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Ranking the Weapon Mastery
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<blockquote data-quote="Shiroiken" data-source="post: 9016453" data-attributes="member: 6775477"><p>I'm sure people have preferences, but from a power level how do people feel about the different mastery options? My rankings below.</p><p></p><p><strong>Top Tier - always use when available</strong></p><ul> <li data-xf-list-type="ul">Vex - this is too good IMO, since it creates a cascade, where each hit increases the chance of another hit.</li> <li data-xf-list-type="ul">Cleave - a "free" attack with some limitations.</li> <li data-xf-list-type="ul">Sap - would be too good if it wasn't limited to 3 weapons.</li> </ul><p><strong></strong></p><p><strong>Middle Tier - situational usefulness</strong></p><ul> <li data-xf-list-type="ul">Nick - personally preferred no bonus action as core, but I understand why they did it. Makes it possible to use class ability BA with TWF.</li> <li data-xf-list-type="ul">Topple - the only one with a saving throw, which weakens it. Prone can be really useful depending on the character, group dynamics, and initiative order. Works really well with the initiative swap from Alert.</li> <li data-xf-list-type="ul">Shove - slightly better than Slow, as it takes away opportunity attacks and breaks grapples.</li> <li data-xf-list-type="ul">Slow - solid combat control to keep an enemy at range. Very good with a ranged weapon to shoot and retreat.</li> </ul><p><strong>Bottom Tier - better than nothing</strong></p><ul> <li data-xf-list-type="ul">Graze - it's useful when fighting something with high AC, but the opportunity cost makes it weak. I suspect it will be one of the two options level 13+ fighters choose, in case they get a low roll.</li> <li data-xf-list-type="ul">Flex - basically about +1 damage to your attacks.</li> </ul><p>Despite the fact that I think Graze and Flex are weak choices, I suspect they'll be popular ones. They're easy to resolve and will active far more often than the situational ones. Sap probably won't be very popular because of the severe weapon limitation. Unless nerfed in some way, I suspect weapons with Vex or Cleave will become the "default" option for a lot of characters.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 9016453, member: 6775477"] I'm sure people have preferences, but from a power level how do people feel about the different mastery options? My rankings below. [B]Top Tier - always use when available[/B] [LIST] [*]Vex - this is too good IMO, since it creates a cascade, where each hit increases the chance of another hit. [*]Cleave - a "free" attack with some limitations. [*]Sap - would be too good if it wasn't limited to 3 weapons. [/LIST] [B] Middle Tier - situational usefulness[/B] [LIST] [*]Nick - personally preferred no bonus action as core, but I understand why they did it. Makes it possible to use class ability BA with TWF. [*]Topple - the only one with a saving throw, which weakens it. Prone can be really useful depending on the character, group dynamics, and initiative order. Works really well with the initiative swap from Alert. [*]Shove - slightly better than Slow, as it takes away opportunity attacks and breaks grapples. [*]Slow - solid combat control to keep an enemy at range. Very good with a ranged weapon to shoot and retreat. [/LIST] [B]Bottom Tier - better than nothing[/B] [LIST] [*]Graze - it's useful when fighting something with high AC, but the opportunity cost makes it weak. I suspect it will be one of the two options level 13+ fighters choose, in case they get a low roll. [*]Flex - basically about +1 damage to your attacks. [/LIST] Despite the fact that I think Graze and Flex are weak choices, I suspect they'll be popular ones. They're easy to resolve and will active far more often than the situational ones. Sap probably won't be very popular because of the severe weapon limitation. Unless nerfed in some way, I suspect weapons with Vex or Cleave will become the "default" option for a lot of characters. [/QUOTE]
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