Current lvl 6 - Human Fighter - Battle Master - Great weapons
I took Riposte, Precision and Menacing.
- Riposte - is by far the most used and should be if you are a melee fighter simply because stacking on damage is your job.
- Precision - I generally will use this if I know the enemy is in a weakened state, just to see if I can finish it off. Only if I'm rolling missed attacks that I know are close to his AC.
- Menacing - Mainly I will use this as a way to remove a enemy from melee combat, or (assuming you hit) you can basically "push" them out of a room/chamber with your movement. I have also used it to simply add a bit of damage onto my second attack.
I'm looking forward to adding Tripping because I have a Wizard that enjoys Hasting me and watching the show.
I took the Menacing Attack a little late. I wish I would have taken it earlier! The frightened state is SO powerful. If the target fails ALL attacks are at disadvantage (which makes me question why anyone would choose Goading Attack?) and the target cant move closer.
I hadn't realized I should be stacking these against powerful enemies.
Once frightened, you can then throw in a trip attack (they'll save at disadvantage because they're frightened) and all your buddies can come and wack at the bad guy at advantage once knocked prone.
Pushing Attack (15 feet) has been incredibly useful when there are ledges nearby to push enemies off of. This is even better when you realize you can use these with ranged attacks (my fighter uses throwing axes) which can help eliminate enemies from range.
Whilst I took Riposte, I rarely use it as there's a chance I'll miss and the dice will be wasted.
I like pushing attack with pole arm master and sentinel. Use it on an attack of opportunity to push an enemy out of your threatening square to only provoke another attack next round.
I took the Menacing Attack a little late. I wish I would have taken it earlier! The frightened state is SO powerful. If the target fails ALL attacks are at disadvantage (which makes me question why anyone would choose Goading Attack?) and the target cant move closer.
Frightened is a condition, so enemies can be immune to it or have bonuses on their saving throw against it. There's no protection against Goading Attack other than having a high Wisdom save bonus. There's also a difference in terms of crowd control: Goading Attack encourages the monster to attack the Fighter, while Menacing Attack encourages the monster to retreat. Having enemies break off can be problematic if there's a chance they'll raise the alarm.
Once frightened, you can then throw in a trip attack (they'll save at disadvantage because they're frightened) and all your buddies can come and wack at the bad guy at advantage once knocked prone.
The frightened and poisoned conditions deliberately avoid causing disadvantage on saving throws. If they did, it'd be much harder to break out of spells or effects that inflict those conditions until you succeed on a save, like Fear.
Frightening the enemy would only help if you're shoving them prone the normal way, which requires giving up an attack.
For a great weapon melee fighter: Riposte - Another attack with a powerful weapon Tripping Attack - Useful for hitting with the penalty from Great Weapon Fighter Precision Attack - Useful for hitting with the penalty from Great Weapon Fighter
For a sword and board melee fighter: Riposte - Another attack Menacing Attack - Frightened condition is good for protecting the party. It's especially good in lower levels where fewer things are immune. Commander's Strike - If there is someone who does more damage than I do, this is good
For a ranged fighter: Precision Attack - Useful for hitting with the penalty from Sharpshooter Pushing Attack - Useful for battlefield control Goading Attack - Protect the party and potentially cause a creature to consider provoking opportunity attacks
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.
Better ones if you have already knives or knuckles, instead of 2H swords.
Trip attack is epic with ranged weapons, makes fliers fall out of the sky :)
I have not heard that you could use tripping maneuver in this manner, source?
From the Player's Basic Rules (v0.2), page 71:
If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as the fly spell.
Coupled with no limitation regarding ranged weapon in battlemaster maneuvers (at least trip attack).
I wonder how many people have tried Bugbear Battlemaster with reach weapon and lunging attack, felt like they could hit the entire board on their turn, and then been ticked to realize that their 20 ft reach for that attack is down to the normal 10 foot for AoO. By the results of this poll, not many. It's interesting to read about the different maneuvers while considering the results.
I've only ever made one battlemaster, but I took Parry, Evasive Footwork and Riposte, they were actually primarily an inquisitive, so I was choosing the options for a character who doesn't usually resort to violence, but is rather strategic when they do so.
