EdenIndustries
2018-06-01, 05:58 PM
Hey folks, I come before you with an update to my previous Super Defense Squad idea (http://www.giantitp.com/forums/showthread.php?544266-Super-Defense-Squad) and to appeal to the wisdom of the Playground!
After the Centaur UA came out, I was inspired to revise this plan a bit. Plus the recent post about a support build by PeteNutButter (http://www.giantitp.com/forums/showthread.php?559112-Let-me-Take-That-for-You-A-Support-Build) got me thinking too.
So at a high-level, the goal is to optimize a team of 4 characters around the theme of defense/protection/damage absorption, etc. And as a secondary optimization, DPR and all that other good stuff. Everyone will have a Reaction they can use for damage mitigation, which I'll indicate, and I'll try to utilize good bonus action economy where possible too.
So the current team plan is:
Goliath Abjuration Wizard 19/Warlock 1
Utilize abjuration ward with Armor of Agathys to make enemies kill themselves. Normally I'd go Gnome but their Gnomish Cunning is redundant with Spell Resistance from Arcane Tradition (granted it comes online quite late...) so I figured Goliath was a fun race choice for Stone's Endurance to fit the theme (plus I've never played Goliath nor had any inclination to before)
Since AoA is meant to deal with melee enemies, we'll make sure to have great spells to stymy the efforts of ranged characters (maybe even just a simple Fog Cloud to flush them out?) and spellcasters (Abjuration's boost to Counterspell will help here)
If stat rolls are bad, I'll sacrifice Goliath to go Gnome in order to make sure I can maximize Int and still have some fun feats.
Feats:
Mounted Combatant
Resilient: Con
Warcaster
Bonus Action - Flaming Sphere?
Reaction - Projected Ward
Goliath Paladin 2/Hexblade Warlock 1/Lore Bard 17
AoA from Warlock, Charisma-to-hit from Hexblade, Cutting Words from Bard, and smiting with lots of slots from Paladin! Plus Magical Secrets will let us pick up great defensive and supportive spells.
One important Magical Secrets aquisition will be Healing Spirit. More on that later.
Lore Bard is also a great Counterspeller in case we're up against spellcasters that aren't inclined to take a beating from AoA
As above, Goliath is only if stats still allow for Cha and Feats. Otherwise, probably do Half-Elf or Variant Human
Feats:
Mounted Combatant
Resilient: Con
Warcaster
Bonus Action - Spiritual Weapon (obtained via Magical Secrets)
Reaction - Cutting Words
Centaur Ancestral Guardian Barbarian 14-20/?
Ancestral Guardian Barbarian to mark an enemy so if it attacks anyone else (which it has to due to mounted combatant) it has disadvantage and we have resistance, plus the reaction to mitigate damage. So the enemy will attack, possibly do no damage from the reaction, and then get hammered by AoA.
Although Barbarian levels beyond 14 won't really do much for the theme of optimizing defense, I'm not sure what else makes sense. Barb 20 would at least give a stat bump which is not bad. But anything else seems like it would need to be useful right away. Some classes have an interesting level 6 feature, but to go all the way to Barb 14/X 6 for it would be a long, painful slog.
Feats:
Great Weapon Master
Polearm Master
Bonus Action - Polearm Master attack
Reaction - Spirit Shield
Centaur Oath of Redemption Paladin 7/Chain Warlock 3/Divine Soul Sorc 10
Twin Warding Bond onto the Wizard and Bard (or just cast it twice, depending on how the DM interpets the spell)
Pick up Gift of the Ever Living Ones from Warlock to maximize the healing from Healing Spirit (and our own Cure Wounds if needed)
Take damage from others using the Paladin's Aura of the Guardian, or punish an enemy after they do a big attack by using the Rebuke the Violent channel divinity
In addition, we've got plenty of slots to smite with and we can bust out some great Cleric spell staples like Spiritual Weapon and Spirit Guardians
Feats:
Resilient: Con
Warcaster
Bonus Action - Spiritual Weapon
Reaction - Aura of the Guardian and Rebuke the Violent
So, the high-level plan of all of the above is 2 characters with Armor of Agathys and Mounted Combatant riding on 2 Centaurs. That way enemies are forced to take a bunch of damage, and we'll have plenty of damage absorption options to ensure that the temp HP from AoA stays intact so that the damage it deals keeps on happening. The Oath of Redemption Paladin will soak up a ton of damage between Warding Bond and Aura of the Guardian, but maximized healing from Gift fo the Ever Living Ones will hopefully keep us hale and healthy. And the Barbarian protects people and just smashes them to bits with Reckless Attack and Great Weapon Master, and since no attacks can target us thanks to Mounted Combatant no one will be able to leverage the downside of Reckless Attack.
A couple things you may notice are pulled out of this build compared to the previous one:
No more Ancients Paladin. The resistance to spell damage aura is great, but maybe mostly redundant between Warding Bond and marking enemies with Ancestral Guardian Barbarian?
No more Rogue with Sentinel. I really liked that part, especially now if the Rogue were to be a Centaur and the rider can re-direct attacks to give the Rogue the reaction attack from Sentinel. The problem is, it seems necessary to have the Barbarian and the Redemption Paladin as the Centaurs so they can't be targeted and ensure that the AoA casters are targeted. But with that, there's no more room for a Rogue...
And a couple questions I have for you fine folks:
Does a multiclass for Barbarian after 14 make sense? If so, to what?
Are Resilient: Con and Warcaster necessary on the two casters? They're meant to be taking a lot of hits, but enough of them *might* be absorbed to make concentration checks rare enough anyway?
