A nice niche use for Discretion of the Coedymwarth is a Court Mage wizard. The subclass lets you be a mid/frontline caster and grants you proficiency in shields and the Protection Fighting Style. This feat compliments that playstyle further. Especially if you still want to give your high-int wizard the enchanting background and thus won't have access to the armor proficiency.
I have found flawless concentration amazing for my disruptor/support classes such as cleric. Keeping those buff/debuff spells on even after taking damage is so helpful
Might of the Iron Legion through Sellsword background seems amazing for Blade Pact Warlocks. Heavy armor and greatsword. Your warlock guide didn't cover blade pact much so thought I'd throw that out there if you're really wanting a tanky hexblade.
Yeah - I am doing gameplay videos for all of the classes where I run the 4 subclasses for each class. There is a lot of fun you can do with Melee Warlock. I like what you are doing here for sure! Cheers!
I second to this as i'm playing with a str based melee sellsword warlock & having a lot of fun atm. +follow up strike has a good synergy with Malediction
Take Aim is amazing for spell casters or rogues that want to nail that sneak attack from cover. I find that my Warlock finds themselves next to a baddie and this just lets me blast away without disadvantage. ♥
I found it to be great on my halfling rogue for enabling sneak attack. Sometimes there's fog, bad lighting or adjacent enemies you don't want to deal with. Take Aim let's you focus on getting that sweet handful of D6s, no matter the situation.
If you are playing a melee Rogue, just attack the enemy within 5 ft of another ally. If playing a ranged rogue, stay hidden or move out of line of sight and hide with your cunning action. This will still achieve the same thing as Take Aim, and you can use your feat for something else like uncanny accuracy. Cheers!
I am a huge fan of the ready trip attacks. When using a Melee character, I’m often out of range for most of the first round. So if I can ready an attack, I still do damage the first round on an enemy turn. If I also knock them down, then not only did I do damage to them for the first turn, but I also took them out of the fight for a second. And when I’m running this on characters, I always have high strength bonuses to ensure that the push down is successful. Pretty underrated. Edit: also solid guide! It was nice to see that most of my assumptions about these feats are something we agree on. I do have a tough time with the plus AC feats. It’s hard for me to buy into them. It’s like if I have a character that has 10-12 AC, is 11-13 going to really make a difference? Most the time, no. If an enemy rolls a D20+proficiency, then more than half of the rolls will hit. So the strat for them is going to be keeping them as far away from the battle as possible. Not making them tanky. If I have a character with heavy AC sitting between 16-18 (+shield 1-3) and the enemy rolls a D20(+proficiency) then my AC is already high enough to not get hit by most attacks. So I think the AC bonus feats don’t quite give value to the tank because they have so much already. These probably shine for medium armor classes. But even sitting from 12-15, going up to 16 is still a tough sell unless you couple both AC feats to gain a total plus 3 AC. But then why not just get that from heavy armor? Then I can permanently increase my AC by the same amount with one less feat. Idk Feats in this game leave a lot to desire.
The trip attack one is good because knocking an enemy prone on THEIR turn is huge. They will be prone until they can stand up, meaning that your whole party can take melee attacks with advantage against them, and then they lose half their movement. Not bad for a readied action.
i use it on my hoodlum rogue so he is independent, he can do sneak attack on that target next turn, or if positioned beside an ally that ready action also trigger sneak attack
Daunting Push is more for shoving an enemy off a ledge and then making sure it can't climb up again on its turn, other than that it's not really useful unless you want to disengage without using the disengage action. At most i'd have it on an archer i want to park on a ledge, so they can fire after shoving an enemy off and then not be impeded the round after since the enemy can't get to them on their turn. Follow-up Strike is actually a must-have on a Hoodlum Rogue fighting with a 2H. In case the main attack misses, you can still do a Follow-up Strike and if that hits, Sneak Attack gets added to it since it's the first time you're dealing damage in a round. May also apply to other builds that add damage on the first hit. Mighty Blow... i'd go for one of the element Touch feats instead. Half your strength bonus rounded up is 3 (from 2.5) meaning that your proficiency bonus is going to be higher from level 9 and up, and if something resists physical damage that 3 is also going to get halved. May as well get some elemental damage in and make your character more versatile in terms of damage dealing. Mender is also pretty useless if you have a Ranger or a Greenmage Wizard in the party as they can cast Goodberry, and you can feed those to unconscious party members to also have them get up at 1 HP. Uncanny Accuracy is actually pretty good on a caster as well, since most cantrips are ranged attacks you'll want to negate cover as best you can to ensure the cantrip hits. Obviously pairs well together with Powerful Cantrip on Draconic Sorcerers, since that guaranteed damage will trigger adding their CHA bonus to said damage every time. Overall, nice set of feats added. Still missing my boy Magic Initiate, but i can't complain about the added options.
Appreciate the response and feedback. Unfortunately unless they get a license from WoTC you will never see Magic Initiate. However, I am sure they will come out with something similar and just name it differently if the do. Cheers!
