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General Tabletop Discussion
*Dungeons & Dragons
Eldritch Knight cantrips. 2 melee or 1 melee and 1 ranged?
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<blockquote data-quote="ClaytonCross" data-source="post: 7486555" data-attributes="member: 6880599"><p>This is largely impacted by your roll in your group. </p><p></p><p>If your "the party tank" Booming blade on your action is a great way to make enemies stay away from your party casters and other ranged party members, you got War Magic at level 7 your getting your 5th level main hand extra attack back so the 2d8 to the target at level 11 is enough to replace the 3rd extra attack at the same level and is an extra 1d8 before. Its useful if they move, its useful if it makes them stay, and its useful if your only fighting one enemy.</p><p></p><p>If your "Party Damage" then green flame blade is also a good but it requires two enemies and is just a damage replacement. So its good fighting number of weaker enemies. (also a cool mental image, lol) </p><p></p><p>If your "supporting" another tank, green flame is working fine but if your group is fighting ranged and your dex sucks... well you I would consider taking a ranged spell. I get firebolt is strictly speaking the best you can get... however, I personally like chill touch better. It's got the same range, it looses and average of 1 damage per spell jump to a max of 4 per round, over 10 rounds that matters, but its also not your go to so your very rarely going to be at ranged for all 10 rounds reducing the damage difference. On top of that when you have enemies with healing potions, healing spells, or regeneration abilities and/or fly your party will appreciate the choice.</p><p></p><p></p><p><strong>My pick base on your stated goals</strong> would be <u>Booming Blade</u> (if your the tank) <strong>OR</strong> <u>green flame blade</u> if your damage, <strong>taking chill touch as a ranged option</strong> that is supported by your higher Int intead of your 10 dex.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7486555, member: 6880599"] This is largely impacted by your roll in your group. If your "the party tank" Booming blade on your action is a great way to make enemies stay away from your party casters and other ranged party members, you got War Magic at level 7 your getting your 5th level main hand extra attack back so the 2d8 to the target at level 11 is enough to replace the 3rd extra attack at the same level and is an extra 1d8 before. Its useful if they move, its useful if it makes them stay, and its useful if your only fighting one enemy. If your "Party Damage" then green flame blade is also a good but it requires two enemies and is just a damage replacement. So its good fighting number of weaker enemies. (also a cool mental image, lol) If your "supporting" another tank, green flame is working fine but if your group is fighting ranged and your dex sucks... well you I would consider taking a ranged spell. I get firebolt is strictly speaking the best you can get... however, I personally like chill touch better. It's got the same range, it looses and average of 1 damage per spell jump to a max of 4 per round, over 10 rounds that matters, but its also not your go to so your very rarely going to be at ranged for all 10 rounds reducing the damage difference. On top of that when you have enemies with healing potions, healing spells, or regeneration abilities and/or fly your party will appreciate the choice. [B]My pick base on your stated goals[/B] would be [U]Booming Blade[/U] (if your the tank) [B]OR[/B] [U]green flame blade[/U] if your damage, [B]taking chill touch as a ranged option[/B] that is supported by your higher Int intead of your 10 dex. [/QUOTE]
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Eldritch Knight cantrips. 2 melee or 1 melee and 1 ranged?
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