this.

19: No daily? Two-in-One and Great Ram are good choices.

No powers at 25 and 27? Ah, I see, you're hanging on to Disruptive, Combined, and Confounding. Isn't Lightning Shot preferable to Disruptive, or are you keeping it for the debuff?

Caustic Gauntlets are a nice choice. Healing Sash, really? What about Totemic, Baldric of Valor, Vim/Vitality?

If you're using Greatbow instead of a crossbow and not getting SA damage, I'm really not sure it's worth taking Sneak of Shadows just to get +2 damage from Prime Slayer.

You've got 1 too many minors in your nova turn, unless you're assuming one from the previous turn (you'd also have to assign the quarry on the previous turn too I guess). You could also technically work Disruptive Strike, Combined Fire, or Lightning Shot into your DPR for the round.

Very nice glass-cannon build.
Well, the theory was that Sneak of Shadows gives you access to rogue utilities (such as Hide in Plain Sight), and a 1/enc sneak attack that was perfectly doable with the crossbow. Plus skill training on top of that. Plus it qualifies you for prime slayer.
It is a very efficient choice.

BUT, if you get rid of the crossbow then it starts falling apart. Hiding isnt so great if you dont get Steady Shooter and doesnt combo as well with this build.



So how about putting off Hide specialization to later? You can use level 22 or 23 or whatever to retrain any ole level 20 feat to Hide Specialization. That effectively gives you +1 WIS, (since you dont have to pump CON) which I think is worthwhile.
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509 My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
Note that a lot of these suggestions are personal preference, so your milage may vary.

I'd take the Athletics skill instead of Heal or Nature. As it stands there's very few times you're allowed to use an Acrobatics check in place of an Athletics check. Alternatively you could take Athletics in place of Acrobatics since your Dex is so much higher than your Str.

Also, while Fox's Cunning is nice, I'd recommend Evasive Strike. 2[W] damage, and a multiple-square shift all in a power that doesn't require the enemy to do something.

Likewise, I'd take Spray of Arrows (and later Unstoppable Arrows) over Shots on the Run. While the individual damage might not be as high, if you get a bunch of enemies clustered together the total damage can be higher.
That's Someone, with a capital S. "Cat's out of the bag on that one, isn't it? Who puts cats in bags, anyway? Cats hate bags." -Sheogorath, Oblivion
You have to take Nature or Dungeoneering as a ranger; but I absolutely agree that Athletics would be more useful over a career than Heal or even Acrobatics. As you say, with the high Dex your acrobatics rolls will often succeed anyway.
Looking at your level 30 snapshot, I think it may be a bit difficult to get to your optimal sustained DPR (Manticore's volley, Snap Shot, Snap Shot/move, Disruptive Attack/Combined Fire) due to your selection of encounter powers and their interaction with Divine Miracle.

You have four immediates, which means the soonest you can exploit DiMi is 3 rounds, assuming you meet the triggers for each of them and you triggered an immediate before your turn came up. Combined Shot and Disruptive Attack are easy. Weave Through the Fray triggers somewhat often, but not guaranteed. Yeild Ground is just difficult to trigger quickly; the enemy must damage you (probably means HIT, which isn't a given with your AC) with a melee attack.

Your other encounter powers are not so bad. Wary Shooter I would probably default as "off" (use after a short rest so that it's expended already before combat begins) and recover if I need it with DiMi. Archer's Glory triggers somewhat often, though if you're fighting against smaller numbers of enemies you may be stuck with no DiMi cheese for the rest of combat.

I personally would swap out Yeild Ground and Wary Shooter for Hunter's Privledge (crappy power but it's a Daily, thus by default better than no selection) and Stalker's Senses.
Oh, you should retrain Martial Mastery out at 30, since you're taking Demigod.
Are you sure you're getting your DPR calculated correctly? Correcting Aim can screw with some things. I've been using this, amended with your build's numbers:

Ignore this, see edit.

The multipliers for the HQ damage comes from that algorithm I posted in the Ranger Handbook yesterday.

