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2018-07-19, 07:16 AM (ISO 8601)
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Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
@SpoCkOndOpe:
Let me preface this by saying that I know little about the Hexblade/Sorcerer MC. I have theorycrafted one such build and even got to playtest it in a one-shot some time ago (it was a hexblade1/phoenix14), but I have not gone deep enough to feel confortable to express assertive opinions about it. So, a carefully planned build of a Sorcblade might actually be better than the best sorcadin, or it might not, personally I cannot say for sure at this point. But I feel I know gishes well enough and how they are supposed to be played, and based on this I have spotted several things I disagree with in your recent posts. Things based on which you make comparisons. Let me number a couple and let me give lend you my view on them and on why I disagree with you.
You mentioned (and I will paraphrase, feel free to correct me where you feel I am misquoting you), that extra attack is of not much importance since it is overshadowed by GFB. IMO this is a common mistake, that lots of people make when thinking of sorcadin builds. The value of extra attack for a sorcadin build, is not measured in term of what it offers to your dpr, but in term of what it offers you regarding your nova potential. Exactly like divine smite. These two features is what more than anything else makes the sorcadin good at going nova. Aside from that, extra attack has still some other benefits, like giving you the opportunity to shove or grapple and attack (possibly adding a smite) in the same round, or letting you rock the hold person + smite gimmick, or even in dpr terms when you cannot make good use for whatever reason. But all these are side benefits for sorcadins. The real value is that it unlocks your nova potential, which is afterall one of the main reasons to play a sorcadin in the first place.
Secondly, you sure mention that aura of protection is huge and very good and all that, yet I strongly feel that regardless of what you said, we have a very different valuation of this feature. I wont go into extreme detail as to why I think that NOT getting aura of protection is a mistake (as I have done so in numerous occasions in this forum in the past, though I could probably point you to one of those rants of mine if you want, and assuming the search engine wont disappoint me). I will just say this in regard to that, that I've theorycrafted a very good amount of builds (one of them the aforementioned hexblade1/phoenix sorc X at lower levels, since @clvl15 I had both warcaster and resilient con on it), for which it makes a huge difference if a paladin ally with aura of protection is standing within 10' of them. And I even played one such build (it was a cleric of the arcane domain, albeit a non-optimized one) that relied on the party paladin being there for my character to be functional-effective during combat (spirit guardian and concentration chances), and I learned that the hard way. But leaving allies aside, think of what getting the aura means in term of feats you need to get for your gish, whatever gish that may be. For example, how well do you expect your aforementioned sorcblade to handle a twinned polymorph, or even worse, a twinned haste, while you aim for nothing other than warcaster? And if you are starting as a sorcerer for the CON save proficiency (which seems mandatory if you are not planning to take both warcaster and resilient con), what happens to your wisdom save? That's a hell of a weak spot right there that IMO an optimized character cannot afford.
There are many other things you said in your post that I don't agree with, but instead of tackling every single bit, let me offer you my take on what character optimization is (and this will be more of a general talk). Because saying something like, I prefer 2 extra spell levels and the slots they come with, has very little meaning if you don't go deeper and explain what value you gain out of those resources. And I explain. IMO, character optimization has very little to do with piling things up (be it spell slots, features, or what have you). Very roughly, and this is my take on it, character optimization starts by selecting a couple of suitable 'roles' you expect your character to cover from exceptionally to reasonably well during combat. Once you have that down, you then start to search for the resources that will let you be good at the things you want to do, analyzing how they combine with one another, trying to get rid of unnecessary overlap as resources are always limited and come at a price (and that price is selecting them instead of something else), all while making a first rough plan of what your various strategies will be during different combat encounters. Then you start trying to figure out the level progression, trying to make sure the power curve is reasonably smooth across the levels of play (meaning no sudden big power jumps, meaning not having to wait till level X for the build to come online). And once you have all these things down, then comes the most crucial part. That is to check if your various strategies can comply and be fitted into the action economy. That means that after you establish a few strategies, you then examine them one at a time and you ask yourself: ''What am I doing during turn 1, turn 2, etc (though the couple first turns are usually of importance, then it's just rinse and repeat)? Is that good enough? Are there any obvious and exploitable weak points in the way I aim to use my resources (mostly reffering to opportunity cost and risk taken, with risk translating mostly to concentration as far as gishes are concerned)? Can I do anything to mitigate this weakness, and if not, do I get rid of this idea of a strategy or do I keep it because it has some situational value?''. And last but not least, you playtest it, and you cross your fingers to not have to go back to the drawing board for what you put effort into piecing all this together. If you find this talk to be very general, and you are interested in becoming more familiar with what I just described, I could PM you a couple of old posts where part of this process is demonstrated. So, getting 8th and 9th level spell slots tells me very little of what value that presents a character you want to call a gish. Meaning their importance varies from 'I use the slots to create sp' to 'I use spell X along with that metamagic Y to achieve Z' (along with the opportunity cost this whole action comes inherent with) Then I compare it to what I would give up. But in all honesty this situation in the case I am discussing (ie sorcadin), will never come up if only you start by trying to identify the roles your PC to cover, but I digress.
