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Light armor gives 13 AC, +5 dex = 18 AC.
Medium armor gives around 16 ac +2 dex = 18 AC.
There are 2 medium armors that give full dex, they are 14 and 15 base + 5 dex = 19 or 20 AC.
The best armors are more about the special abilities though. My rogue wears AC 10 armor that gives Advantage on dex rolls (called cats grace spell). So I succeed on stealth and lockpicking and stealing checks. If you ever want to rob a merchant blind, cast cats grace first and you will do much better. (or wear the cats grace armor). If I was playing on a higher difficulty I might swap to the 15 AC naga armor that allows full dex bonus before fights.
As to your multiclass question, Ranger 5 (you get a feat at 4, extra attack at 5) and Rogue 4 is pretty strong. Specifically assassin rogue and the sneaky ranger subclass. They each get bonus attacks and damage before a fight starts and on the first turn of the fight. Often you can kill 1-2 enemies before anything happens. I suggest the archery feat that gives +10 damage and -5 accuracy. Archer rangers get +2 accuracy so they can certainly afford it.
Look for rings that add +2 or more damage too. There are a few, some with conditions. There is also a hat that gives bonus damage vs hunters marked opponents I think.
Ranger pairs well with rogue(3) and/or figther(2) depending on play style if you want to multiclass.
a 'good' build depends on what your looking for really, you can go for either mobility/damage/control.
eg. for damage;
- grab 2x hand crossbows off of damon ( the theifling blacksmit )
- level 4 geat get sharp shooter
- get the ligthing boots under the windmill
2x hand crossbows lets you use your bonus action to deal more damage ( 1d6+1 + huntersmark + any other damage riders )
sharp shooter lets you take a -5 to hit in return for +10 damage ( can be toggled off if your struggling to hit a particular enemy )
the boots gives you 3 stacks of ligthing charges ( +1 to hit for each, you loose one each round ) this helps offset the -5 from sharp shooter quite a bit.
If you have rouge levels you can bonus action dash, if you don't but and are using hand crossbow you can use mobile shot to still get an attack in.
Overall while there are some truly awesome 2 hand options for your ranged slot, 2x hand crossbow is just objectively better because of all the damage rider options there are in the game.
I can already hear somebody screaming "but the bow that grants haste???" - either use a speed potion, have somebody throw it or use another character to cast haste on you. It's good - but an extra free attack of 1d6+1+dex+10+poisons+damage riders is just going to be more damage
And as a note to earlier comments, getting 5th level and extra attack shouldn't be ignored
fixed ty
For non-stealth builds it's probably not that big of a deal - though then "too close" becomes a problem too. But for stealth it's difficult to engage with such a short range weapon. Or is there some fix to this I don't know?
The more important thing is the cloak you get on dark urge runs. It gives invis on kill. My hand xbow user has that and I always try to time their turn to finish someone off if possible. It helps that you get sneak damage while invis and the total DPS is so high with the +10 damage feat.
Point is if you build something like 4 rogue / 5 ranger / 3 fighter, you can get like 6x attack with main and 2x with off hand in your opening, you can also use mist step to reposition etc etc and your actual melee chars should be able to intercept. Next to that the above config also allows for dual wielding, there is like medium armor piece with like 17 AC too and full + dex mod, lets assume 5 etc etc, that switching into melee isn't much of a issue.
Handcrossbow simply aren't meant for full ranged builds but more hybridish builds for dealing damage while you are closing distance or to shoot past the frontline to take out a caster for a normal dex build melee fighter.
The only way to solidly build hand crossbow ranged would be with misty step, but then you always lose a bonus action to repositioning instead of an other off hand attack, which is the entire reason why hand crossbows do so much damage.
As for the OP :
Theres 2 types of ranged builds you can go for, the war cleric / ranger / rogue variant or the ranger / rogue variant. War cleric will be more versitile but relies on buffing for damage out put, ranger / rogue has more base damage output but is less versitile (especially more limited in melee, where the war cleric can just go 2h or 1h and shield and get bonus attacks with main hand where ranger \ rogue can only bonus attack with off hand and the war cleric route is also less squishy )
When backstabbing is needed i only need to cast greater invisibility from another team member that can cast that, so no need for more advanced sneaking techniques. An invisible 2H warhammer paladin striking from the back is often just as lethal as an assassin rogue is, demanding a deep skill build.
Currently the dual crossbows are getting the dexterity bonus on the off-hand attack but that may not and should not last forever. When that goes away the dual crossbow advantage fade into the night. IMAO.
Ranger Hunter 11 gets a neat aoe that can be used on all your attack actions. You can use tadpole powers to use your bonus actions as attack actions. Black hole to group things so you can aoe the entire fight. Special arrows again can be used to kill bosses.
Personally I prefer a Hunter 5 Thief 3 mix with dual handcrossbows. This means you can get four attacks standard without tadpole powers. You get the additional D8 per round for colossus slayer. Hunters mark can increase your damage. With the sharpshooter feat each arrows deals an additional +10 damage. If you stack haste and bloodlust you have a great trash mob clearing build. Having high dexterity means you tend to always go first so can apply buffs/debuffs for the fight so your heavy hitting casters can shine. You can also set terrain spells to control the flow of the fight.
A lot of people like the gloomstalker ranger 5 mixed with assassin 3 but I feel like one turn of damage then being a worse hunter for the rest of the fight is not worthwhile. Especially as your high dexterity characters are better for setting up the fight than ending it in one turn because special arrows are in fact very limited. You cant set the pace of the battle with crowd control spells because after the first round you lose your gimmick.
For both the last two builds you can dip into fighter for action surge but id rather focus on 8/4 for getting feats. Leave the high burst DPS to the wizard/sorc/warlock because at the end of the day for you to do what they do you need to use consumables that are highly limited.
You dont need that at all. for some reason shield applies AC even when using hand crossbows that round. Or at least it does on the character sheet. You can use sharpshooter and crossbow expert to never have disadvantage in melee. I dont really see any reason to not use them over a bow as they always get damage+dex+sharpshooter on bonus action attacks.
AC from shield is applied if you are using your melee weapons, but switching from melee and ranged is a free action here (instead of a bonus action like on table top), hence always free + 2 AC than ye.
But crossbow expert as a feat ? hmmm with things like Alert and Resillent seems like a waste considering positioning can make up for the feat.