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PsyWar Polearm Build
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<blockquote data-quote="Zelc" data-source="post: 4057847" data-attributes="member: 40496"><p>Monkey Grip is not a good feat unless you're getting 2d6 damage off it (usually, that means you wield a Gargantuan Halberd before Monkey Grip). For a 1d8 Halberd, for example, you get a permanent -2 attack for an additional 2.5 average damage. Compare with Power Attack, where you have the option of taking that -2 attack and turning it into 4 damage. Using Monkey Grip actually lowers the amount of damage you're doing for the same amount of attack penalty AND you can't choose to turn it off. Indeed, based on the way the trade-off between attack bonus and damage works, using a Monkey Grip weapon may be worse than using a normal-sized weapon (as a general rule, the more base damage you do, the worse Monkey Grip and Power Attack get).</p><p></p><p>Even with a Greatspear, it's still not worth it unless you can get Huge. Here, you're trading off -2 attack for 3.5 damage, and there's still a chance where you still lose out when fighting high AC opponents where you'd rather take a normal-sized weapon without the attack penalty. You can get Huge Size, so it'd be 2 feats for 7 extra damage at the cost of -2 attack. In other words, 2 feats for 3 extra damage over what you'd get for Power Attack. I don't think that's worth it.</p><p></p><p>Monkey Grip is considered one of the worst feats in 3.5, if not THE worst feat (although it might share that title with Chain Power if you're not using Complete Psionics). Although... at least Chain Power is entirely useless, whereas Monkey Grip usually hurts you...</p><p></p><p></p><p>I'd also prefer a Spiked Chain over a Greatspear. The trade is 2 damage for eliminating that donut hole of reach (aka you save gold since you need to enchant one fewer weapon). That's a trade I'd make. Short Haft lets you attack things in the inner donut hole with a polearm at the cost of your reach, and you have to choose which reach you're using during your turn and you can only change it once per turn. Not worth it IMO.</p><p></p><p>By the way, the feat that extends your reach either only helps you on your turn (worthless for AoO battlefield control), or you're referring to the Tall abnormality feat that probably isn't suited for good characters.</p></blockquote><p></p>
[QUOTE="Zelc, post: 4057847, member: 40496"] Monkey Grip is not a good feat unless you're getting 2d6 damage off it (usually, that means you wield a Gargantuan Halberd before Monkey Grip). For a 1d8 Halberd, for example, you get a permanent -2 attack for an additional 2.5 average damage. Compare with Power Attack, where you have the option of taking that -2 attack and turning it into 4 damage. Using Monkey Grip actually lowers the amount of damage you're doing for the same amount of attack penalty AND you can't choose to turn it off. Indeed, based on the way the trade-off between attack bonus and damage works, using a Monkey Grip weapon may be worse than using a normal-sized weapon (as a general rule, the more base damage you do, the worse Monkey Grip and Power Attack get). Even with a Greatspear, it's still not worth it unless you can get Huge. Here, you're trading off -2 attack for 3.5 damage, and there's still a chance where you still lose out when fighting high AC opponents where you'd rather take a normal-sized weapon without the attack penalty. You can get Huge Size, so it'd be 2 feats for 7 extra damage at the cost of -2 attack. In other words, 2 feats for 3 extra damage over what you'd get for Power Attack. I don't think that's worth it. Monkey Grip is considered one of the worst feats in 3.5, if not THE worst feat (although it might share that title with Chain Power if you're not using Complete Psionics). Although... at least Chain Power is entirely useless, whereas Monkey Grip usually hurts you... I'd also prefer a Spiked Chain over a Greatspear. The trade is 2 damage for eliminating that donut hole of reach (aka you save gold since you need to enchant one fewer weapon). That's a trade I'd make. Short Haft lets you attack things in the inner donut hole with a polearm at the cost of your reach, and you have to choose which reach you're using during your turn and you can only change it once per turn. Not worth it IMO. By the way, the feat that extends your reach either only helps you on your turn (worthless for AoO battlefield control), or you're referring to the Tall abnormality feat that probably isn't suited for good characters. [/QUOTE]
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