One last thing. You mention that you think hexblade1/sorcererX is the strongest gish build. From what I had gathered when I was planning the hexblade1/phoenix sorc X build I mentioned a couple of times above, I was not really impressed by it. Granted, I may have not done a good optimization job with it, as I started optimizing it only after I gave it a bit of flavor that I really wanted to give it, so that may have put things in the wrong track to start with. Or it might have just been the origin, and perhaps other sorcerer origins might work a lot better than the one I tried. If you are interested in having a look at it and give me some advice on it, I would be more than happy to search for that old thread and PM it to you, or even start a new thread where other people could also comment and present some input (also it wouldn't feel right to highjack Gastronomie's guide and start talking here exclusively about sorcblades). Not just about that specific build I would like to revisit (after a long time) and get opinions on it, but it could be a more general thread about hexblades/sorcerers MC. Or in other words, you could show me some of the pros of the multiclass, since as I said I am not very familiar with it. Or alternatively, you could point me to a good thread discussing this multiclass, if you know of one.Last edited by Corran; 2018-07-19 at 07:39 AM.
Hacks!
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2018-07-19, 11:27 AM (ISO 8601)
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- Mar 2008
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Any thoughts following the introduction of (Hill) Giant Soul and the option for Shillelagh? Or would that revision wait until it makes it beyond the realm of UA?
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2018-07-19, 10:16 PM (ISO 8601)
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- Jul 2013
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Modern gishes need extra attack. This is not negotiable. GFB and BB do not cut the mustard anymore.
1.) GFB and BB starts to fall behind once magical items get introduced into games. BB's damage with a 1d8 weapon at level 16 is slightly better (4d8+5, average 23) versus extra attack (2d8+10, average 19). Throw in a +1 Weapon and a Belt of Fire Giant Strength and you instead have GFB's average 4d8+8, average 26 versus extra attack of 2d8+16, average 27.
2.) Shadow Blade is now a thing. It's one of the best passive DPR adders. Haste + GFB/BB gives you 5d8+10. Shadow Blade at level 5 with Extra Attack gives you 8d8+10. That's a whopping 13.5 DPR difference. Or 18 DPR difference if we're comparing level 11 to 16.
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2018-07-19, 10:29 PM (ISO 8601)
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- Jul 2018
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
For a S&B build, is Crown with Draconic or Divine Soul generally considered as the best combination for a Pal6/Sorc14? Amazing guide...
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2018-07-23, 02:06 PM (ISO 8601)
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- Mar 2012
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Considering that with XGtE coming out, the UA Sorc Origins don't get bonus spells anymore, would you alter the rating of those down?
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2018-07-24, 07:59 AM (ISO 8601)
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- Nov 2017
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Draconic 1 gives more HP
Draconic 6 gives CHA to DMG (if it matches your dragon type)
Draconic 6 also gives 1 sorc point for resistance to that DMG.
Draconic 14 gives wings
Divine Soul 1 gives one more spell (always a cleric spell), and access to all cleric spells.
Divine Soul 1 also gives 2d4 to a failed save or attack once a day. (Pretty nice to use it after you know you've failed a save.)
