I'm playing fighter that just turned level 3. I'm playing a battlemaster so I need to pick maneuvers. I plan on picking PAM level 4 and GWM level 6. I'm pretty sure I'm going to go for precision attack and trip attack but I'm not sure what to pick for the third. I'm deciding between maybe riposte, menacing attack or maneuvering attack. Not sure I'd Riposte would be a waste if I pick PAM.
Our party is of me a barbarian, bard and sorcerer if that matters
Do you have any suggestions? Other maneuver suggestions are also welcome
Any time you're considering GWM, precision attack sky rockets in value. By that same token, any time you take a feat that uses your reaction on a regular basis, riposte falls in value.
A sure-fire maneuver is Ambush as it always "works". It helps towards getting the chance of taking out your enemies before the round completes so the action economy is in your favour.
Taking into account you taking PAM and GWM Menacing attack should do well for the early levels allowing you to CC one target while you and party concentrate fire on another target.
Evasive footwork also always works if you need to GTFO of dodge.
Keep the Trip attack, take Menacing attack to fear tank your foe and replace precision with either Pushing attack or Rally. Reason being that while precision attack sounds good on paper, its pretty vanilla as it only adds to hitting and damage with nothing else. As you grow in level, you'll be finding yourself using this less and less.
Now, Pushing attack gives you some movement control on your target which is very helpful in tier 1. They take a strength saving throw and upon failing get pushed back 15 whole feet. That's Three Squares away. You can get really creative with this such as pushing an enemy off of one of your party to pushing them into traps or pits of lava or putting them in line to get hit by a lighting bolt spell, etc. If your DM allows, you can follow through with this after you pulled off a Trip attack and turn your enemy into a hockey puck that knocks over its friends. Imagine hitting a troll with trip attack then pushing it into a group of Boogins or gnolls. hehehehehehehehehe...
Rally may seem dumb at first but you should never say no to temp Hp. Especially at tier 1 where you'll need every amount of hp you can get. With a decent amount of Charisma, you'll be giving a party member some extra 2-10 temp hp or higher that could make the difference. Or to yourself if your going to be front line tanking which is helpful when you throw Second Wind into the mix. Plus, even if you have sucky Cha, your superiority dice get larger as you hit level 10 with d10s and then if your luck d12's at 18.
Keep the Trip attack, take Menacing attack to fear tank your foe and replace precision with either Pushing attack or Rally. Reason being that while precision attack sounds good on paper, its pretty vanilla as it only adds to hitting and damage with nothing else. As you grow in level, you'll be finding yourself using this less and less.
Now, Pushing attack gives you some movement control on your target which is very helpful in tier 1. They take a strength saving throw and upon failing get pushed back 15 whole feet. That's Three Squares away. You can get really creative with this such as pushing an enemy off of one of your party to pushing them into traps or pits of lava or putting them in line to get hit by a lighting bolt spell, etc. If your DM allows, you can follow through with this after you pulled off a Trip attack and turn your enemy into a hockey puck that knocks over its friends. Imagine hitting a troll with trip attack then pushing it into a group of Boogins or gnolls. hehehehehehehehehe...
Rally may seem dumb at first but you should never say no to temp Hp. Especially at tier 1 where you'll need every amount of hp you can get. With a decent amount of Charisma, you'll be giving a party member some extra 2-10 temp hp or higher that could make the difference. Or to yourself if your going to be front line tanking which is helpful when you throw Second Wind into the mix. Plus, even if you have sucky Cha, your superiority dice get larger as you hit level 10 with d10s and then if your luck d12's at 18.
Precision is good on paper, and it's good on practice. What're you on about? The higher levels you get, the more valuable. At higher levels, you could deal 30 damage with a single attack. Landing those attacks makes a huge difference, and is a reason why battlemaster is considered a top tier damage dealer.
People often undertook how good is Maneuvering Attack. First because it’s super efficient, you’ll never waste it. Second because it’s super important, specially in dungeons, to have effective ways to protect your fragile allies. D&D doesn’t have good taunt mechanics, so the best way to do it is by positioning and looking for cover. This maneuver helps a lot with that.
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I'm playing fighter that just turned level 3. I'm playing a battlemaster so I need to pick maneuvers. I plan on picking PAM level 4 and GWM level 6. I'm pretty sure I'm going to go for precision attack and trip attack but I'm not sure what to pick for the third. I'm deciding between maybe riposte, menacing attack or maneuvering attack. Not sure I'd Riposte would be a waste if I pick PAM.
Our party is of me a barbarian, bard and sorcerer if that matters
Do you have any suggestions? Other maneuver suggestions are also welcome
Any time you're considering GWM, precision attack sky rockets in value. By that same token, any time you take a feat that uses your reaction on a regular basis, riposte falls in value.
If you are fine with non-offensive ones, try Bait and Switch - for positioning and increase in AC (either your ally or yourself).
I like the Riposte maneuver.
I like to get maneuvers that do not fail. Riposte is quite good, but you spend your reaction and a SD, and you could miss your attack.
Things like Distracting Attack or Maneuvering Attack that always work and have useful effects.
Depends on your train of thought.
A sure-fire maneuver is Ambush as it always "works". It helps towards getting the chance of taking out your enemies before the round completes so the action economy is in your favour.
Taking into account you taking PAM and GWM Menacing attack should do well for the early levels allowing you to CC one target while you and party concentrate fire on another target.
Evasive footwork also always works if you need to GTFO of dodge.
Keep the Trip attack, take Menacing attack to fear tank your foe and replace precision with either Pushing attack or Rally. Reason being that while precision attack sounds good on paper, its pretty vanilla as it only adds to hitting and damage with nothing else. As you grow in level, you'll be finding yourself using this less and less.
Now, Pushing attack gives you some movement control on your target which is very helpful in tier 1. They take a strength saving throw and upon failing get pushed back 15 whole feet. That's Three Squares away. You can get really creative with this such as pushing an enemy off of one of your party to pushing them into traps or pits of lava or putting them in line to get hit by a lighting bolt spell, etc. If your DM allows, you can follow through with this after you pulled off a Trip attack and turn your enemy into a hockey puck that knocks over its friends. Imagine hitting a troll with trip attack then pushing it into a group of Boogins or gnolls. hehehehehehehehehe...
Rally may seem dumb at first but you should never say no to temp Hp. Especially at tier 1 where you'll need every amount of hp you can get. With a decent amount of Charisma, you'll be giving a party member some extra 2-10 temp hp or higher that could make the difference. Or to yourself if your going to be front line tanking which is helpful when you throw Second Wind into the mix. Plus, even if you have sucky Cha, your superiority dice get larger as you hit level 10 with d10s and then if your luck d12's at 18.
Precision is good on paper, and it's good on practice. What're you on about? The higher levels you get, the more valuable. At higher levels, you could deal 30 damage with a single attack. Landing those attacks makes a huge difference, and is a reason why battlemaster is considered a top tier damage dealer.
People often undertook how good is Maneuvering Attack. First because it’s super efficient, you’ll never waste it. Second because it’s super important, specially in dungeons, to have effective ways to protect your fragile allies. D&D doesn’t have good taunt mechanics, so the best way to do it is by positioning and looking for cover. This maneuver helps a lot with that.