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<blockquote data-quote="Flamestrike" data-source="post: 7991173" data-attributes="member: 6788736"><p>Im not doing math. It's the weekend.</p><p></p><p>Pushing/ Precise is better from a raw DPR perspective than Parry/ Riposte. Technicaly you have Precise, Pushing and Riposte on a GWF BM in any event.</p><p></p><p></p><p></p><p>Seeing as the DMG is pretty explicit that the average party should only be running out of long rest resources after an 'adventuring day' of 6-8 medium-hard encounters, and are expected to have 2-3 Short rests in that time, 2-3 encounter adventuring days should be pretty rare.</p><p></p><p>How many dungeons do you know that only have 2-3 encounters in them? You wouldnt even be 1/3 of the way through most dungeons at the 2-3 encounter mark.</p><p></p><p></p><p></p><p>It's no where near as good as the GWM Fighters in round 1 (presuming both PCs come to the table full of juice). An action surging GWM Fighter at 5th level who lands just 2 of his 4-5 GWM attacks (and remember - he has precise strike up his sleeve) deals 54 or so points of damage on round 1.</p><p></p><p>A better example would be a Sharpshooter BM Fighter with the Archery style (and Precise strike, and Menacing strike).</p><p></p><p>From there he MC's into Ranger (Hunter) for 3 levels for Hunters Mark and +1d8 Damage 1/ turn to a creature with less than max HP.</p><p></p><p></p><p></p><p>You get 1 Quicken per encounter at 5th level. 2 Quickens at levels 6-7 and 3 Quickens at levels 8-9 (and so forth) presuming you took 2 levels of Warlock in those first 5 levels.</p><p></p><p>Most campaigns tend to end at that point, so in actual play, I dare say you'll have to convert a few spells on the fly to get more SP seeing as this is your main trick.</p><p></p><p></p><p></p><p>At level 3 you can do this (presuming Divine soul sorcerer, and 2 adjacent targets in melee range to you).</p><p></p><p>Not sure I would like to be in melee range with 2 adjacent targets as a Sorcerer 3.</p><p></p><p></p><p></p><p>Mate, in the two rounds it took to lay on the Curse and Hex to a target, its probably dead from the other PC's (meaning you now need to move the Hex elsewhere, so no Quicken).</p><p></p><p>You've white roomed it. I mean, you've done a lot of work on it and all, but in actual play it likely doesnt work the way you think it does.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7991173, member: 6788736"] Im not doing math. It's the weekend. Pushing/ Precise is better from a raw DPR perspective than Parry/ Riposte. Technicaly you have Precise, Pushing and Riposte on a GWF BM in any event. Seeing as the DMG is pretty explicit that the average party should only be running out of long rest resources after an 'adventuring day' of 6-8 medium-hard encounters, and are expected to have 2-3 Short rests in that time, 2-3 encounter adventuring days should be pretty rare. How many dungeons do you know that only have 2-3 encounters in them? You wouldnt even be 1/3 of the way through most dungeons at the 2-3 encounter mark. It's no where near as good as the GWM Fighters in round 1 (presuming both PCs come to the table full of juice). An action surging GWM Fighter at 5th level who lands just 2 of his 4-5 GWM attacks (and remember - he has precise strike up his sleeve) deals 54 or so points of damage on round 1. A better example would be a Sharpshooter BM Fighter with the Archery style (and Precise strike, and Menacing strike). From there he MC's into Ranger (Hunter) for 3 levels for Hunters Mark and +1d8 Damage 1/ turn to a creature with less than max HP. You get 1 Quicken per encounter at 5th level. 2 Quickens at levels 6-7 and 3 Quickens at levels 8-9 (and so forth) presuming you took 2 levels of Warlock in those first 5 levels. Most campaigns tend to end at that point, so in actual play, I dare say you'll have to convert a few spells on the fly to get more SP seeing as this is your main trick. At level 3 you can do this (presuming Divine soul sorcerer, and 2 adjacent targets in melee range to you). Not sure I would like to be in melee range with 2 adjacent targets as a Sorcerer 3. Mate, in the two rounds it took to lay on the Curse and Hex to a target, its probably dead from the other PC's (meaning you now need to move the Hex elsewhere, so no Quicken). You've white roomed it. I mean, you've done a lot of work on it and all, but in actual play it likely doesnt work the way you think it does. [/QUOTE]
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