Zardnaar
Legend
Well looks like a few more people seem to be aware of how comparatively weak spellcasters are and how strong martials are in 5E.
Sitting behind the DM screen they most efficient way of dealing with 5.5 monsters (theyre tougher than 5.0) seems to be a control+strikers heavy party.
I also suspect 4 fighters and a life cleric to keep then going would do great.
Hybrids would be things like Dragon Sorcerers and some warlocks depending on how you build them. The warlock is 5.5 best designed class imho. Most powerful is different that answer is "it depends".
Here's the "meta" control spells imho.
Command, Tasha's Hideous laughter, Hold Person, Hypnotic Pattern. Slow, Fear and hold monster. Note a lot can be upcast and twinned for one sorcery point. Note they all target wisdom saves. A bad wisdom save on a monster means its weak for its CR. Combine high martial damage with paralyzed condition.
The difference between wisdom saves (modest in general) and intelligence (very bad in general) saves is very noticeable. If 5.0 material is allowed add Tasha's Mindwhip to the list. Note Tasha's mindwhip is upcastable and can be twinned. Magic Initiate can get Tasha's Laughter and Command.
For strikers. Generally its dual wielding and great weapon various builds. Throw in Monks as well. Paladins start off slow. Fighters are always good.
I would look at something like this.
3 strikers
2 controllers
Hybrids are fine as well. 5.5 monsters hit hard, buckets of hit points, poor mental saves Generally the ones that do have good saves buff the martials or summon something imho. Reduce monster actions crank up your damage is the basic idea.
Here's a "meta" party imho.
1 Cleric
2 Fighter
1 Monk
1 Warlock
This is a short rest one as clerics can cast prayer of healing for a short rest. Prayer of healing also works with divine intervention for an "instant" short rest.
More long rest based.
Barbarian
Paladin
Sorcerer
Bard
Cleric
Sorcerer is a good contender for most powerful class in the game, clerics are always good chuck in fighters, Paladins and Monks.
At level 13 Conjure Celestial turns up. Any bard can also yoink it. If the DM cant break concentration its functionally spirit guardians on steroids and an AoE 4d12 healing spell that lasts 100 rounds. Regeneration between combat for the whole party. Hit point attrition system already under strain functionally collapses at that point. 4 fighters, action surge, refresh action surge via alert feat and divine intervention shenanigans repeat next round then have a short rest after the fights over. 4 fighters and a cleric hmm.
My campaigns wrapping up level 13. Even the powergamers are saying they dont want to play to 17.
If its not that its some other cheeseball combo. Its not a spell casters are OP its everything is OP. If its not action surge its divine intervention or rage or smite or Eldritch smites or Command/tasha spam. Chromatic Orb and un nerfed Conjure Minor Elemental seem sane comparatively. And a lot of it is kinda obvious as well no powergaming required.
On the plus side class balance between the classes is great.
Sitting behind the DM screen they most efficient way of dealing with 5.5 monsters (theyre tougher than 5.0) seems to be a control+strikers heavy party.
I also suspect 4 fighters and a life cleric to keep then going would do great.
Hybrids would be things like Dragon Sorcerers and some warlocks depending on how you build them. The warlock is 5.5 best designed class imho. Most powerful is different that answer is "it depends".
Here's the "meta" control spells imho.
Command, Tasha's Hideous laughter, Hold Person, Hypnotic Pattern. Slow, Fear and hold monster. Note a lot can be upcast and twinned for one sorcery point. Note they all target wisdom saves. A bad wisdom save on a monster means its weak for its CR. Combine high martial damage with paralyzed condition.
The difference between wisdom saves (modest in general) and intelligence (very bad in general) saves is very noticeable. If 5.0 material is allowed add Tasha's Mindwhip to the list. Note Tasha's mindwhip is upcastable and can be twinned. Magic Initiate can get Tasha's Laughter and Command.
For strikers. Generally its dual wielding and great weapon various builds. Throw in Monks as well. Paladins start off slow. Fighters are always good.
I would look at something like this.
3 strikers
2 controllers
Hybrids are fine as well. 5.5 monsters hit hard, buckets of hit points, poor mental saves Generally the ones that do have good saves buff the martials or summon something imho. Reduce monster actions crank up your damage is the basic idea.
Here's a "meta" party imho.
1 Cleric
2 Fighter
1 Monk
1 Warlock
This is a short rest one as clerics can cast prayer of healing for a short rest. Prayer of healing also works with divine intervention for an "instant" short rest.
More long rest based.
Barbarian
Paladin
Sorcerer
Bard
Cleric
Sorcerer is a good contender for most powerful class in the game, clerics are always good chuck in fighters, Paladins and Monks.
At level 13 Conjure Celestial turns up. Any bard can also yoink it. If the DM cant break concentration its functionally spirit guardians on steroids and an AoE 4d12 healing spell that lasts 100 rounds. Regeneration between combat for the whole party. Hit point attrition system already under strain functionally collapses at that point. 4 fighters, action surge, refresh action surge via alert feat and divine intervention shenanigans repeat next round then have a short rest after the fights over. 4 fighters and a cleric hmm.
My campaigns wrapping up level 13. Even the powergamers are saying they dont want to play to 17.
If its not that its some other cheeseball combo. Its not a spell casters are OP its everything is OP. If its not action surge its divine intervention or rage or smite or Eldritch smites or Command/tasha spam. Chromatic Orb and un nerfed Conjure Minor Elemental seem sane comparatively. And a lot of it is kinda obvious as well no powergaming required.
On the plus side class balance between the classes is great.