Best DPR no -5/+10?

Post/Author/DateTimePost
#1

FrogReaver

Jan 31, 2015 18:32:24

What is the best character build for DPR with no -5/+10 feats like Greatweapon Master and Sharpshooter?

#2

mellored

Jan 31, 2015 20:41:41

Fighter 11/rogue 9.
warlock 2/sorcerer 18 (with quickened eldrich blast), is higher, as long as your power points hold out.

#3

ConsumedReality

Jan 31, 2015 21:06:52
Sorcerer Dragon Bloodline Red/gold with Elemental adept Scorching Ray quickened and firebolt . It is cheesy but huge dpr bump or meteor storm for a one off spell...
(Reply to #2)

FrogReaver

mellored wrote:
#5

FabulousRex

Feb 01, 2015 18:05:23

How about Paladin (Vengence) 16/ Fighter (Champion) 4 with Two Weapon Fighting?

 

With Haste running, you'll get 4 attacks at 2d8+STR/DEX, advantage on the rolls if it's important enough, and crits on 19-20.  E.Blast spamming can probably top it, but it's quite nice as a Two Weapon Fighting build goes, especially if you can somehow snag 2 elemental damage weapons.  If you wanna sacrifice a bunch of spells to Smite, you can blow a boss-type enemy out of the water with an Action Surge and 6 Smite Attacks.  WAY better burst damage than an EB build!

(Reply to #5)

FrogReaver

FabulousRex wrote:
#7

FrogReaver

Feb 01, 2015 22:19:17

I really wish people would take opportunity costs and sustainablity into account before assuming anything in DPR calculations.

#8

Yunru

Feb 02, 2015 3:19:12
Oathbreaker 8/Blade'lock 12.

Doesn't use spells (except maybe Greater Invisibility), just Smites on hit. Cqn do upwards of 150 damage on a nova with PAM.

#9

mellored

Feb 02, 2015 5:18:51

FrogReaver wrote:
#10

IxidorRS

Feb 02, 2015 13:07:40

FrogReaver wrote:
#11

dev6500

Feb 03, 2015 10:39:42

I also lean toward warlock 2/sorc 18.

 

twinned EB

quickened EB as bonus action  (quickening EB as opposed to a high level spell since this is non nova dpr)

plus reaction cast EB on OA w/ war caster 4 (d10 + d6 +5 cha)

 

ultimately that is 16 * (d10 + 5)  ~ 168

 

I don't have my dmg yet so I can't confirm but someone told me that there are items that boost spell attack and damage by 3.

 

if so, a non nova round would be like 16* (d10 + 8) ~ 216

 

To know true dpr would need to pick a target ac

 

You can also mix in hex but that would of course only add d6 to one of the targets (meaning a max of 12 of 16 dice would get a +d6) and whenever an enemy dies, you lose a bonus action putting it back up which means no quicken that round.

 

 

 

Most likely the other ultimate damage option is drow necromancer 6/ warlock 14. You can create and maintain 200+ army of archer skeletons. Using warlock spell slots to cast animate dead, you can raise 6 skeletons per cast or 18 per short rest and you can reassert control over 9 skeletons per cast or 27 per short rest. So a drow has a 4 hour long rest leaving them 4 hours to maintain their undead army without wasting party time or their own resources. 4 hours is 8 short rests, so 216 skeleton archers is their baseline army. 216 (d6 + 8) is their damage just from the bonus action spent to command the skeletons. They still have eldritch blast and war caster OAs. Problem with necromancers though is that you are likely to be on the receiving end of a crusade.

#12

mellored

Feb 03, 2015 10:42:38

dev6500 wrote:
(Reply to #12)

dev6500

mellored wrote:
#14

mellored

Feb 03, 2015 11:42:01

dev6500 wrote:
(Reply to #14)

dev6500

mellored wrote:
#16

mellored

Feb 03, 2015 15:22:54

dev6500 wrote:
#17

Lord_Kadarian

Feb 03, 2015 15:47:18

Something that is quite a bit of fun, is a Barbarian frenzy 17, champion fighter 3. Race half Orc

 

I designed it to see if there was a build that would treat great axe better than a great sword. 

 

I may have to wait till later to post the stats (at work right now)

 

but for considerations

with frenzy he will have 3 attacks, on a crit he will have 4 extra dice of damage, 19-20 crit range, rage grants +4 damage per attack, plus a fighter style, probably great weapon, but you could also increase your AC or something. 

#18

guachi

Feb 03, 2015 19:45:06

Ranger 5/Rogue 15 can be fairly effective if you have other melee to be targets as you can take Sentinel and potentially sneak attack twice a round. You can have 2-4 attacks a round depending on how you outfit yourself. You could take Colossus slayer and wield a shield for higher AC (and take duelist fighting style) and that would give you two attacks and higher single target damage. Take Horde Breaker for a potential additional attack and/or take Two-Weapon Fighting (and take two-weapon fighting style) for another attack.

 

The damage comes from having sneak attack connect so you have to balance how you want to build him. A benefit of the build is that you have some versatility with spells but your main damage, aside from Hunter's Mark, is something that is entirely at-will.

#19

Eggnogfool

Feb 03, 2015 19:48:01

I'm sure there's an RAW reason why 12 blade lock/6 sorcerer/ 2 paladin can't start each day with a bunch of short rests converting pact slots to excess regular slots and then and then smiting away with a pole arm all day.  But until I know what it is, I'll stick with that.