Malediction (Hex) doesn't trigger on Eldritch Blasts that only hit because of Powerful Cantrip. On one hand I want it to work because it's super busted combo, on the other hand it makes Powerful Cantrip better than pretty much any other Feat or Stat option. Ready or Not actually does a decent job of being what Powerful Cantrip wants to be for Warlock. As long as you move Malediction to the next (visible) enemy in the turn order, a readied cantrip will go off as soon as that enemy takes any action, with advantage on all Blasts.
I had a blast with my full-metal sellsword sorcerer. Picked up might of the iron legion and raise shield for superior AC, and could do a quickened spell and a weapon attack on top of it. Thanks to the bracers of archery, I did not need any ranged weapon proficiency and use arrows nonetheless.
@@VaniverseGaming It’s always easier to give a caster decent melee capabilities in D&D, than the other way around. Spellsword fighter sucks in comparison to the full-metal sorcerer, IMO. Would have loved a college of swords type bard or a swashbuckler rogue in solasta, but one can only hope for future DLCs. ;)
@@VaniverseGaming I was a little underwhelmed by the Timekeeper Bladelock I played. TBH I restarted with a new party, changing the warlock and bard for the armored sorcerer and swiftblade ranger respectively. I didn’t dabble with the chain warlock yet, though.
Might of the Iron Legion is kinda fun on a Strength-based Rogue, specifically that one subclass that can sneak attack with STR based weapons. Frontline tank rogue! Can even throw on the bonus action attack as a psuedo Extra Attack type deal, in case your first attack misses.
Yeah good point. I just do not feel the extra 2 AC is worth the Feat. I think you can roll with Half Plate and 14 Dec to get to 18 AC and be fine. Cheers!
But why would a fighter need to flee :) Yes, being able to prevent an attack of opportunity is nice, but if you have a high AC and HP then it is probably not necessary, just take the Opportunity Attack. Cheers!
Eager for Battle is INSANE on spellcasters, especially if you have an odd dex score. Getting early initiative on a caster can trivialize so many fights. Plop down a hypnotic pattern early on and boom, combat won.
Something worth mentioning about the Follow-up strike feat. While the attack is only 1d4+Str and doesn't get any of the bonuses from the weapon, like say, bonus radiant from the lightbringer greatsword. It DOES get the bonus damage granted to you by the Path of the Claw. I had an acid dragonborn barbarian with melting touch, lightbringer greatsword and a blue dragon ancestor for Path of the claw. Every turn he'd hit insanely hard. 2.5 swings doing 3-4 different damage types. It was epic.
Forest runner is on every one of my characters in my party. Its that good in my pov. The dex is perfect when your on a odd number and a ability increases dont level up 2 ability scores. The movement is just icing
I would argue with at least the paladin the buff to constitution and proficiency in saves if it rounds up the stat is a massive buff compared to flawless concentration. Considering if you have a decent CHA and CON which you should have already on a paladin give you at least a +9 to the save with the pally aura at level 5.
Might of the iron legion + sell sword makes 0 dex mages worthwhile, especially if you go point buy, lets you move points elsewhere.(Int/Con) add raise shield and before magical gear you will have high AC, but imo Raise shield is a better pick, since having low dex means bad dex saves. Because medium armor removes the need for mage armor or having past 14 dex and can pick up raise shield to use a shield for another 2 AC and a bit more with enchanted ones.
Hauler generally isn't worth a feat but if you find yourself with an odd# of strength and already capable of wearing heavy armor (extremely common) hauler is IMO the best option. Hauler with bag of holding lets a high strength character basically hold more rations then you'll ever need.
I do feel like Ready or Not increased my rogue’s damage output a lot, I just ready my bow and crit almost every time, it’s not just the first/surprise round. If we are focusing fire or if there is a character engaged then its better to go direct.
Thanks for the comment. Depending on the difficulty they will absolutely go after the target with lowest AC and HP so this would be a good FEAT for sure. Cheers!
Btw, re: rogue hasting. In theory, if your rogue is hasted, you can sneak attack this turn, then ready action with the hasted action and sneak attack with the ready action again since it’s no longer your turn. I have never tried it but in PnP that’s how rogues get two sneak attacks per round. Might even be able to combine it with a trip attack and a strength based hoodlum tank rogue or something? Probably not. But 2x sneak attack heavy crossbow sneak attacks would hurt. I’ll need to one day play a rogue to experiment. Regarding take aim, it’s a bit of a lame feat, buuuuuut if you cover yourself in fog so enemies can’t see you and shoot with disadvantage and you could shoot without disadvantage, that’s worth … something. I still don’t see enough value. One question? Would the forest walker feat add movement to a hill dwarf cleric in all terrain? Or only forest? If it adds movement all the time then I think it’s always better than that rush and lose AC feat?
Regarding rogues This works with the attack of opportunity as well. Greater Invisibility and just have them stand next to a melee character. Agree on the take aim feat. As for the forest runner feat it is any terrain, they just named it forest runner. Cheers!
