Volley, Horde Breaker, and either lightning arrow or hail of thorns is a great combo for Hunter. The lack of rp is because the main class of ranger itself is incredibly rp-based with its abilities.
I’ve come up with a few builds that tend to have synergy with each other: Giant Killer, Multiattack Defense, (your choice of multiattack), and uncanny dodge. This set promotes being in melee against the larger creatures, and minimizing the dangers associated with being in melee. If you get hit once, and the hit is way too much to handle, you can use uncanny dodge, otherwise you have giant killer and the attacks after the first one that could be hitting you have less of a chance to do so. I recommend using larger damage dice weapons with this. This build incentivizes being in melee and dealing with being hit, so you should probably stay away from concentration spells & focus more on utility spells. Horde Breaker, Escape the horde, volley, stand against the tide. This build promotes being the best ranged attacker that you can with the innate synergy between volley and horde breaker. This build also lets you get out of melee if you get stuck in it with multiple creatures. Escape the horde is the ability that best synergizes with stand against the tide because escape the horde is the ability that causes the enemies to miss without getting hit first. This also gives you something to do with your reaction in melee that provides damage. This build is heavily centralized around the idea of fighting a lot of enemies so ask your dm if he tends to have 1 huge monster, or lots of smaller ones. Good spells for this build are hail of thorns and lightning arrow. Lastly: Colossus Slayer, Steel Will, (your choice of multiattack), and Evasion. This is a build intended to fight dragons and get out high single target damage. Most of the abilities don’t directly synergize with one another but they’re all still solid abilities. A good spell for this build is hunter’s mark, and maybe ensnaring strike depending on the size of the creature you’re fighting. Again, this is a generalist build, most options work with it.
Horde breaker-always Way more damage a turn and when do people ever not stand beside each other in a fight.Heck have your friends make sure they are, if they aren't
I have no idea, why so many people avoid melee hunter. It has extremely good synergy, is realy strong and fun to play... I have now Minotaur Hunter with horde breaker, I use my horns push bonus action attack to push enemies together, which allows me to do 3 attacks at lvl 5 with greataxe. Even fighter is jealous...
@@normanwhitmore6377 Why is it mostly dex class? I cannot see anywhere in rules anything about advantage of dex usage (monk has some, rogue too, but not ranger). Especialy if you don't want to multiclass, nothing forces you to have good dex.
So if I got the Sniper Archer type ranger in mind the best way to do it would be: Colossus Slayer, Escape the Horde, Volley and if Tasha is allowed take Deft Explorer? (by level 7 it would have that extra damage, give enemies disadvantage to hit with opportunity attacks and a walking, climbing & swimming speed of 35ft ontop of knowing two languages and having expertise on stealth.)
It really depends on what you want to do and what ability is really going to fit with your rogue, as well as you're campaign. Do you want to mainly do a rogue? I'd probably only do 3-4 levels of this at most for maining a rogue or shorter campaign. However, a couple things to consider is that you get Extra Attack at level 5 (which basic rogue doesn't get), and a pretty good ability at 7... However the other levels past 5 can be tacked on as need be. On top of that there's some pretty good spells they can pick up. Zephyr Strike is a beast of a spell for a Rogue. Advantage on an attack (guaranteed sneak attack), plus 1d8 damage, plus 30 extra movement, when you want to use it (it's a Bonus Action to cast and Concentration for 1 minute, and the spell ends when you choose to do the extra damage)? All that for a level 1 spell? It's almost worth the dip for that spell alone. Plus you can get Hunter's Mark, and some other decent options that can fit perfectly into a Rogue. Especially if you go Arcane Trickster (which gives you spell slot progression)...
We explain our RP rating better in our newer videos, but when we look at RP, we look at interacting wiTh NPCs/world, avoiding combat, non-combat scenarios Etc. Based on the ABILITIES gained from the subclass. We are looking for extra potential gained from the abilities. The lore, history, backstory, background, etc. is on you as the player, so we don’t factor that into the score. A good player can make any subclass great, but we try to score it broadly if that makes sense. Thanks for watching!
When you make the Beast Master video, can you give your opinion on the Revised Ranger version as well? So new players know there's a good option for Beast Masters
Volley, Horde Breaker, and either lightning arrow or hail of thorns is a great combo for Hunter. The lack of rp is because the main class of ranger itself is incredibly rp-based with its abilities.
I’ve come up with a few builds that tend to have synergy with each other:
Giant Killer, Multiattack Defense, (your choice of multiattack), and uncanny dodge.
