#⋇ I KNOW I’M A WOLF: JOJOLION
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lunarscaled · 2 years ago
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tag drop part 3 thats how many fucking verses ive got
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tigerkirby215 · 5 years ago
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Battle Master Sett and others (League of Legends build errata)
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(Artwork still by @victorli_ran on Twitter.)
I’m going to be honest: like 80% of the reason I made the Sett build was an excuse for me to make JoJokes. The other 20% of the reason is because I constantly see this motherfucker on the Rift. Whenever I don’t ban him he gets instapicked because Rito can’t balance for shit and made such a brain-dead champ OP as hell. But my complaints about Sett aside the few people I’ve met who played Sett because they genuinely enjoyed him (and weren’t spamming him because he’s Rito’s latest opee opee champ) were super nice and friendly, and Sett as a whole is a cool character who seems fun to play. I’d buy him myself but I’m waiting for the balance team to stop reading Jojolion and do their goddamn job.
With that out of the way Sett is one of the few times I honestly feel like 2 levels is more than enough to capture a character. With 1 level in Fighter for Unarmed Fighting (because Barbarians don’t get a Fighting Style lol) and 1 level in Barbarian (for Unarmored Defense) you have pretty much everything I’d want to play Sett except for False Life from the Aberrant Dragonmark Feat. (Which is nice but more of an afterthought for more Temp HP.) The 18 levels in Fighter were done entirely for the Survivor trait from Champion, which is strong yes but it involves you getting to level 18 first. What’s more is that 2 levels in Barbarian means that you’re missing out on the 4th attack from Fighter, and if you’re going to go to level 18 in a class you may as well get the level 20 capstone feature as well. I make these builds for roleplay first and practicality better since I doubt anyone is coming to this Tumblr for OP builds.
With that being said I did promise to provide a build for Battle Master, and I’d like to offer some other potential multiclass dips and the strengths and weaknesses of each. I’m not going to go too deep into the levels of each class myself (to be honest just read them yourself) but I will give the reason why you’d want each class and subclass in the notes.
BATTLE MASTER MANEUVERS
Full disclosure I know very little about Battle Master so most of my advice is going off a guide as well as my roleplaying recommendations.
OFFICIAL
Commander’s Strike - The boss bossing around his teammates is highly in flavor, but unless you have a Rogue (who can sneak attack) or someone with a similar damage boosting ability this ability is fairly redundant. 3/5 ROLEPLAY - 3/5 PRACTICALITY
Disarming Attack - Very in-flavor for Sett to try to get the upper hand by punching a weapon out of his opponent’s hand. Also very useful in combat, especially if you either take their weapon or kick it away. 4/5 ROLEPLAY - 3/5 PRACTICALITY
Distracting Strike - You can give yourself Advantage with Reckless Attack, and can afford to do so since you have so much health. That being said helping your allies get hits is very useful, especially if you have a Rogue or something similar. You can also argue that this would be Sett getting a good Facebreaker in to set up for his allies. 5/5 ROLEPLAY - 4/5 PRACTICALITY
Evasive Footwork - Knuckle Down lets Sett zoom at his enemies but not away from them. More importantly you have more than enough health and AC to take some opportunity attacks. This can make you a little sturdier but it’ll eat up your maneuver dice; it’s just not worth it. 2/5 ROLEPLAY - 1/5 PRACTICALITY
Feinting Attack - Very in flavor, but you already have a way to generate Advantage. Good if you don’t take a second level in Barbarian. 4/5 ROLEPLAY - 1/5 PRACTICALITY
