Infiniti2000
First Post
So, what's the recommended fix?Small mistake: the spreadsheet is double-counting the maxed damage on Hunter's Quarry from two criticals with Twin Strike. If you get two critical hits, you only max Hunter's Quarry once.
So, what's the recommended fix?Small mistake: the spreadsheet is double-counting the maxed damage on Hunter's Quarry from two criticals with Twin Strike. If you get two critical hits, you only max Hunter's Quarry once.
It still works if you take Polearm Master as your PP at 11th level. Like I have with my LFR character. Luckily, I got to level 11 before the errata went into effect, so I got my use out of it.Wohooo!
They fixed shifting! No more stupid polearm gamble / threatening reach tricks!
So, what's the recommended fix?
What I was refering to was the fact that previously, shifting toward a character with Polearm gamble (or a monster with threatening reach) provoked and OA. It didn't look like that was the intent, and the RAW has now been updated too; such shifts no longer provoke.It still works if you take Polearm Master as your PP at 11th level. Like I have with my LFR character. Luckily, I got to level 11 before the errata went into effect, so I got my use out of it.
What I was refering to was the fact that previously, shifting toward a character with Polearm gamble (or a monster with threatening reach) provoked and OA. It didn't look like that was the intent, and the RAW has now been updated too; such shifts no longer provoke.
Polearm Master doesn't change that. Its 16th level perk does grant you a CC-like attack at reach, which is nice, but it's not an OA.
In any case, I don't think it's a major nerf, nor was it intended to be one; this is really an errata.
Okay, cool, I made the update but it didn't change the values to the tenths decimal place.
PS. I'll edit the previous post for the file attachment.
So the consensus on Footwork Lure seems to be that it no longer works at reach unless you have Rushing Cleats or the like. (You get your shift, but since you can't fulfill the "slide 1 square into the space you left" effect, it doesn't happen.) Unfortunate, but I'll deal.
What about the update to the Spiked Chain multiclass? It's set up for the new Double Weapon rules now, but since the off hand is identical in weapon type and damage to the main hand, can't you just swing with that end most of the time for your Tempest Technique bonuses?