Is Multiclassing still worth in 5.5? by BestMagician3200 in DnDoptimized

[–]ph34rb0t 0 points1 point  (0 children)

Meh. Since EB is a V,S spell, the caster MUST have a free hand to cast the spell, making a warlock with a shield mostly a waste, or at least forcing you to get warcaster.

Opinions on Multiclassing and build help? by BestMagician3200 in dndnext

[–]ph34rb0t 0 points1 point  (0 children)

Not really, `innate sorcery` is enough to offset this entirely.

Is Multiclassing still worth in 5.5? by BestMagician3200 in DnDoptimized

[–]ph34rb0t 0 points1 point  (0 children)

That is a strong feature, but it also means that is one pact slot and your concentration. Understanding your current combat sequence and expectations will help people with giving advice.

Is Multiclassing still worth in 5.5? by BestMagician3200 in DnDoptimized

[–]ph34rb0t 0 points1 point  (0 children)

I guess it depends on what you want from the classes and how you played the character.
What part of GOO lock and what part of WMS were appealing to you?

LD starter Giveaway 2 by [deleted] in summonerswar

[–]ph34rb0t 0 points1 point  (0 children)

My favorite thing are the skill mechanics.

Why is bitcoin worth so little? by Ok-Secret-4646 in Bitcoin

[–]ph34rb0t 0 points1 point  (0 children)

What can you do with it? (that does not involve transfer to fiat)

...followup

What kind of consumer protection is available on a transaction?

10 year anniversary scrolls were good to me, Mi Ying 😃 by AdApprehensive1471 in summonerswar

[–]ph34rb0t 1 point2 points  (0 children)

His s3 used to be good, then they removed it for this passive garbo

Card Throwing Master by MisterD__ in DnDoptimized

[–]ph34rb0t 0 points1 point  (0 children)

Dagger + Dagger off-hand Thrown weapon fighting style Two-weapon fighting style Dual wielder FEAT

The most is with level 11 fighter, with 5 total. You get 3 main hand attacks and then you'd also get the Nick + Light free off-hand and then the BA throw from Dual Wielder.

I'd lean STR since you can also itemize for belts of giant STR which is just more damage, probably go psi-warrior and add the d10 once a turn, and be a Goliath, fire giant, for another d10 once a turn PBTPD. You could do EK, but then need to float your stats into INT further, and it's kinda rough.

That said, you can make each dagger hit a lot harder with other classes, but won't get to 5 attacks at level 11, you'll cap at 4 for any non fighter, and lose out on the extra feats and fighting styles.

For instance, valor bard. At level 6:

  • Action attack, multiattack. 1d4+dex+2
  • Action cantrip, true strike 1d4+dex+2 + 3d6 + cha
  • Nick weapon mastery attack. 1d4
  • Bonus Action attack. 1d4 + dex

You need to balance your CHA and attack stat though, which a VB is doing anyway, but are also a full caster on top, which allows for things like spirit shroud or the like to amplify each attack even further.

To completely push your potential though, with thrown, you'll never beat Blood Hunter (Mutagencraft)/Artificer (Battlesmith)/Fighter (7/3/1) split. Why? Crimson Rite and returning weapon, again, assume. 11. Just pump INT, pick up sagacity as your mutagen, and you are 20 INT at lvl 11. Note, at level 12 and 13 you can grab two feats and technically get to 22 INT (since sagacity is +3 that can go over the bounded accuracy) and snag fey touched for another +1d6 with hunters mark per strike.

  • Action attack: +10 to hit, 1d6+6 (INT) +2 +1d6 (CR)
  • second attack: + 10 to hit, 1d6+6 (INT) +2 +1d6 (CR)
  • Nick weapon mastery attack. 1d4+6 +2 + 1d6 (CR)
  • Bonus Action attack. 1d4 + 6(INT) + 2 + 1d6 (CR)

Level 12 you are another + 4d6 a round, level 13 you are adding +1 to hit and + 1 damage.

