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Dudewithknives
2018-11-03, 02:45 PM
Long story short:

Hitting level 2, playing a revised ranger, probably deepstalker.
Very dex and travel based, not very good strength.
Looking for top combat utility, not really damage.
Looking for a weapon setup to cover all areas with the least amount of trouble, and least amount of gear.
Basically, looking to get my weapon set up fixed because I have to pick my fighting style
The group kind of needs another front line person badly but i am made for dex based combat.

CROSSBOW EXPERT was changed to the following:
- You no longer have disadvantage to ranged attacks in melee
- Hand crossbows can be loaded even if other hand is occupied
- +1 Dex

Similar change was made to PAM but I am not built for that.

Spear and shield:
+ melee, and thrown
+ great ac bonus
+ could 2 hand the spear if needed.
- My strength sucks so unless I come across a magic item for it, I am screwed
- Thrown means I have a major problem when magic items come up.

Shield and Hand Crossbow: (I have a custom feat to allow it, but CBE does not give the bonus attack anymore)
+ good damage and range
+ good fighting style support
+ gives good mobility
- Prone not in melee gives disadvantage
- Can't dual wield them because Shields are not light
- No bracers of archery

1 Heavy Crossbow
+ Great Damage and Range
+ Good fighting styles
- no Opportunity attacks
- lower AC
- No bracers of archery

1 Longbow
+ Good damage, great range
+ Good Fighting style
+ Bracers of Archery are great
- Lower AC
- I already essentially have CBE so more built for crossbows

2 Hand Crossbows (can you even do it? TWF rules always state that the weapons are light melee, what about light ranged?)
+ Great damage, bonus attack, and good range
+ Archery style or TWF?
- No Opportunity attacks
- Need more magic weapons later

Lunali
2018-11-04, 08:58 AM
If you go melee, get a finesse weapon instead of the spear, every point of dex you have over strength is equivalent to increasing the die by one size, so assuming your dex is at least 6 more than your str, a dagger is better than a spear. Also be aware that each thrown weapon must be drawn separately, so no extra attacks unless you have one out already, or pick up dual wielder feat.

For the crossbows, it appears that the new feat does not remove the loading property so once you get extra attack you won't be able to use it.

The longbow seems like the best option to me, the CBE feat described doesn't give any advantage to using crossbows over bows, it just removes some of the disadvantages. Additionally, if you end up in melee you can always just draw a weapon and fight with your bow in your off hand to pick up any opportunity attacks or easy hits on prone targets.

Keravath
2018-11-04, 09:56 AM
Two weapon fighting doesn't apply to hand crossbows since it specifically calls out melee weapons.

Since the version of crossbow expert removes the bonus attack action with a hand crossbow you won't have a chance to use that extra attack.

Since PAM was changed to also remove the extra attack and Crossbow Xpert was modified to allow for loading even when both hands are full, then your most flexible option is probably shield+hand crossbow + crossbow expert + sharpshooter. You still get the +2 for archery skill, the AC from the shield, and the ability to attack from melee at point blank range with no disadvantage so you can easily melee with the character with no down side except that you are rolling a d6 for damage instead of a d8 with a rapier (but you can use sharpshooter if the AC of the target is low or you are blessed, or you have advantage or you use precision strike ... and you don't need to swap weapons to attack at different ranges ... if you want to focus fire down the caster in the back row while providing a target for the opposing melee you can do that).

You can also have a long bow or heavy crossbow available for those times when you are fighting beyond 120' (which are pretty rare). In this case you wouldn't be using your shield.

p.s. If the crossbows still have the loading property that limits them to one shot/round (as mentioned above) then there isn't that much point in crossbow expert ... but you should clarify that with your DM since he may have just wanted to remove the bonus action attack but not make it impossible to use crossbows for extra attack at all.

Citan
2018-11-04, 11:17 AM
Hi!

From what I read I'd probably pick up Defense.

1. "Party needs a frontliner" -> You can use that extra bit of AC (will also help maintain a utility spell like Fog Cloud or Zephyr's Strike).

2. "Dex build" = you'll probably want to be able to switch from full melee (rapier) to mid-range (crossbow) with a shield, maybe pick up a longbow for some fights.
-> Archery would be very nice overall, but also means you'd lock yourself into crossbow at close range, so then either you still have a shield and OA are screwed, or you go one weapon in each hand and you can use the off-hand to keep access to OA.

TL;DR: if you're set on picking up the custom Crossbow Expert, then you can safely pick Archery. But you can in now way wield a shield before you grab that feat. And even after if you go shield and crossbow you won't have OA. May or not at all be a problem, see for yourself. :)
If in doubt how to build, pick Defense, as whatever you do this will be useful.