I took these three (reposte, trip, precision attack) and they have come in handy as I'm the main fighter (most of the time). This is my first time playing 5e and 26+ years since my last gaming under AD&D rules. So I fight with Greatsword and GSM has made me very effective. Just made 4th level so took "Luck" as my feat so that gives me a lot of options. My plan is to take Sentinal at 6th level to round out my Human fighter. I rolled well and with the +1 to all my states gave me a solid base so I've skipped upping my stats.
I love to pair my Battlemaster with a v.human Polearm Master, therefore I love to pick:
Trip Attack - Damage, Prone and advantage?! My favorite Maneuver! Especially because you can combo it from the get go with your Bonus Action Attack. (Or reaction for an AoO during the enemy turn. Especially with Sentinel or of you position yourself in a way, that the enemy don't have 15ft movement left.)
Riposte - Extra Attack on a failed attempt by the enemy. Nice!
Precision Attack - Turning a miss into a hit. Better than adding damage. Especially if the last hit really needs to land.
I am playing a Battle Master fighter for the first time. Now 4th level dwarf Polearms master. I read all the forums, but during play realised that if I score a Crit, then spend a superiority die, it also doubles (see sage advice). So I picked mainly choices that allow me to have best option when I get critical, and let me use polearm master opportunity bonus.
Hit from 10ft, two attacks with bonus action, if I critical, goading attack, 2d10 plus 2d8 +3, plus 1d4 plus my +3 , step back as out of their reach and hope they follow to activate my polearm master reaction attack.... etc
First time playing 5E, but long time D&Der... I am playing a Glaive wielding Fighter.
I started with these Maneuvers: Pushing Attack (for battlefield control), Riposte (free attacks are amazeballs), and Tripping Attack (granting advantage for my extra attacks, and allies attacks).
I find I am not using Riposte as much as I want, but still a good option. I plan to add Maneuvering Strike and Commanders Strike for my next two... unless reading this post can convince me to pick a different one.
~Mad
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Current lvl 6 - Human Fighter - Battle Master - Great weapons
I took Riposte, Precision and Menacing.
- Riposte - is by far the most used and should be if you are a melee fighter simply because stacking on damage is your job.
- Precision - I generally will use this if I know the enemy is in a weakened state, just to see if I can finish it off. Only if I'm rolling missed attacks that I know are close to his AC.
- Menacing - Mainly I will use this as a way to remove a enemy from melee combat, or (assuming you hit) you can basically "push" them out of a room/chamber with your movement. I have also used it to simply add a bit of damage onto my second attack.
I'm looking forward to adding Tripping because I have a Wizard that enjoys Hasting me and watching the show.
I took the Menacing Attack a little late. I wish I would have taken it earlier! The frightened state is SO powerful. If the target fails ALL attacks are at disadvantage (which makes me question why anyone would choose Goading Attack?) and the target cant move closer.
I hadn't realized I should be stacking these against powerful enemies.
Once frightened, you can then throw in a trip attack (they'll save at disadvantage because they're frightened) and all your buddies can come and wack at the bad guy at advantage once knocked prone.
Pushing Attack (15 feet) has been incredibly useful when there are ledges nearby to push enemies off of. This is even better when you realize you can use these with ranged attacks (my fighter uses throwing axes) which can help eliminate enemies from range.
Whilst I took Riposte, I rarely use it as there's a chance I'll miss and the dice will be wasted.
I like pushing attack with pole arm master and sentinel. Use it on an attack of opportunity to push an enemy out of your threatening square to only provoke another attack next round.
Pushing sounds fun with Booming Blade.
Frightened is a condition, so enemies can be immune to it or have bonuses on their saving throw against it. There's no protection against Goading Attack other than having a high Wisdom save bonus. There's also a difference in terms of crowd control: Goading Attack encourages the monster to attack the Fighter, while Menacing Attack encourages the monster to retreat. Having enemies break off can be problematic if there's a chance they'll raise the alarm.
The frightened and poisoned conditions deliberately avoid causing disadvantage on saving throws. If they did, it'd be much harder to break out of spells or effects that inflict those conditions until you succeed on a save, like Fear.
Frightening the enemy would only help if you're shoving them prone the normal way, which requires giving up an attack.
