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Regarding those two types:
(1) Battlemaster. Spear, shield, polearm master feat. +2 damage bonus should apply to the bonus action strike from PAM, as well as to the opportunity attack that might be triggered from PAM. Early superiority dice can add 1d8 to each strike. Short-rest dependent; you can burn through superiority dice very, very quickly.
(2) Paladin smite is damaging, but spell slots are few and you're long-rest dependent. In tabletop play, paladin/warlock is a popular choice for two reasons: picking warlock options to let you use charisma for your weapon attacks, to reduce multi-attribute dependency; and to give pact magic slots that refresh on a short rest, meaning more smites.
Rule Change, a big nerf to Polearm Master (PAM) in the form of the bonus action attack not getting bonus damage from weapon enchantments or other buffs to weapon damage. This also means that going polearms for sentinel now has trade-offs making sword and board more attractive for sentinel builds who can benefit from a little extra AC.
Coincidence 1, The legendary weapon for dueling giving you basically all of the benefits of two weapon fighting feat less the AC bonus as well as the dual weapon fighting style. In other words you now get a bonus action attack, that gets attribute modifiers (dex/str), plus all of your attacks get +2 damage and the damage die gets to be a respectable d8 with a +3 enhancement. It kind of is like dual wielding with a +3 legendary weapon in both hands.
Coincidence 2, the 1st broken legendary weapon you can possibly get in the game is a 1H weapon.
The biggest thing still holding dueling back is the lack of +10 damage -5 to hit feat that 2H weapons has.
Note that you can always respec into dueling after you get the dueling legendary weapon so there's no reason that you need to run it for the whole game.
I'm playing a swordbard with duelling instead of dual wielding and its working great. No issues in combat on tactician. Only thing that really annoys me is that I can't use a longsword in one hand, and a torch in the other. I don't consider this dualwielding. Its utility.
its the opposite, dueling style works with a shield. In past versions it was when the other hand was free, but in 5e its designed to allow sword and shield builds to do a little more damage
personally I think pally/warlock is better, less spell slots but you get them back at short rest and they are always max level. On top of that if you remember to bind your weapon you get 2 attacks with blade pact, not that I have ever forgotten to do that and then wondered why the hell wasn't I hitting twice ......
Ok so here's the deal. It is simple.
Every build is more than viable. All suck at low level, and even an especially "poor" build has its own advantages.
Duelling is based on the whole "sword and board" concept... as long as you do not have a weapon in the off-hand, it applies... ie wear a shield. Who turns down free +2 - +3 AC and magical bonuses? Or use a rapier if shields aren't an option. Etc.
As long as you are not using a versatile weapon and do not have a weapon in your other hand, it will work.
At the top levels, tactics matter more than just pure damage anyhow... and if you are relying on just a few swings you might run into issues anyway. Get creative. And remember, your main character is one member of a team. Work as one.
go 2 pally/bard XX. The same number of spells slots, the same utility spells you may want and you get a 2nd attack at lv 8 (lv 6 sword collage). All that is before the other bard stuff like flourishes and skill points. Its just objectively better than sorc for a smite build unless you want to throw around fireballs and other damaging spells instead of smiting.
Warlock works as well due to the 2nd attack from blade pact, but I find 2 spell slots too limiting even if you can get them back after a short rest as using a bonus action to misty step into melee means you only have one smite that whole fight.
Being hasted with a shield also makes you quite hard to hit.
Haste, greater invisibility, slashing flourishes, or anything that grants advantage (attack a blind/restrained enemy).
Of course that's just capitalizing on the +2 to damage, adding other bonuses to damage from rings/gloves, hunters-mark/hex and such is useful too.
this is not at all on topic, but the ranged version of that flourish is busted. It says 2 targets but you can target the same person twice. Don't know if that intended, they probably copied the eldritch blast coding or something, but there are several things which do not work like their descriptions say, my personal favourite is the 'diadem of arcane synergy' which says 'When you inflict a condition' but procs of EVERYTHING, every kind of action even missed attacks cause it to activate, so you have a constant near 100% up-time of the +spellcasting modifier to weapon damage
However I have the game difficulty turned way up past tactician making it required just to survive. The normal game you rarely have to worry bout anyone dying or needing an flanker.