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[Guide] How to Win Fights and Intimidate People (Another Barbarian Primer)
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<blockquote data-quote="El_Jairo24" data-source="post: 7644124" data-attributes="member: 7007952"><p>I have some rectifications for you: point 3: finesse weapons can be used by either strength or dexterity, so you can apply Rage bonus damage, unless you want to attack with Dexterity, which isn't a thing for Barbarians.</p><p></p><p>Shield Master Feature allows you to make a bonus action Shove action <em>after </em>you attack action, not before. That would be very nice for a feature to give you all these benefits, AND give you the chance to gain advantage on your attacks in melee, with no real cost?</p><p></p><p>In the features, I would value Lucky higher than Resilient, because it is more flexible. Sure Wisdom and Dexterity are really useful yet how many times will such a save come up? Sure in certain scenario's you'll have to make multiple saving throws. So I personally see lucky as a way to mitigate some weaknesses: it can cover for all saving throws or force a single attack roll on your opponent, when he has advantage against you.</p><p></p><p>I believe that you value the Ancestral Guardian Subclass a little too low. Sure the Ancestral Protectors are somewhat limiting, because you need to hit, I do agree that making it "all creatures you hit" would seem more interesting. If you would allow it to proc on any first attack, this would lead to an easy exploit: just toss a javelin towards and enemy engaged with other party members: now it attacks at disadvantage. When you need to hit something, this means that you need to invest some resources.</p><p></p><p>Yet Spirit Shield should be <strong><span style="color: #0000ff">blue </span></strong>because you typically don't have a reliable reaction, preventing damage from more squishy allies is far better than healing it up. And this ability scales from 2d6 @6th, 3d6 @10th and 4d6 @14th level at which point you return the damage soaked.</p><p></p><p>Also the Path of the Berserker isn't as bad as you portray it. It's solid, just not as flashy as the other path may appear. With Frenzy you posses the ability to Nova during one combat encounter per day. Until someone can cast greater restoration on you. Which isn't bad, sure it's not something that you'll use each rage, yet it is far more powerful than other options. This should be <strong>black.</strong></p><p><strong><span style="color: #00ffff">Retaliation </span></strong>is as good as it gets and as you point out complements Sentinel very good: it creates a catch 22. <strong>Mindless Rages </strong>yet again, isn't that flashy but is very crucial because it cover the glaring weakness of a Barbarian: it's Wisdom Save. I do agree that Berserker could be a little more rounded out with some more fluffy features, now it's just a more angry version of Barbarian.</p></blockquote><p></p>
[QUOTE="El_Jairo24, post: 7644124, member: 7007952"] I have some rectifications for you: point 3: finesse weapons can be used by either strength or dexterity, so you can apply Rage bonus damage, unless you want to attack with Dexterity, which isn't a thing for Barbarians. Shield Master Feature allows you to make a bonus action Shove action [I]after [/I]you attack action, not before. That would be very nice for a feature to give you all these benefits, AND give you the chance to gain advantage on your attacks in melee, with no real cost? In the features, I would value Lucky higher than Resilient, because it is more flexible. Sure Wisdom and Dexterity are really useful yet how many times will such a save come up? Sure in certain scenario's you'll have to make multiple saving throws. So I personally see lucky as a way to mitigate some weaknesses: it can cover for all saving throws or force a single attack roll on your opponent, when he has advantage against you. I believe that you value the Ancestral Guardian Subclass a little too low. Sure the Ancestral Protectors are somewhat limiting, because you need to hit, I do agree that making it "all creatures you hit" would seem more interesting. If you would allow it to proc on any first attack, this would lead to an easy exploit: just toss a javelin towards and enemy engaged with other party members: now it attacks at disadvantage. When you need to hit something, this means that you need to invest some resources. Yet Spirit Shield should be [B][COLOR=#0000ff]blue [/COLOR][/B]because you typically don't have a reliable reaction, preventing damage from more squishy allies is far better than healing it up. And this ability scales from 2d6 @6th, 3d6 @10th and 4d6 @14th level at which point you return the damage soaked. Also the Path of the Berserker isn't as bad as you portray it. It's solid, just not as flashy as the other path may appear. With Frenzy you posses the ability to Nova during one combat encounter per day. Until someone can cast greater restoration on you. Which isn't bad, sure it's not something that you'll use each rage, yet it is far more powerful than other options. This should be [B]black. [COLOR=#00ffff]Retaliation [/COLOR][/B]is as good as it gets and as you point out complements Sentinel very good: it creates a catch 22. [B]Mindless Rages [/B]yet again, isn't that flashy but is very crucial because it cover the glaring weakness of a Barbarian: it's Wisdom Save. I do agree that Berserker could be a little more rounded out with some more fluffy features, now it's just a more angry version of Barbarian. [/QUOTE]
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[Guide] How to Win Fights and Intimidate People (Another Barbarian Primer)
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