I've just reached level 3 and am the only fighter between a rogue, a cleric, a warlock, and a sorcerer. I've gone for riposte for the extra attack (sort of), distracting strike (As it seems that it is difficult for spell casters to get advantage rolls - team player innit!) and precision strike (to narrow the odds). Will see how it goes!
EDIT: Not confirmed as playing tonight so any advice on possible changes would be well appreciated! Thanks :)
I've just reached level 3 and am the only fighter between a rogue, a cleric, a warlock, and a sorcerer. I've gone for riposte for the extra attack (sort of), distracting strike (As it seems that it is difficult for spell casters to get advantage rolls - team player innit!) and precision strike (to narrow the odds). Will see how it goes!
EDIT: Not confirmed as playing tonight so any advice on possible changes would be well appreciated! Thanks :)
I feel like you've got a strong handle on your tactics...and kudos for being support minded! Your rogue will thank you for being in the middle of melee to get those great Sneak Attack bonuses.
Riposte will be useful for getting that extra hit in while you are in melee (damage), Distracting Strike (honestly, I had not considered the benefits for spellcasters, so nice job there), and Precision Strike will ensure you hit when you absolutely have to.
I wouldn't modify too much...I'd say you're set.
Possibly "Maneuvering Strike", in those instances where an ally is in danger and needs to get clear of an attack...but it tends to be situational.
Thanks very much! I'm a little torn between distract and trip but I think I'm going to keep as it is and see what happens. I'm planning to use 'dodge' a bit more to make the most of riposte too. Cheers for the feedback fella :)
Thanks very much! I'm a little torn between distract and trip but I think I'm going to keep as it is and see what happens. I'm planning to use 'dodge' a bit more to make the most of riposte too. Cheers for the feedback fella :)
...you kinda just blew my mind with that "Dodge" and Riposte combination...I never even considered that.
So thank YOU for giving my future Fighter's something to do with their Action other than whack things every round.
I'm surprised that parry doesn't get more love as a maneuver at 3rd level. It can dramatically improve survivability at that level (preventing 1d8 + X of damage up to four times per short rest, which adds dramatically to the character's 3d10+Y hit point pool). None of the other maneuvers matter if you're taken out of the combat. As the primary tank in the party, parry seemed like a wiser use of a reaction than riposte if mobs were focused on my character, and sentinel (my character's first level, human feat) gives an extra attack if mobs focus on an ally. I expect that I will swap parry out for another maneuver at 7th or 10th level when my character will have a larger HP pool and creatures attacking him have more attacks per round (reducing the share of incoming fire that can be deflected with one reaction each round). But at 3rd level, parry is a life saver.
I also took disarming attack, which works SO well with a sentinel reaction attack. That sentinel reaction attack with the disarming maneuver not only deals a boatload of damage for a 3rd level fighter, if the disarm is successful, it also significantly softens the blow an ally takes.
Maneuvering attack has helped get a squishier party member out of harm's way on multiple occasions. It can help offensively as well by giving an ally an extra 50% movement to get into position for an attack.
Thanks very much! I'm a little torn between distract and trip but I think I'm going to keep as it is and see what happens. I'm planning to use 'dodge' a bit more to make the most of riposte too. Cheers for the feedback fella :)
...you kinda just blew my mind with that "Dodge" and Riposte combination...I never even considered that.
So thank YOU for giving my future Fighter's something to do with their Action other than whack things every round.
I'm trying to decide between manoeuvring attack and pushing attack. I have a sword and board fighter and we only have one healer. Manoeuvre seems like the best, surefire way of getting squishy characters out of combat, but it seems a bit dull as I can't really think of any other application for it. Pushing attack seems like a lot of fun with some great applications - who doesn't want to shove enemies into stuff? - and it can also get people out of combat by getting enemies out of range. However, it does come with a possible failure as the enemy get a saving throw.
Push is definitely more 'my character' as she is a shieldmaiden
Manoeuvre is a guaranteed get-out-of-jail-free card for the glass cannons of the group.
Any thoughts or advice from more experienced players would be much appreciated!
I'm trying to decide between manoeuvring attack and pushing attack. I have a sword and board fighter and we only have one healer. Manoeuvre seems like the best, surefire way of getting squishy characters out of combat, but it seems a bit dull as I can't really think of any other application for it. Pushing attack seems like a lot of fun with some great applications - who doesn't want to shove enemies into stuff? - and it can also get people out of combat by getting enemies out of range. However, it does come with a possible failure as the enemy get a saving throw.
