cylofe
2014-11-18, 02:50 PM
Picking feats for barbarian doesn't look very straightforward. A lot of them seems to overlap with barbarian features, thus losing their effectiveness. Looking through them I have a few I think that might be good, but really am not sure. My barbarian is 1 str away from a 18 str, There are some really strong looking ones that seems to fit barbarian's class. I am considering the following:
Great Weapon Mastery - pros: advantage on hit dice roll with reckless attack should work well with the -5 hit +10 damage)? cons The bonus attack from critical / killing hit uses a bonus action, which both rage and fury needs. So the bonus action of this feat becomes useless on the turn I rage and I am using fury.
Alert - pros +5 initiative is great, especially since rage before someone hits you will reduce the first attack's damage. cons Barbarian eventually gets advantage on initiative. There are some overlaps. Would this be an overkill?
+1 str Atheletic - will let me hit 18 str. This provides a general overall boost. How "good" is a +1 boost in general? Not sure how useful the long jump/high jump/5 movement prone is though.
Polearm Master or Sentinel - use of opportunity attack. Seems like really overpowered feat. cons Barbarians get retaliation which uses opportunity attack. Can you only do 1 opportunity attack a round? Which one of the two is better?
Lucky - I read this one is good for any class.
Charger - seems useful for melee class, to close gaps. cons This uses bonus action to attack, which doesn't work well with rage and fury. I can't charge/dash on first time to reach my target and rage at the same time.
Savage attacker - I was going to take this, but swayed away from it. See this thread (http://www.giantitp.com/forums/showthread.php?378365-The-Savage-Attacker-feat-is-underpowered) for more info.
Something else? Tough? Durable? Resilient (for the +1 str)? Mobile? They all seem kind of meh.
There are so many options. How does one make a decision? What would you take? What would you not take?
Great Weapon Mastery - pros: advantage on hit dice roll with reckless attack should work well with the -5 hit +10 damage)? cons The bonus attack from critical / killing hit uses a bonus action, which both rage and fury needs. So the bonus action of this feat becomes useless on the turn I rage and I am using fury.
Alert - pros +5 initiative is great, especially since rage before someone hits you will reduce the first attack's damage. cons Barbarian eventually gets advantage on initiative. There are some overlaps. Would this be an overkill?
+1 str Atheletic - will let me hit 18 str. This provides a general overall boost. How "good" is a +1 boost in general? Not sure how useful the long jump/high jump/5 movement prone is though.
Polearm Master or Sentinel - use of opportunity attack. Seems like really overpowered feat. cons Barbarians get retaliation which uses opportunity attack. Can you only do 1 opportunity attack a round? Which one of the two is better?
Lucky - I read this one is good for any class.
Charger - seems useful for melee class, to close gaps. cons This uses bonus action to attack, which doesn't work well with rage and fury. I can't charge/dash on first time to reach my target and rage at the same time.
Savage attacker - I was going to take this, but swayed away from it. See this thread (http://www.giantitp.com/forums/showthread.php?378365-The-Savage-Attacker-feat-is-underpowered) for more info.
Something else? Tough? Durable? Resilient (for the +1 str)? Mobile? They all seem kind of meh.
There are so many options. How does one make a decision? What would you take? What would you not take?