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The Lady of Pain - 18 Bladesinger/ 2 Fighter build
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<blockquote data-quote="Renduaz" data-source="post: 7219740" data-attributes="member: 6885042"><p>Initially delayed for Two-Weapon Fighting, and now at Blue's suggestion altered to Duelist. Action Surge isn't too bad either, especially when you need to land a blow with the kind of damage being packed here. Extra spell slots are always better than less, the question is, whether they'll be better than the 2 levels in Fighter? Especially as a Bladesinger. I've personally reached the conclusion that the +2 from Duelist for example ( Or bonus attack from TWF ), which provide permanent and consistent benefit that adds up quite a bit on every strike, especially in Marilith form, and finally the Action Surge are more useful to me than the extra Mass Suggestion, Reverse Gravity or Bigby. Both of the latter being concentration, and "Shapechange" ( Which puts out the most value for me as a 9th level spell, in HP, damage, versatility, everything. ) being my main concentration spell. Sure I can take Bigby after the whole hour it takes it to run out if I'm in another fight ( And a Long Rest for me is only 4 hours ), but I don't know if the two extra will make the difference.</p><p></p><p>Melee badassery is not the only thing I care about, it's in fact just the highest DPR I could find, but neither is DPR the only thing I care about. The good thing about this melee badassery though is that I pretty much one/two-shot things for an hour, do consistent damage which wouldn't shame any marital class, and have most of my spell slots intact for any utility or control I need. Or I can switch to melee after exhausting my spell slots. Animate Objects and the rest are all great and I've thought about them, but as you continue on to say, I think that what I got at 18th level already carries me throughout the day. Wheres for an entire dungeon or "boss floor" or massive battle crawl, Shapechange already takes my concentration and will go on for an hour, and with "Action Surge", alongside my Shapechanged, Action Surge capable Simulacrum even, I can basically take down almost any legendary creature all by myself before it can even act and use any of it's dangerous capabilities. </p><p></p><p>By the way Haste is 3rd level so no Spell Mastery. But at any rate by my reckoning, I already have enough slots that, in the unlikely event that Shapechange didn't finish most of the job somewhere, I can conveniently throw them up as my concentration and conveniently wait until recharging, that "Duelist" and "Action Surge" seem appealing.</p><p></p><p>As for the Staff, keep in mind the thing about spells like the Fireball or Plane Shift ( Which most appeals to me ), they're either only good for a turn or against a single monster. That being said, it's hallmark 7th level Fireball ( 12d6 ) actually has an average DPR of 42, halved on a successful save ( Which at level 20 would be like what, 80% of monsters? ), and then probably halved yet again with all of the various resistances out there. Although granted, hits several foes if they're clustered. But yes, I would actually find myself fairly often swinging my Rapier with a 50 DPR consistent, no resistance, no halved damage insead.</p><p></p><p></p><p></p><p></p><p>Hold Person will only work on humanoids, and until you get Spell Mastery, will last you for like a few turns, along with your Divine Smites ( Which will forever stay that way too if you're a level 2/3 Paladin ), and then you're tapped out. And Sorcery Points. That build will probably be utterly drained in a single combat encounter with like 6 goblins. Meanwhile the Bladesinger's main resources to mid-high levels are Bladesong ( 20 rounds ) and Haste ( 1 minute each casting ). And in fact Bladesong won't even give us DPR boost, it's just for the AC and possibly CON I guess. At high levels, it's Shapechange which does the trick, while Simulacru is more "optional", and that Sorceradin still gets tapped out much faster than the 1 hour Shapechange, 20 rounds Bladesong and Haste. </p><p></p><p>Retracting Fighter will reduce our, by level 6 ( With Extra Attack ) DPR by 6. I guess that could be a lot at these levels, with Marilith it would be down by 16. I suppose that's not really important so the question left is Action Surge vs extra 6th and 7th level slot. Personally I'd pick Action Surge ( Along with my nice damage bonus ) for the ability to land either massive damage or 2 spells in a row right at the start when it's most needed, while trusting that my single 6th and 7th level slots will be enough until I can recharge. It should also be noted that my Action Surge recharges on a Short Rest, while spell slots above 6th level can't be recharged with a Short Rest. So overall I believe that my halved slots should be enough to last me for the encounters, or else that the additional ones won't make a significant difference in the majority of sessions.</p></blockquote><p></p>
