I´m thinking about building a PAM+GWM (+sentinel, possibly) for a campaing that will start at lvl 2 and go to lvl 14ish at most.
I will not multiclass or play a barbarian, paladin or any other class that is not Lock(hexblade) or Fighter(Battlemaster).
I will be wearing medium armor and a glaive even if i go fighter, cause thats the concept of the character. So the question is: which of these 2 classes/subclasses is better (combat wise) for a bad ass, hard hitting, sustained dpr (not 1 turn nova)?
I previously thought it to be the Fighter, but then I saw this: https://www.reddit.com/r/3d6/comments/957jic/sustained_dpr_of_classic_optimized_builds_levels/?depth=1 and the PAM Lock (Darkness + Devil´s Sight) is on the top all the way from low to high level when it comes to AC 15+. Is this info reliable? Could someone confirm this? Even XBE+SS Fighter is doing poorly against the hexblades on this chart.
And even if it is correct, isn´t a melee dude using Darkness+DSight anoying as hell for his party? At least till it can pick up Shadow of Moil, which would have taken half campaing for me anyways.
So, with a base of AC 15+ enemies, what pure class would be the best of the 2 for a PAM hard hitting build in your opinion?
Darkness + Devil's sight can be annoying for the party, but remember, only the warlock (or the target, but usually the warlock) needs to be in the darkness. That said, there are many enemies with ways of seeing through darkness and those that can't will typically move away from the darkness, which is why the combo is usually reserved for eldritch blast.
The analysis he uses only applies to a single enemy per short rest. Also, I may have missed something, but it appears that the warlocks get an unexplained +1 to hit.
The analysis he uses only applies to a single enemy per short rest. Also, I may have missed something, but it appears that the warlocks get an unexplained +1 to hit.
The analysis he uses only applies to a single enemy per short rest. Also, I may have missed something, but it appears that the warlocks get an unexplained +1 to hit.
Isn´t it from their pact weapon?
Yea, I paid too much attention to the detailed breakdown of the character build and forgot that the question here was between two other builds that were also on the spreadsheet.
That said, there are many enemies with ways of seeing through darkness and those that can't will typically move away from the darkness, which is why the combo is usually reserved for eldritch blast.
There's only about 15 monsters in the Monster Manual that have truesight, and the majority of those are high CR fiends, along with a couple of high CR celestials, the lich, demilich, nothic and modrons.
Even if you find a way to keep a monster from moving out of Darkness, it's a really disruptive tactic for your teammates. Most spells that don't involve attack rolls or areas of effect can't target a creature you can't see, and the former will likely miss anyways. There's little point in giving yourself advantage at the expense of the rest of the party.
Even going the Eldritch Blast route isn't as easy as it sounds because Darkness will dispel Light if there's any overlap between the two spells, and Light is a popular spell for dungeons since you don't have to tie up one hand with a light source.
That said, there are many enemies with ways of seeing through darkness and those that can't will typically move away from the darkness, which is why the combo is usually reserved for eldritch blast.
There's only about 15 monsters in the Monster Manual that have truesight, and the majority of those are high CR fiends, along with a couple of high CR celestials, the lich, demilich, nothic and modrons.
Ah, you're right. Not sure why blindsight slipped my mind. Then again...once you weed out all the variations of true dragons and relatively harmless animals, there still aren't that many. You're basically looking at animated objects, oozes, plants, snakes, aquatic creatures, and some mid-to-high-CR extraplanars. You'll run into those occasionally, but not frequently enough to be a significant problem. I still think the rest of the party is a more significant factor.
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Hi, there!
I´m thinking about building a PAM+GWM (+sentinel, possibly) for a campaing that will start at lvl 2 and go to lvl 14ish at most.
I will not multiclass or play a barbarian, paladin or any other class that is not Lock(hexblade) or Fighter(Battlemaster).
I will be wearing medium armor and a glaive even if i go fighter, cause thats the concept of the character. So the question is: which of these 2 classes/subclasses is better (combat wise) for a bad ass, hard hitting, sustained dpr (not 1 turn nova)?
I previously thought it to be the Fighter, but then I saw this: https://www.reddit.com/r/3d6/comments/957jic/sustained_dpr_of_classic_optimized_builds_levels/?depth=1 and the PAM Lock (Darkness + Devil´s Sight) is on the top all the way from low to high level when it comes to AC 15+. Is this info reliable? Could someone confirm this? Even XBE+SS Fighter is doing poorly against the hexblades on this chart.
And even if it is correct, isn´t a melee dude using Darkness+DSight anoying as hell for his party? At least till it can pick up Shadow of Moil, which would have taken half campaing for me anyways.
So, with a base of AC 15+ enemies, what pure class would be the best of the 2 for a PAM hard hitting build in your opinion?
Darkness + Devil's sight can be annoying for the party, but remember, only the warlock (or the target, but usually the warlock) needs to be in the darkness. That said, there are many enemies with ways of seeing through darkness and those that can't will typically move away from the darkness, which is why the combo is usually reserved for eldritch blast.
The analysis he uses only applies to a single enemy per short rest. Also, I may have missed something, but it appears that the warlocks get an unexplained +1 to hit.
Isn´t it from their pact weapon?
Yea, I paid too much attention to the detailed breakdown of the character build and forgot that the question here was between two other builds that were also on the spreadsheet.
There's only about 15 monsters in the Monster Manual that have truesight, and the majority of those are high CR fiends, along with a couple of high CR celestials, the lich, demilich, nothic and modrons.
Even if you find a way to keep a monster from moving out of Darkness, it's a really disruptive tactic for your teammates. Most spells that don't involve attack rolls or areas of effect can't target a creature you can't see, and the former will likely miss anyways. There's little point in giving yourself advantage at the expense of the rest of the party.
Even going the Eldritch Blast route isn't as easy as it sounds because Darkness will dispel Light if there's any overlap between the two spells, and Light is a popular spell for dungeons since you don't have to tie up one hand with a light source.
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There are considerably more with blindsight.
Ah, you're right. Not sure why blindsight slipped my mind. Then again...once you weed out all the variations of true dragons and relatively harmless animals, there still aren't that many. You're basically looking at animated objects, oozes, plants, snakes, aquatic creatures, and some mid-to-high-CR extraplanars. You'll run into those occasionally, but not frequently enough to be a significant problem. I still think the rest of the party is a more significant factor.
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