ATM, mostly gut feeling (an ASI in str would give just +1 damage per attack and +1 to hit, this gives +4 damage per attack and no to hit bonus).
If I have time this weekend I'll try to analyse more quantitatively if the gut feeling is right.
Edit: also see what I wrote about chances to score...
DPS is not everything. Spike damage IMO is a thing on its own, as well as "combo potential".
First off, you can improve crit chance to 18-20 using Dangerous strikes as a stance by using a vicious weapon (like a 60gp elven thinblade, if available). For the cost of 1 exertion per day, with a...
Not sure what is the question.
Also, not sure if it's related to what you're saying, but I'm really not a fan of ASI. They're the most boring choice, albeit often the most effective. If anything IMO they set the bar for feats: if anyone preferred an ASI over a given feat, the feat is not good...
Technical fighting and Maneuver Specialization make this maneuver OK, but as it stands I agree that it is a bit underwhelming.
Turning it into a stance may be too good though: for the cost of 1 exertion you increase crit range by 1 for the rest of the day (would be a no brainer in that case)...
Not sure much harm can be done with that: spellcasting is always limited to 1 leveled spell per turn, and one must keep concentration on the ready spell.
That also makes sense, although it intervenes on a different aspect (that still needs some ironing out, of course).
To be fair there may be rare instances when I want to react to something that is triggered by my own actions, like a counter-counter attack, but I guess those instances are both...
At least. I'd wager that with 2x the number of attacks per turn, combats will be shorter and PCs will take less damage, which means that Hit Dice could be used to regain exertion instead of Hit Points (this takes only 1 minute). In any case, even assuming the typical combat lasts the average 3...
The problem is not the additional number of attacks per se, but that they come without any form of qualification. Since you could benefit from Extra attack on this second action, if you were to use maneuvers, would you also gain the benefit of the second maneuver to all the secondary extra...
Regarding the use of this maneuver to get 2x Extra attacks in the acting character's turn for the price of action+bonus action+reaction+exertion cost, I'd say that it's not possible, simply out of balance issues.
The Haste spell (3rd level) allows to take one extra action but only to perform a...
I see your point, but on the flip side Cobra's Spit requires a ranged spell attack, no save. So in the occasions you're likely to hit, or have advantage you deal 4d8 and can potentially even crit, and automatically poison the target (no save).
I'm not saying this balances out the subpar...
Yes, with only one small correction: they're not "hordes" but "horde monsters".
Initially I got confused too by the name. Horde monsters really are treated as individuals, there's no automatic overlap wrt squads, although the two can go hand in hand (i.e. you can make a squad of horde monsters).