Build awkwardness


Vanguard

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I'm finding this class rather awkward and limited in build choices. It feels like Con + Dex are the only way to go. If you go Str + Con, then you're better off using an advanced melee weapon unless you need to target EAC. It hurts as the class already feels like it doens't offer much in customization.

Sovereign Court

I see four viable build directions:

1) Dex>Con>>Str Light Armor - the obvious build; focus on AC and to-hit accuracy. Good if you want to play a scout/infiltrator. Also makes for an optimal starship gunner.

2) Dex>Con>>Str Heavy Armor - not so obvious, achieves the highest AC even though some of its AC bonus is throttled by the armor. However, you can't use Evasion discipline.

3) Con>Dex>>Str Heavy Armor - Focuses a bit more on damage, Resolve and save DCs on class powers. Doesn't really have to sacrifice AC for it but to-hit is a bit worse, so I'd rate this the weakest build. Because accuracy is crucial if you run into a CR=APL+3 monster like several bosses.

4) Str>Con>>Dex Heavy Armor - The "unlikely" build, but it has some advantages. It still rates decent AC although a bit behind the others. After level 5 you catch up though. At low levels you'll be mostly using your weapon to damage, not entropic strike, although ES effectively gives you two alternative ways to hit monsters with DR/resistance against your weapon. Or alternatively: you're far less screwed if monsters are resistant to Acid and Bludgeoning. But the real selling point of this build is that thrown to-hit is based on Strength, so this is the only vanguard style that does well beyond close melee range. (Dex builds could go for longarms but it's not a class weapon so that's expensive in feats.) This build also profits the most from combing Str and Con at level 10.

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I think the class description as-is leaves a lot of ideas implicit, it takes a bunch of number crunching before you start to see that there's more than one way to skin a skittermander.


There's plenty of advanced melee weapons that target eac

I don't see it as being any more limited than soldier or solarion. Quite the opposite.


Ascalaphus wrote:

I see four viable build directions:

-Snip-

I think the class description as-is leaves a lot of ideas implicit, it takes a bunch of number crunching before you start to see that there's more than one way to skin a skittermander.

I can't guarantee it's viable yet, have yet to be able to play (soon... I hope, but definitely not in playtest period) but I've been looking at a Power Armor build. Still Dex>Con>>Str (put 1 point in Strength at char gen, at level 5 take 1 bonus in it to hit the 13 prereq for Power Armor, and then never look at base score again) but then use Power Armor's Strength to bolster damage. Thanks to the Armory's actually usable long-term Power Armors it seems like it should work out okay.


I can't see any reason to go power armor until 10.

1) you cant get strength to damage before then, and then you can be a ysoki, start at a 9 strength for zero cost, up your strength twice and hop in power armor.

RPG Superstar Season 9 Top 16

BigNorseWolf wrote:

There's plenty of advanced melee weapons that target eac

I don't see it as being any more limited than soldier or solarion. Quite the opposite.

The huge difference lies with the fact that advanced melee weapons only need one ability score. Entropic Strike needs two. In Starfinder, you are only afforded two decent ability scores until possibly 5th or 7th level.


Well yeah it would be at higher levels. I prefer to only do 1 boost, because then I can have that extra boost slot to do... well, whatever I want with. Also I just don't really much care for Ysoki. But both of those are personal preferences so whatevs.

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