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[GUIDE] My Word Is My Sword: The Paladin Guide
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<blockquote data-quote="smbakeresq" data-source="post: 7553324" data-attributes="member: 28301"><p>I am not confused about warcaster. You can take OppAtt on your own turn, so if you have some effect that makes them move on your turn you can take an OppAtt also, using a spell if you have warcaster. An example is a Bard, cast Dissonant Whispers, force their move using their reaction, then cast BB as your OppAtt and get the bonus damage right away. </p><p></p><p>HP is inefficient, but using actions for healing is even more inefficient, inspiring word saves those actions and is healing effect is incredible over the course of the day. If you play with many rests it is devalued. We don’t, it’s 4-6 encounters between short rests, the game is too easy if it’s 2 encounters between short rests.</p><p></p><p>If your not using heavy armor master to save damage every encounter then your game is too easy. Even past level 4 you will be seeing creatures who can hit you with multi-attack all over and you should be right in their faces using your armor and HP to protect softer PCs. It also loses value if you are allowed to rest all the time.</p><p></p><p>Your example is terrible, I have never seen anyone ever take protection style, it’s unrealistic. If you take HAM then you would take GWM or PAM, using HAM to mitigate not having a shield, that’s the common use. If you take dueling then you would take Shield then you would take SM, which is how you get a bonus action to use. It’s the way to crit fish if you don’t use two handed weapons. If you have PAM you don’t crit fish with a shove, you crit fish by attacking more. </p><p></p><p>SM with correct timing gets your teammates to crit fish, they will go after the prone creature if possible. Depends on group but monks work best for this as they can move and attack multiple times and then move away.</p><p></p><p>DPR isn’t the be all to end all, even using an unrealistic example. The greatest asset to the team isn’t the damage dealer, it’s the controller like a a God Wizard or in some cases a Bard. Your job as a Paladin is to keep the bad guys away from the caster using Suggestion, Hypnotism, Polymorph, various wall spells, Force Cage, etc., while making a solid damage contribution.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7553324, member: 28301"] I am not confused about warcaster. You can take OppAtt on your own turn, so if you have some effect that makes them move on your turn you can take an OppAtt also, using a spell if you have warcaster. An example is a Bard, cast Dissonant Whispers, force their move using their reaction, then cast BB as your OppAtt and get the bonus damage right away. HP is inefficient, but using actions for healing is even more inefficient, inspiring word saves those actions and is healing effect is incredible over the course of the day. If you play with many rests it is devalued. We don’t, it’s 4-6 encounters between short rests, the game is too easy if it’s 2 encounters between short rests. If your not using heavy armor master to save damage every encounter then your game is too easy. Even past level 4 you will be seeing creatures who can hit you with multi-attack all over and you should be right in their faces using your armor and HP to protect softer PCs. It also loses value if you are allowed to rest all the time. Your example is terrible, I have never seen anyone ever take protection style, it’s unrealistic. If you take HAM then you would take GWM or PAM, using HAM to mitigate not having a shield, that’s the common use. If you take dueling then you would take Shield then you would take SM, which is how you get a bonus action to use. It’s the way to crit fish if you don’t use two handed weapons. If you have PAM you don’t crit fish with a shove, you crit fish by attacking more. SM with correct timing gets your teammates to crit fish, they will go after the prone creature if possible. Depends on group but monks work best for this as they can move and attack multiple times and then move away. DPR isn’t the be all to end all, even using an unrealistic example. The greatest asset to the team isn’t the damage dealer, it’s the controller like a a God Wizard or in some cases a Bard. Your job as a Paladin is to keep the bad guys away from the caster using Suggestion, Hypnotism, Polymorph, various wall spells, Force Cage, etc., while making a solid damage contribution. [/QUOTE]
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