Push is definitely more 'my character' as she is a shieldmaiden
Manoeuvre is a guaranteed get-out-of-jail-free card for the glass cannons of the group.
Any thoughts or advice from more experienced players would be much appreciated!
Thanks :)
I am a fervent lover of the "Pushing Attack" maneuver, just for that sheer, barbarian-like ability to knock mooks around.
I love it so much, that it constantly competes with some of the "better" maneuvers (Trip Attack, Precision Attack, Riposte, etc...)
And because it applies to any weapon attack as well, you can throw a handaxe or a dagger, hit them, and have the hilarious benefit of watching them get knocked across the room by the force of the throw. Heck...you could even throw a pebble.
Now, as to whether or not you should take "Pushing Attack" or "Maneuvering Attack", here's how I see it: "Maneuvering Attack" allows your ally to use their reaction to escape an enemy that is right on top of them, without provoking attacks of opportunity. Admittedly, quite useful.
However, your standard character will usually only have about 30ft of movement, unless they happen to have speed enhancements, and so that is roughly about 15ft of movement, and they have to use their Reaction to do so.
The most fragile classes like "Wizard" or "Sorcerer" often use that Reaction to cast "Shield", to give them a considerable defensive boost for the whole round, so this mitigates the temporary support that "Maneuvering Attack" provides. Not to mention, the annoying situation where that enemy monster just catches up to them their next turn.
"Pushing Attack", I feel, can provides the same utility that "Maneuvering Attack" offers, with all the benefits of knocking an enemy into environmental hazards...if you successfully knock the enemy away, you put 15ft of safe distance between them and your fragile ally anyway, without the ally having to use their Reaction at all.
This depends on the enemy failing their Strength save, yes...but I'd say that the usefulness of "Pushing Attack" on different enemy types still outweighs the situations where "Maneuvering Attack" will end up being useful.
Cheers fella, my thoughts exactly! However, I went for manoeuvre in the end due to the lack of healer and it is a surefire way to keep him out of combat. I'm planning on switching it out at a higher level when squishy characters are slightly less squishy. It was a hard call though, especially as my character would certainly go for pushing attack to barge people about!
Bit of a shame but I have precision and riposte so its good to have one for the benefit of the team, even if I don't use it that much!
Only wish I had more manoevers... maybe grab feat for more and another d6 dice later... I have same as lordsalvo list. Not keen on Riposte as I always miss and feel dice wasted. Precision doesn't do extra damage but if I take great weapon master will probably wish I had it.
As polearm master, control and damage goals. Getting advantage goal, so trip attack great. If trying to finish boss ill try trip first to get them prone then bonus action and action surge if they go down. Burn all my dice and pray for a critical with my advantage rolls... can use 4d8's if I was lucky enough to get a reaction attack in first..
...Manoeuvre seems like the best, surefire way of getting squishy characters out of combat, but it seems a bit dull as I can't really think of any other application for it...
Maneuvering attack can also help get someone into combat as well. In cases where a melee character may have to use a Dash action, you can save their attacks for them by telling them to hurry up and get their arse up there. There won't be so many chances to use maneuvering attack that way, but when you can, it's fun and effective. : )
Yes, it's interesting, as they need to break the booming to move back into melee, but remember, booming blade's booming damage only triggers if the target willingly move.
Precision Attack: Roll your superiority die when you just missed to see if it will bridge the gap. No extra cost, but you miss out on superiority die damage. Average roll at level 3, with a d8, is 4.5, that's your likelihood of changing the roll, +4.5.
Feinting Attack: Use a bonus action before you take the attack action to give that attack advantage to pre-emptively bridge the gap. Cost is bonus action, but you still get to add the superiority die damage if you hit. Likelihood of a hit depends on what you need to roll in order to hit (statistics on how much of an increased probability advantage grants aren't hard to come by), but it's never equivalent to more than a +5. For instance, if you need an 11 to hit, and you have advantage, you likelihood to hit goes from 50% to 75%.
So, is Feinting Attack worth it when Precision Attack can do the same and even better with a simple d8?
To my eyes, it depends on whether or not you are using your bonus action to attack. At level 3, you only have two attacks if you're wielding two weapons, so if you didn't take 2 Weapon Fighting for your Fighting Style, no luck. As such, using your bonus action to hit with Feinting attack (for instance with Great Weapon Fighting) means you also add the superiority dice to hit, and bring some shine to that sometimes useless bonus action. So unless you have something better to do with your bonus, it's a great way to give yourself +5 to hit.
