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I'm not an expert on 5th edition but more Strength will up your minimum damages and your maximum potential damages, where GWM will focus on lower the probability of low damages
For GWM, at low levels it's really hard to hit some targets with the -5 so I would not recommended neither even if +10 damages is appealing
For Constitution, I think that 16 is large enough
Thank you for the quick reply! Not sure any of our toons will be able to use for full release but, good to know how to meta a build. Yes, I'll stick to my plan with points to strength. Was second guessing myself :)
Not working is
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Working is
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Your going for plate mail 18 AC which is fine for max as far i know there is no Full Plate in EA I sure you know dex gives + on saves again fire ball dragon breath and on ranged attacks and on initiative.
For EA i'd go for 18 Str with our build or you can think about dual wield feat so you can wield the shattered flail in the off hand it's +2 weapon an gives 1d6 hp on health back quite fun especially if you solo and you can get it quite early in mid game.
More +1 hp per level from Con isn't worth it imo
have fun
Sorryyyyyyy I have confused GWM with Great Weapon Fighting (the Fighter style) -_-"
For GWM, at low levels it's really hard to hit some targets with the -5 so I would not recommended neither even if +10 damages is appealing
Thank you! OMG a lifesteel weapon haha, way too much fun. Will be trying that out.
TL;DR: I'd go with 18 strength, due to the limitations of EA. But here's something to think about for release. Or later patches.
---------------
+2 strength:
This will provide you with +1 attack (a +5% accuracy on all attacks with all weapons), A +1 damage as well. This also gives you a +1 to skills like Athletics (Jumping), +20 carry capacity, +5% better pushes.
Good:
All around safest option, good for most situations.
Bad:
Nothing Fancy
---------------
+2 constitution:
This gives you +1hp per level and it's retroactive, so you'll get 1 hp for the previous 3 levels as well. +1 to all your constitution saving throws to resist poisons, diseases, and debilitating effects. It also gives you +1 to your concentration checks to retain spells when you're attacked
Good:
More HP is great for a frontline fighting character. Failing Constitution resists can be deadly. Rangers do NOT get constitution saving throw proficiency, so Raising CON is the only way to boost this.
Bad:
+1 hp per level is not as strong as it sounds. You already have spell slots to heal. Items can also make you immune to poisons, or have an easier time resisting them. You also have spells to resist poisons/diseases as a ranger (Protection from poison/Lesser restoration)
---------------
+2 Wisdom:
This gives you +1 to the accuracy of your spell attacks. Its a +5% penalty for enemies to resist them, and a +5% success rate in landing your spell attacks. This also gives you +1 (+5% success rate) with Animal handling, PERCEPTION CHECKS, and survival checks.
Good:
Lots of synergy with Rangers, but mostly on the spellcasting side. Perception checks are good though for finding hidden things, traps, and ambushes. Rangers usually are the scouts, but not always.
Bad:
Ranger spells aren't all that spectacular, the good ones don't require a save or an attack. You don't get to memorize more spells with higher wisdom either.
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FEATS
Alert (Not Included in Game yet)
+5 to initiative is great. Not being surprised means you'll be included in every combat, and likely go FIRST (Or close to it), even when ambushed.
Good:
Never get caught unaware. Have a chance to reset the situation when you're ambushed.
Bad:
You can still roll poorly, and with alert that feels even worse.
---------------
Great Weapon Master ****Does not currently work in EA**** :
Technically, the Ranger doesn't get "Great Weapon Fighting Style". And I don't now if the one in EA gets it. But even without it, this feat is alright. Mostly due to the Cleaving effect on Critical hits and kills. the -5 to attack can be offset by getting advantage, or having High strength, or using a Potion of Hill Giant Strength. And the +10 damage is great when it lands.
Good:
Alot of HIGH HP enemies actually have Low AC. Big monsters are easy to land hits on, but hardy and beefy. Ogres have massive HP pools, but only 11 ac for example. Getting extra attacks with 2-handed weapons is fantastic. Dishing out more hurt is what they're for. The cleaving effect is also completely separate from the damage gamble, so you don't even need that.
Bad:
-5 to your attack is actually kind of alot on its own. Without any way to mitigate it, you're not gonna have a good time landing those hits.
---------------
Heavily Armored ****There is NO GOOD HEAVY ARMOR in EA****:
This gives you access to Heavy armor... I mean.. neat. Also gives you +1 strength!
Good:
Rangers don't get heavy armor by default. and with a low dexterity, you can get some good options with this. Allows you to Ditch most Dexterity for Strength instead.
Bad:
Heavy armor gives you disadvantage with stealth, there are SOME medium armors that still let you do this. Dedicating a FEAT for this kind of hurts.
