5 players? Wizard- AoE damage Fighter- heavy melee damage Paladin- secondary melee, healer Bard- social situations, healer Warlock- utility, damage This brings the holy trinity doubled down with the fighter and paladin being tanks, paladin and bard being healer, and the wizard with fighter bringing different types of dps Bard brings social utility and warlock's Invocations bring technical utility
Best composition of a team if I'm limited to 3-4 people would be cleric, wizard, fighter and barbarian. With an addition of Ranger or druid for wilderness
The best overall comp in my opinion, is a Cleric, A fighter, a Sorcerer, a Barbarian, and a druid. Plenty of chonkyness, to tank damage with good crowd control, good damage, and with good potential for roleplay aswell. It fits well for a party.
Not only do I agree with JoCat more, but his debate skills were far superior. As the first judge said - Commander's ad hominem attacks were childish and unprofessional. Congrats JoCat!!
Another hole in Commander's dream team of Wizards is that any time they encounter monster with magic immunity/resistance, they'll be in for a rough time. A level 10 party (lets say they all have at least 1-2 magic items of Rare quality) with 4 players (at least 2-3 are martial classes or can get in melee like a Druid/Cleric) can take on a Challenge rating 13 Rakshasa with little difficulty. On the other hand, a party of 5 LV 10 Wizards (for generosity sake, let's say they all have 1-2 Rare magic items) put up against a RAW Rakshasa will get wrecked. Unless they have a Blade-singer in their party, they won't be able to even hurt this thing. Even the Blade-singer will need to buff themselves to stand a solid chance, and every other wizard in the group can only buff the Blade-singer or themselves because none of their other spells will affect the Rakshasa.
Party comps JoCat 3:15 1.Barbarian 2.Wizard 3.Rogue 4. Druid 5. Bard Commander 4:05 5 wizards babey! Rest of the video is a very entertaining debate including a dance battle so…
3 players: 1 caster (utility), 1 brawler (melee), 1 healer (ranged or melee) 4 players: 1 caster (utility), 1 brawler (melee), 1 healer (ranged or melee), 1 Expert (as in classes or subclasses that are proficiency based) 5 players: 1 caster (utility), 1 brawler (melee), 1 healer (ranged or melee), 1 Expert (as in classes or subclasses that are proficiency based), 1 half healer (ie paladin, banneret, way of mercy monk, rangers,) 6+ players: the last players should do what they want but try to balance the ranged and melee composition In summary: 1 healer, 1 half healer, 1 brawler, 1 caster, 1 expert AND as much melee as ranged AND a ability score balance (ie At least 1 of each 6 ability scores as primary stats or 2 as secondary when possible.)
Not the best, but most fun has to be Monk, Sorcerer, Paladin, Druid, Artificer Everyone has decent survivability besides the sorcerer, but with a high con and competent teammates, this shouldn't be an issue. Everyone has a high damage output either sustained or burst, from ranged or melee. Versatile when it comes to damage types and distances. Paladin and druid can keep the part alive, with the druid able to pick up downed allies with healing word and the paladin saving his healing for when the druid goes down. Have your most experienced player have a blast with the utility of artificer. I reccomend the paladin and druid being grouped up at the start as like a nature vs religion feud, but where the fact that they both serve order and law as a adhesive for their characters. The other three can be grouped up a different way. This combo is fun and not game breaking. To change the combo to be game breaking I would replace the monk with Barbarian and the sorcerer with bard. Finally replace the artificer with Wizard. For a four person game, ranger, paladin druid, barbarian. All from the same druidic tribe.
lmao the dancing !!!!!
The Strongest Party:
Peacechron (Peace Cleric 1, Chronurgist Wizard x)
LifeShep(Divine soul 1, Sheperd Druid 17, Life Cleric 2)
WarTwilight (Twilight Cleric x, War Wizard 2)
HexClock (Hexblade Warlock 2, Clockwork Soul Sorcerer X)
HexWatchers(Hexblade Warlock 2, Watchers Paladin 7, Divine Soul Sorcerer X)
5 players?
Wizard- AoE damage
Fighter- heavy melee damage
Paladin- secondary melee, healer
Bard- social situations, healer
Warlock- utility, damage
This brings the holy trinity doubled down with the fighter and paladin being tanks, paladin and bard being healer, and the wizard with fighter bringing different types of dps
Bard brings social utility and warlock's Invocations bring technical utility
Paladine heal themselves
Best composition of a team if I'm limited to 3-4 people would be cleric, wizard, fighter and barbarian. With an addition of Ranger or druid for wilderness
The best overall comp in my opinion, is a Cleric, A fighter, a Sorcerer, a Barbarian, and a druid. Plenty of chonkyness, to tank damage with good crowd control, good damage, and with good potential for roleplay aswell. It fits well for a party.
Not only do I agree with JoCat more, but his debate skills were far superior. As the first judge said - Commander's ad hominem attacks were childish and unprofessional.
Congrats JoCat!!
All Barbarian. That is the ONLY party.
Another hole in Commander's dream team of Wizards is that any time they encounter monster with magic immunity/resistance, they'll be in for a rough time. A level 10 party (lets say they all have at least 1-2 magic items of Rare quality) with 4 players (at least 2-3 are martial classes or can get in melee like a Druid/Cleric) can take on a Challenge rating 13 Rakshasa with little difficulty.
On the other hand, a party of 5 LV 10 Wizards (for generosity sake, let's say they all have 1-2 Rare magic items) put up against a RAW Rakshasa will get wrecked. Unless they have a Blade-singer in their party, they won't be able to even hurt this thing. Even the Blade-singer will need to buff themselves to stand a solid chance, and every other wizard in the group can only buff the Blade-singer or themselves because none of their other spells will affect the Rakshasa.
Party comps
JoCat 3:15
1.Barbarian
2.Wizard
3.Rogue
4. Druid
5. Bard
Commander 4:05
5 wizards babey!
Rest of the video is a very entertaining debate including a dance battle so…
3 players: 1 caster (utility), 1 brawler (melee), 1 healer (ranged or melee)
4 players: 1 caster (utility), 1 brawler (melee), 1 healer (ranged or melee), 1 Expert (as in classes or subclasses that are proficiency based)
5 players: 1 caster (utility), 1 brawler (melee), 1 healer (ranged or melee), 1 Expert (as in classes or subclasses that are proficiency based), 1 half healer (ie paladin, banneret, way of mercy monk, rangers,)
6+ players: the last players should do what they want but try to balance the ranged and melee composition
In summary:
1 healer, 1 half healer, 1 brawler, 1 caster, 1 expert AND as much melee as ranged AND a ability score balance (ie At least 1 of each 6 ability scores as primary stats or 2 as secondary when possible.)
All I know is facing 5 fireballs......
Not the best, but most fun has to be Monk, Sorcerer, Paladin, Druid, Artificer
Everyone has decent survivability besides the sorcerer, but with a high con and competent teammates, this shouldn't be an issue.
Everyone has a high damage output either sustained or burst, from ranged or melee. Versatile when it comes to damage types and distances.
Paladin and druid can keep the part alive, with the druid able to pick up downed allies with healing word and the paladin saving his healing for when the druid goes down.
Have your most experienced player have a blast with the utility of artificer.
I reccomend the paladin and druid being grouped up at the start as like a nature vs religion feud, but where the fact that they both serve order and law as a adhesive for their characters. The other three can be grouped up a different way.
This combo is fun and not game breaking.
To change the combo to be game breaking I would replace the monk with Barbarian and the sorcerer with bard. Finally replace the artificer with Wizard.
For a four person game, ranger, paladin druid, barbarian. All from the same druidic tribe.