The first bit is just (% chance that previous attack was a hit)*(regular normal hit chance)*(damage) + (% chance that previous attack was a miss)*(Correcting Aim boosted hit chance)*(damage). It only accounts for one attack back in the sequence, but I think that that would be the way to do it, although I'm not entirely sure.

I have to agree with the mention of getting minor action problems for not using a Swiftshot Superior Crossbow. Since the BA's quarry gives +1 to hit to the entire party, it is probably in your party's best interest for you to try to quarry at least one thing every round, to ensure the maximum amount of attacks get that +1 bonus. But using a Frost Superior Crossbow eats up a minor action every turn for reloading, so it comes down to a choice between quarrying for the +1 to hit for your allies or moving, not to mention that you took Snap Shot, which is yet another minor action to use.

Frozen Whetstones partially solve this, but you can only use them for 3 encounters each day, as they eat up an Item Daily, so you really start to lag behind in the other encounters.

EDIT: Wait, I think I got the top equation wrong. I did the same percent calculations I did for HQ for a regular attack using Correcting Aim, and I ended up with this:

(2)*(0.725)*(42) + (2)*(0.05)*(75.5) + (0.8845)*(15.5) + (0.0985)*(26) = 84.72 DPR

So it seems Correcting Aim is the equivalent of going from a 70% chance for a normal hit to a 72.5% chance for a normal hit. I would assume the bonus would be larger if the feat was put on a character whose accuracy was not so incredibly high.
Thanks for doing all the math on this! :D

A few comments:

It looks like you're in the process of converting from crossbow to greatbow; you've still got crossbow listed at lvl 1.

Level 8: exchanging Fox's Cunning for Snap Shot: don't you need to take Acolyte Power, and wouldn't it have to replace Biting Volley?

16: Only lasting 2 turns, I find Wary Shooter a little underwhelming (though none of the powers at this level are very appealing). Actually, I'm leaning towards Stalker's Senses now; it's like having Hunter's Aim for one encounter a day.

18: Prime Slayer is a nice feat, not sure if it's worth taking Sneak of Shadows just for this.

19: No daily? Two-in-One and Great Ram are good choices.

No powers at 25 and 27? Ah, I see, you're hanging on to Disruptive, Combined, and Confounding. Isn't Lightning Shot preferable to Disruptive, or are you keeping it for the debuff?

Caustic Gauntlets are a nice choice. Healing Sash, really? What about Totemic, Baldric of Valor, Vim/Vitality?

If you're using Greatbow instead of a crossbow and not getting SA damage, I'm really not sure it's worth taking Sneak of Shadows just to get +2 damage from Prime Slayer.

You've got 1 too many minors in your nova turn, unless you're assuming one from the previous turn (you'd also have to assign the quarry on the previous turn too I guess). You could also technically work Disruptive Strike, Combined Fire, or Lightning Shot into your DPR for the round.

Very nice glass-cannon build.

Yeah, I'm not using the Crossbow anymore; I tossed Snap Shot as well, since it requires a Crossbow.

Wary Shooter allows me to get into Melee Range. That alone is golden. For other builds, the value may go down, but this build lives and dies off the Prime Shot.

*shrug* There's just not that much damage-buffing available for Archers, and MC Cleric for Weapon of the Gods trims off one of my precious Dailies, and it's not that much better than Prime Slayer.

Belt of Vim looks like a nice choice to round out the build's defenses.

I am disappointed in the Archer's L19 Dailies; nothing comes close to what you already have at that point in time. Maybe Two-in-One Shot for Attacks on the Run. Maybe.

Lightning Shot v. Disruptive Shot is a toss-up, though I lean toward Disruptive Shot because it provides a debuff for someone who will be attacked fairly often.

Yes, I am assuming one prep round, where I use Master of the Hunt and Hunter's Quarry.

I guess Martial Mastery can go; it works fine on Melee Rangers, even after L30; I guess Archers just don't have that much use for it (if only I could get a Trip Up equivalent...).

