1) Trip attack: chance of knocking creature prone giving advantage on al close melee attack. 2) Precision strike: you think you attack dice was just not enough to overcome the AC? roll and add you superioty dice. 3) Riposte: punish those clumsy fools :O.
The only thing I don’t like about precision strike is that you don’t get to add extra damage w the superiority dice. I prefer feinting attack as you get advantage on your attack roll plus the extra 1d8 of damage. The downside is you use up a bonus action, but I don’t have many things as a fighter to use my bonus action on anyways.
Iam going for commanders strike, maneuvering attack and rally
I want to make an valor bard battlemaster who inspires his friends and these seem to fit perfect for this warcaller like charakter with with an bow to be in an elevated position to oversee the battle and help his friend
Precision Attack - Extra damage is nice. Turning a miss into a hit is even nicer.
Maneuvering Attack - The poll was specifically for our favorite Level 3 choices. At higher levels I don't think this one is quite as useful, but at low levels it can be quite helpful when your squishy party members are at their squishiest.
Menacing Attack - Honestly, the entire time I was playing a Battle Master this one was the all-star for me, even though your DC isn't all that great at Level 3. Nerfing the enemy's attacks is awesome, as is keeping them from running up to your wizard and beating him in the face with a hammer.
No love for parry yet. Figured some Dex based fighters out there would be choosing that one.
Surprised that disarming is so high. I imagine people who use it are allowed to do something w the weapon once it hits the ground (kick away, pick up, etc). I like the maneuver but if the weapon just falls to the ground and the enemy gets a free action to pick it up (how my DM rules) then it’s kind of worthless.
I enjoy the bonus action abuse one could implement with a Two Weapon Fighter (one of the few subclasses where it can be used well, in my frustrated attempts to make a dual-wielder).
"Trip Attack" to knock them prone, then bonus action strike them with advantage.
"Menacing Attack" them, then hit them again to get the point across (in more ways than one).
Pile on the damage, then "Riposte" if they aren't convinced your a living flurry of blades. No action, bonus or reaction, wasted!
Hmmm, am I the only one who likes feinting attack? I always thought that getting free (cost of a maneuver) advantage on your attack and doing extra superiority die damage was pretty good. What is it that people don’t like about it?
It is generally rated low because it feels inferior to trip attack, which gives advantage - but for all your following attacks, and those of your party who are in melee.
It also costs a precious bonus action that trip attack doesnt, and the bonus damage is only applied if you hit with the next attack while trip damage works automatically.
only good thing is that there is no save, but given the above I find that a small tradeof.
I usually don’t have uses for my bonus action, so it’s likely wasted if I don’t use it on a maneuver. At 3rd level I find the save to be too low (DC 13 Str saving throw) so it makes it unreliable. With advantage I hit the majority of the time and get an extra d8 of damage. In my guys case that’s 2d8 + 5 (str and dueling bonus) which is pretty good damage at that level for an almost guaranteed hit.
Don’t get me wrong, I really like trip attack, just not at 3rd level. For 7th level I like the ones that include saves as the DC will be a bit higher and more reliable (DC 16 if I get my Str to 20]. I actually really like the flavor that tripping, menacing, and disarming give to a battle. Way cooler than just rolling extra damage.
Thanks for your input, always nice to see what and why other players preferences are.
I don't know how distracting strike doesn't get more love, set up your rogue so they don't have to do the heavy lifting of securing their own sneak attack. team work!
Trip is obvious to kill their speed and provide more advantage
Disarming to hopefully give you a better negotiating stance.
Of course I do all of this with my Archery fighter
Disarming attack + interact with an object = you now have their weapon in your off hand. I'm sure there are varying levels of DMs being ok with this. Most probably say that it dropped in the square next to you and you can't get it. But, remember that an enemy and PC fighting in adjacent squares are not separated by an invisible barrier...the combat happens back and forth between both squares. Roll a high real-life persuasion when getting your DM on board. It gives this maneuver it's proper weight when compared to others.
Rally is underappreciated. If you don't have a bard or caster with resistance or something along those lines, it can be really useful, just remember to have somewhat good CHA.
I don't know how distracting strike doesn't get more love, set up your rogue so they don't have to do the heavy lifting of securing their own sneak attack. team work!
If not so great for melee battlemaster s I would think; if you are in range for distracting strike 5en the rogue already gets sneak attack anyway
If not so great for melee battlemaster s I would think; if you are in range for distracting strike 5en the rogue already gets sneak attack anyway
Unless the Battle Master is using ranged attacks. But I agree, getting Sneak Attack isn't hard for Rogues. On the other hand, Commander's Strike lets them try to Sneak Attack a second time on the same round.
Disarming Attack and Riposte are what I chose. If I could do it again I might swap Riposte out with Evasive Footwork but they've nevertheless served me well when the right circumstances arose.
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Here’s what I chose for my last strength fighter:
Curious which ones you prefer when you initially get them at level 3.