For 2 weapon fighting, it's better to go Precision Attack because you're not replacing your second attack with a second die on a hit when you already get to roll 2d20s to see if you hit, and get extra damage anyway. Not a great trade.
For those who didn't take 2 weapon fighting, once you hit level 10 and those pretty d8s turn into beautiful d10s, you got yourself a 5.5 reason to switch over (and at level 15, gorgeous d12s for 6.5). And hey, look at that, level 10 is when you learn two new maneuvers and get to switch one you already know anyway. Isn't convenience amazing?
What if you are using the BA to make an attack with PAM, or something similar? Also, take into consideration the use of GWM to make sure you land the attack at -5 to get the +10 damage, I find Precision to be more useful...
But, then again, we use the alternate rules allowing FLANKING, so you can get that Adv with positioning.
I haven't played in a while... for a previous fighter I know I had Trip and Riposte and one more which I forget.
I am making a Dex based fighter right now. Does anyone think it's a mistake to take both Riposte and Parry in that it would sort of leave you short of options to use on your own turn? I remember reading very early 5e advice which didn't rate Parry very positively, but considering a good Dex bonus... well basically it is the equivalent of self-healing since it's preventing that much damage. For a Dex fighter with a starting Con of only 14 that seems like it might help. But of course I also want Riposte, because, well, it's Riposte.
As a Battle Master I suggest bringing First your shield, which previously you had to lend it to an artificer just to apply some new look, changing the shape, and adding some extra claws or vineroots, or spines ( like the AUTO TUNNING ).
Then, after being fully attunned to the ""new shield"" you got and getting the Observer Feat. ( yes, I detect this feat is a MUST HAVE on this particular Fighter ), just spending a couple of rounds observing the terraing and the mobs, you should move to be 50 or 60 feet farder from them, and start executing a RAMMING AMBUSH over them.
Consequences ??? INSTA PRONED mobs... or else they'll suffer a good probability to be stunned. If you have slashing weapons, then it's OK. The Fully Perfection here is using a Bludgeoning weapon.... hahahaha.
I use parry on my battlemaster (a 4th level character), and it works very, very well on him. I think parry is an excellent choice for a low-level battlemaster because avoiding 1d8 + X damage when you only have 4d10 hitpoints and when things hit for a lot less damage is a big deal---it can greatly improve your survivability at low levels. When you get to be higher level, two things work against parry. First, avoiding 1d8 + X damage means less, because it is a much smaller portion of your hit point pool. Second, things hit a lot harder and/or have more attacks, which means that the share of incoming damage that you can avoid via parry is also reduced.
Net-net: My plan is to use parry as a key maneuver from levels three up until level seven, where I will swap it out for another maneuver (don't forget that you have the option to replace a maneuver whenever you get new archetype abilities on a battlemaster!).
Have fun!
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First time DNDer here.
I've just reached level 3 and am the only fighter between a rogue, a cleric, a warlock, and a sorcerer. I've gone for riposte for the extra attack (sort of), distracting strike (As it seems that it is difficult for spell casters to get advantage rolls - team player innit!) and precision strike (to narrow the odds). Will see how it goes!
EDIT: Not confirmed as playing tonight so any advice on possible changes would be well appreciated! Thanks :)
I feel like you've got a strong handle on your tactics...and kudos for being support minded! Your rogue will thank you for being in the middle of melee to get those great Sneak Attack bonuses.
Riposte will be useful for getting that extra hit in while you are in melee (damage), Distracting Strike (honestly, I had not considered the benefits for spellcasters, so nice job there), and Precision Strike will ensure you hit when you absolutely have to.
I wouldn't modify too much...I'd say you're set.
Possibly "Maneuvering Strike", in those instances where an ally is in danger and needs to get clear of an attack...but it tends to be situational.
Thanks very much! I'm a little torn between distract and trip but I think I'm going to keep as it is and see what happens. I'm planning to use 'dodge' a bit more to make the most of riposte too. Cheers for the feedback fella :)
...you kinda just blew my mind with that "Dodge" and Riposte combination...I never even considered that.
So thank YOU for giving my future Fighter's something to do with their Action other than whack things every round.
Playing right now and used that trick for the first time. Worked a treat! :)
Thanks again pal.