Divine Soul 6 gives you the ability to reroll healing dice for 1 sorc point (A trap, only usable on Healing word, Cure Wounds, and the mass versions.)
Divine Soul 14 gives wings
Looking at the way it lays out, you have to weigh the decision, "Do I want access to Cleric spells, or do I want more HP and limited damage increase?"
For me, I think the versatility gained from the cleric spell list is worth the trade. Unless I would create a PHB +1 character, I would go Draconic.
Losing out on the SCAG cantrips is pretty rough, seeing as how that's how I get my forth attack in at later levels.
Now that we are in discussion of the multiclass combinations, I'm more a fan of Vengeance. You pick up misty step and hold person for paladin 2nd level spells.
This basically frees up your sorcerer 2nd level spells for whatever floats your boat, Suggestion, Earthbind, or forgoing Sorcerer second levels spells.
And lets not for get the easy advantage from channel divinity.
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2018-07-24, 08:30 AM (ISO 8601)
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- Jul 2018
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2018-07-24, 09:47 AM (ISO 8601)
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- Aug 2005
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Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
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2018-07-24, 09:58 AM (ISO 8601)
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- Nov 2016
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
With the Attack action, or in a whole round?
With the attack action and no spent resources only higher level fighters. I guess Hunter Rangers with Volley/Whirlwind sometimes.
If you add in bonus-action attacks from TWF, Polearm master or Great Weapon master most classes can do 3 in their turn.
Two levels of fighter and Action surge lets most classes do 4 attacks in a turn a couple times a day.
Add haste and PAM/TWF/GWM most can do 4 on thier turn.
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2018-07-24, 10:22 AM (ISO 8601)
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- Aug 2005
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Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
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2018-07-24, 12:55 PM (ISO 8601)
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- Nov 2017
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
You can gain 3 attacks the first round of combat. Two from your attack action, and one hasted attack.
Second round of combat comes, two from your attack action, one hasted attack, and quicken a Booming Blade or Green Flame Blade.
Mapping it out,
L5 gives Extra Attack
L11(6P/5S) gives us Haste, which allows for 3 attacks. We can start burning slots for more sorc points for more quickened SCAG cantrips for 4th attacks,
but we are only at 2 lvl 4th spell slots.
L12(6P/6S) gives us 3 lvl 4th spell slots and 1 lvl 5th spell slot. Now we can burn a Fifth, and keep quicken around longer. This is where we really have fuel.Last edited by jacob902uhhs; 2018-07-24 at 01:01 PM.
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2018-08-06, 04:43 PM (ISO 8601)
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- Dec 2015
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
I rolled 17, 15, 12, 11, 11, and 9. I get a free feat at level 1. I start the game at level 6.
I can use any race official or in UA. I am also allowed stuff like Matt Mercer's stuff and subclasses in Mordenkainen's codex of allies.
What would you do here? I think I would prefer a Dex based build but not 100% on that. Also if I start with Paladin I don't have to meet the STR requirements to multiclass. Standard campaign in terms of wealth, I rolled 575gp to startLast edited by RMcD; 2018-08-07 at 03:05 AM.
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2018-08-23, 08:36 AM (ISO 8601)
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- Aug 2018
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Is the author going to update the guide with XGtE subclasses? (Shadow Sorcerer, Divine Soul Sorcerer, Storm Sorcerer, Oath of Conquest Paladin, Oath of Redemption Paladin)
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2018-08-23, 02:58 PM (ISO 8601)
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- Jul 2017
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Those stats scream Human to me.
12 Str
16 Dex
14 Con (Resilient Con)
10 Int
12 Wis
18 Cha
And boost whatever you feel like at L4 or take Warcaster. Either go all six levels in Paladin and start leveling in Sorcerer in a level or two or go Paladin 5/Hexblade 1 and take your next Paladin level ASAP.
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2018-08-26, 04:01 PM (ISO 8601)
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- Mar 2013
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Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
After two years of theorycrafting and watching this thread, I'm finally going to actually try it out.
We're using Standard Array, but I can still hit 20 CHA even going 6/14 as a Half-Elf.
