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i may had pick something else if there was not the level cap
I'm melee so i would never use Archery unless i REALLY need to but mobility isn't an issue.
I use a two handed weapon so didn't need Dueling.
Great Weapon Fighting is only useful if you roll a 1 or 2 so i didn't think twice about it since the chances are so slim making it the worst to chose.
Protection is good if you can position around it. ( 1.5 m ) so it's really good for party play if you use a shield
I do solo adventuring so the bonus 1 AC is huge and allows me to counter attack with Riposte easier.
Hope this helps :)
I think you've underestimated Great Weapon Fighting. A greatsword rolls 2d6 (plus modifier) for damage, which means each attack you have 2 dice with a 1/3 chance to roll a 1 or 2. Being able to reroll those low numbers keeps your average damage much higher.
Though granted if you're using a d10 or d12 2 handed weapon, the odds of rolling a 1 or 2 are much lower, but even so I've played a few fighters/paladins (in pen and paper D&D) who took it and never regretted it, since rolling a low damage sucks when it does happen.
Not that Defence is a bad choice, I've used that before as well for more tank based characters and it sounds like you've gotten it to work well for you.
On DMG ROLL. But with great swords you roll 2d6 sooo chances are preety high. And still, its better to reroll that 1 and 2, than save it. Still, with other 2h weapons its always useful, but not as much as with swords
Didn't think that through due to the dice roll max being high with the 2 handed weapons, chances are so slim so i skipped it.
I imagine max dice rolls going higher when full release comes out as you get access to higher tier weapons . So it's value would drop for my play style at least
Last I checked (I haven't played since the last patch), dual wielding is adding your ability modifier to your offhand damage roll instead of your offhand attack roll. So taking Two-Weapon fighting style does nothing (you don't get twice your ability modifier added to your offhand roll). I did take it in Solasta, and it worked well there, but it's something that gives you diminishing returns as you get more main hand attacks and still only have one off-hand attack (probably not a bad idea for a Ranger since they only get one extra attack).
I haven't tried Protection, but bunching up tends to be a bad idea in this game.
Archery is +2 to hit, with 5e's bounded accuracy that's a pretty big bonus.
Dueling is good due to the current implementation. If you're going sword and board it gives you an extra 2 points of damage. So basically if you're using a 1d8 weapon, you're doing the same average damage as a greataxe but you're getting a +2 to AC from the shield on top of that. If you're wielding a versatile weapon two-handed you also get the Dueling bonus. So that longsword is now dealing 1d10+2 instead of 1d10. Granted a greatsword with Great Weapon Fighting will deal an extra 5/6 of a point of damage on average, but Dueling gives you the option of using a shield if you need the AC.
So right now the good styles are:
Archery
Dueling
Defense
The others are either bugged or not worth it.
With some quick math, great weapon fighting increases the average damage from 3.5 per d6 to (2/3)*4.5+(1/3)*3.5 = ~4.16, so it increases the average damage by about 1.33 on a greatsword. I guess that's okay, but it depends on the context - without looking too deeply into any math my intuition would be that right now the damage is more valuable but at higher levels as damage values scale up from other sources AC probably becomes more valuable, because damage has diminishing returns as damage increases but AC stays about as valuable throughout the game. Of course, there's also the other consideration, which is that defense is useful for any type of weapon, and that's hard to quantify how valuable it is.
You can start that fight from stealth. Generally I split my party into two groups, two characters will get on to the roof that has the clothesline, the other two will sneak up on to the roof that has a ladder leading to a lone goblin archer.
I'll initiate combat by having a character from the clothesline roof kill the archer that's on top of the ledge/hill that building is built into.