Is there a better bonus action utilization for the Wizard?
And then beyond those specific questions, anything you see that could be optimized better? Thanks for reading and for your thoughts!
After the Centaur UA came out, I was inspired to revise this plan a bit. Plus the recent post about a support build by PeteNutButter (http://www.giantitp.com/forums/showthread.php?559112-Let-me-Take-That-for-You-A-Support-Build) got me thinking too.
So at a high-level, the goal is to optimize a team of 4 characters around the theme of defense/protection/damage absorption, etc. And as a secondary optimization, DPR and all that other good stuff. Everyone will have a Reaction they can use for damage mitigation, which I'll indicate, and I'll try to utilize good bonus action economy where possible too.
So the current team plan is:
Goliath Abjuration Wizard 19/Warlock 1
Utilize abjuration ward with Armor of Agathys to make enemies kill themselves. Normally I'd go Gnome but their Gnomish Cunning is redundant with Spell Resistance from Arcane Tradition (granted it comes online quite late...) so I figured Goliath was a fun race choice for Stone's Endurance to fit the theme (plus I've never played Goliath nor had any inclination to before)
Since AoA is meant to deal with melee enemies, we'll make sure to have great spells to stymy the efforts of ranged characters (maybe even just a simple Fog Cloud to flush them out?) and spellcasters (Abjuration's boost to Counterspell will help here)
If stat rolls are bad, I'll sacrifice Goliath to go Gnome in order to make sure I can maximize Int and still have some fun feats.
Feats:
Mounted Combatant
Resilient: Con
Warcaster
Bonus Action - Flaming Sphere?
Reaction - Projected Ward
Goliath Paladin 2/Hexblade Warlock 1/Lore Bard 17
AoA from Warlock, Charisma-to-hit from Hexblade, Cutting Words from Bard, and smiting with lots of slots from Paladin! Plus Magical Secrets will let us pick up great defensive and supportive spells.
One important Magical Secrets aquisition will be Healing Spirit. More on that later.
Lore Bard is also a great Counterspeller in case we're up against spellcasters that aren't inclined to take a beating from AoA
As above, Goliath is only if stats still allow for Cha and Feats. Otherwise, probably do Half-Elf or Variant Human
Feats:
Mounted Combatant
Resilient: Con
Warcaster
Bonus Action - Spiritual Weapon (obtained via Magical Secrets)
Reaction - Cutting Words
Centaur Ancestral Guardian Barbarian 14-20/?
Ancestral Guardian Barbarian to mark an enemy so if it attacks anyone else (which it has to due to mounted combatant) it has disadvantage and we have resistance, plus the reaction to mitigate damage. So the enemy will attack, possibly do no damage from the reaction, and then get hammered by AoA.
Although Barbarian levels beyond 14 won't really do much for the theme of optimizing defense, I'm not sure what else makes sense. Barb 20 would at least give a stat bump which is not bad. But anything else seems like it would need to be useful right away. Some classes have an interesting level 6 feature, but to go all the way to Barb 14/X 6 for it would be a long, painful slog.
Feats:
Great Weapon Master
Polearm Master
Bonus Action - Polearm Master attack
Reaction - Spirit Shield
Centaur Oath of Redemption Paladin 7/Chain Warlock 3/Divine Soul Sorc 10
Twin Warding Bond onto the Wizard and Bard (or just cast it twice, depending on how the DM interpets the spell)
Pick up Gift of the Ever Living Ones from Warlock to maximize the healing from Healing Spirit (and our own Cure Wounds if needed)
Take damage from others using the Paladin's Aura of the Guardian, or punish an enemy after they do a big attack by using the Rebuke the Violent channel divinity
In addition, we've got plenty of slots to smite with and we can bust out some great Cleric spell staples like Spiritual Weapon and Spirit Guardians
Feats:
Resilient: Con
Warcaster
Bonus Action - Spiritual Weapon
Reaction - Aura of the Guardian and Rebuke the Violent
So, the high-level plan of all of the above is 2 characters with Armor of Agathys and Mounted Combatant riding on 2 Centaurs. That way enemies are forced to take a bunch of damage, and we'll have plenty of damage absorption options to ensure that the temp HP from AoA stays intact so that the damage it deals keeps on happening. The Oath of Redemption Paladin will soak up a ton of damage between Warding Bond and Aura of the Guardian, but maximized healing from Gift fo the Ever Living Ones will hopefully keep us hale and healthy. And the Barbarian protects people and just smashes them to bits with Reckless Attack and Great Weapon Master, and since no attacks can target us thanks to Mounted Combatant no one will be able to leverage the downside of Reckless Attack.
A couple things you may notice are pulled out of this build compared to the previous one:
No more Ancients Paladin. The resistance to spell damage aura is great, but maybe mostly redundant between Warding Bond and marking enemies with Ancestral Guardian Barbarian?
No more Rogue with Sentinel. I really liked that part, especially now if the Rogue were to be a Centaur and the rider can re-direct attacks to give the Rogue the reaction attack from Sentinel. The problem is, it seems necessary to have the Barbarian and the Redemption Paladin as the Centaurs so they can't be targeted and ensure that the AoA casters are targeted. But with that, there's no more room for a Rogue...
And a couple questions I have for you fine folks:
Does a multiclass for Barbarian after 14 make sense? If so, to what?
Are Resilient: Con and Warcaster necessary on the two casters? They're meant to be taking a lot of hits, but enough of them *might* be absorbed to make concentration checks rare enough anyway?
Is there a better bonus action utilization for the Wizard?
And then beyond those specific questions, anything you see that could be optimized better? Thanks for reading and for your thoughts!