[QUOTE="Renduaz, post: 7219740, member: 6885042"] Initially delayed for Two-Weapon Fighting, and now at Blue's suggestion altered to Duelist. Action Surge isn't too bad either, especially when you need to land a blow with the kind of damage being packed here. Extra spell slots are always better than less, the question is, whether they'll be better than the 2 levels in Fighter? Especially as a Bladesinger. I've personally reached the conclusion that the +2 from Duelist for example ( Or bonus attack from TWF ), which provide permanent and consistent benefit that adds up quite a bit on every strike, especially in Marilith form, and finally the Action Surge are more useful to me than the extra Mass Suggestion, Reverse Gravity or Bigby. Both of the latter being concentration, and "Shapechange" ( Which puts out the most value for me as a 9th level spell, in HP, damage, versatility, everything. ) being my main concentration spell. Sure I can take Bigby after the whole hour it takes it to run out if I'm in another fight ( And a Long Rest for me is only 4 hours ), but I don't know if the two extra will make the difference. Melee badassery is not the only thing I care about, it's in fact just the highest DPR I could find, but neither is DPR the only thing I care about. The good thing about this melee badassery though is that I pretty much one/two-shot things for an hour, do consistent damage which wouldn't shame any marital class, and have most of my spell slots intact for any utility or control I need. Or I can switch to melee after exhausting my spell slots. Animate Objects and the rest are all great and I've thought about them, but as you continue on to say, I think that what I got at 18th level already carries me throughout the day. Wheres for an entire dungeon or "boss floor" or massive battle crawl, Shapechange already takes my concentration and will go on for an hour, and with "Action Surge", alongside my Shapechanged, Action Surge capable Simulacrum even, I can basically take down almost any legendary creature all by myself before it can even act and use any of it's dangerous capabilities. By the way Haste is 3rd level so no Spell Mastery. But at any rate by my reckoning, I already have enough slots that, in the unlikely event that Shapechange didn't finish most of the job somewhere, I can conveniently throw them up as my concentration and conveniently wait until recharging, that "Duelist" and "Action Surge" seem appealing. As for the Staff, keep in mind the thing about spells like the Fireball or Plane Shift ( Which most appeals to me ), they're either only good for a turn or against a single monster. That being said, it's hallmark 7th level Fireball ( 12d6 ) actually has an average DPR of 42, halved on a successful save ( Which at level 20 would be like what, 80% of monsters? ), and then probably halved yet again with all of the various resistances out there. Although granted, hits several foes if they're clustered. But yes, I would actually find myself fairly often swinging my Rapier with a 50 DPR consistent, no resistance, no halved damage insead. Hold Person will only work on humanoids, and until you get Spell Mastery, will last you for like a few turns, along with your Divine Smites ( Which will forever stay that way too if you're a level 2/3 Paladin ), and then you're tapped out. And Sorcery Points. That build will probably be utterly drained in a single combat encounter with like 6 goblins. Meanwhile the Bladesinger's main resources to mid-high levels are Bladesong ( 20 rounds ) and Haste ( 1 minute each casting ). And in fact Bladesong won't even give us DPR boost, it's just for the AC and possibly CON I guess. At high levels, it's Shapechange which does the trick, while Simulacru is more "optional", and that Sorceradin still gets tapped out much faster than the 1 hour Shapechange, 20 rounds Bladesong and Haste. Retracting Fighter will reduce our, by level 6 ( With Extra Attack ) DPR by 6. I guess that could be a lot at these levels, with Marilith it would be down by 16. I suppose that's not really important so the question left is Action Surge vs extra 6th and 7th level slot. Personally I'd pick Action Surge ( Along with my nice damage bonus ) for the ability to land either massive damage or 2 spells in a row right at the start when it's most needed, while trusting that my single 6th and 7th level slots will be enough until I can recharge. It should also be noted that my Action Surge recharges on a Short Rest, while spell slots above 6th level can't be recharged with a Short Rest. So overall I believe that my halved slots should be enough to last me for the encounters, or else that the additional ones won't make a significant difference in the majority of sessions. [/QUOTE]
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