(Reply to #16)

dev6500

mellored wrote:
(Reply to #20)

ConsumedReality

dev6500 wrote:
(Reply to #9)

FrogReaver

mellored wrote:
(Reply to #10)

FrogReaver

IxidorRS wrote:
(Reply to #19)

Yunru

Eggnogfool wrote:
(Reply to #24)

dev6500

Yunru wrote:
#26

Yunru

Feb 04, 2015 12:08:50
Or... he could use the Pact Magic slots directly as I said and thus do maximum smite damage a reliable 3 times per rest. There's no need to convert them from 5th to 3rd level, and no gain to doing so.
#27

Timborama

Feb 04, 2015 12:37:10

I guess you gain more if you do more than 3 attacks between short rests...? Granted you resort to Shenanigans with a capital "S" but hey! Some people like that stuff! Plus, we're already in theory-town for the entirety of this thread ^_^

 

But you can only have a max of 6 Sorc. points (remember, this is a rarely needed rule but important: You can only have Sorcery points equal to your max, which is your Sorcerer level!). But that's still 2 more smites!

#28

Yunru

Feb 04, 2015 13:13:03

No, it's only loss. You go from 5th level to 3rd level. There is literally no benefit to doing so. There is no way in which a 3rd level spell slot is better than a 5th level one. It's not like you even get more, it's a straight 1:1 trade of high level slot to lower level slot.

#29

Lawolf

Feb 04, 2015 13:35:12

Level 20 spellcaster using true polymorph to permanently turn himself into an Adult Gold Dragon.

 

Level 17+ warlock using Hex + Eldritch Blast + Foresight.

 

Oathbreaker Paladin 12 Warlock 8 deals pretty great damage on each attack. By combining Hex, Great Weapon Style, and Divine Smite their damage is 3d6+1d8+10 (reroll 1s and 2s) and they can use two 5d8 damage smites per short rest (as opposed to per day with the a pure paladin). Depending on how your DM interprets invocations, the warlock/paladin could also take an invocation to get +5 more damage to each of his attacks. Oh yeah, and I believe all additional smite damage also benefits from Great Weapon Style's rerolls.

 

 

#30

Yunru

Feb 04, 2015 13:51:41

Reverese that. Warlock 12, Paladin 8. Throw in Polearm Master.

3 attacks at 1d12+1d6+15, with an optional 5d8 3 times a rest.

(Reply to #28)

dev6500

Yunru wrote:
#32

Yunru

Feb 04, 2015 15:53:41

Oh I see. Then yes, that works. Why you'd want to I don't know, personally I'd just go Sorcerer/Warlock and beamspam the hell out of everything (higher levels in Sorcerer means you can convert them into higher level spell slots). 

#33

Yunru

Feb 04, 2015 15:53:42

Oh I see. Then yes, that works. Why you'd want to I don't know, personally I'd just go Sorcerer/Warlock and beamspam the hell out of everything (higher levels in Sorcerer means you can convert them into higher level spell slots). 

#34

Eggnogfool

Feb 04, 2015 16:55:04

Yunru wrote:
#35

Lawolf

Feb 04, 2015 18:16:46

Yunru wrote:
#36

Psikerlord

Feb 05, 2015 3:39:20

This thread fortifies my view not to use multiclassing

#37

Ashur420

Feb 05, 2015 7:07:28

Lawolf wrote:
(Reply to #36)

Coredump00

Psikerlord wrote:
#39

Timborama

Feb 05, 2015 8:07:32

Agreed with Core and Ashur. A simple "And what kind of progression did you have in mind, exactly?" can nip wombo-combos in the bud. Or, at least, ones you may disapprove of.

 

Some times people just want to make a character like that dude in the anime they watched recently, or replicate their MMO character, or model off that novel they're reading. And a basic class just won't do for "their vision"! And they promise to play nice and not take Oathbreaker or a 2-level dip JUST to get Fighter, Warlock, or Sorcerer madness!

#40

dev6500

Feb 05, 2015 11:29:56

I personally find multiclassing to be seriously weaker in 5e than in 3.5. I think areas where multiclassing looks overpowered is just a few specific ablities and how they interact. Specifically in regards to spellcasting and multiclassing. For a pure fighter, it hurts to give up progression because you lose out on extra attacks and even for a pure wizard I think the multiclassing is sub par because they lose out on a wider range of abilities and higher level spells for a few tricks.

 

Multiclassing combos so far that feel slightly broken:

1. Using warlock spell slots to fuel sorcery points which then turn back into spell slots.

      1a. Using the warlock/ sorceror spell slot engine to fuel any number of abilities that sacrifice spell slots(like the paladin smite trick).

2. Getting animate dead and then casting it with warlock pact slots that can be regained on a short rest.

 

But I also think that at least number 2 sacrifices a lot of utility to accomplish. No 8th or 9th spells, fewer warlock spell slots. Fewer warlock invocations.

 

Haven't done a pure comparison on pure fighter vs some of the gish multiclass options but I am sure there are significant shortcomings that come from the MAD requirements of multiclassing into 3 or so classes. I also think that they have made major attempts to weaken multi-classing in general. Very few things stack in 5e. I wanted to make a barbarian/druid or a monk/druid with the ac bonuses in wild shape and found those to be specifically shot down in the phb. In the area of feats, using polearm mastery alongside war caster to get an OA when someone enters your threat range and then turn that into casting a spell has been specifically disallowed in a tweet by the developers. I think they probably just missed a few combos and will likely errata them.