Do the touch elemental damage feats stack with the dragon blooded sorcerer class ability? --> e.g. dagger stab = melee dmg + strength bonus + burning touch (prof bonus + cha bonus)
Might of Iron Legion: you kept talking about Great Axe, but it doesn't give proficiency in that according to the text on the feat (LS, GS, BA... no GA?) Also, saw someone talking about using a Hoodlum Rogue with Ready or Not, Trip Attack, and Daunting Push. Get maxed out strength through items or whatever, with expertise in athletics for shoves. Then, guard the way to your allies with readied actions. If anyone comes near, triggers an attack, they then have to roll competition against your massive strength plus expertise. If they fail, they fall down, and because it counts as a shove, they can only use half their movement (rounded down) next turn. Standing up takes half movement, so they might not even be able to get back up for another round. Even if they DO get up, then they can't go anywhere. If you back up a couple squares, you can ready action again... L/R/R 😂 However, while this might be entertaining... generally, fights have far more than a single enemy, and if only one enemy, it probably won't be easy to knock down, either. What's your opinion of making a kind of 'Power Rangers' group (or, Captain Planet, or whatever analogy) where each party member picks a different 'Touch' feat, so that all elements are covered except one (probably burn due to common resistances). Would have to be an all melee group, maybe even make it a 4-Monk party lol
Thanks for your post. I think a Power rangers party would be super fun. You would not have to do a full monk party, but all Melee would be nice. You could do a melee bard or cleric as healer, and the rest can be whatever you want. Go GO POWER RANGERS! Cheers!
I have heard people state it s a waste since there is not much of a difference between a D6 and D8. However, I think that some of the best items in the game are non finesse light weapons, so it make sense. I think you can make an argument both ways. Cheers!
Is ambidexterous really all that strong if you then loose access to cloak and dagger? I guess it depends on the magic weapons you can find, but on the weapons still have to be one handed. And a longsword deals 1d8, or 1 more on average. With 4 attacks on Swift Blade Rangers, that is 4 additional damage. Cloak and Dagger on the other hand gives you +2 AC, basically a flat -10% ov the amount of times you are hit. Especially if your AC is already very high, (twin blade gives +3, blade dance gives +2) that is quite significant. It depends on the weapons you can find, if most of the good ones are without the light property. From what I have seen online, there are enough equally good light weapons to weapons without the light property though...
Yes, I agree it depends on the weapons. In the Main campaign and even the Lost Valley their are some very powerful Longswords that make ambidextrous amazing. Otherwise you are right, probably not the best choice. Cheers!
My two playthroughs (regular/dlc) campaigns. Seems like it is better to just take the ASI over the feats except powerful cantrip on clerics for sacred flame.
Well depends what you roll when building the characters. If you spend enough time rolling dice, you can get some sick stats that make taking ASIs useless. If you are taking standard array or point buy, or going with your first rolls, then yes ASIs may be better. I would also say that Flawless Concentration is the best spell for casters. All the best spells require concentration. Powerful cantrip would be #2. Cheers!
I have not tested it out in Solasta, but 5e rules does not classify unarmed as a light weapon therefore cloak and dagger would not work. However, Monks can use a shortsword in one hand which is a light weapon so they could use their action to attack with that and get the +2 AC and still use their bonus action unarmed attacks. Cheers
Sadly, feats aren't really in a good place in 5e. There are some standouts. Polearm Master(or the adapted Follow Up Strike as it is seen here) is one case where it's worth using in place of an ASI. Flawless Concentration has uses on support casters; especially if you're running something like Twinned Haste on a Sorcerer and keeping half your party hasted. Powerful Cantrip is interesting too, for guaranteeing half damage on failed attacks.
@@kuropotato8097 I stand by my statement. With the exception of a few well-known standouts they're not worth sacrificing an ASI. Fighters are in the unique position of collecting several of the standouts without worry. At best you're sacrificing core functionality for a fringe benefit in niche situations. The more niche something is, the less the player should be asked to sacrifice for it.
@@XoRandomGuyoX more often than not you don't need that many ASI. lets say you put ur ASI in strength as a fighter. what are you actually getting? +1 to attack rolls and damage dice. +1 to strength athletics and a 1+ to strength saves.. you know what you could have also done? picked up a half feat, lets say skill expert as an example. You get your strength from an odd number to even to get that +1 you crave, grab another prof as well as double your prof in something you are good at. I am perfectly happy to sit on an 18 in strength as a level 20 fighter to take things like sentinel, great weapon master, shield master or even something flavorful that adds character like the healer feat or tavern brawler. a character that takes nothing but ASI is bland and is why people keeps saying that martials are weaker than mages. you are taking away the only customizability 5e offers and making weaker less interesting characters by taking nothing but ASI.
@@kuropotato8097 As I already said, Fighters are in a unique position to collect several of the standouts without worry. But if you're not a Fighter, would you waste an important ASI for something like Actor? No; at least you shouldn't. D&D can stand to borrow a touch from Pathfinder and have feats separated from ASI so that they're all bonuses driving towards a specific flavor and goal.
2handed feats are pretty good. My Frenzy Barb half Orc is a best. Overall though, majority of the feats are far too situational, and extremely underwhelming
Agreed = Even with the new update, there are still a lot of feats that are not worth taking over an ASI. I am playing a 2H Bladelock with Folllow up strike, and mighty blow and man is it fun! Cheers!