@joemama: Unfortunately, that requirement for loading as a minor action crimps the nova somewhat, and the Bow Ranger can still use Prime Slayer (it's not like he has anything better to MC into...).

@Someone: Aye, it does require an enemy to do something, but it hands out more damage, and I'm looking to get Prime Shot all the time, so kiting isn't that central to the build. Also, after a few levels, Evasive Strike will be doing less damage than Twin Strike, and that kind of sucks.

Yield Ground IS a touch conditional, and Hunter's Privilege is an option I am considering.

@Parshias: Nope, I still have to add the fixes you pointed out. I will soon.
*shrug* There's just not that much damage-buffing available for Archers

Yup, that's why I'm happy to take quite a few survivability-oriented feats: ensure the archer stays up during combat and lasts til 30. The bottom-of-the-barrel damage feats offer very minor returns.

I guess Martial Mastery can go; it works fine on Melee Rangers, even after L30; I guess Archers just don't have that much use for it (if only I could get a Trip Up equivalent...).

Except for the 3-4 rounds when you haven't exhausted your Enc. powers, Martial Mastery is redundant with Divine Miracle. I guess it depends if you have an Encounter you *really* want to reuse following an action point, and while you still have another Encounter or two left.
Looking at your level 30 snapshot, I think it may be a bit difficult to get to your optimal sustained DPR (Manticore's volley, Snap Shot, Snap Shot/move, Disruptive Attack/Combined Fire) due to your selection of encounter powers and their interaction with Divine Miracle.

You have four immediates, which means the soonest you can exploit DiMi is 3 rounds, assuming you meet the triggers for each of them and you triggered an immediate before your turn came up. Combined Shot and Disruptive Attack are easy. Weave Through the Fray triggers somewhat often, but not guaranteed. Yeild Ground is just difficult to trigger quickly; the enemy must damage you (probably means HIT, which isn't a given with your AC) with a melee attack.

Your other encounter powers are not so bad. Wary Shooter I would probably default as "off" (use after a short rest so that it's expended already before combat begins) and recover if I need it with DiMi. Archer's Glory triggers somewhat often, though if you're fighting against smaller numbers of enemies you may be stuck with no DiMi cheese for the rest of combat.

I personally would swap out Yeild Ground and Wary Shooter for Hunter's Privledge (crappy power but it's a Daily, thus by default better than no selection) and Stalker's Senses.

(I edited the below post from original post I made)

Of course I can't find the link right now, but I could have sworn that CS confirmed that Divine Miracle is only for Encounter Attack Powers.

I think the goal of WotC was to have encounter, daily, and utility powers, but page 54 of PHB makes it a little confusing and brings this whole problem of the DiMi to the table... I believe the intent was to regain encounter attack powers, not be able to regain Utility Powers that are usable once per encounter. Again, I unfortunately cannot find the link....
Lordduskblade, I very much enjoy what you bring to these boards (shout out to Ziana too ). LDB, your build is interesting. My first suggestion (already mentioned) is if you are going to pickup Sneak of Shadows, you must take Prime Slayer. Now, basically you are burning 2 feats to get +2 damage per attack; but with this build it is worth it. Especially by level 30. If you play your cards right, you'll be doing 3 or more attacks almost every round, so that +2 damage can turn into +6 a round really fast. That is, as long as CS did confirm that Divine Miracle is for Encounter Attack Powers only (which I'm almost positive it is). Ziana, I see why you are hesitant about burning two feats for the +2, but this type of up close and personal Archer build (which is kind of like my build) I feel it can be worth it. Also, with this build, you really NEED Wary Shooter. Guarantees 2 rounds of no OA's. Then use an action point after you burn Wary Shooter and you get a total of +7 bonus to AC against OAs the rest of the encounter.

Someone mentioned that w/out using a Crossbow the Sneak of Shadows feat is pointless. I disagree. First off, you only get to use the Sneak Attack once per encounter, so just throw a dagger at someone (using quickdraw) when you have CA one time during the encounter. You could always take Seize the Moment and almost guarantee you use Sneak Attack the first round on someone.


