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Dungeon siege 2 spell dps
Dungeon siege 2 spell dps









I am not nearly smart enough to calculate all the different abilities, but I will do my best.įighter One w/ Polearm Master Feat and Great Weapon Fighting. I am going to compare these weapons all with the Fighter class and Variant Human with each character starting with 16 strength/dexterity. So.a Two-Weapon Fighter in this way can attack more frequently with numerous effects, while a Great Weapon Fighter hits like a truck when he needs to most. This features will turn the tide of any battle.though, it does need to replenish on a long rest. For Great Weapons, however.you will gain advantage on your weapon attacks FOR THE WHOLE aning that, even with the -5 to your roll for "Great Weapon Master", you have a chance to gain advantage for that sweet +10 damage with every swing. as the Samurai subclass requires a bonus action for it's main feature, it doesn't mesh well with Two-Weapon Fighting. Great Weapon Fighting is quite fantastic under the Samurai subclass. Great Weapons can do this, too however I feel Two-Weapon Fighting fits the subclass more, as most of the Manuevers do not require the bonus action, allowing a chain of attacks and effects (provided the Battlemaster has the Superiority Dice available!). Two-Weapon Fighting shines under a Battlemaster, who is able to utilize a Maneuver with each strike of a weapon.piling on the damage and also implementing useful effects at a quicker rate. In broad strokes, as I have been committing myself to developing a Fighter character recently, I'd say that Two-Weapon fighting and Great Weapon Fighting both have remarkable utility.for a particular subclass. I enjoy your posts here bunny, thanks for your input * I like your breakdown on the above, very good points. *This seems way better than GWM the more I look at the benefits. *The last two points are why I like this feat, especially the AC bonus. Can’t hit something if you’re dead or unconscious because you are too easy to hit while on the front line. But dual wielding a long sword and a battleaxe just seems very visually awesome to me. * This is why I have never particularly liked this feat. Polearm Masters are using 1d10 + Reach, with a 1d4 bonus attack.

dungeon siege 2 spell dps

Great Weapon Masters are using: 1d10 + Reach, 2d6 or 1d12.ĭual Wielders are using 1d6 or 1d8 weapons, possibly 1d4 if you're dual wielding whips. Polearm Masters are going to be using their Bonus Action every single turn and possibly leave their ReAction open for an attack.

dungeon siege 2 spell dps

So they will want a Martial Class that utilizes their ReAction as any time they are using their Bonus Action they are losing damage. Great Weapon Masters are best off with a Martial Class that utilizes their Bonus Action a lot, because they aren't going to need it normally unless they Crit or drop an enemy.ĭual Wielders are going to be using their Bonus Action every single turn. ReAction attack when an enemy enters your Reach. Basically it ups the damage from d6 to d8 for each weapon.Ī bonus action attack of 1d4+STR if you Attack Action. +1 AC, this is actually a really nice touch adding a bit more AC. The utility of this depends on the AC of the target.ĭraw/Stow 2 weapons as a environmental action instead of 1. If you take a -5 to hit you get +10 damage. This ability is actually very cool, but unreliable. If you down an enemy to 0 or crit, you can attack again as a bonus action. and any damage is better than a powerful miss.ĭual Wielding is a lot more then extra damage. Sure I'd love to use that against a Zombie's AC: 9, but against any real threat? That's AC 17-20. The -5 to hit and +10 Damage from GWM makes the math wonky, and different people have arguments of it's utility. The problem is Great Weapon Master and Duel Wielder do not match well. Each version has either Great Weapon Master or Dual Wielder.Here are the parameters so we don’t end up going off on tangents:

dungeon siege 2 spell dps

At which level does a two handed weapon become better than dual wielding? Depending on what level my character goes to (as most don’t make it to level 20 due to death or just not continuing a campaign for that long) may impact which route I choose. My question is for you math guys out there. That said, I was thinking about changing it up on my next melee character from what I usually have played in the past and either going two handed or dual wielding.

#DUNGEON SIEGE 2 SPELL DPS FREE#

I personally prefer sword and board (one handed weapon w shield) as I like the increase to my AC and like to leave my bonus actions free for something else than an extra attack with my secondary weapon if I was dual wielding. So I have seen many posts talking about how dual wielding is good at lower levels but gets outshined by 2 handed builds in later levels.









Dungeon siege 2 spell dps