This set promotes being in melee against the larger creatures, and minimizing the dangers associated with being in melee. If you get hit once, and the hit is way too much to handle, you can use uncanny dodge, otherwise you have giant killer and the attacks after the first one that could be hitting you have less of a chance to do so. I recommend using larger damage dice weapons with this. This build incentivizes being in melee and dealing with being hit, so you should probably stay away from concentration spells & focus more on utility spells.
Horde Breaker, Escape the horde, volley, stand against the tide.
This build promotes being the best ranged attacker that you can with the innate synergy between volley and horde breaker. This build also lets you get out of melee if you get stuck in it with multiple creatures. Escape the horde is the ability that best synergizes with stand against the tide because escape the horde is the ability that causes the enemies to miss without getting hit first. This also gives you something to do with your reaction in melee that provides damage. This build is heavily centralized around the idea of fighting a lot of enemies so ask your dm if he tends to have 1 huge monster, or lots of smaller ones. Good spells for this build are hail of thorns and lightning arrow.
Lastly: Colossus Slayer, Steel Will, (your choice of multiattack), and Evasion.
This is a build intended to fight dragons and get out high single target damage. Most of the abilities don’t directly synergize with one another but they’re all still solid abilities. A good spell for this build is hunter’s mark, and maybe ensnaring strike depending on the size of the creature you’re fighting. Again, this is a generalist build, most options work with it.
Horde breaker-always
Way more damage a turn and when do people ever not stand beside each other in a fight.Heck have your friends make sure they are, if they aren't
I have no idea, why so many people avoid melee hunter. It has extremely good synergy, is realy strong and fun to play...
I have now Minotaur Hunter with horde breaker, I use my horns push bonus action attack to push enemies together, which allows me to do 3 attacks at lvl 5 with greataxe. Even fighter is jealous...
I think it's because ranger is mostly a dex class and because there really isn't many magic items that help dexterity melee weapons.
@@normanwhitmore6377 Why is it mostly dex class? I cannot see anywhere in rules anything about advantage of dex usage (monk has some, rogue too, but not ranger). Especialy if you don't want to multiclass, nothing forces you to have good dex.
So if I got the Sniper Archer type ranger in mind the best way to do it would be: Colossus Slayer, Escape the Horde, Volley and if Tasha is allowed take Deft Explorer? (by level 7 it would have that extra damage, give enemies disadvantage to hit with opportunity attacks and a walking, climbing & swimming speed of 35ft ontop of knowing two languages and having expertise on stealth.)
would you just recommend dipping into rogue after a certain level in ranger? if so, at what level should you start putting levels into rogue?
It really depends on what you want to do and what ability is really going to fit with your rogue, as well as you're campaign. Do you want to mainly do a rogue? I'd probably only do 3-4 levels of this at most for maining a rogue or shorter campaign. However, a couple things to consider is that you get Extra Attack at level 5 (which basic rogue doesn't get), and a pretty good ability at 7... However the other levels past 5 can be tacked on as need be. On top of that there's some pretty good spells they can pick up. Zephyr Strike is a beast of a spell for a Rogue. Advantage on an attack (guaranteed sneak attack), plus 1d8 damage, plus 30 extra movement, when you want to use it (it's a Bonus Action to cast and Concentration for 1 minute, and the spell ends when you choose to do the extra damage)? All that for a level 1 spell? It's almost worth the dip for that spell alone. Plus you can get Hunter's Mark, and some other decent options that can fit perfectly into a Rogue. Especially if you go Arcane Trickster (which gives you spell slot progression)...
I think it does have a little rp, because you can pick it to match your character, rp inst just outside of combat
We explain our RP rating better in our newer videos, but when we look at RP, we look at interacting wiTh NPCs/world, avoiding combat, non-combat scenarios Etc. Based on the ABILITIES gained from the subclass. We are looking for extra potential gained from the abilities. The lore, history, backstory, background, etc. is on you as the player, so we don’t factor that into the score. A good player can make any subclass great, but we try to score it broadly if that makes sense. Thanks for watching!
@@URGE yeah I was literally watching a video where you guys said that, I understand it now what the rp rating means then
Love this series. I can't wait until you guys have all the phb subclasses finished specifically wizard
This sun class sounds great for a cowboy build!
My Human Hunter with Medium Armor Master, a spear+shield, and polearm master would disagree with Legolas
So I have loxodon str ranger who grabs enemys pulls them to others with his trunk and wields a maul so horde breaker is amazing
When you make the Beast Master video, can you give your opinion on the Revised Ranger version as well? So new players know there's a good option for Beast Masters
Is this the revised version?
It's the one from PHB.
Totem warrior barb/Hunter ranger is fun to play