Now I'm just debating if I should post my build on these boards sometime... I am actually still undecided on 3 feats (2 if Weapon Expertise - Bows comes out in PHB2). I also can't decide if I want my lvl 30 BA to have Hammershot or Hail of Arrows. If I'm one on one, I'd want Hammershot. But Hail of Arrows may fit my campaign more (very "war" driven at the moment). Hail of Arrows is the ultimate minion killer IMO.
Twin Strike: 2 attacks, +36 vs. AC with CA (+38 vs. AC with CA and Prime Shot)
Hit: 2d12+22 damage (2d12+27 with Prime Shot)
Crit: 7d6+46 damage (7d6+51 with Prime Shot)
Quarry: +(3d8+2) damage

DPR:
(0.70)*(2)*(42) + // two shots at 70% hit chance: 58.8 dpr
(0.25)*(0.10)*(42) + // ?? 1.05 dpr
(0.05)*(2)*(75.5) + // Crit: 7.55 dpr
(1-(1-0.70)^2)*(15.5) + // Hunter's Quarry: 14.10 dpr
(0.25)*(0.10)*(15.5) + // ?? 0.39 dpr
(1-(1-0.05)^2)*(26) // Hunter's Quarry Crit (i think?): 2.53 dpr
= 84.23 DPR

I know it's poor form to add consumables to a DPR Build, since the other builds don't include them, but I wanted to see how this would change with the new ammunition.

With +3 Dual Arrows, you would be doing -3 to hit and -3 damage with each arrow, but rolling twice to hit for each arrow. In other words:

Twin Strike: 2 attacks, +33 vs. AC with CA (+35 vs. AC with CA and Prime Shot)
Hit: 2d12+19 damage (2d12+24 with Prime Shot)
Crit: 7d6+43 damage (7d6+48 with Prime Shot)
Quarry: +(3d8+2) damage

According to your formula below, this PC was hitting for non-crit damage 70% of the time and 5% of the time was hitting for crit damage.

With the +3 arrows, each roll would instead only be hitting 55% of the time for non-crit damage, except that you roll twice, so (1-(1-0.55)^2)=79.75% of the time each arrow will hit for non-crit damage.

DPR:
(0.79)*(2)*(39) + // two shots at 79% hit chance: 61.62 dpr
(0.25)*(0.10)*(42) + // ??... so I'm leaving it the same
(0.05)*(2)*(72.5) + // Crit: 7.25 dpr
(1-(1-0.79)^2)*(15.5) + // Hunter's Quarry: 14.82 dpr
(0.25)*(0.10)*(15.5) + // ??... so I'm leaving it the same
(1-(1-0.05)^2)*(26) // Hunter's Quarry Crit (i think?): same
= 87.47 DPR

Each +3 Dual Arrow costs 1,000gp each. You could buy 1,125 of them for the same price as a lvl 26 magic item. Still... they're not cheap -- and the extra damage isn't *that* much better.
With +3 Dual Arrows, you would be doing -3 to hit and -3 damage with each arrow, but rolling twice to hit for each arrow.

Oh Lord. I knew this was coming. I still think that adding in magical ammo is an incredibly stupid idea.

Either the ammo is balanced with weapon properties, in which case ranged characters get the benefit of paying for what everyone else gets for free. Or the bonuses are better than existing weapon properties and the game devolves into a race to see who can burn through their wallets the fastest.
You have to take Nature or Dungeoneering as a ranger;

Whoops! Forgot about that bit.
That's Someone, with a capital S. "Cat's out of the bag on that one, isn't it? Who puts cats in bags, anyway? Cats hate bags." -Sheogorath, Oblivion
If I'm one on one, I'd want Hammershot. But Hail of Arrows may fit my campaign more (very "war" driven at the moment). Hail of Arrows is the ultimate minion killer IMO.

