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A-Team!
https://youtu.be/5dkSJLgm1nY
They should get Moonbeam and Sunbeam and Daylight instead...
The most fun I've had has without a doubt been my 4x Bard, college of Lore sub class.
Dual wielding hand crossbows for max ranged physical dmg.
Shatter and Glyph of Warding for AOE dmg.
College of Lore gets the Reaction ability called "Cutting words" which is basically a cheat.
4 inspiration charges per long rest at lvl 5. so 16 cutting words.
Cutting words allows you to alter any attack roll or save roll with a 1d8 allowing you to increase your characters attacks spell attacks, enemies attack rolls and enemy saves as the attack happens and it is an amazing insight into every single combat event that happens and it feels like having a cheat at your ready at all times.
https://i.imgur.com/acdOwSA.png
https://gfycat.com/warlikemeaslyafricanfisheagle
I will without a doubt run a college of lore bard in my setup when the game goes full release. too amazing not to have.
Does the Daylight spell not impose disadvantage on attacks to 'Light Sensitive' creatures like Drow and Duergar. If it doesn't, that sucks.
For me I find those things to always be on the opposite sides of the spectrum, I've never been a person to go for optimal play over something that I find could be alot more fun, in fact i find optimal play to be rather dull and I try to never min-max . Themed builds, "Cosplays" and other such things are where I find the fun in games.
I have found 4 Barbarians to be very strong but also have enough variety and thematically interesting builds such as the Casual Veteran Gamer's Inspired book thrower titles "Libarbian" i believe, or a team of dwarf barbarians that only use each other as weapons to take down enemies.
Agree. Seems to be contradictory to what a Cleric is suppose to be. Fire spells at max damage should be only obtainable by wizards.
And that was BEFORE I learned how unbelievably good spells like Inflict Wounds and Guiding Bolt were.
Add the sheer versatility of the class and the different powers each Domain has and you bet your buttocks I'm gonna make an All-Cleric Party at launch with different Domains and call them the A-Men.
I know the question wsn't directed at me, but at 850ish hors played I think I can give my 2 cents.
I really had fun with both thematic and high sinergy groups. Some examples:
Berzerker+Sorcer+druid+ Loremaster bard
Berzerker is OP, sorcerer, druid and bard can abuse wet lightning vulnerability (glyph of warden becomes the most damaging spell in the game), loremaster bard with 2 1 hand crossbows have good DPS and can mess with dice rolls making the game feel a lot more interactive, and are also amazing skill monkeys. Forcing enemies to not resist huge spells or making your party resist really annoying effects feel great.
Windheart barb+Oath of the Ancients pally+Beastmaster ranger+one origin character
Wildheart barb gives advantage to all melee attacks against enemies up to 2m of him while enraged, making the paladin hit a lot more reliably even without too high STR (allowing him to get GWM at lv 4). Oath of the Ancients pally can AoE heal, teleport, moon beam, and hit like a truck with a 2h with GWM because of the barb aura, while also giving the most important buffs you'd require a Cleric to have normally. The ranger pet is buffed by the barb aura too, and there's a ton of synergies with their attacks with special effects hitting more often.
Reminds me back in DAoC (not a D&D game or following D&D systems) where Albion players took entire raids of Clerics into keep fights/pvp becuase they could spam instant cast aoe damage no other class had access to and that just destroyed everything in sight. Thematically it was dumb because you didn't expect a healer type role to output more damage than casters. It was adjusted eventually then Clerics just became buff bots. A sad story of how many players lost their faith and started playing other classes.