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翻訳の問題を報告
Great position.
Class 'X' is better than others, because it's better at throwing things (and goblins) :D
F: Everything else because its not the paladin
This has been Nerfed a lot.
Sword of Justice mechanics were nerfed
Wizard was nerfed (can no longer learn cleric/warlock spells etc)
It can still be cool but it’s not close to as good now. It’s basically a normal Wizard who can use medium armor which is great but not -that- great.
And dumping int for the headband is NOT the move anymore.
Sounds good, but im not a fan of builds that will last for EA.
So…
S - Warlock, Paladin
A - Rogue, Barbarian, Druid
B - Ranger, Bard
C - Wizard, Sorcerer
D - Fighter
F - Cleric
This would be my list. Ppl will probably not like anything being in D or F but honestly what I did was rank the classes A/B/C and then stretch them out to fit the scale. F or D doesn’t mean BAD I just find them to be worse overall than the others.
1.)Warlock
is probably the S+ #1 class at the moment. Reason being they’re charisma based, so they are excellent in dialog outside of combat, they’re spells refresh on short rest so every cast is a “heavy hitter”, they get the best Darkvision on any race you pick but !PRIMARILY! their “regular attack” of Eldritch blast is broken at the moment and Agonizing blast is procing 2-4x more than intended. This will be fixed in patches but currently Warlocks are the best in combat in the game, Dishing something like 36-64 damage per Cantrip (Eldritch blast) use and is able to be divided between 2 targets and knocks back.
2.)Paladin
as more of an S-.
They’re very good in combat and out of combat.
General thoughts:
1.) Charisma based classes are the best right now.
Why?
Well, several reasons. Bonuses to charisma are the most available (Half Elf race, Volos eye, etc). So obtaining an ability score of 20 early is easy. Also, Charisma provides the best out-of-combat benefits as the “party face” for the PC.
2.) Front liner classes are more valuable.
Why?
You get 3 casters (warlock/Wizard/Cleric), a rogue, and a fighter. ONLY Lazael makes for a good front-liner, with Shadowheart being a maaaaybe there, and Lazael kind of runs opposite the entire rest of your companions regarding approval. Classes like Barbarian or Paladin gain a big advantage in that you can create a good group dynamic and not be pigeonholed into Lazael.
3.) Druids really play into EA well.
Why?
Speak with animals is actually used oooooften in this game, influencing spiders and recruiting pets etc etc. plus the druid grove plays into your class for all sorts of interactions. They’re the OOC rockstars in my book.
4.) Strength based classes get a bump.
Why?
Shove, carry capacity, throwing things. These are more important aspects of the game than in true D&D and strength plays into them.
Hasted, raged lvl5 barb with some conditions can make up to 7 GWM attacks with advantage to partially compensate GWM penalty.
As for skillchecks, I would call CHA one of the least needed in EA.
Issue is you’re talking about a barb, who needs to be in melee range…who had to rage, had to have haste cast on him, had to have X Y and Z done…
Vs a warlock who needed nothing other than pressing hex then pressing Eldritch blast. Who’s knocking targets off cliffs, at range.
Even wihout haste barb can make from 2 to 5 attacks per round depending on conditions.
I'm not saying warlocks are not too OP in this version. Just mentioning that it's not the only broken class in terms of DPR.
Also the theory is a lot better than reality. You may reapply your hex only once per round. As for my experience there a lot of situations when you're Blasting without hrex.
Add concentration problems in EA. Where you have too much extraneous sources of damage and no feats like 'war caster', which help you to maintain conc. Meaning sometimes losing your hex.
Soooooo... Idk how you put ranger into C but:
You can go for it as follows:
race - wood elf
background - noble
class features:
favoured enemy - bounty hunter
natural explorer - urban tracker(beast tamer is good, but you only get familiar useful till level 3 once you get ur beast master, so like it's a free sleight of hand proficency which is lost if you take familiar)
select all skills except animal handling & nature
results in having next proficiencies:
athletics
sleight of hand
stealth
history
investigation
insight
perception
survival
persuasion
Then you also steal Druid totem which gives you animal handling and nature proficiency, which gets you to a point of having 11 skills which simplify interaction a lot
as of abilities you can go:
8
17
14
8
16
10
lvl2 archery, hunter's mark, hail of thorns
lvl3 beast master
lvl4 ensnaring strike, boost dex to 19
lvl5 - second attack, huge boost for pets
Get auntie ethel hair to boost dex to 20, your pet also gets bonuses from it since level 5
As a result you get a very potent combat class with crazy spider, which gives aoe slow + entomb, + you can explode the web with fire damage + it has chance to poison with every hit, ranger itself is a huge ranged burst damage into solo target with some nice aoe options, ensnaring strike is great to stop one of those scary melee guys.
Now about interactions:
Get headband of intelect, which will boost your proficiency skills(history, nature, investigation) to +6, you could go for haste helm instead, but it's not rly that important to have ms for you + you can switch between those to
16 wis gives you +6 at animal handling, insight, perception, survival
you also get +2 at persuasion
Seight of hand & stealth result in having + 8, i'm mainly using spidersilk armor since 20 dex, so it's +9 on stealth which is huge, smugglers ring is your best friend during pick pocket/stealth missions
You can opt for 11 cha during character creation, then get volo eye + headband of int, which will result into 16 int 12 cha
Envoy amulet can further boost your persuasion for hard checks if needed.
my usual gear is:
headband of int
spidersilk armour
gloves of power
boots of striding
absolutes talisman(can be switched to envoy for dialogs, i also usually misty step amulet, can be helpful to get to some far positions)
crushers ring(gets you to 13.5m per round, which is huge)
2nd ring is kinda hard choice but you can go for:
1) ring of fire for combat(1 more damage for cases where you dip ur weapon in candle), fair enough, but it's rare that i actually pick it up, cos you need to side with Glut and destroy myconids
2) bracing band, 1ac after shove, i'm not using that a lot so i don't rly need it
3) guiding light gives you a light cantrip, not needed for you but can be useful for teammates, personally i don't use it a lot =)
4) ring of poison resist can be useful sometimes
5) ring of psionic protection, rarely useful but still can be used if there's nothing better
6) fetish of callarduran smoothhands for free invis, you usually just carry it and switch to it to cast ur invis
7) spurred band, basically momentum for 50% hp
8) smugglers ring
9) explorer's ring
I personally use spurred band(would be ring of fire but i'm not picking it up) most of the time, switching to smuggler for pickpocket/stealth, explorers ring for hard interactions if there are such and fetish for invis.
Weapons:
for melee i usually dual wield + 1 scimitar/shortsword + ritual dagger(can help you in some interactions, gives you 1d4 attack roll boost on hit, which is cool)
ranged - either Joltshooter or Longbow +1, my personal pref is going for longbow and give a staff to gale =)
So with this build you get very strong & versatile class, which is amazing in combat, you basically don't need rogue in ur group anymore as it can easily fill all the functions & way more powerful in combat, has way better interactions and can get through most of the game never switching to any character in any dialog =)
From those nice skills you only miss medicine,