If you mean Lightning Shot vs Hail of Arrows [Hammer Shot is a level 23 encounter], LS is better for pure DPR increase, triggering between your own turn. I believe Hail of Arrows takes the lead for raw damage output when your looking at a typical encounter group: 5 or 6 foes. It's not focus-fire oriented like LDB likes, but it can certainly help soften up a group, especially in conjunction with anyone else laying down AOE powers.

HoE helps leverage per-hit feats and damage you do, significantly increasing in value when you have more targets. As you say, it's definitely a minion-killer, but also strong against any set of multiple opponents.
If you mean Lightning Shot vs Hail of Arrows [Hammer Shot is a level 23 encounter], LS is better for pure DPR increase, triggering between your own turn. I believe Hail of Arrows takes the lead for raw damage output when your looking at a typical encounter group: 5 or 6 foes. It's not focus-fire oriented like LDB likes, but it can certainly help soften up a group, especially in conjunction with anyone else laying down AOE powers.

HoE helps leverage per-hit feats and damage you do, significantly increasing in value when you have more targets. As you say, it's definitely a minion-killer, but also strong against any set of multiple opponents.

Great points about HoA and LS. I think my campaign makes my character lean towards HoA. Nonetheless, what is your overall opinion on LS? Also, if you had to rank HoA, LS, and HS, how would you rank them?

I did mean Hammershot even though it is lvl 23 because I feel that power can be so useful that it compares nicely against the lvl 27 powers. I believe the rules allow you to take a lower level power in the "replace" levels if you desire. So I was considering picking up Hammershot at level 27.... I like the power, especially if you take staggering shot feat. My build would push an enemy 9 squares with Hammershot and then I could slow the enemy. Always nice to have another defense to target too...
Apparently there's a feat in PHB 2 that allows you to load crossbows as a free action so you can use frost crossbows wiothout problems.

http://www.wizards.com/default.asp?x=dnd/4ex/20090306
I could be just not seeing it, but your level 30 NOVA does not have Called Shot +5 bonus damage per hit in it. Am I just not seeing something, or was that indeed an oversight?
Oh, you should retrain Martial Mastery out at 30, since you're taking Demigod.

At the moment, I 100% agree with this . My build is planning on doing it.

Ziana, do you recall if Customer Service stated if Divine Miracle was for Encounter Attack Powers only, or any power that is usable 1/per encounter?
I could be just not seeing it, but your level 30 NOVA does not have Called Shot +5 bonus damage per hit in it. Am I just not seeing something, or was that indeed an oversight?

That is an oversight, indeed. Thank you. :D
Well, ladies and germs, if what is being spoiled in the PHBII is accurate, Weapon Expertise will make this build hilariously accurate (hitting AC 44 on a 3 at L30, and Orcus gets hit on a 7). I will be reworking the build somewhat as soon as I can my hands on the book. Also, that crossbow feat would be made of awesome win, because I could take Snap Shot and extend the nova to 10 attacks. :D
Well, ladies and germs, if what is being spoiled in the PHBII is accurate, Weapon Expertise will make this build hilariously accurate (hitting AC 44 on a 3 at L30, and Orcus gets hit on a 7). I will be reworking the build somewhat as soon as I can my hands on the book. Also, that crossbow feat would be made of awesome win, because I could take Snap Shot and extend the nova to 10 attacks. :D

Not to mention that using a Superior Crossbow means you hit the average level 30 enemy's AC on a 2. Capped accuracy is oh so nice.
Not to mention that using a Superior Crossbow means you hit the average level 30 enemy's AC on a 2. Capped accuracy is oh so nice.

Yeah, that is true. The DPR will be through the roof now (I'm probably gonna be doing some feat-shuffling, so bear with me).
Well, ladies and germs, if what is being spoiled in the PHBII is accurate, Weapon Expertise will make this build hilariously accurate (hitting AC 44 on a 3 at L30, and Orcus gets hit on a 7). I will be reworking the build somewhat as soon as I can my hands on the book. Also, that crossbow feat would be made of awesome win, because I could take Snap Shot and extend the nova to 10 attacks. :D

That is outstanding. It makes me tempted to switch from Greatbow to Superior Crossbow... but I just don't like the "thought" of playing a crossbow wielder .