Riposte for sure....it's an extra attack.
I also like trip and menacing attack.
1) Trip attack: chance of knocking creature prone giving advantage on al close melee attack.
2) Precision strike: you think you attack dice was just not enough to overcome the AC? roll and add you superioty dice.
3) Riposte: punish those clumsy fools :O.
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The only thing I don’t like about precision strike is that you don’t get to add extra damage w the superiority dice. I prefer feinting attack as you get advantage on your attack roll plus the extra 1d8 of damage. The downside is you use up a bonus action, but I don’t have many things as a fighter to use my bonus action on anyways.
Iam going for commanders strike, maneuvering attack and rally
I want to make an valor bard battlemaster who inspires his friends and these seem to fit perfect for this warcaller like charakter with with an bow to be in an elevated position to oversee the battle and help his friend
I went with:
Precision Attack - Extra damage is nice. Turning a miss into a hit is even nicer.
Maneuvering Attack - The poll was specifically for our favorite Level 3 choices. At higher levels I don't think this one is quite as useful, but at low levels it can be quite helpful when your squishy party members are at their squishiest.
Menacing Attack - Honestly, the entire time I was playing a Battle Master this one was the all-star for me, even though your DC isn't all that great at Level 3. Nerfing the enemy's attacks is awesome, as is keeping them from running up to your wizard and beating him in the face with a hammer.
No love for parry yet. Figured some Dex based fighters out there would be choosing that one.
Surprised that disarming is so high. I imagine people who use it are allowed to do something w the weapon once it hits the ground (kick away, pick up, etc). I like the maneuver but if the weapon just falls to the ground and the enemy gets a free action to pick it up (how my DM rules) then it’s kind of worthless.
I enjoy the bonus action abuse one could implement with a Two Weapon Fighter (one of the few subclasses where it can be used well, in my frustrated attempts to make a dual-wielder).
"Trip Attack" to knock them prone, then bonus action strike them with advantage.
"Menacing Attack" them, then hit them again to get the point across (in more ways than one).
Pile on the damage, then "Riposte" if they aren't convinced your a living flurry of blades. No action, bonus or reaction, wasted!
Hmmm, am I the only one who likes feinting attack? I always thought that getting free (cost of a maneuver) advantage on your attack and doing extra superiority die damage was pretty good. What is it that people don’t like about it?
It is generally rated low because it feels inferior to trip attack, which gives advantage - but for all your following attacks, and those of your party who are in melee.
It also costs a precious bonus action that trip attack doesnt, and the bonus damage is only applied if you hit with the next attack while trip damage works automatically.
only good thing is that there is no save, but given the above I find that a small tradeof.
I usually don’t have uses for my bonus action, so it’s likely wasted if I don’t use it on a maneuver. At 3rd level I find the save to be too low (DC 13 Str saving throw) so it makes it unreliable. With advantage I hit the majority of the time and get an extra d8 of damage. In my guys case that’s 2d8 + 5 (str and dueling bonus) which is pretty good damage at that level for an almost guaranteed hit.
Don’t get me wrong, I really like trip attack, just not at 3rd level. For 7th level I like the ones that include saves as the DC will be a bit higher and more reliable (DC 16 if I get my Str to 20]. I actually really like the flavor that tripping, menacing, and disarming give to a battle. Way cooler than just rolling extra damage.
Thanks for your input, always nice to see what and why other players preferences are.
Parry, Riposte and Disarming are the options I took when I rolled up a Battlemaster.
Goading attack is great with a ranged wep. Running goading manuvering and distracting with a bow at the moment.
I don't know how distracting strike doesn't get more love, set up your rogue so they don't have to do the heavy lifting of securing their own sneak attack. team work!
Trip is obvious to kill their speed and provide more advantage
Disarming to hopefully give you a better negotiating stance.
Of course I do all of this with my Archery fighter
Disarming attack + interact with an object = you now have their weapon in your off hand. I'm sure there are varying levels of DMs being ok with this. Most probably say that it dropped in the square next to you and you can't get it. But, remember that an enemy and PC fighting in adjacent squares are not separated by an invisible barrier...the combat happens back and forth between both squares. Roll a high real-life persuasion when getting your DM on board. It gives this maneuver it's proper weight when compared to others.
Rally is underappreciated. If you don't have a bard or caster with resistance or something along those lines, it can be really useful, just remember to have somewhat good CHA.
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If not so great for melee battlemaster s I would think; if you are in range for distracting strike 5en the rogue already gets sneak attack anyway
Fair, but as I said, I was running an Archer battle master.
Unless the Battle Master is using ranged attacks. But I agree, getting Sneak Attack isn't hard for Rogues. On the other hand, Commander's Strike lets them try to Sneak Attack a second time on the same round.
Disarming Attack and Riposte are what I chose. If I could do it again I might swap Riposte out with Evasive Footwork but they've nevertheless served me well when the right circumstances arose.
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."