To those of you that have player either the Horizon Walker or Monster Slayer ranger subclasses, what is it like having to mess with the fiddle foddle of the extra damage bump they get at level 3? Specifically in regards to the bonus action economy and Hunter’s Mark bottleneck.
All of the ranger subclasses have an ability at level 3 that adds 2-5 points of damage a round (averaged over a typical 3-5 round combat) on top of the baseline ranger. They all then expand that level 3 ability or add a new ability at level 11 that again adds to their combat prowess. Almost all of these abilities are situational in nature, and I’m having trouble mentally playing through in my head how the Walker or Slayer make that work with their level 3 ability. I’ve never played nor DMed either subclass so I am hoping some of you can shed light on this for me.
I've got a Monster Slayer, but I started the campaign at level 7 so I don't have experience with making that decision when the feature comes online. At 7th level the Monster Slayer gets Supernatural Defense, which gives you bonuses based on using your 3rd-level feature. So from 3rd to 6th level, the Hunter's Mark would be what I'd use on round 1 of combat, since it provides more opportunity for damage, especially after level 5. But once that level 7 feature comes in, if the enemy was something that I was worried I'd need defensive capabilities against (my ranger's an aarakocra with a longbow, so it's not too common), I'd go for subclass trait first, then Hunter's Mark. Same goes for moving the two once an enemy was down.
Basically the key is 'will one give me more advantage?' and at levels 3 and 4 it's the same, at 5 and 6 it's HM, and from 7 on it depends on how much of a threat I think the current target is.
I have played a Horizon Walker as well, but in a one-shot, and only at level 4. There I prioritized the level 3 ability, because 1d8 > 1d6 and I didn't have Extra Attack yet. Or a lot of spell slots. I would probably always use the level 3 ability before Hunter's Mark, though, because of the fact that all damage becomes force damage -- having resistance or immunity to force damage is much less common than bludgeoning/piercing/slashing, so having one attack always being force damage is much more useful until you get your hands on a magic weapon.
Howdy all.
To those of you that have player either the Horizon Walker or Monster Slayer ranger subclasses, what is it like having to mess with the fiddle foddle of the extra damage bump they get at level 3? Specifically in regards to the bonus action economy and Hunter’s Mark bottleneck.
All of the ranger subclasses have an ability at level 3 that adds 2-5 points of damage a round (averaged over a typical 3-5 round combat) on top of the baseline ranger. They all then expand that level 3 ability or add a new ability at level 11 that again adds to their combat prowess. Almost all of these abilities are situational in nature, and I’m having trouble mentally playing through in my head how the Walker or Slayer make that work with their level 3 ability. I’ve never played nor DMed either subclass so I am hoping some of you can shed light on this for me.
I've got a Monster Slayer, but I started the campaign at level 7 so I don't have experience with making that decision when the feature comes online. At 7th level the Monster Slayer gets Supernatural Defense, which gives you bonuses based on using your 3rd-level feature. So from 3rd to 6th level, the Hunter's Mark would be what I'd use on round 1 of combat, since it provides more opportunity for damage, especially after level 5. But once that level 7 feature comes in, if the enemy was something that I was worried I'd need defensive capabilities against (my ranger's an aarakocra with a longbow, so it's not too common), I'd go for subclass trait first, then Hunter's Mark. Same goes for moving the two once an enemy was down.
Basically the key is 'will one give me more advantage?' and at levels 3 and 4 it's the same, at 5 and 6 it's HM, and from 7 on it depends on how much of a threat I think the current target is.
I have played a Horizon Walker as well, but in a one-shot, and only at level 4. There I prioritized the level 3 ability, because 1d8 > 1d6 and I didn't have Extra Attack yet. Or a lot of spell slots. I would probably always use the level 3 ability before Hunter's Mark, though, because of the fact that all damage becomes force damage -- having resistance or immunity to force damage is much less common than bludgeoning/piercing/slashing, so having one attack always being force damage is much more useful until you get your hands on a magic weapon.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
That is super helpful!
Thanks!