Parry, Disarming attack, and Maneuvering attack
I'm surprised that parry doesn't get more love as a maneuver at 3rd level. It can dramatically improve survivability at that level (preventing 1d8 + X of damage up to four times per short rest, which adds dramatically to the character's 3d10+Y hit point pool). None of the other maneuvers matter if you're taken out of the combat. As the primary tank in the party, parry seemed like a wiser use of a reaction than riposte if mobs were focused on my character, and sentinel (my character's first level, human feat) gives an extra attack if mobs focus on an ally. I expect that I will swap parry out for another maneuver at 7th or 10th level when my character will have a larger HP pool and creatures attacking him have more attacks per round (reducing the share of incoming fire that can be deflected with one reaction each round). But at 3rd level, parry is a life saver.
I also took disarming attack, which works SO well with a sentinel reaction attack. That sentinel reaction attack with the disarming maneuver not only deals a boatload of damage for a 3rd level fighter, if the disarm is successful, it also significantly softens the blow an ally takes.
Maneuvering attack has helped get a squishier party member out of harm's way on multiple occasions. It can help offensively as well by giving an ally an extra 50% movement to get into position for an attack.
Trip, Menacing and Manoeuvring in that order.
Dodge and Riposte. I like.
Hi everyone,
I'm trying to decide between manoeuvring attack and pushing attack. I have a sword and board fighter and we only have one healer. Manoeuvre seems like the best, surefire way of getting squishy characters out of combat, but it seems a bit dull as I can't really think of any other application for it. Pushing attack seems like a lot of fun with some great applications - who doesn't want to shove enemies into stuff? - and it can also get people out of combat by getting enemies out of range. However, it does come with a possible failure as the enemy get a saving throw.
Push is definitely more 'my character' as she is a shieldmaiden
Manoeuvre is a guaranteed get-out-of-jail-free card for the glass cannons of the group.
Any thoughts or advice from more experienced players would be much appreciated!
Thanks :)
I am a fervent lover of the "Pushing Attack" maneuver, just for that sheer, barbarian-like ability to knock mooks around.
I love it so much, that it constantly competes with some of the "better" maneuvers (Trip Attack, Precision Attack, Riposte, etc...)
And because it applies to any weapon attack as well, you can throw a handaxe or a dagger, hit them, and have the hilarious benefit of watching them get knocked across the room by the force of the throw. Heck...you could even throw a pebble.
Now, as to whether or not you should take "Pushing Attack" or "Maneuvering Attack", here's how I see it: "Maneuvering Attack" allows your ally to use their reaction to escape an enemy that is right on top of them, without provoking attacks of opportunity. Admittedly, quite useful.
However, your standard character will usually only have about 30ft of movement, unless they happen to have speed enhancements, and so that is roughly about 15ft of movement, and they have to use their Reaction to do so.
The most fragile classes like "Wizard" or "Sorcerer" often use that Reaction to cast "Shield", to give them a considerable defensive boost for the whole round, so this mitigates the temporary support that "Maneuvering Attack" provides. Not to mention, the annoying situation where that enemy monster just catches up to them their next turn.
"Pushing Attack", I feel, can provides the same utility that "Maneuvering Attack" offers, with all the benefits of knocking an enemy into environmental hazards...if you successfully knock the enemy away, you put 15ft of safe distance between them and your fragile ally anyway, without the ally having to use their Reaction at all.
This depends on the enemy failing their Strength save, yes...but I'd say that the usefulness of "Pushing Attack" on different enemy types still outweighs the situations where "Maneuvering Attack" will end up being useful.
Cheers fella, my thoughts exactly! However, I went for manoeuvre in the end due to the lack of healer and it is a surefire way to keep him out of combat. I'm planning on switching it out at a higher level when squishy characters are slightly less squishy. It was a hard call though, especially as my character would certainly go for pushing attack to barge people about!
Bit of a shame but I have precision and riposte so its good to have one for the benefit of the team, even if I don't use it that much!
Only wish I had more manoevers... maybe grab feat for more and another d6 dice later... I have same as lordsalvo list. Not keen on Riposte as I always miss and feel dice wasted. Precision doesn't do extra damage but if I take great weapon master will probably wish I had it.
As polearm master, control and damage goals. Getting advantage goal, so trip attack great. If trying to finish boss ill try trip first to get them prone then bonus action and action surge if they go down. Burn all my dice and pray for a critical with my advantage rolls... can use 4d8's if I was lucky enough to get a reaction attack in first..
Maneuvering attack can also help get someone into combat as well. In cases where a melee character may have to use a Dash action, you can save their attacks for them by telling them to hurry up and get their arse up there. There won't be so many chances to use maneuvering attack that way, but when you can, it's fun and effective. : )
Yes, it's interesting, as they need to break the booming to move back into melee, but remember, booming blade's booming damage only triggers if the target willingly move.
