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Level 12 Playrest Results Expanded. Thoughts on the classes.
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<blockquote data-quote="Zardnaar" data-source="post: 9541044" data-attributes="member: 6716779"><p>Christmas holidays here mist of us have 2-4 weeks off. Summer. Have been testing encounters on various terrains and scenarios with a mix of encounter types. </p><p></p><p> Generally larger numbers with CR 1-4 books, giants, spellcasters ogres, orcs, orog type mooks.</p><p></p><p>Barbarian World Tree. Greataxe. Cleave and hew with GWM. Always good right party leaps into greatness. </p><p></p><p>Champion Fighter. Very good but the dual wield part was underwhelming. Probably better GWM/PAM combo or GWM with a Maul. Even with scimitar of speed and flametongue. </p><p></p><p> Dual Wielding Avenging Paladin. Lots of bonus actions but very high damage with radiant bonus, divine favor, hunters mark. </p><p></p><p> Warlock Great Old One. Cant spam spells thus one had some items. Built for control and didn't bother to much with pacts. Took lots of ancient secrets and magic adeptx3 and Fey touched. Just have to pace the spells and short rest every 1.5 fights or so. Didn't bother with pacts much except tone taken once.</p><p></p><p> Dragon Sorcerer. Control+boom. Built more control side of things with situational boom (eg paralysis+chromatic orb). Itcwas Great and I rate the new DS highly as I've been seeing one in action in campaign level 3-6. </p><p></p><p> Ranger 8/Warcleric 4 Great axe. Cleave build built around as many attacks as possible. It was fine but trying to do to much. Great utility.</p><p></p><p>Bard 8 (glamour) sorcerer 4. Built for control. Great build worked as intended. Mostly for twinning command, hold person, blindness etc. </p><p></p><p> Cool Spells Old and New. After BG3 more focused on control vs boom. Paralyzed via hold spells, blindness/deafness (no concentration required), hold monster (often twinned). </p><p></p><p>Damage spells. Hex, hunters mark, Chromatic Orb, synaptic static. Fireball and lightning bolt rarely used (once with transmute fireball into lightning damage). Chromatic Orb generally replaced them. Innate Sorcery+seeking spell. Chromatic Orb also often taken via magic initiate on Warlock. </p><p></p><p> GWM+Hew combos nicely with Paralyzed along with Chromatic Orb. </p><p></p><p> Warlock gave up on damage mostly control, zones and repelling blast. Didn't take Agonizing Blast. Extra damage was repelling blast off ledges or into hunger of hadar or Cloud of Daggers. Upcast cloud of daggers+ world tree barbarian is funny. Speed 0 and/or held is amusing in CoD.</p><p></p><p> Magic items were used mostly +1 and +2 wands, weapons, armor etc. One cool item each sometimes used but no combos eg stacking spell DCs, exploits with stat boost gear eg amulet of health+ 8 or 10 con. Handed out items similar to DMG guidelines.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9541044, member: 6716779"] Christmas holidays here mist of us have 2-4 weeks off. Summer. Have been testing encounters on various terrains and scenarios with a mix of encounter types. Generally larger numbers with CR 1-4 books, giants, spellcasters ogres, orcs, orog type mooks. Barbarian World Tree. Greataxe. Cleave and hew with GWM. Always good right party leaps into greatness. Champion Fighter. Very good but the dual wield part was underwhelming. Probably better GWM/PAM combo or GWM with a Maul. Even with scimitar of speed and flametongue. Dual Wielding Avenging Paladin. Lots of bonus actions but very high damage with radiant bonus, divine favor, hunters mark. Warlock Great Old One. Cant spam spells thus one had some items. Built for control and didn't bother to much with pacts. Took lots of ancient secrets and magic adeptx3 and Fey touched. Just have to pace the spells and short rest every 1.5 fights or so. Didn't bother with pacts much except tone taken once. Dragon Sorcerer. Control+boom. Built more control side of things with situational boom (eg paralysis+chromatic orb). Itcwas Great and I rate the new DS highly as I've been seeing one in action in campaign level 3-6. Ranger 8/Warcleric 4 Great axe. Cleave build built around as many attacks as possible. It was fine but trying to do to much. Great utility. Bard 8 (glamour) sorcerer 4. Built for control. Great build worked as intended. Mostly for twinning command, hold person, blindness etc. Cool Spells Old and New. After BG3 more focused on control vs boom. Paralyzed via hold spells, blindness/deafness (no concentration required), hold monster (often twinned). Damage spells. Hex, hunters mark, Chromatic Orb, synaptic static. Fireball and lightning bolt rarely used (once with transmute fireball into lightning damage). Chromatic Orb generally replaced them. Innate Sorcery+seeking spell. Chromatic Orb also often taken via magic initiate on Warlock. GWM+Hew combos nicely with Paralyzed along with Chromatic Orb. Warlock gave up on damage mostly control, zones and repelling blast. Didn't take Agonizing Blast. Extra damage was repelling blast off ledges or into hunger of hadar or Cloud of Daggers. Upcast cloud of daggers+ world tree barbarian is funny. Speed 0 and/or held is amusing in CoD. Magic items were used mostly +1 and +2 wands, weapons, armor etc. One cool item each sometimes used but no combos eg stacking spell DCs, exploits with stat boost gear eg amulet of health+ 8 or 10 con. Handed out items similar to DMG guidelines. [/QUOTE]
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