Free lvl 25 epic stone from garrison, tables like Sindri said, or buy from ah.
Roost mission tables
One per character even! If youâve got a bunch of 100+ chars you can get a decent team very quickly, and itâs easy to grow it once youâve got a core squad.
I always make sure to grab one on every new lvl 100 I sort out
I donât know, thereâs plenty of monsters which arenât ranged combatants in any respect. Plus if the DM has to tailor their campaign so that every opponent that the players face suddenly has a method of ranged attack, Iâd call that an instance of warping the campaign around a specific player.
Itâs not the players getting more stuff, itâs a player. You canât just raise the difficulty when itâs one guy in a group skewing the balance.
Youâd be surprised. In my experience, the majority of DMs give the players a lot of control over the number of encounters they experience between each rest. Yes, there might be a surprise ambush now and then as some monsters sneak up on the resting party, thatâs just one encounter on top of the rest.
Spell slots certainly arenât infinite but their value is defined by how frequently the players choose to rest. The DM can only take this choice away from the players if they thrust them into specific situations with time limits or where the encounters come to the players instead of vice versa.
Throw 5 kraken at your players and watch them beg for mercy.
I guess that does become DM dependant. Short rests I think are reasonable to leave up to players for the most part but ideally the story or situation should be pushing people on from taking one long rest per encounter. Thereâs a reason for the estimated encounters / day in the DMG (6-8 Medium/Hard, with 2 short rests on average). Obviously thatâs a guideline and sometimes youâll have more and sometimes less, but it gives a good idea of what DMs should be aiming for.
Ranged damage sources can be as simple as giving a few dudes some javelins or shortbows. Itâs not like Iâm suggesting deliberately deploying spellcasters who cast Reverse Gravity as their only spell.
Thanks to bounded accuracy a group of kobolds with shortbows can be a pretty big danger to a wizard - that pack tactics advantage adds up.
Thanks for the pet battle tips people. Is it viable for me to have a team of all dogs? I want my Alterac Brewpup, Corgi and Perky Pug to join forces.
When you look through the monster manual list, there are actually -alot- of non spellcasting enemies that have either Multiattack, or some sort or ranged weapon to compensate. Its one of the most common things to see.
Not really, no. Except for trivial pet battles and trainers I guess. But you wonât get far regarding newer pet battles.
I personally say that anything viable as long as you have fun :), though certain pet battles will need you to set up a proper team, and in pvp some combinations are utterly broken and cant really be beaten.
But to just play for the fun of it, most teams work, so an all dog team would actually be super fine in alot of cases when it comes to just that.
Also the kobold thing made me think of how they could get pack tactics advantage specifically against flyers.
My solution is that the kobolds throw each other at the wizard and attempt a flying grapple attempt. All [Fly] casters will fear the tossed kobolds.
It makes it even scarier when you realise that the dnd kobolds are like little dragon people rather than the âNo take candleâ rat ones in WoW
Itâs a good guideline that DMs should stick to, but quite frequently, not enough pressure is put on the players to keep on fighting in a disadvantageous situation. Certainly the game would be more balanced if there were six to eight encounters for every long rest but more often than not, I see two to three encounters for every long rest instead.
Itâs one of the reasons why Iâve grown to dislike the Vancian casting model, and that D&D has now been built around it with the short rest/long rest system. Overall, Iâm not that fond of D&D as a system. Itâs serviceable and popular, but I definitely like other games better.
Thatâd require less classes, tbf.
Imagine Frost Mage to be a caster/melee hybrid sort of tank, switching between frost-laced melee attacks and spells, both effective at slowing the enemy down, both movement and attack/cast speed, as they wear cloth, they also have among the best magical barriers in the game.
So like, some frost DK abilities in it, aswell. Real Battle-mage sort of stuff
Im honestly fine with less classes. Because WoW boasting about having what, 12 classes, is kinda meaningless when they play like 4. You have meele dps, ranged dps, tank and healer, and -most- of those classes play exactly the same with maybe one spell diffrent.
Iâm not sure if weâre playing the same game because I honestly canât think of any spec that feels same-y with some other spec except maybe feral/guardian druid compared to rogue and warrior.
Could be up to personal interpretation of course but to me, the three plate classes all feel more or less the same at this point, so does the leather meele dps classes like feral druid/rogue/monk to some extent. Playing as a healer, only one that sticks out to me is druid with high mobility, the others player very much the same.
Spellcasting classes are near identical aside from diffrent colours on their spells and names.
I think healers have probably the most variety of all specs, followed by tanks. Holy priest may feel a bit same-y with other healers because it is sort of the jack of all trades healer but otherwise I think the healing specs are very distinct from each other in their playstyle.
The most same-y specs to me are probably feral druid and assassination rogue but even they have some differences. The seemingly same-y specs/classes like shadow priest vs affli lock and rogue vs monk donât look all that similar to me when you look beyond the surface-level things like shared resource or a DoT-heavy style.
Not even the two warrior dps play similiar. One is fast paced and gcd locked while the other is way slower, about plaing ressources and not gcd locked. So no idea how you see all 3 plate classes the same.
I could say the samw for rogue, subletly and assassination are way slower then outlaw, who is also nearly gcd capped. One spec is about dots, one about big finisher and short burst windows (which need more planning then the other two specs) and the third one is about keeping up a buff and adapting to it (or how it plays in the reality: fishing for the right one). While monk has the same ressource it has a completly different flow to its gameplay thanks to the mastery.
The specs I would agree on (and hope to see changed in the next expansion) are destruction+elemental (1 dot, build and spend, focused on the big spending spell, both have a pet as cd) and feral+ assassination (same ressource system, bonus combopoint on crits, dot focused)