It's not that confusing- they're using the JRPG standard when defense/armor controls how much damage a character takes when they get hit. Hers is so high that it takes a very strong attack to actually cause harm- like at the beginning of the anime when she fell asleep while the trash mob was attacking her and she got what was supposed to be a high level ability because her defense was so high they couldn't damage her.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
So, for the sake of optimizing a JRPG-style defense, maximizing rechargeable Temporary Hitpoints would seem to be the way to go.
At low levels, the Warlock invocation Fiendish Vigor, can effectively double a 1st level character's damage tolerance, and renders low damage traps/encounters irrelevant.
At higher levels, Armor of Agathys can grant up to 45 temporary hit points.
The Abjuration Wizard can create an Arcane Ward that has its own pool of hit points equal to Twice Wizard Level plus Intelligence Modifier.
So, at high levels, the Abjuration Wizard could effectively have 90 temporary hitpoints and advantage against saving throws from, and resistance to the damage of, spells. Combine that with continuously casting Blade Ward, and you will also have resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
Resistance to damage, combined with a recharging Arcane Ward will help reduce the toll on Armor of Agathys, which will in turn increase its damage output potential, which is respectable in its own right.
Combine that with a high level Aid for an additional buffer.
The resistance to non-magical attacks from barbarians rage ability would probably be better since it only has to be used once if you are constantly getting hit, which maple's build pretty much requires.
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It's not that confusing- they're using the JRPG standard when defense/armor controls how much damage a character takes when they get hit. Hers is so high that it takes a very strong attack to actually cause harm- like at the beginning of the anime when she fell asleep while the trash mob was attacking her and she got what was supposed to be a high level ability because her defense was so high they couldn't damage her.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
So, for the sake of optimizing a JRPG-style defense, maximizing rechargeable Temporary Hitpoints would seem to be the way to go.
At low levels, the Warlock invocation Fiendish Vigor, can effectively double a 1st level character's damage tolerance, and renders low damage traps/encounters irrelevant.
At higher levels, Armor of Agathys can grant up to 45 temporary hit points.
The Abjuration Wizard can create an Arcane Ward that has its own pool of hit points equal to Twice Wizard Level plus Intelligence Modifier.
So, at high levels, the Abjuration Wizard could effectively have 90 temporary hitpoints and advantage against saving throws from, and resistance to the damage of, spells. Combine that with continuously casting Blade Ward, and you will also have resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
Resistance to damage, combined with a recharging Arcane Ward will help reduce the toll on Armor of Agathys, which will in turn increase its damage output potential, which is respectable in its own right.
Combine that with a high level Aid for an additional buffer.
The resistance to non-magical attacks from barbarians rage ability would probably be better since it only has to be used once if you are constantly getting hit, which maple's build pretty much requires.