Gish Build Suggestion (help) ?

Post/Author/DateTimePost
#1

LordValinar

Jun 21, 2015 11:03:42

Okay so doing a bit of research and I'm liking the synergy (if you can get the scores for it) of a Fighter(EK) + Warlock (not sure what pact yet). So far   Eldritch Knight (7) / Warlock (2) is what I'm up to on the decision but I don't know how/where to go from there. Like I'd like to ask the community their recommendation for a build beyond this point to level 20?
 

EDIT: Forgot to mention I'm goint CHA > STR/CON build, not DEX Since I'm going to be relying on melee and heavy armor.

 

This is what I have in mind for my character (RP wise and her backstory it makes sense)

Fighter 1   | I'm thinking Defense or Dueling for Fighting style (going heavy armor and Sword/Shield -- selling shield before hitting level 2 however)
Warlock 1 | Pact (The Fiend) | Cantrips (Eldritch Blast for sure, and something else)
Warlock 2 | Agonizing Blast, Repelling Blast (Question: Can 2+ invocations be applied to the eldritch blast cantrip?)
Fighter 2   | the usual default stuff

Fighter 3   | Eldritch Knight archtype, bonded weapon (Longsword)
Fighter 4 -7 | Usual stuff (War Magic will be useful * as below)
<need help here>

I've heard implimenting a Sorcerer class for metamagic could help in quickening eldritch blast or something, or I can stick with these 2 classes. Basically I want to be a melee DPS.  With the Eldritch Blast / War Magic combo I've figured it out to the point where (at range) use Action to Cast a Spell (eldritch blast) -> Move -> Bonus Action(since stated as RAW you can choose when to take a bonus action on your turn) making a Melee attack once you move in melee range) from the EK's War Magic ability.

Of course next round I could use Repelling Blast (eldritch blast) at disatvantage of course to try to deal damage and knock them back 10ft -> Move -> Bonus(attack) etc etc ^_^ that's assuming of course it hits and repells them back.
----
So yeah if anyone has ideas where to go from here, would be greatly appreciated ^_^ LIke I said I already have an idea on her character as a whole, just not class progression. 

#2

FrogReaver

Jun 21, 2015 11:19:37

LordValinar wrote:
#3

LordValinar

Jun 21, 2015 11:30:50

Mmk I like the #2 suggestion and will keep that in mind, but problem with #1 and #3 with my stubbornness is that I like melee/magic gishes so... ranged characters really aren't my thing. Unless it's like using a spell or two while the Party and Enemies are at a distance, until I close in the distance to get in melee. Which is why I am going a Cha / Str build (using armor to cover for AC).  Sorcerer would also sound cool from Draconic Bloodline (You get 3 more AC from it don't you?) so going a DEX build with that option is always good for defense. 

 

Plus... not sure if anyone else has this opinion or if it's just me... but the level 1 spell "Witch Bolt" seems a bit OP (1 ranged attack to deal 1d12 lightning damage, and as long as you're concentrating it continues to do 1d12 lightning damage each round, and then up to 1 minute after you stop concentrating) Not to mention it incrases +1d12 lightning damage per spell slot above 1st level spell slot. Granted it uses up spell slots, so you'd run out of it eventually and doesn't work well on those resistant or immune to lightning damage though. ((But imagine enemies with this against the PCs at level 1.... TPK anyone? lol))

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So... 8 total fighter levels, check. I still want to go Cha / Str (with armor) as main build but will consider an unarmored DEX build with Armor of Shadows and Sorcerer (draconic) for the extra defense... Still prefer melee and not ranged :\

#4

Weedeater

Jun 21, 2015 12:56:37

I think after fighter 8 you probably want to go straight warlock. You'll end up with a lot of spells and abilities, 3 5th level slots to throw out fireballs or have really good armor of agathys or whatever you want, all your pact spell options, 6 invocations, and you'll be a better caster than a straight EK, while still having some wizard spells from the EK list and some low level slots from EK to cast shield as much as you can. 

 

Going more fighter just seems like you splashed warlock to get EB (which is true) and then it won't really be as good at attacking. Like you'll have one handed longsword and no shield and not really be optimized as a fighter to get one trick from warlock. Which is okay, but I think more warlock will be more rewarding. 

 

But I don't feel too strongly either way. 