Wish me luck~
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2018-09-05, 03:49 AM (ISO 8601)
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- Jun 2018
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Has anyone seen Gastronomie around here at all? As it looks like the guide hasn't been updated in two years... which is quite significant length of time. Especially as both Rapier and Polearm don't have any advice at the moment.
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2018-09-05, 04:25 AM (ISO 8601)
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- Nov 2015
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Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Please be mindful of what you say in public; sadly not all can handle sarcasm or The Internet Credibility.
My Homebrew:
Base Class: Warlord | Roguish Archetype: Inquisitor | Roguish Archetype: Thug | Primal Path: Rage Mage
Ongoing game & character:
Sajan Uttam, human Monk 6/Fist of Irori 3 (Legacy of Fire)
D&D/Pathfinder CV of sorts
3.0 since 2002
3.5 since 2003
4e since 2008
Pathfinder 1e since 2008
5e since 2014
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2018-09-05, 05:19 AM (ISO 8601)
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- Jun 2018
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2018-09-05, 05:28 AM (ISO 8601)
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- Nov 2015
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- Finland
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Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Please be mindful of what you say in public; sadly not all can handle sarcasm or The Internet Credibility.
My Homebrew:
Base Class: Warlord | Roguish Archetype: Inquisitor | Roguish Archetype: Thug | Primal Path: Rage Mage
Ongoing game & character:
Sajan Uttam, human Monk 6/Fist of Irori 3 (Legacy of Fire)
D&D/Pathfinder CV of sorts
3.0 since 2002
3.5 since 2003
4e since 2008
Pathfinder 1e since 2008
5e since 2014
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2018-09-05, 06:21 AM (ISO 8601)
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- Jun 2018
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2018-09-05, 08:53 AM (ISO 8601)
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- Nov 2016
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
At some point, after reading though this guide and maybe a look at a sorc/paladin guide that talks about the new stuff, I feel like folks should be able to have a pretty decent handle into stuff not explicitly covered, like rapiers and how XGtE ect. fits in.
Beyond that: Going "Where's the guide for X, Y, Z" isn't really constructive at all.
I you want advice, why not actually ask for it? "I wanted to to X, it seems like it's good at Y, is that true, is this a good idea?" Plenty of people around here have a handle on the system and can offer good advice.
Like, a Rapier-based Sorcadin is basically a Longsword sorcadin but with Dex...so Draconic's unarmored defense looks neater among other things.
Or Shadow Sorc being pretty sweet for the access to seeing-in-Darkness-based advantage.Last edited by rbstr; 2018-09-05 at 08:55 AM.
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2018-09-05, 09:19 AM (ISO 8601)
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- Jun 2018
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
... I'm not asking for the advise through? Least not at the moment. It's more that the Guide is out of date, and I'm wondering when it might be updated with the newest material? Especially as I heard that XGtE changed quite a bit for how the previously UA stuff actually functioned?
Sure, asking for advice is all well and good, but having a complete guide just... feels nice, ya know?
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2018-09-27, 12:34 PM (ISO 8601)
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- Jul 2017
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Will the option of Oath of Conquest be added?
I would like to know your opinion about this.
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2018-09-27, 12:58 PM (ISO 8601)
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- Nov 2015
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2018-09-28, 12:24 AM (ISO 8601)
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Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
Mmm, I'd say that it depends almost entirely on how your GM rules on if/how aura of courage interacts with the fear spell, as far as your allies are concerned. More specifically if aura of courage can negate/suppress the frightened condition on allies you caught in your fear AoE and who at that time were not within 10' of you. So if aura of courage cannot deal with a pre-existing frightened effect in a way that would move the fear spell into party-friendly-ish territory, I would say that multiclassing in sorcerer to get access to the careful metamagic (for guaranteed party-friendly fear) is near mandatory for any conquest paly player that wants to play to the strengths of this oath.
Hacks!
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2018-09-28, 10:08 AM (ISO 8601)
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- Nov 2015
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2018-09-28, 12:19 PM (ISO 8601)
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- Nov 2015
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
I was looking at this more simply from a leveling perspective.