Since i only play the game with unfinished business… It is a surprise to me, that all the feat i thought comes from Mod, are the base game Feat, and all the DnD feat, are Mod😅
New Perspective for you: On normal difficulty (one less than the hardest) the game is too easy for me. If you pick feats randomly (or even thematically) this makes the game just a bit harder, makes the game fresh as one adjusts to a unique person - "Ok this character has this unique quirk how do I adjust my play to account for this?" Kinda like what happens in real life. Point: Not being some optimizing God all the time, makes the game interesting - to have unique unexpected traits to adjust for. (You will never play with the same character.)
The video was to explain how good the feats are though and they kept a lot of the feats potential open ended incase there is a way to use them well. I agree though people should be more open to not min-maxing and maybe choosing something more for roleplaying purposes instead of the best options all the time.
Appreciate your both of your comments. When playing tabletop I 100% agree to play a character and do not like to min max. Even BG3 given how in depth the character interactions it makes sense to go with a theme. However, Solasta has very little in the way of story, role play and interaction, and shines in the Combat depart which makes is super fun to min max a group of GIGACHADS! Cheers!
You get feats with the base game as well. When you hit level 4,8, & 12 and other levels for rogues and fighters, it will say Ability Score Increase. Its a drop down box and if you click the arrow you can choose feats instead. Cheers!
100% agree, but if I am playing a video game, you better believe I am rolling powerful characters and playing on a high difficulty so that I will probably have 20 dex :) Cheers!
@@VaniverseGaming true, but if you're going for standard array, getting to 20 dex might prove difficult. But I think i scum rolls like everyone else when I'm playing cataclysm lol!
@@VaniverseGaming I guess I also didn't think about the fact that medium armor and heavy armor don't benefit from 20 dexterity as much as light armor/no armor users
There are a few diamonds in the rough. However, you would get more bang for your buck out of ASI if you used stand array or point buy for sure. Cheers!
Ambidextrous is a terrible feat there are no weapons you can wield in one hand that are higher than a d8 therefore the increase from short swords which is a d6 is a grand total of 1 on average. You get an extra 1 damage from your asi and it increases your chance to hit. The feat is mathematically worse than the asi.
In a vacuum yes. However, in Solasta, some of the best weapons in the game are longswords and battleaxes. 1dd vs 1d8 sure. However, 1d6 + 2d6 fire dmg +1d6 burn dmg x2 is a different story. Cheers!
@@VaniverseGaming Okay, let me put it this way. If you are a strength based build then the best weapon available (including magic weapons) is hands down the greatsword. In which case you are picking up the follow up strike feat for your bonus action attack. If you are dex based you aren't using longswords anyway because they don't have the finesse property. The highest damage finesse weapon available is the rapier at which point I refer you back to my previous comment. I'm pretty sure I can count on one hand the number of optimised longsword build videos for dnd on TH-cam.
A nice niche use for Discretion of the Coedymwarth is a Court Mage wizard. The subclass lets you be a mid/frontline caster and grants you proficiency in shields and the Protection Fighting Style. This feat compliments that playstyle further. Especially if you still want to give your high-int wizard the enchanting background and thus won't have access to the armor proficiency.
Great tip! Thank you for posting. Cheers!
I have found flawless concentration amazing for my disruptor/support classes such as cleric. Keeping those buff/debuff spells on even after taking damage is so helpful
Couldn't agree more! This is a must have in my opinion for casters. Cheers!
Might of the Iron Legion through Sellsword background seems amazing for Blade Pact Warlocks. Heavy armor and greatsword. Your warlock guide didn't cover blade pact much so thought I'd throw that out there if you're really wanting a tanky hexblade.
Yeah - I am doing gameplay videos for all of the classes where I run the 4 subclasses for each class. There is a lot of fun you can do with Melee Warlock. I like what you are doing here for sure! Cheers!
I second to this as i'm playing with a str based melee sellsword warlock & having a lot of fun atm. +follow up strike has a good synergy with Malediction
Definitely
Thanks for the posts. Cheers!
It's pretty badass
Very complete guide!!! right what I was looking for!
Glad it helped! I will be updating all my guides after the new DLC. However, it is safe to say this one wont change. Cheers!
Take Aim is amazing for spell casters or rogues that want to nail that sneak attack from cover. I find that my Warlock finds themselves next to a baddie and this just lets me blast away without disadvantage. ♥
I found it to be great on my halfling rogue for enabling sneak attack. Sometimes there's fog, bad lighting or adjacent enemies you don't want to deal with. Take Aim let's you focus on getting that sweet handful of D6s, no matter the situation.
If you are playing a melee Rogue, just attack the enemy within 5 ft of another ally. If playing a ranged rogue, stay hidden or move out of line of sight and hide with your cunning action. This will still achieve the same thing as Take Aim, and you can use your feat for something else like uncanny accuracy. Cheers!
Yeah, Having a disadvantage occurs a lot more than you having an advantage so to not have a disadvantage is the advantage.
I made a court wizard with the sell sword background flawless concentration and might of the iron legion nobody could hit him with his shield spell
I do not always play wizard, but when I do, I play court mage :) Cheers!
