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oh i should also add that i play without any dying so if someone fall, with the dying statut i reload. Hence why i wondering about a good tank build.
It is possible to do, even consistently - on level 5, without relying on cheesing it, but even there bad initiative rolls and critical hits will give you headaches. This is especially bad with the "karmic dice" (google for an article with analysis that highlights how unfair that dice really is). Still - if you know about the encounter and prepare for it, you should be able to do it head on with some hiccups from time to time.
Key being .. "if you know" and "if you prepared". I don't anticipate many players at launch getting through it on the first try (likely even 2nd/3rd) unless they're very lucky, they're experts in game mechs or both. But then again - we have only one difficulty level atm. On release they promised to address that and add the difficulty adjustment settings. Atm many encounters would be "Deadly" on a normal TT scale, even most of the "mundane" ones.
It is difficult (although not impossible) to be really hard to hit, but the real killer is that taunting just isn't a thing, in tabletop there is a feat called sentinel which is sort of a taunt, when a foe tries to move away they provoke an attack of opportunity even if they disengage, and if you hit with this attack their speed becomes zero for the rest of their turn, also if they hit another creature you can use your reaction tohit them...now the issue is that it uses your reaction (and you only get one until it comes back round to your go), which means that you can only ever have one creature "taunted", and to get a really decent armour class, you really need to go weapon and shield, which isn't the best for damage, so some monsters will just go "screw it" particularly if you have the massive armour class.
The other method is hampered by the fact that healing magic in 5e is absolutely horrible, thus the best class for this is raging barbarian attacking recklessly every round, you grant advantage to all attacker and you only take half damage, if you can manage to get some form of temporary hit points each turn you are laughing all the way to the bank.
Anyhoo, the upshot of all this is that you really, really, really, really want to avoid long drawn out fights if you can possibly help it, and the fact that lots of foes have the nasty habit of using AoE consumables is even worse, thus alpha strikes are always going to be the best way of dealing with any encounter in 5E, unless there is something weird going on, like a monster which gains in power when it's allies die.
My question is more along the line what's the best class/build/item selection you have found to be working for taking the damage the gith patrol can dish on your face without dying ?
So far the answer seem to be rely on luck or feat that are not on the game (or is sentinel in the game i don't think i saw it) and ofc alpha-strike wich i know work well.
Maybe for more precision : i want to be able to talk to the gith patrol, make them attack me and survive with everyone.
Maybe a barbarian with a good ac, or a druid with image mirror.
My first guess was to tank the damage and next turn control and finish the gith (i say next turn because most time they attack first and finish at least lae'z before i can take a turn).
Did you manage that scenario ? if yes with what build/class/item selection/strategy.
I'm curious.
If you win this fight by tanking, then it is going to use huge amounts of consumables and require a great deal of luck. If they ever fix devils sight, darkness thing, then you could have a barbarian on the outside to soak up the damage, and have everyone in the dark, the warlock can shoot straight out, and everyone else can nip out of the dark to snipe and run back in. In theory you can't make ranged attack unless you have line of sight, which the darkness blocks. You would definitely want someone in the cloud to cast heroism on the barbarian, so that would need either a Bard or a Paladin, and you can't have either and a barbarian unless you make a multiplayer party.
P.S. No Sentinel is not in the game.
https://www.youtube.com/watch?v=fmvfAgYok-c
Then 2 Fireballs, one from the warlock, one from the wizard
Then using special arrows i kept the main enemy from cloaking.
Worked wonders, if Lae'zel dies, then she will be targeted by the fireballs and after the fight resurrected.
Barbarians and Druids are probably currently the best 'tanks', Barbs because they have the highest hit die and damage resistance while Raging, and Druids because Wildshape gives them an extra hp pool. Abjuration Wizards with lots of temp hp also do very well, as do Warlocks with Armor of Agathys using the Wet condition against foes.
Eventually, multiclassing will allow for even better tanks (Barb/Druid being one of the best), but in the current EA, if you built a custom party of nothing but 'tanks' (with no two identical characters), the party might look something like this:
• Bear Heart Barbarian
• Moon Druid
• Abjuration Wizard
• Fiend Warlock
A Dwarven Light Cleric is also not a bad choice because of Warding Flare.
For sheer effectiveness in beating this fight, however, nothing will ever surpass control and/or skirmish (hit and run) tactics.
If you're the receiving end of the alpha strike, better be pre-buffed and lucky. That's one reason initiative rolls in combats that start mid dialogue are so important.
If you feel like you're walking into a really dangerous situation (like this fight obviously is), I'd recommend to leave at least one character hidden in a good spot to avoid a TPK. Stay up those stair looking at the whole thing with fragile castes and/or bowmen so you can actually react (thus joining combat) as soon as the NPCs become hostile.
The "party face", tough, will always be in danger.
There's another similar situation in the game, a fight I used to hate to my guts before I had a lot of meta knowledge the harpies if you reach them at lv 2. Like this one, your best bet is leaving 3 characters at the top right and just move the "tank" to talk to the boy. This one is actually worst imho, the game doesn't give you several warnings that things are gonna go ugle (like with the Gith encounter).
That's not quite true - the Cavalier with the Protection Fighting Style is pretty close to an mmo tank, especially if multiclassed with Paladin (for Lay on Hands and Auras), although this is hard to do because the Cavalier's best feature comes at level 17.
Well, this might be true (no idea rly, it's been over a decade since I last played tabletop), but how common is a campaign at lv 17? Also, at this level what can a Wizard and why the hell would you prefer to have a competent roadblock instead?
Frankly, the closest thing to videogame tank is a bear barbarian, because they tank with their HP pool and damage resistance instead or evasion.
IMHO the whole AC system makes for either unkillable characters who dedicate EVERYTHING to achieve this or no tanking at all, and I really prefer to kill than to survive hits.
1. Use the consumables you've been stockpiling. This is the fight for haste potions, giant hill strength potions, etc.
1. Shadowheart is amazing at this fight. +1 scale mail, shield, shield of faith and mirror image and she can tank a couple of turns for your party. She also is immune to sleep which is the primary control they use. Keep some spell slots for healing word to get people back on their feet and maybe control water to empower lightning or frost attacks. Aid spell is also a minor boon, but the extra health might be the difference between living/dying/being put asleep.
2. Lae'zel gets owned in this fight, but if you get a turn or two from her just spend everything she has, IE action surge, superiority dice, haste potion, etc.
3. I like Gale on this fight. His devourer power is great for surviving the first round and the reflection can do a lot of damage. For spells he can hit wet enemies with chromatic orb or just magic missile for reliable damage. He does get put to sleep often though.