---------------
Lucky ****Not In EA YET****:
3 Re-Rolls per day. You can re-roll an attack you make, or an attack made against you. Resets on long rest. Sort of the "Default Good Feat" for new players.
Good:
Re-roll enemy crits into possible misses or just normal hits. Re roll saving throws that really really suck. You get to determine to re-roll AFTER you see the result of your original roll.
Bad:
You can STILL roll bad. Uses up a feat for just dealing with dice luck.
---------------
Polearm master ****Not In EA YET****:
The BEST 2-HANDED WEAPON FEAT. Gives you bonus action attacks with polearms (Made with 1d4+strength damage, but it's an option.) The real feature though is enemies provoke attacks of opportunity from APPROACHING YOU as well as Leaving your area. And your area is 10 feet with a polearm!!!!
Good:
Many more attacks of opportunity. You can kill a dude before they even get to attack you! Bonus action attacks with a 2 handed weapon, good in a pinch or when you have a bonus action left. Polearms have great synergy with other feats like Sentinel.
Bad:
Restricted to polearms, not the greatest weapon by themselves.
---------------
Resilient ****Not In EA YET****:
Lets you choose a saving throw to add your proficiency bonus to. ANY Saving throw. You can take this multiple times too for different attributes.
Good:
Adding Constitution saving throw proficiency, or Wisdom Saving throw proficiency REALLY HELPS you avoid debilitating effects. Adds a +2 at the lowest and a +6 at the highest level
Bad:
Items usually help with this, but that can get expensive and depends on availability
---------------
Sentinel ****Not In EA YET****:
When you hit someone with an opportunity attack, they have to STOP MOVING. (See polearm master... they stop 10 feet away from you and can't melee attack you!). When enemies use disengage to run away from you, you STILL Get Opportunity attacks (AND STOP THEM). When enemies attack someone within 5 feet of you that isn't you... you get to attack them for it!
Good:
One of the best defensive feats. It's probably the thing that makes a tank in this game. Using a Polearm with Polearm master and Sentinel is a brutal, EVIL combination that makes you an absolute melee beast.
Bad:
Not as good without Polearm master and that's dedicating alot of feats. You still only get 1 opportunity attack per turn, so it won't lock everyone down.
---------------
Savage Attacker:
Re-roll damage, take the better result.
Good:
Don't you HATE rolling 1s on damage dice?
Bad:
Only works once per turn, Only with weapons, even if you have multiple attacks.
---------------
Tough ****Not In EA YET****:
+2 hp Per level, Retroactive and for the future.
Good:
Better than adding +2 constitution... kinda.
Bad:
There's better ways of keeping you alive, but for fighters and barbarians could be a tempting offer.
---------------
Magic Initiate:
Allows you to get magic from other classes! But only a level 1 spell. Could be useful for augmenting your arsenal.
Good:
Rangers don't have fantastic spells, getting something from another class could be useful.
Bad:
Rangers don't get alot of spell SLOTS, so even if you get a good spell, you won't get much use out of it.
Someone mentioned the dual wield feat as an option. This can work and there are a lot of great one hand strength weapons in the game, but I don't think it is a great idea on Ranger because you will be using your bonus action on Hunter's Mark or jump to get better positioning.
EDIT: I believe GWM is currently bugged with Colossus Slayer so it procs twice for a total of +20 damage an attack, but I don't think you have Colossus Slayer.
I'm Beastmaster so, no Colossus Slayer. Colossus Slayer is a nice proc but, really enjoying having the spider with my Ranger Knight. Great CC and if you use your spider right you can light up the whole battlefield. All my spider does is lay web, great area damage and slowing down enemies. Keep him up close and the spider reaction hits most of the time. My Ranger wearing the Spiderstep boots helps big time. Disintergrating Night Walkers saving for Shadowheart. She's a great cleric/rogue, put one point in Dex and Cont. and her stats are good.
Huge Spoiler alert. In comments could be best melee weapon out there.
https://baldursgate3.wiki.fextralife.com/Light+of+Creation
Got the Ring Of Poison on him now.
https://steamcommunity.com/sharedfiles/filedetails/?id=2382698566
Rolled a female Drow/Loth Hunter
-Duelist/Warlock. Had an idea with this build and had to try it out and see if it's viable :) One handed melee with shield and warlock spells.
EDIT: I apologize for all the sreenshots but, says it all.
The only thing I'm not liking is the low strength. I'm stuck wearing light armor unless I give her the Club Of Hill Giant Strength. Then I can bring up the AC.
https://steamcommunity.com/sharedfiles/filedetails/?id=2384075147
https://steamcommunity.com/sharedfiles/filedetails/?id=2384079656