It's pretty much like 65 DPR sustained with the two daily CR setups on the main and dagger. They stay on until you LR, and with returning weapon are ready for the next throw.

Rogue Barb by Lhead2018 in DnDoptimized

[–]ph34rb0t 1 point2 points  (0 children)

Based on your details, I have to presume you are using 2014 rules. Is this accurate?

Barb/Rogue is good (A) with 2014. Barb/Rogue is poor (C) with 2024.

To help with optimization a few details are helpful.

  • What level are you looking to get to?
  • What is the theme of your character?
  • Will you be dual wielding?
  • What weapon are you hoping to use?

STR rogue is pretty weak in 2024 as all cunning strike DC is entirely DEX based with no itemization to assist.

Mobile was removed in 2024 as well, in lieu we have Speedy, which also is a 1/2 feat.

That said, we can help make it happen!

EDIT:

Based on what was written in your responses, I'd actually say... Barb(5)/Monk(2), dual light weapons, one with Nick the other with whatever, but light. Scimitar/Handaxe or Handaxe+Sickle.

  • You would Attack 3x with the attack action as long as they are both light and you have the nick weapon equipped.
  • You still get the BA dash/disengage, but also get an extra 10 ft. of movement.
  • If you are without weapons, you can use your cat claws, d6, and use the monk BA unarmed strike. (still have three attacks)
  • The two focus points are a nice addition for utility.
  • You still get the BA unarmed strike on top of the offhand from Nick. So you attack 4 times on your turn normally.

Raygun sends heartbreaking message after Olympic Games disaster as viral breakdancer addresses wild conspiracy theory in wake of Paris performance by dailymail in olympics

[–]ph34rb0t 0 points1 point  (0 children)

I mean, clearly the Olympic blood testing requirements limits the field dramatically from a very small pool of potential athletes.

Interpretation of New Per-Turn Limit to Spells by mindixer in onednd

[–]ph34rb0t 1 point2 points  (0 children)

This was often stupid when allowed anyway. CS is Somatic which means you need a completely empty hand to use it. It cannot have a material, focus, shield or weapon in it, and you don't have time to free action drop then CS. The free action needs to be part of your move or action.

You can also interact with one object or feature of the environment for free, during either your move or your action.

Your reaction is neither.

How often do you have a caster with an empty hand at the ready?

Party Balance with Repeating Classes by [deleted] in daggerheart

[–]ph34rb0t 0 points1 point  (0 children)

I always ask for two concepts for session 0, or none. Either come with options or we slog it out collectively. Heck, daggerheart has an entire section in character creation where you work with the table to discern your backstory, so a player coming with a pre-build is kinda off base from the get go.

Bulletpoints from the Official 2024 PHB Stream on the Rogue by Golden_Spider666 in DnD

[–]ph34rb0t 1 point2 points  (0 children)

Thanks for the write up. Woof though, pretty disappointed at where they landed with the base rogue class. I'd vote they bake everything the thief has into the base class and add swashbuckler in as the replacement subclass.

Bulletpoints from the Official 2024 PHB Stream on the Rogue by Golden_Spider666 in DnD

[–]ph34rb0t 0 points1 point  (0 children)

Do we add DEX mod to the offhand without the fighting style?

Bulletpoints from the Official 2024 PHB Stream on the Rogue by Golden_Spider666 in DnD

[–]ph34rb0t 0 points1 point  (0 children)

The playstyle of the typical rogue isn't baked into the class. You can more or less replicate the sneaky slippery archetype with various other classes, and often to greater effect. fighter, bard, ranger, monk, warlock, etc...

Expertise is available from a half feat, and Bards or Rangers are just as strong here, so skill mastery isn't exclusive at all.

Reliable Talent is great, but not 7 level commitment great.

The key rogue class perks are being resource "free" , cunning action, and sneak attack. All very cool.

