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| #1MadmarrikSep 13, 2014 12:52:31 | So I'm playing a fighter in a 5e game that has just reached level 3. I like the idea of the Battle Master for the different kinds of maneuvers he can do. Does anyone who's been playing 5e longer have any suggestions on which maneuvers are best and which are too situational to be of any use? |
| #2FluffyBunbunKittensSep 15, 2014 10:57:34 | Commander's strike is golden if you have a Rogue around to give an extra sneak attack to. Menacing attack can be absolutely smashing against a single big brute. Pushing attack is good for positioning, since it's 15ft move, not just piddly regular 5ft shove. Riposte might help you nova something dead right now (but Polearm Master gets you reaction attack too)...
The rest are mainly bad. Disarm is dependent on GM, Rally scales horribly, Parry was born useless, Goading is just a worse version of Menacing, etc.
Note that you mainly choose to use maneuvers after a hit has landed, so waiting for a crit doubles the extra damage die. |
| #3NachturnusSep 13, 2014 20:45:56 | If you're a GW fighter, picking up Precision attack can be worth it. you have a pretty good chance of suffering -0 to do +10 damage with 'power attack' once you get the GW feat. |
| #4Jordan175Sep 13, 2014 22:29:19 | As others have said, it really depends on how you want to play and what party you are playing with. Precision strike is valuable if you normally use a greatweapon to make a small number of very powerful attacks, not so much if you are dual-wielding. Commander's strike is great if you have allies with huge single-hit attacks, it is less valuable if they are all monks.
For example: my archery-focused battlemaster runs with something of a green-arrow vibe: he can knock down opponents, frighten them, or maneuver his accident-prone monk ally out of harms way, all from across the map. I intentionally avoided getting both knockdown and disarm, because those both operate on a STR save, so during any fight with a very strong opponent, 2/3 of my maneuvers would be worthless. |
| #5KurgagSep 15, 2014 4:51:51 | Hi,
The usefulness of maneuvers depends on your party composition, your build (damage or defense oriented) and the use of feats optional rules.
In my opinion, the battlemaster archetype synergizes better with a defensive build.
Damage dealing maneuvers:
*** Precision Attack: as stated above great with the GWF feat. ** Riposte: situational - allows you to deal damage with your reaction. ** Feinting attack: if you can't use your bonus action to deal damage, this maneuver is great. * Sweeping Attack: very situational - useful against hordes of low HP creatures. * Trip attack: can be usefull to give advantage to your melee oriented allies. * Distracting strike: boost your ally damage and gives advantage. can be usefull for a rogue..
Defense oriented maneuvers:
*** Rally: This is golden, it can prevent a lot of damage on your companions at the end of the day if you have decent CHA. Great way to use your bonus action, if you have no other option. ***(*) Menacing Attack: Great way to force disadvantage. Depends on your foes, in an UD campaign it becomes only ok. *** Maneuvring attack: Great way to help your allies entering or leaving the threating range of a creature. ** (***) Goading Attack: Best choice against creatures who resist fear. Your main taunting ability. Depends on your campaign (see Menacing attack). ** Parry: situational - A good way to mitigate damage if you haven't used your reaction yet. Golden when your HP are low and DEX builds. ** Commander's strike: depends on your party members/situational - great ONLY when your companion can deal more damage than you in one attack AND hasn't used his reaction. * Pushing Attack: If you don't use feats, this is very usefull to repel low to mid STR attackers. * Riposte: it will probably "proc" more with a defensive build, but when playing defensively you will probably want to save your reaction for attack of opportunity or protection. * Evasive footwork: very situational.
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| (Reply to #2)2Chlorobutanal |
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| (Reply to #6)Kurgag |
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| #8FluffyBunbunKittensSep 15, 2014 10:57:04 |
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| #9UthracSep 15, 2014 12:49:23 | My TWF took Trip Attack as primary choice ... if it works on the first attack, it gives me advantage on all subsequent attacks (off-hand, action surge ... and at 5th level, the extra attack). Also gives advantage to any melee allies who act before the opponent gets a chance to stand.
Then, I filled in with situational stuff. After all, I only have a limited number of dice to use. Went with Disarming for those encounters where the caster is completing a ritual or pulls a potions or zapping us with a staff or ... well, when the situation seems to have a good payoff for having an enemy drop an item. Menacing Attack is my other choice ... when facing a big solo-type creature that is not immune to fear. |
| #10GladiusLegisSep 15, 2014 12:54:03 |
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