I am a huge fan of the ready trip attacks. When using a Melee character, I’m often out of range for most of the first round. So if I can ready an attack, I still do damage the first round on an enemy turn. If I also knock them down, then not only did I do damage to them for the first turn, but I also took them out of the fight for a second. And when I’m running this on characters, I always have high strength bonuses to ensure that the push down is successful. Pretty underrated.
Edit: also solid guide! It was nice to see that most of my assumptions about these feats are something we agree on.
I do have a tough time with the plus AC feats. It’s hard for me to buy into them. It’s like if I have a character that has 10-12 AC, is 11-13 going to really make a difference? Most the time, no. If an enemy rolls a D20+proficiency, then more than half of the rolls will hit. So the strat for them is going to be keeping them as far away from the battle as possible. Not making them tanky.
If I have a character with heavy AC sitting between 16-18 (+shield 1-3) and the enemy rolls a D20(+proficiency) then my AC is already high enough to not get hit by most attacks. So I think the AC bonus feats don’t quite give value to the tank because they have so much already. These probably shine for medium armor classes. But even sitting from 12-15, going up to 16 is still a tough sell unless you couple both AC feats to gain a total plus 3 AC. But then why not just get that from heavy armor? Then I can permanently increase my AC by the same amount with one less feat. Idk Feats in this game leave a lot to desire.
Thanks for the comments on the Ready Trip attack. Glad our views on Feats are aligned. Cheers!
The trip attack one is good because knocking an enemy prone on THEIR turn is huge. They will be prone until they can stand up, meaning that your whole party can take melee attacks with advantage against them, and then they lose half their movement. Not bad for a readied action.
Very good point! I will try and do a run with readied attacks on my tank and see how it goes. Cheers!
i use it on my hoodlum rogue so he is independent, he can do sneak attack on that target next turn, or if positioned beside an ally that ready action also trigger sneak attack
very cool. Thank you. Cheers!
Daunting Push is more for shoving an enemy off a ledge and then making sure it can't climb up again on its turn, other than that it's not really useful unless you want to disengage without using the disengage action. At most i'd have it on an archer i want to park on a ledge, so they can fire after shoving an enemy off and then not be impeded the round after since the enemy can't get to them on their turn.
Follow-up Strike is actually a must-have on a Hoodlum Rogue fighting with a 2H. In case the main attack misses, you can still do a Follow-up Strike and if that hits, Sneak Attack gets added to it since it's the first time you're dealing damage in a round. May also apply to other builds that add damage on the first hit.
Mighty Blow... i'd go for one of the element Touch feats instead. Half your strength bonus rounded up is 3 (from 2.5) meaning that your proficiency bonus is going to be higher from level 9 and up, and if something resists physical damage that 3 is also going to get halved. May as well get some elemental damage in and make your character more versatile in terms of damage dealing.
Mender is also pretty useless if you have a Ranger or a Greenmage Wizard in the party as they can cast Goodberry, and you can feed those to unconscious party members to also have them get up at 1 HP.
Uncanny Accuracy is actually pretty good on a caster as well, since most cantrips are ranged attacks you'll want to negate cover as best you can to ensure the cantrip hits. Obviously pairs well together with Powerful Cantrip on Draconic Sorcerers, since that guaranteed damage will trigger adding their CHA bonus to said damage every time.
Overall, nice set of feats added. Still missing my boy Magic Initiate, but i can't complain about the added options.
Appreciate the response and feedback. Unfortunately unless they get a license from WoTC you will never see Magic Initiate. However, I am sure they will come out with something similar and just name it differently if the do. Cheers!
Mighty blow doesn’t seem to have the restriction of working once per turn, so the t may deal more damage overall on characters with multiple attacks.
That is good feedback. Cheers!
Malediction (Hex) doesn't trigger on Eldritch Blasts that only hit because of Powerful Cantrip. On one hand I want it to work because it's super busted combo, on the other hand it makes Powerful Cantrip better than pretty much any other Feat or Stat option.
Ready or Not actually does a decent job of being what Powerful Cantrip wants to be for Warlock. As long as you move Malediction to the next (visible) enemy in the turn order, a readied cantrip will go off as soon as that enemy takes any action, with advantage on all Blasts.
Very nice! Thanks for the feedback! Cheers!
I had a blast with my full-metal sellsword sorcerer. Picked up might of the iron legion and raise shield for superior AC, and could do a quickened spell and a weapon attack on top of it. Thanks to the bracers of archery, I did not need any ranged weapon proficiency and use arrows nonetheless.
Sounds fun!
@@VaniverseGaming It’s always easier to give a caster decent melee capabilities in D&D, than the other way around. Spellsword fighter sucks in comparison to the full-metal sorcerer, IMO. Would have loved a college of swords type bard or a swashbuckler rogue in solasta, but one can only hope for future DLCs. ;)
@@PjotrFrank try the melee pack of chain warlock, that is fun! Cheers!
@@VaniverseGaming I was a little underwhelmed by the Timekeeper Bladelock I played. TBH I restarted with a new party, changing the warlock and bard for the armored sorcerer and swiftblade ranger respectively. I didn’t dabble with the chain warlock yet, though.
Thank you for the post. Cheers!
Might of the Iron Legion is kinda fun on a Strength-based Rogue, specifically that one subclass that can sneak attack with STR based weapons. Frontline tank rogue! Can even throw on the bonus action attack as a psuedo Extra Attack type deal, in case your first attack misses.
Yeah good point. I just do not feel the extra 2 AC is worth the Feat. I think you can roll with Half Plate and 14 Dec to get to 18 AC and be fine. Cheers!
the push feat is good to avoid getting attacked when moving away letting a fighter flee
But why would a fighter need to flee :) Yes, being able to prevent an attack of opportunity is nice, but if you have a high AC and HP then it is probably not necessary, just take the Opportunity Attack. Cheers!
Thanks. You may want to talk the with mod team but when the Mod for solast is updated you may want to do a full breakdown of it like this.
Thanks for the feedback. Cheers!
I used ready or not on my archer rogue. Very helpful to guarantee hits/sneak attacks
Yeah that is a nice use of that feat for sure! Cheers!
Same bro
Eager for Battle is INSANE on spellcasters, especially if you have an odd dex score. Getting early initiative on a caster can trivialize so many fights. Plop down a hypnotic pattern early on and boom, combat won.
That is a very good point. going first on your spellcaster can really change the battle for sure. Cheers!
I think this is the #1 feat for all CC casters. This or flawless concentration. So hard to choose. Maybe FC then this. What do you guys think?
Something worth mentioning about the Follow-up strike feat. While the attack is only 1d4+Str and doesn't get any of the bonuses from the weapon, like say, bonus radiant from the lightbringer greatsword.
It DOES get the bonus damage granted to you by the Path of the Claw. I had an acid dragonborn barbarian with melting touch, lightbringer greatsword and a blue dragon ancestor for Path of the claw.
Every turn he'd hit insanely hard. 2.5 swings doing 3-4 different damage types. It was epic.
Very cool. Thank you for the post! Cheers!
Paladins can also smite an extra time per round
Forest runner is on every one of my characters in my party. Its that good in my pov. The dex is perfect when your on a odd number and a ability increases dont level up 2 ability scores. The movement is just icing
Appreciate the comment. Cheers!
Hoodlum sub-class would be great for the Might Of The Iron Legion feat.
Yeah - a Rouge tank that can sneak attack with a battle axe or long sword is pretty cool! Cheers!
Loving Hoodlum! Iron Legion would be great for them.
IT is great for them for sure! Cheers!
I would argue with at least the paladin the buff to constitution and proficiency in saves if it rounds up the stat is a massive buff compared to flawless concentration. Considering if you have a decent CHA and CON which you should have already on a paladin give you at least a +9 to the save with the pally aura at level 5.
Agreed there are come classes where the con buff is as good if not better. Cheers!
The initiative advantage is pretty good. I'd consider treating it like sometimes getting an extra turn (on top of +1 DEX).
If you stealth, you usually get a surprise round, so having a high initiative does matter at that point. I do get what you are saying though. Cheers!
Might of the iron legion + sell sword makes 0 dex mages worthwhile, especially if you go point buy, lets you move points elsewhere.(Int/Con) add raise shield and before magical gear you will have high AC, but imo Raise shield is a better pick, since having low dex means bad dex saves. Because medium armor removes the need for mage armor or having past 14 dex and can pick up raise shield to use a shield for another 2 AC and a bit more with enchanted ones.
Very good point. Thanks for the additional comments. Cheers!
Hauler generally isn't worth a feat but if you find yourself with an odd# of strength and already capable of wearing heavy armor (extremely common) hauler is IMO the best option. Hauler with bag of holding lets a high strength character basically hold more rations then you'll ever need.
Appreciate the comment. This could be a good option in this situation for sure. Cheers!
I do feel like Ready or Not increased my rogue’s damage output a lot, I just ready my bow and crit almost every time, it’s not just the first/surprise round. If we are focusing fire or if there is a character engaged then its better to go direct.
Thanks for the post and feedback. I played CO-OP with a friend and he liked that Feat as well on his rogue. Cheers!
Daunting push is good as a taunt if you are protecting squishies behind you.
Thanks for the comment. Depending on the difficulty they will absolutely go after the target with lowest AC and HP so this would be a good FEAT for sure. Cheers!
They kinda made a dual wielding Fighter character rather potent if you specialize in Light weapons.
I always thought the Dual Wield Ranger was always potent before this update, but I see what you mean. Cheers!
23:41 Uncanny Accuracy working with cantrips or spells?
Did you test it?
Btw, re: rogue hasting. In theory, if your rogue is hasted, you can sneak attack this turn, then ready action with the hasted action and sneak attack with the ready action again since it’s no longer your turn. I have never tried it but in PnP that’s how rogues get two sneak attacks per round. Might even be able to combine it with a trip attack and a strength based hoodlum tank rogue or something? Probably not. But 2x sneak attack heavy crossbow sneak attacks would hurt. I’ll need to one day play a rogue to experiment.
Regarding take aim, it’s a bit of a lame feat, buuuuuut if you cover yourself in fog so enemies can’t see you and shoot with disadvantage and you could shoot without disadvantage, that’s worth … something. I still don’t see enough value.
One question? Would the forest walker feat add movement to a hill dwarf cleric in all terrain? Or only forest? If it adds movement all the time then I think it’s always better than that rush and lose AC feat?
Regarding rogues This works with the attack of opportunity as well. Greater Invisibility and just have them stand next to a melee character. Agree on the take aim feat. As for the forest runner feat it is any terrain, they just named it forest runner. Cheers!
Do the touch elemental damage feats stack with the dragon blooded sorcerer class ability? --> e.g. dagger stab = melee dmg + strength bonus + burning touch (prof bonus + cha bonus)
I do not think they do. They are a static dmg on top on top of everything else. I have not tested this out personally, so I could be wrong. Cheers!
Might of Iron Legion: you kept talking about Great Axe, but it doesn't give proficiency in that according to the text on the feat (LS, GS, BA... no GA?)
Also, saw someone talking about using a Hoodlum Rogue with Ready or Not, Trip Attack, and Daunting Push. Get maxed out strength through items or whatever, with expertise in athletics for shoves. Then, guard the way to your allies with readied actions. If anyone comes near, triggers an attack, they then have to roll competition against your massive strength plus expertise. If they fail, they fall down, and because it counts as a shove, they can only use half their movement (rounded down) next turn. Standing up takes half movement, so they might not even be able to get back up for another round. Even if they DO get up, then they can't go anywhere. If you back up a couple squares, you can ready action again...
L/R/R 😂
However, while this might be entertaining... generally, fights have far more than a single enemy, and if only one enemy, it probably won't be easy to knock down, either.
What's your opinion of making a kind of 'Power Rangers' group (or, Captain Planet, or whatever analogy) where each party member picks a different 'Touch' feat, so that all elements are covered except one (probably burn due to common resistances). Would have to be an all melee group, maybe even make it a 4-Monk party lol
Thanks for your post. I think a Power rangers party would be super fun. You would not have to do a full monk party, but all Melee would be nice. You could do a melee bard or cleric as healer, and the rest can be whatever you want. Go GO POWER RANGERS! Cheers!
as always nice video really helpfull
Glad to hear that! Cheers!
Timestamps in the description or time markers on the video line would help.
Yeah, that is a good point. Cheers!
Im making the dual weild melee ranger. Is the feat allowing non light weapons useful or worthless for my build?
I have heard people state it s a waste since there is not much of a difference between a D6 and D8. However, I think that some of the best items in the game are non finesse light weapons, so it make sense. I think you can make an argument both ways. Cheers!
Is ambidexterous really all that strong if you then loose access to cloak and dagger?
I guess it depends on the magic weapons you can find, but on the weapons still have to be one handed. And a longsword deals 1d8, or 1 more on average. With 4 attacks on Swift Blade Rangers, that is 4 additional damage.
Cloak and Dagger on the other hand gives you +2 AC, basically a flat -10% ov the amount of times you are hit. Especially if your AC is already very high, (twin blade gives +3, blade dance gives +2) that is quite significant.
It depends on the weapons you can find, if most of the good ones are without the light property. From what I have seen online, there are enough equally good light weapons to weapons without the light property though...
Yes, I agree it depends on the weapons. In the Main campaign and even the Lost Valley their are some very powerful Longswords that make ambidextrous amazing. Otherwise you are right, probably not the best choice. Cheers!
My two playthroughs (regular/dlc) campaigns. Seems like it is better to just take the ASI over the feats except powerful cantrip on clerics for sacred flame.
Well depends what you roll when building the characters. If you spend enough time rolling dice, you can get some sick stats that make taking ASIs useless. If you are taking standard array or point buy, or going with your first rolls, then yes ASIs may be better. I would also say that Flawless Concentration is the best spell for casters. All the best spells require concentration. Powerful cantrip would be #2. Cheers!
Would cloak and dagger work with monks unarmed? Or I am misunderstanding?
I have not tested it out in Solasta, but 5e rules does not classify unarmed as a light weapon therefore cloak and dagger would not work. However, Monks can use a shortsword in one hand which is a light weapon so they could use their action to attack with that and get the +2 AC and still use their bonus action unarmed attacks. Cheers
@@VaniverseGaming Cool, thanks for the reply :)
Sure thing! Cheers!
Sadly, feats aren't really in a good place in 5e. There are some standouts. Polearm Master(or the adapted Follow Up Strike as it is seen here) is one case where it's worth using in place of an ASI. Flawless Concentration has uses on support casters; especially if you're running something like Twinned Haste on a Sorcerer and keeping half your party hasted. Powerful Cantrip is interesting too, for guaranteeing half damage on failed attacks.
Thank you for the feedback and the post. Cheers!
feats aren't good in 5e? I can't even begin to argue with that statement due to how much I have against this statement.
@@kuropotato8097 I stand by my statement. With the exception of a few well-known standouts they're not worth sacrificing an ASI. Fighters are in the unique position of collecting several of the standouts without worry. At best you're sacrificing core functionality for a fringe benefit in niche situations. The more niche something is, the less the player should be asked to sacrifice for it.
@@XoRandomGuyoX more often than not you don't need that many ASI. lets say you put ur ASI in strength as a fighter. what are you actually getting? +1 to attack rolls and damage dice. +1 to strength athletics and a 1+ to strength saves.. you know what you could have also done? picked up a half feat, lets say skill expert as an example. You get your strength from an odd number to even to get that +1 you crave, grab another prof as well as double your prof in something you are good at. I am perfectly happy to sit on an 18 in strength as a level 20 fighter to take things like sentinel, great weapon master, shield master or even something flavorful that adds character like the healer feat or tavern brawler. a character that takes nothing but ASI is bland and is why people keeps saying that martials are weaker than mages. you are taking away the only customizability 5e offers and making weaker less interesting characters by taking nothing but ASI.
@@kuropotato8097 As I already said, Fighters are in a unique position to collect several of the standouts without worry. But if you're not a Fighter, would you waste an important ASI for something like Actor? No; at least you shouldn't. D&D can stand to borrow a touch from Pathfinder and have feats separated from ASI so that they're all bonuses driving towards a specific flavor and goal.
2handed feats are pretty good. My Frenzy Barb half Orc is a best.
Overall though, majority of the feats are far too situational, and extremely underwhelming
Agreed = Even with the new update, there are still a lot of feats that are not worth taking over an ASI. I am playing a 2H Bladelock with Folllow up strike, and mighty blow and man is it fun! Cheers!
Since i only play the game with unfinished business…
It is a surprise to me, that all the feat i thought comes from Mod, are the base game Feat, and all the DnD feat, are Mod😅
New Perspective for you:
On normal difficulty (one less than the hardest) the game is too easy for me.
If you pick feats randomly (or even thematically) this makes the game just a bit harder, makes the game fresh as one adjusts to a unique person - "Ok this character has this unique quirk how do I adjust my play to account for this?" Kinda like what happens in real life.
Point: Not being some optimizing God all the time, makes the game interesting - to have unique unexpected traits to adjust for. (You will never play with the same character.)
The video was to explain how good the feats are though and they kept a lot of the feats potential open ended incase there is a way to use them well. I agree though people should be more open to not min-maxing and maybe choosing something more for roleplaying purposes instead of the best options all the time.
@@scalpingsnake I know the purpose. I still think the perspective relevant to the subject.
Appreciate your both of your comments. When playing tabletop I 100% agree to play a character and do not like to min max. Even BG3 given how in depth the character interactions it makes sense to go with a theme. However, Solasta has very little in the way of story, role play and interaction, and shines in the Combat depart which makes is super fun to min max a group of GIGACHADS! Cheers!
Feats? What feats?!
It dawns on me that I'm playing Solasta without DLCs. No feats for me! :)
You get feats with the base game as well. When you hit level 4,8, & 12 and other levels for rogues and fighters, it will say Ability Score Increase. Its a drop down box and if you click the arrow you can choose feats instead. Cheers!
A drop down box, you say, @@VaniverseGaming ?
I guess I've never seen that one! =D
Thank you! ♥
You are welcome. Hope it worked for you. Cheers!
Armor Master is a completely useless feat unless you already have 20 dexterity. Why not just increase your dexterity by 2 with an ASI?
100% agree, but if I am playing a video game, you better believe I am rolling powerful characters and playing on a high difficulty so that I will probably have 20 dex :) Cheers!
@@VaniverseGaming true, but if you're going for standard array, getting to 20 dex might prove difficult. But I think i scum rolls like everyone else when I'm playing cataclysm lol!
@@VaniverseGaming I guess I also didn't think about the fact that medium armor and heavy armor don't benefit from 20 dexterity as much as light armor/no armor users
Its all good. Thank you for your posts Cheers!
feats in Solasta are pooly documented.
I agree. Cheers!
(I dont know) X (number of feats) = 25 minutes
Yup it adds up correctly. Cheers!
Seems like most of them are bad : P
There are a few diamonds in the rough. However, you would get more bang for your buck out of ASI if you used stand array or point buy for sure. Cheers!
Ambidextrous is a terrible feat there are no weapons you can wield in one hand that are higher than a d8 therefore the increase from short swords which is a d6 is a grand total of 1 on average. You get an extra 1 damage from your asi and it increases your chance to hit. The feat is mathematically worse than the asi.
In a vacuum yes. However, in Solasta, some of the best weapons in the game are longswords and battleaxes. 1dd vs 1d8 sure. However, 1d6 + 2d6 fire dmg +1d6 burn dmg x2 is a different story. Cheers!
@@VaniverseGaming Okay, let me put it this way. If you are a strength based build then the best weapon available (including magic weapons) is hands down the greatsword. In which case you are picking up the follow up strike feat for your bonus action attack. If you are dex based you aren't using longswords anyway because they don't have the finesse property. The highest damage finesse weapon available is the rapier at which point I refer you back to my previous comment. I'm pretty sure I can count on one hand the number of optimised longsword build videos for dnd on TH-cam.
Appreciate the comments and feedback. We can agree to disagree lol. Cheers!