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Character Builds & Optimization
[5E Build] The Arcane Juggernaut
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<blockquote data-quote="DarkTechnomancer" data-source="post: 6908756" data-attributes="member: 6855764"><p>I full admit to the weakness to being blindsided, or running out of Bladesong uses. The build can still function reasonably well at a range if it has to, or it can go the awkward route of carrying a backup shield. Plenty of optimized builds have similar weakness. Darkness Warlocks against enemies that don't need to see, or grapplers against enemies that are too big for example. You just have to have a plan for when your build isn't at its best.</p><p></p><p>I think the delayed ASIs is a part of why I chose to dual-wield in my fighter build. A variant human can take the Dual Wielder feat at first level and reduce the AC gap to only a short break-even period around 6th level. The other issues still exist, of course, but if we're comparing Bladesong to a shield, then it's like having a shield, dual wielder's +1 AC, and an extra attack. That's a pretty good deal, I think. Of course the part time issue exists, but careful management of your Bladesong uses can deal with that. Unless you have a mega brutal DM who rarely/never lets the party take short rests, in which case you may want to reconsider being a fighter at all, really.</p><p></p><p>Back to Blur again. Well I never really meant to imply that Blur would be maintained with 26 AC, I think that's probably impossible. I'm not 100% certain, but I think that 25 AC is the highest you can possibly get self-sufficiently without concentration or magic items. Frankly, I never really meant to imply that Blur should be relied upon at all, and that might warrant some rephrasing in the original post. That said, I don't think that trying to assign an AC-value to disadvantage really works the way you describe. Going back to your 5% mooks example, I don't know how Blur can be "worth less than 1 AC" in a situation where +1 AC would do literally nothing at all. I get that you are basically comparing chance to be hit before and after in absolute terms. So going from 5% to .25% is a difference of only 4.75% (less than 1 AC). That's an easy trap to get caught in, but the relative difference is much more significant. Consider the fractional forms of that same comparison. You're going from a 1/20 chance to 1/400. You're not 4.75% less likely to be hit, you're 95% less likely to get hit. AC-value comparisons pretty much stop working once any chance to hit goes below 5%, since AC literally can't do that.</p><p></p><p>I suppose it could be better to dip later. I am sure there are better ways to optimize the order in which levels are taken, but it sort of goes beyond the scope of what I had intended for this thread. I can try to draw up comparisons to single-classes and optimize the level order at some point. It would take quite a bit of time, though, especially since this is not a particularly rigid "build". It's more like a dip that fits a particular style of play, and some recommendations for how to accomplish that style in different classes. Perhaps I will add a section to talk about the playstyle of the build a bit more thoroughly.</p></blockquote><p></p>
[QUOTE="DarkTechnomancer, post: 6908756, member: 6855764"] I full admit to the weakness to being blindsided, or running out of Bladesong uses. The build can still function reasonably well at a range if it has to, or it can go the awkward route of carrying a backup shield. Plenty of optimized builds have similar weakness. Darkness Warlocks against enemies that don't need to see, or grapplers against enemies that are too big for example. You just have to have a plan for when your build isn't at its best. I think the delayed ASIs is a part of why I chose to dual-wield in my fighter build. A variant human can take the Dual Wielder feat at first level and reduce the AC gap to only a short break-even period around 6th level. The other issues still exist, of course, but if we're comparing Bladesong to a shield, then it's like having a shield, dual wielder's +1 AC, and an extra attack. That's a pretty good deal, I think. Of course the part time issue exists, but careful management of your Bladesong uses can deal with that. Unless you have a mega brutal DM who rarely/never lets the party take short rests, in which case you may want to reconsider being a fighter at all, really. Back to Blur again. Well I never really meant to imply that Blur would be maintained with 26 AC, I think that's probably impossible. I'm not 100% certain, but I think that 25 AC is the highest you can possibly get self-sufficiently without concentration or magic items. Frankly, I never really meant to imply that Blur should be relied upon at all, and that might warrant some rephrasing in the original post. That said, I don't think that trying to assign an AC-value to disadvantage really works the way you describe. Going back to your 5% mooks example, I don't know how Blur can be "worth less than 1 AC" in a situation where +1 AC would do literally nothing at all. I get that you are basically comparing chance to be hit before and after in absolute terms. So going from 5% to .25% is a difference of only 4.75% (less than 1 AC). That's an easy trap to get caught in, but the relative difference is much more significant. Consider the fractional forms of that same comparison. You're going from a 1/20 chance to 1/400. You're not 4.75% less likely to be hit, you're 95% less likely to get hit. AC-value comparisons pretty much stop working once any chance to hit goes below 5%, since AC literally can't do that. I suppose it could be better to dip later. I am sure there are better ways to optimize the order in which levels are taken, but it sort of goes beyond the scope of what I had intended for this thread. I can try to draw up comparisons to single-classes and optimize the level order at some point. It would take quite a bit of time, though, especially since this is not a particularly rigid "build". It's more like a dip that fits a particular style of play, and some recommendations for how to accomplish that style in different classes. Perhaps I will add a section to talk about the playstyle of the build a bit more thoroughly. [/QUOTE]
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