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| #1FaustianHeroFeb 16, 2015 7:45:17 | Hello all,
Backstory: About a month ago I made a thread asking for what to build at level 4 with crazy stats (18, 18, 16, 16, 14, 8) http://community.wizards.com/forum/player-help/threads/4177471
I came out with a Wolf Totem Barbarian, since the party had a great weapon devpaladin, bladelock, tomelock, and lorebard.
Then we had our first combat, the Bard player wasn't there for the session, and we fought four CR 4 gnolls. Since they had more attacks than any of us (3, to the Paladin's 1, or the bladelock's and my 2 between Razorclaw Shifting and Polearm Master), more HP than any of us, and the flanking variant rule was used, the fight ended up being super close. The bladelock got dropped twice (after being healed by LOH), the paladin got dropped once at the very end, and my barbarian got dropped once, then failed 3x consecutive death saves to die for real.
We spoke with the DM afterwards, and he's used to our gaming from 3.x/PF, in which we had the same stat array and gestalt, and did one big fight a day, maybe two. Mentioned that the system expects a more flat curve of something like 2x Encounters - Short Rest - 2x Encounters - Short Rest - 2x Encounters - Long Rest. That sounds boring to him. So, the expectation is set, we need to be able to face deadly encounters and come out on top.
I'm also given the option to have my Barbarian revivified, but that doesn't seem too hot of an option, considering despite his tankiness, he died. Maybe I could rework him to be a Frenzy Barbarian, drop Polearm Master and bump my Str to 20 instead. Frenzy seems pretty potent when you're unlikely to need to pay the exhaust price in other fights.
But I'm leaning more towards bringing in some more ranged DPS. My first instinct would be Warlock, because I love Warlocks and Eldritch Blast with Cha to Damage is great. But we have two Warlocks, and the Tomelock mostly EBs when not casting his spells, so I don't want to overdo it.
I considered a sniper Assassin rogue, because I've played one before and it was pretty fun. But does the damage keep up? I could also do Fighter with Crossbow Expert or Ranger with Crossbow Expert.
Alternatively, blasting. I haven't taken too much of a look at casting yet, but perhaps a Fire Sorc could step up to the task.
tl;dr: The campaign is likely to stay 1-2 Deadly (or Deadly++) encounters per day, what can I build to fit into that playstyle?
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| #2QwertyAzertyFeb 16, 2015 9:33:37 | if Nova is what you want:
Both case Alert feat is very usefull, so you can participate during the surprise round if the ennemy surprise your team, AND it increase your chance to go first (+5 initiative)
2 level of fighter to get action surge, then go full sorcerer.
here your nova: Action: cast your high level spell, quicken scorching ray with elemental affinity (fire) is always great. Then twinned a firebolt (if you have 2 targets), then action surge andother Scorching ray. Before level 6 you can use magic missile. At higher level simply scale scorchign ray up, scorchign ray scale REALLY well especially with Elemental affinty. If the deadly encounter is dangerous because they are 100 kobold (instead of a single deadly creature) then cast 2 fireball with your action surge.
If you have the opportunity to set up cast a minor illusion for a wall, and crouch behind it. This way you have total concealment=Unseen=advantage on ALL your scorching rays and firebolts no need to roll a hide check since you don't care if the target know where you are, as long that he doesn't see you. Kind of like being greater invisible but you cannot move and only from one direction and if the ennemy send an arrow throught it it will see the arrow pass trought the wall and the wall will disapear.
If your in a hurry on your first round you could also quicken cast minor illusion then cast scorching ray with advantage.
level 3 assassin/Xpaladin An other good nova build is 3 level of rogue (assassin) then everything else in Paladin. During your surprise tound,, use your bonus action for your most damaging smite spell, then blow all your highest level spell for divine smite, making them auto crit and dealing a ridiculous amount of damage, but for this build you need to be in melee. |
| #3FrogReaverFeb 16, 2015 9:43:16 |
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| #4FaustianHeroFeb 16, 2015 9:42:21 | Thanks, the Action Surge combo is something I've heard of before, but it seems like it's mostly useful in theoretical lvl20 builds, as if I did it now, I'd be Fighter2/Sorcerer2, and my casting would be way behind. When would you dip into Fighter?
Edit: Thanks Frog. I'm curious about the Druid, how do they compete with Sorc/Wiz? |
| (Reply to #4)FrogReaver |
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| (Reply to #4)FrogReaver |
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| #7QwertyAzertyFeb 16, 2015 9:51:32 | actionsurge really shine once you have elemental affinity (adding your Cha bonus on EVERY scorching ray) so I would go sorcerer 6, then take my 2 fighter level at that point.