Also, ask your DM how he would rule OA with that custom CE. If he would allow OA then it's all good. :)

Dudewithknives
2018-11-04, 11:50 AM
Hi!

From what I read I'd probably pick up Defense.

1. "Party needs a frontliner" -> You can use that extra bit of AC (will also help maintain a utility spell like Fog Cloud or Zephyr's Strike).

2. "Dex build" = you'll probably want to be able to switch from full melee (rapier) to mid-range (crossbow) with a shield, maybe pick up a longbow for some fights.
-> Archery would be very nice overall, but also means you'd lock yourself into crossbow at close range, so then either you still have a shield and OA are screwed, or you go one weapon in each hand and you can use the off-hand to keep access to OA.

TL;DR: if you're set on picking up the custom Crossbow Expert, then you can safely pick Archery. But you can in now way wield a shield before you grab that feat. And even after if you go shield and crossbow you won't have OA. May or not at all be a problem, see for yourself. :)
If in doubt how to build, pick Defense, as whatever you do this will be useful.

Also, ask your DM how he would rule OA with that custom CE. If he would allow OA then it's all good. :)

I can make an OA with the shield if I have proficiency with it like from Tavern Brawler, or if I take weapon master, but nothing is going to make it finesse, so probabaly not worth it.

Shield Spikes really need to be added to the game. I can't see them being finesse either though considereing there is no Small or large shield difference.

Dudewithknives
2018-11-04, 11:25 PM
Update: this won’t matter anyway, died 20 mins into the game because I have a drastic inability to roll dice

Citan
2018-11-05, 03:58 PM
Update: this won’t matter anyway, died 20 mins into the game because I have a drastic inability to roll dice
I'm sorry because this is not fun at all...
But you made me hurt my abdominals from laughing, because of the "all that for that" aspect...
(It happens to me so often too to run poorly, but never unlucky to die as a consequence. Friends love me DMing for that though ^^).

Anyways, good luck and godspeed on your next character. :)

Dudewithknives
2018-11-05, 04:14 PM
I'm sorry because this is not fun at all...
But you made me hurt my abdominals from laughing, because of the "all that for that" aspect...
(It happens to me so often too to run poorly, but never unlucky to die as a consequence. Friends love me DMing for that though ^^).

Anyways, good luck and godspeed on your next character. :)

It happens often with me: I plan out everything in exacting detail and am a great in game strategist but I have always sucked at actual rolling dice.

I rolled a 4 looking for a trap door, not a trapped door just a trap door.
I found it the hard way, fell down a hole 10 feet took a little damage and was prone.
Then I rolled a total of 7 for initiative, with advantage on the roll and an 18 dex.
I was then jumped by the 4 cultists who were in the room we were supposed to fight as a group but I fell into.
They all beat me on initiative, and took turns stabbing the guy on the floor.
As only a level 2 revised ranger with a bonus feat, I was dead by the 3rd hit.

GreyBlack
2018-11-05, 05:10 PM
It happens often with me: I plan out everything in exacting detail and am a great in game strategist but I have always sucked at actual rolling dice.

I rolled a 4 looking for a trap door, not a trapped door just a trap door.
I found it the hard way, fell down a hole 10 feet took a little damage and was prone.
Then I rolled a total of 7 for initiative, with advantage on the roll and an 18 dex.
I was then jumped by the 4 cultists who were in the room we were supposed to fight as a group but I fell into.
They all beat me on initiative, and took turns stabbing the guy on the floor.
As only a level 2 revised ranger with a bonus feat, I was dead by the 3rd hit.

Part of why I've always preferred spellcasters. I'm not rolling my attack roll, they have to roll to not get hit! :smallamused:

I'm sorry for your loss.

Man_Over_Game
2018-11-05, 05:30 PM
There are a few things you might want to consider. For example:

Darts are an interesting case. They are a ranged thrown weapon that can use either Strength or Finesse. Due to the fact that they're able to be thrown and are EXPLICITLY a ranged weapon, they benefit from your Archery fighting style.
Additionally, while the Gloom Stalker is a great option, it doesn't have many defensive benefits. Even if you are a dexterity based warrior who uses range, you're going to have to deal with the fact that your team's front line is neglected. Due to these two reasons, I recommend something a little more unorthodox:

Horizon Walker, with Shield, Whip, Darts, and Longbow.

A whip might lack damage, but due to the fact that your bonus action deals incredibly high damage and turns the entire attack into Force (which is never resisted), you'll be dealing consistently high damage out of range for Opportunity Attacks. Combine this with your Distant Strike feature, you'll have a lot of opportunities to strike at enemies. The additional reach gives you a lot of options for your magical abilities, and you can use things like Zephyr Strike to disengage without risk of losing damage or health.

