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General Tabletop Discussion
Character Builds & Optimization
What are the strengths and weaknesses of different multiclass gishes?
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<blockquote data-quote="Jessica" data-source="post: 6807295" data-attributes="member: 6796107"><p>Definitely. I kept trying to find if there was any rulings anywhere by Mearls et al since I remember at the beginning of the edition, but yeah I remember the whole two handed thing only being applicable when you attack. So I guess rulings by Mearls or anyone are unnecessary.</p><p></p><p></p><p></p><p>I don't know. I think there is more that magic can do other than those two things. The utility is nice in being able to guarantee your own access to Fly or ways to escape combat*.</p><p></p><p></p><p></p><p>I agree. War Magic seems to be the best part of EK and the builds I try to come up with seem to go no higher than 10 but usually stop at 7.</p><p></p><p></p><p></p><p>Yeah. SCAG seems to be a game changer in that way. It feels kinda cheating to start with 2 levels in Fighter to get Action Surge, martial weapon proficiency, heavy armor proficiency, and a fighting style and then just go 18 levels of Wizard from there. I mean yeah you're a character who does the whole fighting and magic bit, but it seems like just barely meeting the requirements. Then again SCAG kinda removed one of the biggest reasons to go tons of levels in a martial class with the SCAG cantrips.</p><p></p><p>*Which is especially nice in AL because if you manage to escape and live through a TPK then basically YOU get to come back next week while everyone else just loses xp and loot from the adventure. For normal groups I'd imagine that usually just spells the end of a campaign to have a TPK-1. I'm not entirely sure because carebear DMs in AL always seem to let those noobs live anyways, but I wonder if RAW I would get all the xp and loot since I would have no one to legally split it with?</p></blockquote><p></p>
[QUOTE="Jessica, post: 6807295, member: 6796107"] Definitely. I kept trying to find if there was any rulings anywhere by Mearls et al since I remember at the beginning of the edition, but yeah I remember the whole two handed thing only being applicable when you attack. So I guess rulings by Mearls or anyone are unnecessary. I don't know. I think there is more that magic can do other than those two things. The utility is nice in being able to guarantee your own access to Fly or ways to escape combat*. I agree. War Magic seems to be the best part of EK and the builds I try to come up with seem to go no higher than 10 but usually stop at 7. Yeah. SCAG seems to be a game changer in that way. It feels kinda cheating to start with 2 levels in Fighter to get Action Surge, martial weapon proficiency, heavy armor proficiency, and a fighting style and then just go 18 levels of Wizard from there. I mean yeah you're a character who does the whole fighting and magic bit, but it seems like just barely meeting the requirements. Then again SCAG kinda removed one of the biggest reasons to go tons of levels in a martial class with the SCAG cantrips. *Which is especially nice in AL because if you manage to escape and live through a TPK then basically YOU get to come back next week while everyone else just loses xp and loot from the adventure. For normal groups I'd imagine that usually just spells the end of a campaign to have a TPK-1. I'm not entirely sure because carebear DMs in AL always seem to let those noobs live anyways, but I wonder if RAW I would get all the xp and loot since I would have no one to legally split it with? [/QUOTE]
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What are the strengths and weaknesses of different multiclass gishes?
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