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Trancekat
2016-03-05, 10:17 AM
Hi all,
I've been working on creating an optimized bladesinger for the AL games I play. I'm at a bit of an impass though as I don't know what is the best way to go about building a bladesinger.

My initial thought was to go So4/Wi12 (only going up to level 16 since that's effectively where AL stops for the majority of us).
The progression would be as such:




Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16


Class


















Wizard

1/1 Caster, Arcane Recovery
1/1 Caster Arcane Tradition: Bladesinging
1/1 Caster
1/1 Caster, ASI: Res (Dex)



1/1 Caster
1/1 Caster, Arcane Tradition: Extra Attack
1/1 Caster
ASI: Int
1/1 Caster
1/1 Caster, Arcane Tradition: Song of Defense
1/1 Caster
1/1 Caster, ASI: Dex


Sorcerer
1/1 Caster, Sorcerous Origin (Drag)




1/1 Caster, Font of Magic
1/1 Caster, Metamagic (Quicken, ???)
1/1 Caster, ASI: Spell Sniper
















































AC
21
21
24
24
25
25
25
25
25
25
25
26
26
26
26
27


HP
8
14
20
26
31
36
41
46
51
56
61
66
71
76
81
86


Max Spell
1
1
1

2

2

2

2

2

3

3

4

4

5

5

6

6



Spells


















1
2
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4


2
-
-
2
3
3
3
3
3
3
3
3
3
3
3
3
3


3
-
-
-
-
2
3
3
3
3
3
3
3
3
3
3
3


4
-
-
-
-
-
-
1
2
3
3
3
3
3
3
3
3


5
-
-
-
-
-
-
-
-
1
2
2
2
2
2
2
2


6
-
-
-
-
-
-
-
-
-
-
1
1
1
1
1
1


7
-
-
-
-
-
-
-
-
-
-
-
-
1
1
1
1


8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
1


9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-





















Str
8
8
8
8
8
8
8
8
8
8
8
8
8
8
8
8


Dex
17
17
17
17
18
18
18
18
18
18
18
18
18
18
18
20


Con
12
12
12
12
12
12
12
12
12
12
12
12
12
12
12
12


Int
16
16
16
16
16
16
16
16
16
16
16
18
18
18
18
18


Wis
8
8
8
8
8
8
8
8
8
8
8
8
8
8
8
8


Cha
13
13
13
13
13
13
13
13
13
13
13
13
13
13
13
13




This allows me to have access 6th level spells and still maintain full caster spell slots. Starting So gives Con/Cha save prof, which is again, nice. Going with Quicken Spell for one of the metamagics - not sure what to take as the second one. I didn't take Distant Spell intentionally as I want to utilize as much BB as I can. The idea is to grab Spell Sniper at 8 for the double range of BB, allowing me to use it with a whip for 10' reach BB on the main attack and Quickened Bonus action attack. At level 10, it would be just the bonus action attack. This is of course not ideal with just 4 Sorcery points.

Anyway, I am rambling I think. I'd love your input on how to optimize a Bladesinger for AL. Using 27 point ability score buy, and being restricted to Elf/Half-Elf for race. On the other Bladesinger Optimization post, someone mentioned Arcane Trickster 9 (why not 10 for the ASI?) / BS X (6 in this case). Thoughts? Opinions?

Thank you!

RickAllison
2016-03-05, 10:50 AM
Quick note: the 9 from Arcane Trickster was probably for having a round number for spellcaster levels. 10 is also an option, it just depends on what your priorities are. For someone who rolled godly stats (so not applicable to you), the extra level in wizard could be worth more than a feat/ASI.

Gtdead
2016-03-05, 10:54 AM
Don't forget that you can twin booming blade. Twin only costs 1 sorcery point.

As for the build itself, I'm not very fond of bladesinger. Can't really comment :(

CaptAl
2016-03-05, 11:35 AM
AT 9 was for granting disadvantage on saving throws from hiding. Another level wouldn't be bad, but you'd lose a level of full caster progression for an ASI, that's up to you to decide if it's worth it.

If you want to focus on melee damage, Bladesinger and Sorcerer are weak options. Neither class offers anything in the chassis to bump your damage except extra attack, which doesn't play well with Booming Blade/GFB.

Rogue is a decent option for single hit nukes (Sneak Attack), Paladin can work (Smite) but is exceptionally MAD, and Fighter (Action Surge + Maneuvers or War Magic) can really pump up the melee damage. And all shore up your weak HP.

With only 4 Sorc Points, your Booming Blade trick is severely limited, and will chew through spell slots if you want to use it regularly.

joaber
2016-03-05, 01:49 PM
as capAl said, bladesinger isn't a good class to stay in melee (funny, hum?), your damage isn't good like AT or EK and you don't have much HP. You have many great spells, but you don't need to be in melee to use those. And deeping 4 lvl in sorcerer remove your higher lvl spells. Cast an 5th lvl spell in 7th lvl spellslot isn't the samething that cast an 7th spell.

PeteNutButter
2016-03-05, 03:01 PM
The strength of the bladesinger is the full wizard progression plus extra attack and nice AC. The weaknesses are of course the hp, and inability to use a 2hander.

By taking sorcerer you gimp your biggest strength, and you don't even gain as much from the sorcerer dip as most melee gish builds, since you already have all those arcane spells on your wizard list. Dumping that cha for more con would go a long way to making you a better bladesinger, more hps (biggest weakness if you want to be in melee, and better con save for your spells you'll have on you in melee). With your build you won't have 3rd lvl spells until lvl 9. That's when paladins and rangers get them.

If you ditched the sorcerer you would lose the abiliity to quicken, which is good action economy, but you could instead cast haste at lvl 5, and get that +1 attack AND still have a bonus action. There are spells that let you use bonus actions, such as Melfs Meteors. Or you can TWF w shortswords, so bonus actions don't go to waste.

If you really want to do the whip thing, drop bladesinger all together, since it's too MAD, and be a sorcerer. Paladorc or fighter/sorceer will give you nearly as much AC, more hps, and significantly more melee damage. Increasing your sorcerer levels will also greatly help your sorcery point pool.

Trancekat
2016-03-06, 09:37 AM
Thank you all. Really excellent feedback on this; I appreciate the help. It looks like I have to go back to the drawing board a bit. :)

Daehron
2016-03-06, 02:22 PM
The write ups I have seen, and the theory crafting I have done all point towards few viable BS builds.

Straight BS, with some pumped Dex/Con for melee effectiveness/durability, add the mobility feat for OA free combat maneuvering / dancing.

BS shines as a 2 lvl dip for an BS2/ Arcane Trickster X or BS 2/ Eldritch Knight/ X.

If you want to stay primarily as a BS, the 2 level dip into rogue gets you skills, a little backstab damage, and the bonus action disengage to add to your mobility. A 2 level dip in fighter is great for Action Surge, Con saves, fighting style, and second wind for a lil healing, but you sacrifice caster levels, which hurts mid levels.