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<blockquote data-quote="Flamestrike" data-source="post: 7990833" data-attributes="member: 6788736"><p>Your Fighter sucks. He should have precise strike (ensuring he lands his GWM attacks) and tripping strike (for extra damage when he does land his hits, and advantage for the rest of his attacks that round due to Prone).</p><p></p><p>Also; slight problem with a Quicken build. While it works OK in really short adventuring days (1-2 encounters) it tends to suck on standard (6ish) or longer adventuring days.</p><p></p><p>Like... at 5th level (Sorc 3/ Lock 2), you have 3 SP. Thats 1 quickened spell per encounter (and you then need to blow a bonus action and one of your 2 second level spell slots to get those SP back to do it again).</p><p></p><p>Even if you somehow only managed to use 1 x 1st level slot for Hex (and maintained it all day long) you're left with 3 x 1st level slots, and 2 x 2nds (7 extra SP), not including your recharging Warlock slots (and even including them, that's 2 extra SP based on 2 short rests that day, considering you'll need to re-establish Hex after each short rest due to the 1 hour duration). </p><p></p><p>So at 5th level, you can quicken 5 (6 with 2 short rests) times (in an entire adventuring day (and realistically no more than 1/ encounter). That number drops with each spell you cast (like Shield), or each time you flub a concentration save and need to re-establish Hex.</p><p></p><p>There are also action economy issues. You'll be using a Bonus action to spam Hex onto your target, so no quickening that round. If you ALSO want to Hexblades curse, that's another Bonus action the following round (so again, no Quickening that round). </p><p></p><p>By Round 3 you can <em>finally </em>Quicken your (Hex+Curse) Eldritch blasts, but most combat are either over by then or nearly so.</p><p></p><p>At late levels (11th plus) you can reliably do this for the entire day for great DPR that lasts the entire adventuring day in most cases. But that DPR comes at the expense of your other spells, and you're still left with action economy issues.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7990833, member: 6788736"] Your Fighter sucks. He should have precise strike (ensuring he lands his GWM attacks) and tripping strike (for extra damage when he does land his hits, and advantage for the rest of his attacks that round due to Prone). Also; slight problem with a Quicken build. While it works OK in really short adventuring days (1-2 encounters) it tends to suck on standard (6ish) or longer adventuring days. Like... at 5th level (Sorc 3/ Lock 2), you have 3 SP. Thats 1 quickened spell per encounter (and you then need to blow a bonus action and one of your 2 second level spell slots to get those SP back to do it again). Even if you somehow only managed to use 1 x 1st level slot for Hex (and maintained it all day long) you're left with 3 x 1st level slots, and 2 x 2nds (7 extra SP), not including your recharging Warlock slots (and even including them, that's 2 extra SP based on 2 short rests that day, considering you'll need to re-establish Hex after each short rest due to the 1 hour duration). So at 5th level, you can quicken 5 (6 with 2 short rests) times (in an entire adventuring day (and realistically no more than 1/ encounter). That number drops with each spell you cast (like Shield), or each time you flub a concentration save and need to re-establish Hex. There are also action economy issues. You'll be using a Bonus action to spam Hex onto your target, so no quickening that round. If you ALSO want to Hexblades curse, that's another Bonus action the following round (so again, no Quickening that round). By Round 3 you can [I]finally [/I]Quicken your (Hex+Curse) Eldritch blasts, but most combat are either over by then or nearly so. At late levels (11th plus) you can reliably do this for the entire day for great DPR that lasts the entire adventuring day in most cases. But that DPR comes at the expense of your other spells, and you're still left with action economy issues. [/QUOTE]
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