Guide to Ranger Feats
A rating of 1 or 2 means the Feat is pretty much
useless to a ranger and one that you probably want to avoid. A rating
of 3 indicates that the Feat can be used with some careful planning or with certain class combinations. We reserve a rating of 4 only
for those Feats that are almost necessary picks for certain types of builds or class combinations. A rating of 5 designates the best of the ranger Feats and ones
players should seriously consider in any href="http://ddo.tentonhammer.com/index.php?meid=5#Builds">DDO build
To help you navigate the many Feats, just click on
the range of Feats below to move to that spot in the guide:
- Combat Casting
- Combat Expertise
- Empower Healing Spell
style="font-weight: bold;">11-20 style="font-weight: bold;">
- Eschew Materials
- Exotic Weapon Proficiency
- Extend Spell
- Great Cleave
- Great Fortitude
- Greater Two Handed Fighting
- Greater Two Weapon Fighting
- Greater Weapon Focus
- Heavy Armor Proficiency
- Improved Critical
style="font-weight: bold;">21-30 style="font-weight: bold;">
- Improved Feint
- Improved Mental Toughness
- Improved Precise Shot
- Improved Shield Bash
- Improved Shield Mastery
- Improved Sunder
- Improved Trip
- Improved Two Hand Fighting
- Improved Two Weapon Fighting
- Iron Will
- Lightning Reflexes
- Luck of the Heroes
- Many Shot
- Medium Armor Proficiency
- Mental Toughness
- Mobile Spellcasting
- Nimble Fingers
- Point Blank Shot
- Power Attack
- Precise Shot
- Quick Draw
- Quicken Spell
- Rapid Reload
- Rapid Shot
- Resist Poison
- Self Sufficient
- Shield Mastery
- Shot on the Run
- Skill Focus
- Slicing Blow
- Snake Blood
- Spring Attack
- Stunning Blow
- Tower Shield Proficiency
- Two Handed Fighting
- Two Weapon Blocking
- Two Weapon Defense
- Weapon Finesse
- Weapon Focus
- Weapon Specialization
- Whirlwind Attack
51. Self Sufficient
Official Text: "You can take care of yourself, and frequently others too. You receive a +2 bonus on Heal checks and Repair checks."
Comments: You'll actually be less self-sufficient with this Feat. WORTHLESS!!
52. Shield Mastery
Official Text: "Increases the amount of damage you can absorb when defending with a shield."
Prerequisite: Shield Proficiency: General
Comments: This can be left to the Fighters. Rangers should be behind the shield blocking Fighters firing away!
53. Shot on the Run
Official Text: "You suffer no penalty to your attack roll when moving and shooting."
Prerequisite: Dexterity 13, Base Attack Bonus +4, Point Blank Shot, Mobility (Dodge)
Comments: I swear by this Feat. Even after the Module 3 changes, eliminating that -4 penalty is important. A good tactic is to put a few arrows into a few different monsters before the fighters engage them to get aggro, throw Longstrider on yourself, and backpedal around firing away while they try to chase you. It takes a few baddies out of the fight, and you won’t take much damage. I call it Ranger Crowd Control.
54. Skill Focus
Official Text: "Grants a +3 bonus to all skill checks for a specific skill."
Comments: For a Rogue/Bard build, Disable Device or Use Magic Device could be helpful IF you can fit it into your build.
55. Slicing Blow
Official Text: "Using this attack, your attack may deal its initial damage plus some additional damage as the target bleeds. Some creatures may be immune to the bleeding effect."
Comments: The damage this does isn’t worth a Feat spot for a class with so few.
56. Snake Blood
Official Text: "The taint of the serpent-like yuan-ti runs in your veins. You receive a +2 bonus on poison saves and a +1 bonus on all Reflex saves."
Comments: Your fortitude will protect you from poison and a +1 in reflex is not much, especially for a Ranger, and poison is nothing at higher levels.
57. Spring Attack
Official Text: "You suffer no penalty to your attack roll when moving and attacking."
Prerequisite: Base Attack Bonus +4, Mobility
Comments: This is also one of the best ways to avoid damage since you can move to avoid a monster’s attack on you while still swinging away. This Feat is awesome for getting in flanking position. It also allows a player some mobility to run around the field spreading out damage while Two Weapon Fighting to avoid aggro. This is a great Feat to have on any melee type and with some player skill makes you extremely formidable.
Official Text: "You are particularly good at avoiding notice. You receive a +2 bonus on Hide checks and Move Silently checks."
Comments: Leave it to the rogues.
59. Stunning Blow
Official Text: "Using this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect."
Comments: This is a great Feat, but it might not fit into a Ranger's build. Plan ahead and see if you have room for it.
Official Text: "Increases your hit points by +3 at first level, and 1 additional hit point for each additional level."
Comments: You’re a Ranger; you’re self sufficient. You know how many hit points you have, and when it’s time to back up and hit yourself with a Cure Moderate Wounds wand. Not having to depend on a cleric so much makes having a higher Max HP less important. Besides, 14 HP is nothing in DDO.
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