Mind if I ask how you are getting to +44 to hit? I ask because my own build has many similarities to yours, but one of the biggest difference is that I wield a great bow. Factoring in +3 epic tier Weapon Expertise, I come to +42 to hit (with Hawk Eye warrior - not sure if you are using that in your +44??). I think in theory, I really should only have a difference of one from your AB.... unless there is a crossbow feat I'm not thinking of that you have?
I don't get to +44 to hit; your calculations were correct. What I said is that I hit AC 44 on a 3 (which would be +41, and +42 with the Crossbow, as it hits on a 2).

Let's break it down:
+15 (level/2)
+10 (Dex)
+3 (proficiency)
+3 (Weapon Expertise)
+2 (CA)
+2 (Prime Shot)
+1 (Battlefield Experience)
+6 enhancement (+6 crossbow)

If I use Hawkeye Warrior, I get to +43 to hit.
Awesome! Sorry I read that wrong. Thanks for clarifying

I'm hoping there is going to be one maybe two more feats in PHB2 (paragon/epic tier) that we can add to your (and my) build .
Build has been update for PHB 2. We now sport Superior Crossbows, and can hit AC 44 opponents on a 2. :D
In your nova turn I think you forgot to include sneak attack damage. Also, you could take Slaying Action to get sneak attack twice in the turn you use an action point.

For your first snap shot attack you have +5d8 instead of +58.

This is very interesting build! I've been working on an elf ranger/rogue and it was nice to see an optimized version. I won't go the lasting frost/wintertouched route since that is over-the-top but I do like the ideas. I'm going with a swiftshot superior crossbow. Snap Shot is a great addition to an archer ranger!!

Battlefield archer looks stronger than sharpshooter, but I am going with two-blade ranger to get toughness and taking sharpshooter PP. It makes the nova round solid especially with the swiftshot bow.
In your nova turn I think you forgot to include sneak attack damage. Also, you could take Slaying Action to get sneak attack twice in the turn you use an action point.

For your first snap shot attack you have +5d8 instead of +58.

This is very interesting build! I've been working on an elf ranger/rogue and it was nice to see an optimized version. I won't go the lasting frost/wintertouched route since that is over-the-top but I do like the ideas. I'm going with a swiftshot superior crossbow. Snap Shot is a great addition to an archer ranger!!

Battlefield archer looks stronger than sharpshooter, but I am going with two-blade ranger to get toughness and taking sharpshooter PP. It makes the nova round solid especially with the swiftshot bow.

Thank you for the catch, and for the opportunity to practice my thread necromancy skills.
Looking at the lvl 11 snap-shot I'm coming up short on the static damage bonus to twin strike. Anyone able to spell out how you get a +11 damage bonus?

Thanks!
Looking at the lvl 11 snap-shot I'm coming up short on the static damage bonus to twin strike. Anyone able to spell out how you get a +11 damage bonus?

Thanks!

I'm guessing it looks something like this:

+2 crossbow enhancement
+2 bracers of archery
+2 Weapon Focus Feat
+5 Frost crossbow power + Lasting Frost + Wintertouched Feats

Total = +11 for twin strike or +17 for powers that include his Dex bonus
Correct, Lab_Monkey. Frostcheese is what allows this Archer to reach capped accuracy and put out strong damage. The coolest part is that you can pull this off with any +2 Dex race, so it's hardly an Elf-exclusive build (it prefers +2 Dex, +2 Con or +2 Dex, +2 Wis, though).
Correct, Lab_Monkey. Frostcheese is what allows this Archer to reach capped accuracy and put out strong damage.

Ah, that's it. I forget... I keep thinking that 2 feats for combat advantage is a steal. Totally space off the extra 5 damage.... Thanks!
Would it be worth it to take Distant Advantage at some point in this build?
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