For a great weapon melee fighter:
Riposte - Another attack with a powerful weapon
Tripping Attack - Useful for hitting with the penalty from Great Weapon Fighter
Precision Attack - Useful for hitting with the penalty from Great Weapon Fighter
For a sword and board melee fighter:
Riposte - Another attack
Menacing Attack - Frightened condition is good for protecting the party. It's especially good in lower levels where fewer things are immune.
Commander's Strike - If there is someone who does more damage than I do, this is good
For a ranged fighter:
Precision Attack - Useful for hitting with the penalty from Sharpshooter
Pushing Attack - Useful for battlefield control
Goading Attack - Protect the party and potentially cause a creature to consider provoking opportunity attacks
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I've taken:
Manoeuvring Attack
Precision Attack
Feinting Attack
My fighter isn't just a sword and board - got relatively good dex and str so can use sword and bow. Will see how I go with it!
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Orryn Pebblefoot - Lvl 5 Rock Gnome Wizard (Deceased) - Waterdeep: Dragon Heist (Deceased)
Anerin Ap Tewdr - Lvl 5 Human (Variant) Bard (College of Valor) - Waterdeep: Dragon Heist
Trip attack is epic with ranged weapons, makes fliers fall out of the sky :)
I have not heard that you could use tripping maneuver in this manner, source?
Better ones if you have already knives or knuckles, instead of 2H swords.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
not if soneone in your party goes before they do & picks it up.
From the Player's Basic Rules (v0.2), page 71:
Coupled with no limitation regarding ranged weapon in battlemaster maneuvers (at least trip attack).
I wonder how many people have tried Bugbear Battlemaster with reach weapon and lunging attack, felt like they could hit the entire board on their turn, and then been ticked to realize that their 20 ft reach for that attack is down to the normal 10 foot for AoO. By the results of this poll, not many. It's interesting to read about the different maneuvers while considering the results.
I've only ever made one battlemaster, but I took Parry, Evasive Footwork and Riposte, they were actually primarily an inquisitive, so I was choosing the options for a character who doesn't usually resort to violence, but is rather strategic when they do so.
I took these three (reposte, trip, precision attack) and they have come in handy as I'm the main fighter (most of the time). This is my first time playing 5e and 26+ years since my last gaming under AD&D rules. So I fight with Greatsword and GSM has made me very effective. Just made 4th level so took "Luck" as my feat so that gives me a lot of options. My plan is to take Sentinal at 6th level to round out my Human fighter. I rolled well and with the +1 to all my states gave me a solid base so I've skipped upping my stats.
I love to pair my Battlemaster with a v.human Polearm Master, therefore I love to pick:
Trip Attack - Damage, Prone and advantage?! My favorite Maneuver! Especially because you can combo it from the get go with your Bonus Action Attack. (Or reaction for an AoO during the enemy turn. Especially with Sentinel or of you position yourself in a way, that the enemy don't have 15ft movement left.)
Riposte - Extra Attack on a failed attempt by the enemy. Nice!
Precision Attack - Turning a miss into a hit. Better than adding damage. Especially if the last hit really needs to land.
I am playing a Battle Master fighter for the first time. Now 4th level dwarf Polearms master. I read all the forums, but during play realised that if I score a Crit, then spend a superiority die, it also doubles (see sage advice). So I picked mainly choices that allow me to have best option when I get critical, and let me use polearm master opportunity bonus.
Hit from 10ft, two attacks with bonus action, if I critical, goading attack, 2d10 plus 2d8 +3, plus 1d4 plus my +3 , step back as out of their reach and hope they follow to activate my polearm master reaction attack.... etc
Fair tactic?
I am thinking of dumping riposte...
Depending if the battle field is an open range or it's based on a Tavern, then my first battle manouvers varies a lot.
If the battle occurs on a Tavern, I recommend using "IMPROVISED STUFF" as throwing weapons.
If the Battle occurs in an open range, then it depends how close are my opponents from me...........
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
First time playing 5E, but long time D&Der...
I am playing a Glaive wielding Fighter.
I started with these Maneuvers: Pushing Attack (for battlefield control), Riposte (free attacks are amazeballs), and Tripping Attack (granting advantage for my extra attacks, and allies attacks).
I find I am not using Riposte as much as I want, but still a good option. I plan to add Maneuvering Strike and Commanders Strike for my next two... unless reading this post can convince me to pick a different one.
~Mad