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Warlock and Repelling Blast
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<blockquote data-quote="Celtavian" data-source="post: 6770907" data-attributes="member: 5834"><p>Mounts don't work in dungeons or underground caverns very well and are very easy to kill and hard to find again in the middle of an adventure. Cunning Action doesn't do damage and takes a bonus action as does <em>Expeditious Retreat</em>. What battlefield control spells are better than a no save-no ability check knockback that does damage and can be used an unlimited number of times? </p><p></p><p>I'll tell you exactly what I'm seeing in my games by min-maxers. </p><p></p><p>1. Paladin and Bard players dipping warlock to get <em>eldritch blast</em> and a few high value invocations like Agonizing Blast and Devilsight to ensure they have advantages in combat that make many fights trivial.</p><p></p><p>2. Ftr 1/Warlock to gain Heavy Plate Armor AC in combination with Devilsight <em>darkness</em> and repelling blast to ensure the enemy never touches them. They move around a bit to avoid ranged attacks and use Repelling Blast to keep the enemy away from them. Sometimes they get a 2nd level of Action Surge to to allow them to cast the Cantrip twice to knock them back twice as far. It's one of the reasons I limited it.</p><p></p><p>3. The above combinations are used in conjunction with a group of ranged attackers. The ftr/warlock or devilsight paladin will engage the targets in melee moving the darkness in a tactical manner to allow ranged strikers to hit visible targets. </p><p></p><p>It's a very vicious combination against a lot of stuff, probably in the 80% plus range of what they fight. It's nearly unbeatable when it is working. A two or three level dip in warlock for a paladin or bard (haven't seen enough sorcerers played to see them dip much) is usually more beneficial than quickly gaining a feat at lvl 4.</p><p></p><p>That's what I'm currently seeing from my min-max group. Gaining advantage using <em>darkness</em> and devilsight as well as gaining a potent ranged cantrip like <em>eldritch blast</em> is becoming increasingly common. Very few creatures have resistance to force damage and adding Charisma to damage per hit is very attractive for paladins and bards wanting a potent ranged attack to go along with the other things they do. Now I can see Repelling Blast blast becoming another exploitable tactic allowing for very powerful kiting against just about anything doing damage while pushing them around the battlefield allowing the PCs to avoid melee engagement minimizing risk and destroying the opponent with ranged attacks. I can and will counter such tactics with encounter design, but I can only justify building encounters specifically to counter these extremely effective tactics occasionally. The vast majority of the time, I'll have to let them slaughter with the tactics they're using because the rule guys at WotC are crappy tacticians that don't get how players use the abilities they're handing out. These are the same guys that handed out a <em>wand of viscid globs</em> that works against demon lords with no save, so I guess it should not surprise me that they overlook things like Repelling Blast knocking back 10 feet per hit or Devilsight and <em>darkness</em> working together to trivialize encounters.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6770907, member: 5834"] Mounts don't work in dungeons or underground caverns very well and are very easy to kill and hard to find again in the middle of an adventure. Cunning Action doesn't do damage and takes a bonus action as does [i]Expeditious Retreat[/i]. What battlefield control spells are better than a no save-no ability check knockback that does damage and can be used an unlimited number of times? I'll tell you exactly what I'm seeing in my games by min-maxers. 1. Paladin and Bard players dipping warlock to get [i]eldritch blast[/i] and a few high value invocations like Agonizing Blast and Devilsight to ensure they have advantages in combat that make many fights trivial. 2. Ftr 1/Warlock to gain Heavy Plate Armor AC in combination with Devilsight [i]darkness[/i] and repelling blast to ensure the enemy never touches them. They move around a bit to avoid ranged attacks and use Repelling Blast to keep the enemy away from them. Sometimes they get a 2nd level of Action Surge to to allow them to cast the Cantrip twice to knock them back twice as far. It's one of the reasons I limited it. 3. The above combinations are used in conjunction with a group of ranged attackers. The ftr/warlock or devilsight paladin will engage the targets in melee moving the darkness in a tactical manner to allow ranged strikers to hit visible targets. It's a very vicious combination against a lot of stuff, probably in the 80% plus range of what they fight. It's nearly unbeatable when it is working. A two or three level dip in warlock for a paladin or bard (haven't seen enough sorcerers played to see them dip much) is usually more beneficial than quickly gaining a feat at lvl 4. That's what I'm currently seeing from my min-max group. Gaining advantage using [i]darkness[/i] and devilsight as well as gaining a potent ranged cantrip like [i]eldritch blast[/i] is becoming increasingly common. Very few creatures have resistance to force damage and adding Charisma to damage per hit is very attractive for paladins and bards wanting a potent ranged attack to go along with the other things they do. Now I can see Repelling Blast blast becoming another exploitable tactic allowing for very powerful kiting against just about anything doing damage while pushing them around the battlefield allowing the PCs to avoid melee engagement minimizing risk and destroying the opponent with ranged attacks. I can and will counter such tactics with encounter design, but I can only justify building encounters specifically to counter these extremely effective tactics occasionally. The vast majority of the time, I'll have to let them slaughter with the tactics they're using because the rule guys at WotC are crappy tacticians that don't get how players use the abilities they're handing out. These are the same guys that handed out a [i]wand of viscid globs[/i] that works against demon lords with no save, so I guess it should not surprise me that they overlook things like Repelling Blast knocking back 10 feet per hit or Devilsight and [i]darkness[/i] working together to trivialize encounters. [/QUOTE]
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