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3 Months in - Weapon Mastery
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<blockquote data-quote="ECMO3" data-source="post: 9535449" data-attributes="member: 7030563"><p>Here is how I would rate them in order based on play so far:</p><p></p><p>Nick:</p><p>IME the most effective is nick and it seems pretty straightforward in our group. Attack with a light weapon, nick with a nick weapon without using a bonus action. As long as you have other uses for a bonus action and don't mind using a light weapon for at least one attack it is pretty awesome. If you cheese the sword and board with light weapons it would be way OP. Grabbing nick through the feat or a 1-level dip on a Monk is the cat's meow.</p><p></p><p>Sap:</p><p>Giving an enemy disadvantage with no save is really good, it is even better on a high level fighter using it with a weapon that doesn't have it (topple+Sap or Cleave+Sap)</p><p></p><p>Cleave:</p><p>Third best is Cleave. This is especially good on a Warlock when combined with Pact of the Blade, Agonizing Green Flame Blade and running Hex. Also really good on a Paladin with Divine Smite. </p><p></p><p>Vex:</p><p>Vex works best on a Rogue with a Rapier or a Pistol. It is good for two weapon fighting with nick, but then you are usually using your Vex on your nick attack and losing it the next round.</p><p></p><p>Topple:</p><p>Topple is ok. It is situationally the best against flying enemies who plummet to the ground when you knock them prone, but against walking enemies it is outclassed by the four above it. One big disadvantage is the disadvantage it causes for ranged allies (pun intended).</p><p></p><p>Graze:</p><p>A little bit of damage, not enough to write home about.</p><p></p><p>Push:</p><p>Situationally useful when pushing an enemy matters. The reason it is better than Slow IMO is because how it can be a force multiplier for emanations and Frightened.</p><p></p><p>Slow:</p><p>Situationally useful in combats that start with a lot of separation. Most of my tables rarely see ranges good enough to get a lot of use out of it.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9535449, member: 7030563"] Here is how I would rate them in order based on play so far: Nick: IME the most effective is nick and it seems pretty straightforward in our group. Attack with a light weapon, nick with a nick weapon without using a bonus action. As long as you have other uses for a bonus action and don't mind using a light weapon for at least one attack it is pretty awesome. If you cheese the sword and board with light weapons it would be way OP. Grabbing nick through the feat or a 1-level dip on a Monk is the cat's meow. Sap: Giving an enemy disadvantage with no save is really good, it is even better on a high level fighter using it with a weapon that doesn't have it (topple+Sap or Cleave+Sap) Cleave: Third best is Cleave. This is especially good on a Warlock when combined with Pact of the Blade, Agonizing Green Flame Blade and running Hex. Also really good on a Paladin with Divine Smite. Vex: Vex works best on a Rogue with a Rapier or a Pistol. It is good for two weapon fighting with nick, but then you are usually using your Vex on your nick attack and losing it the next round. Topple: Topple is ok. It is situationally the best against flying enemies who plummet to the ground when you knock them prone, but against walking enemies it is outclassed by the four above it. One big disadvantage is the disadvantage it causes for ranged allies (pun intended). Graze: A little bit of damage, not enough to write home about. Push: Situationally useful when pushing an enemy matters. The reason it is better than Slow IMO is because how it can be a force multiplier for emanations and Frightened. Slow: Situationally useful in combats that start with a lot of separation. Most of my tables rarely see ranges good enough to get a lot of use out of it. [/QUOTE]
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3 Months in - Weapon Mastery
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