![]() ![]() The developers tend to be pretty explicit when effects or abilities get suppressed (polymorph spells for example). Vlorax wrote: For the whole "shifting staff to 1-handed weapons" concept, does that let them cast True Strike while the staff is shifted into a sword? Is that intended or just clever reading of the rules? Against the boss, your true strike adds more expected damage than a 2nd swing. Just swing twice against the minion rather than using a spell. But a 5th level minion gets hit on 3, and the 2nd hits on an 8. ![]() Against lower level enemies, true strike is pushing your critical chance odds on 1 attack, but a 2nd attack is also worth a lot more.įor example, with an 8th level fighter, an 11th level 31 AC boss means the 1st attack hits on a 12, and the 2nd hits on a 17. More reliable hitting against bosses can significantly change combats. The best place to use True Strikes is against enemies with a CR higher than your level, as later MAP affected attacks are worth proportionally less. Depending on Int, having ranged cantrips available can also make it more appealing to stop 30 feet away from a melee enemy, forcing them to waste an action to come to you. The base fighter chassis will get you through easy and average fights no problem without spending limited resources. ![]() Plus, the casters don't need to move adjacent to you to cast all the touch buffs. A 1 martial/1 hybrid/2 caster party can push out 3 per turn, 50% more buffs at the beginning of a fight. 2 martial/2 caster party can throw out 2 buffs per turn. Buff for a round or two, using scrolls if you have to, and then burn through your true strikes to take the boss down. I feel where a true strike fighter/caster dedication shines is in hard fights. +10 status to speed for 8 hours is a solid investment at 8th or so. Or shift it to a katana or pick to take advantage of critical hit chance.ĭon't forget to purchase a wand of longstrider (2nd level heightened). Or shift it to avoid damage reduction based on slashing/piercing/bludgeoning. Or shift it to a whip to use manuevers with reach. Staff shifted to bastard sword is d12 damage when used 2-handed, and is viable with 1-hand on it, allowing you to perform athletics maneuvers. I second the recommendation that you grab a shifting rune and just put it on the staff. They also work with any weapon, like your backup longbow or your melee staff. Offensive athletics checks like Trip, Grapple, Disarm, and Shove all can benefit. I will also note that True strike also works on attacks which aren't your traditional strikes. Buy a ring of wizardry (360 gp, 7th level item) to get 2 more 1st level slots. Use the 3rd slot for haste or other spell. Personally, I'd suggest keeping your 3rd level slot, and simply sacrifice a 2nd level slot for an extra charge on the staff. Get more spells instead, get better Fighter/Ranger feats. You could also MC into fighter late (or with Human) to get Power Attack for ridiculous damage when starting next to an enemy.Īll this being said, I honestly don't think Bespell Weapon is worth the feats for some minor extra damage. That extra 3d8 on one attack with a big sword makes True Strike worth it. Easier to set up as you can move then use it.Ĥ. Dual-Handed Assault: A little less damage, but can use defensive stuff with it and a Bastard Sword. Power Attack with a d12 weapon: An extra 3d12 damage at level 20, but again, 2 actions, so you need to start adjacent to the enemy.ģ. Swipe: Hit 2 enemies with 1 attack roll, but it's 2 actions, so it's hard to set up with True Strike.Ģ. There are a few ways to make this work:ġ. Otherwise, you're simply better off swinging twice. ![]() I've looked at it and I think with True Strike, you effectively want both good critical affects, and one attack that's better than the others. ![]()
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