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[GUIDE] The Art of War: A Fighter Guide
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<blockquote data-quote="FedeII" data-source="post: 6761542" data-attributes="member: 6804694"><p>I'm playing an EK at the moment, and i would like to suggest a couple of updates. </p><p></p><p>The new cantrips from the SCAG were designed with EKs and Hexblades in mind (also bladesinger, to a lesser degree). Especially booming blade, and greenflame blade. </p><p></p><p>- Booming Blade is easily the best: you get one normal melee attack that also "locks" in place one enemy (under the threat of an opportunity attack + d8 or more). After 5th level the damage also increases on the first normal attack! it's really good, even when INT is a dump stat, because nothing depends on it. It's simply a no-brainer until level 5 (it really loses nothing over a normal attack action), then at level 5 and 6 you may want the normal 2 attacks (if you know the target won't move, at least), and from lv 7 with war magic it becames a no-brainer again. From lv 11 it depends, but to a tank i would suggest to use it, since it scales with level and it's a cantrip EKs cast better than wizards. </p><p>- Greenflame Blade really depends on our INT modifier, and is only worth the cantrip slot if that mod is significant. But it's a good "horde" spell if we can pull it off, especially against low-level mobs.</p><p>- Lighting lure could be good, but also need a decent modifier to be effective. It does have a good interaction with war magic though, because it de facto increases our melee range, enabling the EK to attack enemies within a range of 30ft movement + 10ft LL. </p><p></p><p>As for the new spells from POA, i found the lv1 "Absorb Element" very useful, especially against elemental attacks/damage spells that require a saving throw (dragon breath, fireballs, cone of ice, etc). It's a reaction, and abiuration, therefore easily avaiable from the start. </p><p></p><p>This is a great guide, that i used when creating the fighter pc, my thanks to its creator! and to enworld for saving it of course.</p></blockquote><p></p>
[QUOTE="FedeII, post: 6761542, member: 6804694"] I'm playing an EK at the moment, and i would like to suggest a couple of updates. The new cantrips from the SCAG were designed with EKs and Hexblades in mind (also bladesinger, to a lesser degree). Especially booming blade, and greenflame blade. - Booming Blade is easily the best: you get one normal melee attack that also "locks" in place one enemy (under the threat of an opportunity attack + d8 or more). After 5th level the damage also increases on the first normal attack! it's really good, even when INT is a dump stat, because nothing depends on it. It's simply a no-brainer until level 5 (it really loses nothing over a normal attack action), then at level 5 and 6 you may want the normal 2 attacks (if you know the target won't move, at least), and from lv 7 with war magic it becames a no-brainer again. From lv 11 it depends, but to a tank i would suggest to use it, since it scales with level and it's a cantrip EKs cast better than wizards. - Greenflame Blade really depends on our INT modifier, and is only worth the cantrip slot if that mod is significant. But it's a good "horde" spell if we can pull it off, especially against low-level mobs. - Lighting lure could be good, but also need a decent modifier to be effective. It does have a good interaction with war magic though, because it de facto increases our melee range, enabling the EK to attack enemies within a range of 30ft movement + 10ft LL. As for the new spells from POA, i found the lv1 "Absorb Element" very useful, especially against elemental attacks/damage spells that require a saving throw (dragon breath, fireballs, cone of ice, etc). It's a reaction, and abiuration, therefore easily avaiable from the start. This is a great guide, that i used when creating the fighter pc, my thanks to its creator! and to enworld for saving it of course. [/QUOTE]
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