My dragon sorcerer is nearly unkillable.
Half-elf giving you 16 Dex, 16 Consitution and 16 Cha (using AL point buy system) With dragon resilience you should have 16AC and 10Hp at level 1 then add 8 HPper level.
At every ability Score Increase option you take +2 Cha without question, you want your to hit/DC and damage to maximize quickly, at level 8 you'll have your 20 Charisma. At level 12 Elemental affinity is pretty good (ignore resistance to fire and if you roll a 1 on a fire spell damage, it,s actual 2 damage, not the greatest, but still interesting considering that scorching ray deal 2d6+Cha, so now your scorching ray MINIMUM is 4+Cha instead of 2+Cha.
at level 1 you take magic missile and shield. stay away from the monster and if for some reason the monster get close to you that is why you have shield (21AC should protect you well)
at level 3 take misty step so you can teleport out of danger and still attack from a safe spot.
at level 5 take fireball.
at level 6 replace magic missile with scorching ray
lvl 7-8 take fighter for action surge.
lvl 9 to 18 continue as a sorcerer, and cast scorching ray as your main single target DPS, |
| (Reply to #7)FrogReaver |
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| #9FaustianHeroFeb 16, 2015 9:53:16 | As mentioned we have pretty insane stats (18, 18, 16, 16, 14, 8), so wildshaping might actually reduce my power, right?
Conjuration might be good though, to increase the number of meat shields. |
| (Reply to #9)FrogReaver |
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| (Reply to #8)QwertyAzerty | I didn' took a single point of damage between lvl 3 and 5. Being the sorcerer I position myself to not be on the front line, and between 21 AC with shield and misty step in a safe spot, I'm nearly impossible to hit.
Now that I reach level 6 with counterspell, I'm becoming a real annoyance to my DM preventing all his spell caster from casting there high doom spell (feel so good to prevent a AoE spell level 5 using a spell lvl 3 lol. SPecially when you say : ok I'm out of spell lvl 3 I cannot cast fireball anymore, the DM look at you with a grin on his face and cast chain lightning, reaction counterspell, I LIED I still had a spell lvl 3 I was kkeeping in reserve. lol :p
Then next round using my sorcerer point to refll my spell lvl 3 and counter an other high level spell that the DM was sure was goin out this time. ROFLOL |
| (Reply to #11)FrogReaver |
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| #13FaustianHeroFeb 16, 2015 10:23:10 | That's a bit weird in the PvP attitude you and your GM seem to have to each other at the table, but I'm taking the point that Counterspell is a good option to have in reserve.
I think I'll go Sorcerer. Twinning Haste seems very potent for the Bladelock and Paladin, in addition to Scorching Ray/Fireball blasting.
Half-Elf, Cha>Dex>Con>Wis, then either Str or Int dumped.
I'm not sure if I should get Elemental Adept at lvl4, or even out Dex/Con and pick up Adept at 8. |
| #14FaustianHeroFeb 16, 2015 10:32:33 | Ah, and maybe Magic Initiate for Hex, for more Scorching Ray damage? It's another Concentration spell though. |
| #15YunruFeb 17, 2015 3:48:37 | What level are you? Get a Sorcerer, equip it with Leomund's Tiny Hunt and have fun in a nigh-imprentrable bunker, that you can shoot and throw mundane (but not magic) out of. Just don't forget to Extend it using Metamagic. Also try and find a way to stop burrowing creatures (Wall of Force? (afb)). |
| #16FaustianHeroFeb 17, 2015 18:42:07 | Level 4. I've ultimately swapped out to a Crossbow Expert Fighter, planning to use Goading Attack to help my allies not get hit, whilst able to frontline if need (with as much HP and AC as the Paladin, plus Second Wind to his LoH) for some time. My other maneuvers are Tripping and Parry.
The reason I switched from Sorc is to cover the gaps in our skills. With a Paladin, two Warlocks, and a Bard, we had plenty of Cha, but lacking in other areas (especially Perception). |
| #17knightserpentFeb 18, 2015 8:11:19 | I'd like to build some kind of Inflict Wounds specialist. 3d10 is nice to me. |
| #18QwertyAzertyFeb 18, 2015 8:50:10 |
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| (Reply to #18)FrogReaver |
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