You need paladin 7 for your aura of conquest. You “need” the fear spell, and you want to max CHA, plus you most likely need warcaster. (Not a given, but a strong likelihood)
Fear can come from paladin 9, or sorcerer 5, so you’re deciding between level 9 and level 12 to come online with that, and partly Because you want your second ASI fast but mostly because you want fear fast, it’ll likely be paladin 9 (which is great but you’re already pretty far in). Paladin 10 makes sense, but it can potentially wait. Even so, that means level 11 before you even get metamagic, and level 14 before you have a relatively versatile toolkit.
If you do go paladin 7 sorcerer 5, you delay fear, as well as aura of courage which you might really quite like to get, as well as that ASI, in favour of more casting options earlier. This is probably also workable, but waiting for 12 for Godot to show up with your fear spell is... well...Last edited by Spiritchaser; 2018-09-28 at 12:24 PM.
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2018-09-28, 09:35 PM (ISO 8601)
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- Oct 2015
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Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
@Spiritchaser:
We have very different valuations on what it means to make casting fear party-friendly. Access to the fear spell alone, without having a feature that allows us to use it reliably (ie without crippling allies) and effectively (as you will usually affect more enemies after they get caught in a melee scrap with your buddies and you), does not mean all that much to me. Of course, I would look at that very differently if I am playing in a ranged heavy group, but then again, playing in a ranged heavy group would alter my whole optimization process (without going into much detail, I'd say that taking one level in sorcerer -for shield and gfb among other things- just after I had taken warcaster -so pal4/sorc1- would be a good plan; but it's not just that, playing as a sole tank/frontliner changes our priorities regarding character building in a drastic manner). So, paladin 9 means very little to me without paladin 10 (for aura of courage) or sorcerer 3 (for careful) in play, as that would make casting fear entirely dependent on initiative/positioning/surprise/etc and thus it would affect how reliably I would be able to count on it as the main tool in my anti-mob tactics. So, if aura of courage is enough, and assuming I don't plan on multiclassing into a caster, then paladin 10, vhuman for resilient con and two cha bumps, would be the quickest way to sort out the your fear tactics in the quickest fashion. The conquest sorcadin delays this by 2 whole levels (depending and on what level the campaign starts), which I agree that it is kind of a big deal, though if aura of courage does not cut it per your GM, then it is kind of a one-way route. It has some other advantages that might be enough to compensate for the delay and loss of paladin levels. Whether to aim for paladin7/sorc5 or paladin9/sorc3 is a tough call, but in a void, I would definitely prefer the former.Hacks!
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2018-09-29, 06:23 AM (ISO 8601)
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- Nov 2015
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
I don’t discount the value of that aura, but I don’t think it’s too hard to manage the fear spell without it, especially if your party has some basic guidelines on where not to be. Compared to moving a darkness spell around on a GWM bladelock, I’d say it’s pretty reasonable.
There’s always quicken spell-dash action to move extra far on that first round and put the cone exactly where you want. After sorcerer misty step could likely do the same (though I’ve notseen this)
On encounters where the lines are totally borked there’s always conquering presence, which is goin to have to happen much of the time at first anyway.
I gues it WOULD be accurate to say that relatively speaking, I value non-fear (preferrably also non WIS save) control alternatives more than I value the aura of courage, though if the game were to go very high, I’d rather like to have both.
All this said: this is really why I think conquest paladin is so tough to MC with sorcerer. You end up at quite a high level before you get the synergy you were looking for.Last edited by Spiritchaser; 2018-09-29 at 06:28 AM.
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2018-11-05, 08:04 AM (ISO 8601)
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- Oct 2018
Re: Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
I really like this guide. Awesome resource.
I Just wish Gastronomie would update it to include XGtE (and drop the UA stuff). The way it is now is just too dated. It's still god information but you really have to be careful in some places because the Information there is no longer correct. Which puts a huge Asterisk on this whole guide.
Edit: I made a quick and dirty Paint Job for 6/14 and 7/13 Builds for myself. It's not pretty but maybe somebody can use it.
https://i.imgur.com/mP6g49j.pngLast edited by jdolch; 2018-11-06 at 12:50 PM.