Real talk: Precision Attack vs. Feinting Attack
Precision Attack: Roll your superiority die when you just missed to see if it will bridge the gap. No extra cost, but you miss out on superiority die damage. Average roll at level 3, with a d8, is 4.5, that's your likelihood of changing the roll, +4.5.
Feinting Attack: Use a bonus action before you take the attack action to give that attack advantage to pre-emptively bridge the gap. Cost is bonus action, but you still get to add the superiority die damage if you hit. Likelihood of a hit depends on what you need to roll in order to hit (statistics on how much of an increased probability advantage grants aren't hard to come by), but it's never equivalent to more than a +5. For instance, if you need an 11 to hit, and you have advantage, you likelihood to hit goes from 50% to 75%.
So, is Feinting Attack worth it when Precision Attack can do the same and even better with a simple d8?
To my eyes, it depends on whether or not you are using your bonus action to attack. At level 3, you only have two attacks if you're wielding two weapons, so if you didn't take 2 Weapon Fighting for your Fighting Style, no luck. As such, using your bonus action to hit with Feinting attack (for instance with Great Weapon Fighting) means you also add the superiority dice to hit, and bring some shine to that sometimes useless bonus action. So unless you have something better to do with your bonus, it's a great way to give yourself +5 to hit.
For 2 weapon fighting, it's better to go Precision Attack because you're not replacing your second attack with a second die on a hit when you already get to roll 2d20s to see if you hit, and get extra damage anyway. Not a great trade.
For those who didn't take 2 weapon fighting, once you hit level 10 and those pretty d8s turn into beautiful d10s, you got yourself a 5.5 reason to switch over (and at level 15, gorgeous d12s for 6.5). And hey, look at that, level 10 is when you learn two new maneuvers and get to switch one you already know anyway. Isn't convenience amazing?
That is the best explanation of Precision Attack vs. Feinting attack I have seen :)
Seeing how I usually play a sword and board, it makes sense why I like feinting attack better
What if you are using the BA to make an attack with PAM, or something similar?
Also, take into consideration the use of GWM to make sure you land the attack at -5 to get the +10 damage, I find Precision to be more useful...
But, then again, we use the alternate rules allowing FLANKING, so you can get that Adv with positioning.
~Mad
Hey, new to the forum here.
I haven't played in a while... for a previous fighter I know I had Trip and Riposte and one more which I forget.
I am making a Dex based fighter right now. Does anyone think it's a mistake to take both Riposte and Parry in that it would sort of leave you short of options to use on your own turn? I remember reading very early 5e advice which didn't rate Parry very positively, but considering a good Dex bonus... well basically it is the equivalent of self-healing since it's preventing that much damage. For a Dex fighter with a starting Con of only 14 that seems like it might help. But of course I also want Riposte, because, well, it's Riposte.
As a Battle Master I suggest bringing First your shield, which previously you had to lend it to an artificer just to apply some new look, changing the shape, and adding some extra claws or vineroots, or spines ( like the AUTO TUNNING ).
Then, after being fully attunned to the ""new shield"" you got and getting the Observer Feat. ( yes, I detect this feat is a MUST HAVE on this particular Fighter ), just spending a couple of rounds observing the terraing and the mobs, you should move to be 50 or 60 feet farder from them, and start executing a RAMMING AMBUSH over them.
Consequences ??? INSTA PRONED mobs... or else they'll suffer a good probability to be stunned. If you have slashing weapons, then it's OK. The Fully Perfection here is using a Bludgeoning weapon.... hahahaha.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Hi Seroster,
I use parry on my battlemaster (a 4th level character), and it works very, very well on him. I think parry is an excellent choice for a low-level battlemaster because avoiding 1d8 + X damage when you only have 4d10 hitpoints and when things hit for a lot less damage is a big deal---it can greatly improve your survivability at low levels. When you get to be higher level, two things work against parry. First, avoiding 1d8 + X damage means less, because it is a much smaller portion of your hit point pool. Second, things hit a lot harder and/or have more attacks, which means that the share of incoming damage that you can avoid via parry is also reduced.
Net-net: My plan is to use parry as a key maneuver from levels three up until level seven, where I will swap it out for another maneuver (don't forget that you have the option to replace a maneuver whenever you get new archetype abilities on a battlemaster!).
Have fun!