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One of my favorite Bard muticlass options is 2 levels in paladin followed by 10 levels in Swords bard for a fun melee build.
You still get access to level 6 spells despite multiclassing because paladins are half-casters, you get way more spell slots for the Paladin's Divine Smite from your Bard levels, and you get all of the bard crowd control magic plus the Swords Bard's flourishes for extra melee power. I don't know if it's the most powerful bard setup, but it's very fun and more than powerful enough to get through the game on Balanced or Tactician with.
I think going Bard 6 -> Paladin 2 is better, since you get your second attack in Act 1 vs Act 2. Otherwise this multi is completely broken and is the jack of all trades and master of all.
I still like to get at least 1 paladin level relatively early so I access to the dialog options for RP purposes, but that's got nothing to do with putting the build together in an optimal way.
I am slightly surprised a valor bard, which is one of the tankier bards gets easily destroyed in combat. You might get some gear or you might consider at least 1 level in sorcerer (for the shield spell). Personally I would suggest 1 increase of stats, the alert feat (because it is great) and a multiclass. It does not matter if the said bard will have 16 or 18 charisma/ dex/strength for example; the difference is small and there are plenty of ways to increase the DC of your saves.
A build I have tried in my succesful honor run was 6 lvl draconic sorcerer and 6 lvl valor bard. I increase my bard's strength to 18 and acquired some gloves that boost the dex a bit. THe Char remained at 16. The metamagic feats I got were distant, twinned and quicken. At 12 level the said bard was tanky enough having shield (piece of armor) and the shield spell and quite decent armor. He could cast some quite destructive evocation spells (most useful spells for me are up to 3rd level). And at the same time, he had the capacity to attack twice with weapon attacks as an attack action. And there were also the bardic inspirations that can turn a hit into a miss (against a friend) or the other way round against an enemy
Of course, you can also go for 10 valor bard and 2 lvls of sorcerer (you stll get two metamagic) and spells such as shield, magic missile and false life.
I like to have a paladin in the party but I do not like playing as one. I find them too restrictive due to their oaths.
there is a nice bard sword to be found in the underdark to help from mid range.
I wouldn't recommend melee bard early game as light/medium armor are pretty trash in act 1 but if this is what you are looking for, consider lv3 sword bard/fighter battlemaster for some riposte and extra feats.
I've got to disagree about medium armor here- I've used characters with medium armor and 14 dex as my primary front-line characters throughout Act 1 on both Balanced and Tactician and it works fine.
Interesting. I thought you got a 6th level slot, but couldn't learn the spells because you never get to B11. The slot is still useful for upcasting, and it looks to me like the 6th level bard spells repeat effects you can get at lower levels.
I'm playing this right now and it's a blast, yeah. Currently P2/ B8. I'm considering going to P4. The upside is getting a feat, which I would probably use to pump DEX even more. The downside is slightly worse inspiration and no non-bard spells.
You are correct, you don't get to learn lvl 6 spells, you'll just have a spell slot of 6th level.
Plus that mystic item in Act 3 which turns the brokenness up to 11.
Pure swords bard didn't strike me as weak anyway. I went B8 then P2 for RP reasons after my bard suffered a devastating failure. She realized that the job isn't about having fun and bamboozling enemies; it's about smiting the crap out of people like Marcus before they can do any harm.
If you're going to be doing a lot of ranged combat. I'd take Sharpshooter. Easily hitting enemies on heights is very useful, and the option for +10 damage is great when your hit chance is high.
(act 2 and 3 have a couple really good hand cross bows as well, keep an eye out for em, you can also get several unenchanted or +1 hand crossbows in act one, just be sure to check venders as well as drops)
After that grab rogue for 3 levels and go into thief for the extra bonus action so you can shoot yet again with off hand.
After that you should have 3 levels left to use as you wish.
You could put another 1 into thief and 2 into bard to grab some more feats and spell slots or you could grab bounty hunter ranger to grab some spell slots & archery fighting style.
Or you could throw them into fighter to grab archery fighting style and action surge.
Or you could grab paladin for smites if things get too close. (ancients paladin also gets the ensnaring strike bonus action spell which is amazing)
Your first turn of combat should either be focusing on nuking a hard target, or laying out some CC or aoe & shooting a few off hand shots with the hand crossbow.
Second turn should be basically spent single target nuking everything you can.
It ends up being a very flexible build.