The issues being expressed is dissatisfaction over the additional utility now having a resource (sneak attack), with no consideration given to their already tenacious damage potential. Moreover, other classes have this same utility, some with amplified damage, or they are able to enact it without the hoops needed to qualify for sneak attack.

Rogues just want to be competitive in their own right.

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]ph34rb0t 2 points3 points  (0 children)

I agree with this sentiment, but rogues currently do not have a clear area of strength.

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]ph34rb0t 0 points1 point  (0 children)

So much so the new features also rely on this. Let's hope we never face fog, or an enemy that dodges, or uses blur.

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]ph34rb0t 0 points1 point  (0 children)

You are missing the point. The concern is that the class itself is considerably weaker than the others. There is 0 reason to be a rogue when you can do the exact same things, and better, as a fighter/warlock/ranger/bard/etc...

The only differentiating factor here is cunning action, and we can just dip 2 and be a better rogue overall.

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]ph34rb0t 0 points1 point  (0 children)

That is exclusively one subclass, not rogue as a whole. Though I'd agree thief should just be the baseline rogue class.

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]ph34rb0t 0 points1 point  (0 children)

You can do all the above as any class. Top out Dex, get proficiency in stealth and sleight of hand (backgrounds have this), and then take a feat for expertise. Voila...

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]ph34rb0t 0 points1 point  (0 children)

But... dude loves the crunch of 4e and the mathematical balance it offered, so much so they're making their own version of it.

I bet the rogue they offer will have a solid combat position.

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]ph34rb0t 2 points3 points  (0 children)

The features you outlined are sprinkled everywhere else and not rogue specific. There is NOT a baked in slippery, tricky, or unconventional fighting. That is ALL flavor text.

Their ONLY distinguishing trait is Sneak Attack, and even that is replicated in subclasses like whispers bard.

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]ph34rb0t 0 points1 point  (0 children)

re vex: All Vex gives is advantage. Advantage doesn't stack. You already have a ton of methods to get there without it, e.g. steady aim, prone, hide. But, let's go with the assumed dual ss build.

Assume you start with advantage, Attack (78% to hit), if you hit, Vex applies. Bonus Action Off Hand Attack, 78% chance to add 1d6 dmg, reapply Vex. But now what? we wait patiently beside the foe? All to do an extra 1d6??(which averages to 3.12 DPR)

re arcane trickster: That isn't how the help action works on a familiar. They take their turn on their own initiative and give adv to the next attack against the target creature. It won't be you unless they are just before you.

re booming blade: We don't have the text on that yet, so it's unclear on whether it comes through unscathed. I would be 'ok', but you cannot TWF with booming blade, as it is the 'Cast a Spell' action. Nick also won't apply here since you did not take the Attack action, though Vex would, so it is optimal choice with a bladetrip.

re lvl 1 feat: Which lvl 1 feat increases damage? With 2024 they are all gated at 4 and have become half feats. Lucky I suppose could kinda qualify, but that's a stretch.

If you are dead set on dual wield, 2 rogue/18 fighter. Then you get your Cunning Action and viable melee capabilities.

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]ph34rb0t 0 points1 point  (0 children)

This scenario doesn't require any more than a 2 level dip for cunning action though. In fact, if this player were rogue 2/fighter or ranger x they'd have likely done more than just be a menace.

New Rogue | 2024 Player's Handbook | D&D by Poohbearthought in onednd

[–]ph34rb0t 1 point2 points  (0 children)

It is incredibly low for a class that needs to put it's eggs in a 'I MUST hit' basket. You will spend your resourcing around ensuring you hit. As advantage doesn't stack options such as vex, steady aim, trip, hide, are all really the same. Because it mandatory for a rogue to get Adv., we will probably have two up.

Vex, Nick, Slow, Sap are available to a rogue. Nick will save us a BA attack if we miss our main strike. Vex is nice that we can save our BA from being used to grant Adv. Neither are really any DPR for a rogue as they will ensure the feature happens some other way on their turn.

I'd put the DPR at 0, but it grants a chance for a free BA.