The shield effectively removes the need for a feat with your class. Your AC will be increased by +2, and you won't be needing to go TWF to maintain consistent damage with the previously mentioned information.

The darts only require a single hand, and can still benefit from your level 3 class feature, so you can still maintain a moderate range without sacrificing durability.

The longbow is your obvious ranged option, used for sniping at the start of combat. With your bonus action ability, you'll be able to harass enemies to low health before they become major threats.

Primarily, I'd like to see Archery as your primary choice for a fighting style, as it benefits both your bow and your darts consistently in combat. A dart in this way would deal 1d4 + 1d8 + 2 + Dex damage (9+Mod), while still giving you the +2 AC from a shield. It's pretty hard to match.

Alternatively, daggers can be used instead of darts if you think melee is more of a possibility, in which case I recommend the Dueling fighting style. Daggers are nearly identical, but they could work as a melee weapon in case you're stuck with one for the turn, but they don't benefit from Archery.

You might be surprised at how tanky you are as a Ranger. Only the Strength warriors get as much health, and you're actually tankier than Rogues, Monks, and Druids.

[Edit] Just read that your character died. Damn. Real sorry.

Dudewithknives
2018-11-05, 05:53 PM
There are a few things you might want to consider. For example:

Darts are an interesting case. They are a ranged thrown weapon that can use either Strength or Finesse. Due to the fact that they're able to be thrown and are EXPLICITLY a ranged weapon, they benefit from your Archery fighting style.
Additionally, while the Gloom Stalker is a great option, it doesn't have many defensive benefits. Even if you are a dexterity based warrior who uses range, you're going to have to deal with the fact that your team's front line is neglected. Due to these two reasons, I recommend something a little more unorthodox:

Horizon Walker, with Shield, Whip, Darts, and Longbow.

A whip might lack damage, but due to the fact that your bonus action deals incredibly high damage and turns the entire attack into Force (which is never resisted), you'll be dealing consistently high damage out of range for Opportunity Attacks. Combine this with your Distant Strike feature, you'll have a lot of opportunities to strike at enemies. The additional reach gives you a lot of options for your magical abilities, and you can use things like Zephyr Strike to disengage without risk of losing damage or health.

The shield effectively removes the need for a feat with your class. Your AC will be increased by +2, and you won't be needing to go TWF to maintain consistent damage with the previously mentioned information.

The darts only require a single hand, and can still benefit from your level 3 class feature, so you can still maintain a moderate range without sacrificing durability.

The longbow is your obvious ranged option, used for sniping at the start of combat. With your bonus action ability, you'll be able to harass enemies to low health before they become major threats.

Primarily, I'd like to see Archery as your primary choice for a fighting style, as it benefits both your bow and your darts consistently in combat. A dart in this way would deal 1d4 + 1d8 + 2 + Dex damage (9+Mod), while still giving you the +2 AC from a shield. It's pretty hard to match.

Alternatively, daggers can be used instead of darts if you think melee is more of a possibility, in which case I recommend the Dueling fighting style. Daggers are nearly identical, but they could work as a melee weapon in case you're stuck with one for the turn, but they don't benefit from Archery.

You might be surprised at how tanky you are as a Ranger. Only the Strength warriors get as much health, and you're actually tankier than Rogues, Monks, and Druids.

[Edit] Just read that your character died. Damn. Real sorry.

Good idea on the darts thing, I have a monk archetype from dmsguild that is built as a dart expert.

My new character is a rapier specialist rogue.
Keeping it nice and simple.

Mr.Spastic
2018-11-05, 06:25 PM
If your playing a rapier specialist rogue, might I suggest going Swashbuckler and taking magic initiate(if your still human) to grab booming blade. Your attack pattern becomes very simple.

Walk up(or stay there if the are in front of you)
Booming blade(if nobody is around you guys it's also sneak attack)
Walk away(don't provoke attacks of opportunity)
Taunt the enemy(if the move they trigger booming blade if you hit them)

Very fun when the target has no range.

Dudewithknives
2018-11-05, 06:28 PM
If your playing a rapier specialist rogue, might I suggest going Swashbuckler and taking magic initiate(if your still human) to grab booming blade. Your attack pattern becomes very simple.

Walk up(or stay there if the are in front of you)
Booming blade(if nobody is around you guys it's also sneak attack)
Walk away(don't provoke attacks of opportunity)
Taunt the enemy(if the move they trigger booming blade if you hit them)

Very fun when the target has no range.

Playing a warforged skirmisher, playing a custom built subclass that is a duelist. Kind of a non-social swashbuckler that loses the charisma based stuff for a fighting style at 3 and a riposte-lite at 13

We each got a custom weak magic item and a bonus feat at level 1. My item is that one of my hands was replaced with a hand that essentially lets me use an electricity based booming blade cantrip. Feat I have not picked yet.