#5

LordValinar

Jun 21, 2015 15:51:10

Hmm okay ^_^ I'll do that then. Thanks everybody for the help <3 

#6

Ze_Azrael

Jun 22, 2015 11:13:43

Another alternative is making CHA your only primary stat.

 

Get 14 DEX (highest medium armor gives you 17 AC) to cover MC requirement and get good AC, go Pact of the Tome and take Shillelagh as a cantrip. You get Multiattack and weapon bond from fighter so Pact of Blade is redundant for you, letting you take the much more versatile Tome.

 

This means you get a magic weapon with a d8 damage die (same as the longsword you were planning on using). You get to use CHA for attack and damage rolls. You can get almost the same AC heavy armor gives you but it makes your character Single Attribute Dependent and gives you increased versatility/utility.

#7

jaappleton

Jun 22, 2015 11:39:24
Have you read the Unearthed Arcana article on the Favored Soul? Cleric Domain spells added to the Sorcerer list, relies on Charisma, you get medium armor and two attacks at lv6 with full spellcasting.
#8

Helnam

Jun 23, 2015 16:50:19

jaappleton wrote:
#9

Helnam

Jun 23, 2015 16:56:57

Sorry I fail at typing on this phone hope you could make out what I was trying to say.  Also I forgot you won't get DMG to your dragon element because you won't be a dragon sorc.  Silly me.

#10

Veleria

Jun 23, 2015 23:44:12

I have been toying with a Barbarian 2, Warlock 12 Gish that seems to work well. Using reckless attack / GWM and the temp HP from fiend pact and bonus charisma damage from pact of the blade. If your game goes past 14 you can continue on in either class as you see fit or add in 2 -6 levels of fighter for Precise strike and Menacing Strike, or a few levels of Sorc if you prefer to cast more than melee. Personally I plan to go Barb 4, Fighter 4, Warlock 12 so I end up with full stats. YMMV

 

Some interesting interactions are

Armor of Agathys and Rage. 

Hex when not raging and using opposed str attacks like shove or grapple after giving the enemy disadvantage

Fireball to soften up team evil before wading in and Raging.

Having the choice of more attacks with eldritch blast or 2 stronger ones with a great weapon.

Fighting in Darkness with Devil's Sight.

 

#11

LordValinar

Jul 07, 2015 20:03:40

Oh... as far as the build goes... I decided to change my mind. After finding out how OP the necromancer is (with a full army of the undead).... I had to hide my erection, as that would be a little awkward.... :P  This was taken from the topic, but sadly I forgot what topic it was (I'll edit the post as soon as I find it so I can give the post author credit):

EDIT: Found it
http://www.enworld.org/forum/showthread.php?462738-Max-Army-of-Darkness-Necromancer-Math
 

At 20th Level:

3rd x 3 animate undead (4 each) = 12 skeletons/zombies
signature spell 1x animate undead = 4 skeletons/zombies
4th x 3 animate undead (6 each) = 18 skeletons/zombies
5th x 3 animate undead (8 each) = 24 skeletons/zombies
6th x 2 (3 each) = 6 ghouls
7th x 2, 1x finger of death = 1 zombie per day, 1x create undead = 4 ghouls
8th x 1 create undead = 2 wights (can control 12 zombies each) = 24 zombies
9th x 1 create undead = 3 wights (can control 12 zombies each) = 36 zombies

 

Command Undead Ability, Mummy Lord (only has 11 INT) his spells:
3rd x 3 animate undead (4 each) = 12 skeletons/zombies
4th x 3 animate undead (6 each) = 18 skeletons/zombies
5th x 2 animate undead (8 each) = 16 skeletons/zombies
6th x 1 animate undead (10 each) = 10 skeletons/zombie

 

Arcane Recovery:
5th x 2 animate undead (8 each) = 16 skeletons/zombies

 

For a grand total of:
[1] mummy lord
[10] ghouls
[5] wights
[60] zombies (controlled by wights)
[126-150]* skeletons or zombies (56 of which being controlled by the mummy lord)

plus 1 zombie per day as you cast finger of death over and over and over

 

* If Signature spell done at least 8/day (1 per short rest), then it'll be at least 24 skeletons/zombies. Of course more could
be used as long as more Short Rests can be squeezed in For a grand total of:
150 skeletons or zombies (56 of which are controlled by the mummy lord)

#12

Jared711

Jul 09, 2015 10:48:31

LordValinar wrote: