For my first run, I focused largely on engaging the roleplay elements and didn't worry too much about optimization.
For my tactician run, I'm attempting to utilize about as much OP shenanigans in my party as possible, and I'm having a great time with it so far. What are your favorite OP builds to actually play?
Bonus points if they're viable all the way through the game without respec-ing.
My party:
Smiter: Paladin 5 / Warlock 7
Progression: P2 -> W5 -> P5 -> W7
Starting stats: 16, 10, 14, 8, 10, 16
Feats: PAM/GWM/Cha+2, Cha+2
Equipment: 2H weapon, best heavy armor, anything that grants advantage
Notes: Smite with warlock slots. Subclasses don't matter much, but choose Pact of the Blade (extra attack stacks with Paladin's).
Alternates: P5/W5/F2 for action surge.
Thrower: Berserker 6 / Thief 3 / Champion 3
Progression: B5 -> Ro3 -> F3 -> B6
Starting stats: 17, 14, 16, 8, 10, 8
Feats: Tavern Brawler (Str+1)
Equipment: Sword-and-board, best medium armor, throwing bonuses
Notes: Throw everything and everyone. Keep a few nice magic 2H weapons for bonus throws.
Alternates: B6/R4/F2 or B8/R4 for additional feats.
Sniper: Assassin 3 / Gloomstalker 5 / Champion 4
Progression: Ro3 -> Ra5 -> F4
Starting stats: 14, 16, 16, 8, 12, 8
Feats: Sharpshooter, Dex+2
Equipment: Dual hand crossbows, best light armor (until later...), anything sneak- or surprise-related
Notes: If surprising a group, drink a haste potion and end the encounter solo.
Alternates: Any combination of A3/G5/F2 or A3/G3/F5 seems viable.
Bear: Moon Druid 12
Starting stats: 14, 10, 17, 8, 16, 8
Feats: Tavern Brawler (Con+1), Warcaster, Wis+2/Resilient (Con+1)
Notes: Be a bear. Enough said.
Alternates: D7/C5--cast Spirit Guardians before assuming bear form.
Steaming rothé innards, how did you get to a 58% crit rate? Advantage plus Champion gets to 19% per hit. Is the rest equipment, or is there some other class/race mechanic I'm missing?
Yeah, it's all equipment plus Elixir of Viciousness. There's four pieces of gear with an unconditional crit threat range boost, and a cloak that tacks on another if you're hiding, but I can't be bothered to do that, hah. 14-20 is good enough.
With the cloak, Dark Urge can get down to 11-20 at the end of the game.
It's funny--there are legitimate features that work as intended, but seem unbalanced--Tavern Brawler being an example. In the latest update, I expected they might nerf it. Instead, they made it more effective (having it work in wildshape), which further empowers the feat as well as the most OP subclass in the game.
While it would certainly be reasonable for them to fix the three-attack thing, I suspect it's pretty low on the priority list.
I haven't been able to verify yet (I'm still in Act 1 on this playthrough), but it would make sense if they did. In which case, I'll probably go with P2/W7/F3 and pick up the Champion subclass for those extra crits.