Goading Attack - INSANELY useful as you’re the tank, so this will stop the enemies from targeting your allies. Also definetly in-flavor for Sett to taunt his enemies into going for him instead of his fight partners. 5/5 ROLEPLAY - 5/5 PRACTICALITY
Lunging Attack - Literally Haymaker, but in the wise words of rpgbot.net: “Just move closer to your target.” You can afford to take an Attack of Opportunity by moving away after attacking. 5/5 ROLEPLAY - 1/5 PRACTICALITY
Maneuvering Attack - See my points on Commander’s Strike. Only difference is that this ability is even less useful since movement isn’t that special in 5e. 3/5 ROLEPLAY - 2/5 PRACTICALITY
Menacing Attack - In flavor for Sett to growl and snarl, but you don’t care about taking hits and if there’s one thing you don’t want its for enemies to stay back. 3/5 ROLEPLAY - 2/5 PRACTICALITY
Parry - Very in flavor but sadly your DEX mod isn’t that high. 5/5 FLAVOR - 4/5 PRACTICALITY
Precision Attack - Since you already have Advantage this can be great to break through some tough ACs. It’s not as impressive but it gets the job done, and considering that your fists are your only option hitting hard enough to get through Braum’s shield would be very useful. 4/5 FLAVOR - 5/5 PRACTICALITY
Pushing Attack - Could be ruled that this is you using your ultimate but it’s very impractical. 3/5 FLAVOR - 1/5 PRACTICALITY
Rally - Much like the other “commander” maneuvers it’s decently in-flavor for Sett, but you don’t have the biggest investment in Charisma. You’re no support and you’re far better off leaving the healing to the Cleric. 3/5 FLAVOR - 2/5 PRACTICALITY
Riposte - The more in-flavor and more useful version of Parry for a tank build. Screw defense; more damage! 5/5 FLAVOR - 5/5 PRACTICALITY
Sweeping Attack - Titanic Hydra? But while this is rather in-flavor the damage is just extraordinarily low. 3/5 FLAVOR - 1/5 PRACTICALITY
Trip Attack - In-flavor for Sett to fight dirty, and rather useful, but not the most useful overall. 3/5 FLAVOR - 4/5 PRACTICALITY
CLASS FEATURES UA
Ambush - What are you? A Rogue? 1/5 FLAVOR - 1/5 PRACTICALITY
Bait and Switch - Very cute if you’re playing bodyguard, but you probably won’t be. It’s just far too conditional to be used. 2/5 FLAVOR - 1/5 PRACTICALITY
Brace - This is essentially Riposte but slightly different. Much like Riposte it’s very in-flavor, but I’d probably stick to Riposte. 5/5 FLAVOR - 4/5 PRACTICALITY
Restraining Strike - Was used in the Champion build but Grapples are garbage. 5/5 FLAVOR - 2/5 PRACTICALITY
Silver Tongue - Lets you keep some of Sett’s charm but you’re hardly the face of the party, unfortunately. 3/5 FLAVOR - 1/5 PRACTICALITY
Snipe - These fists ain’t thrown love, though I guess you could pull out a knife and scream MUDA MUDA MUDA MUDA MUDA before throwing it. 1/5 FLAVOR - 1/5 PRACTICALITY
Studious Eye - What are you? An Inquisitive Rogue? 1/5 FLAVOR - 1/5 PRACTICALITY
Here’s a theoretical list of maneuvers I’d take:
LEVEL 3
Distracting Strike
Goading Attack
Riposte
LEVEL 7
Disarming Attack
Precision Attack
LEVEL 10
Lunging Attack
Trip Attack
LEVEL 15
Pushing Attack
(Choice)
P.S. Leatherworker’s Tools are probably the most in-character tool for you to have proficiency with as Sett.
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(Artwork by Riot Games)
OTHER CLASSES TO TRY
BARBARIAN 20
The only reason we went full Fighter in the original build was for Survivor, but the only reason we even took a level in Fighter was for the Unarmed Fighting fighting style. (Because Barbarians don’t get a Fighting Style lol.) If you have a cool DM who’ll let you either reflavor your weapon as unarmed strikes or flat out let you attack with hands as strong as weapons (or if you have an Artificer who can make you an Arcane Propulsion Arm [removal of a hand required], or can find a similar magic item that gives you an Unarmed Strike) then Barbarian 20 is more than viable.
The main strength of going full 20 in Barb (other than the vast majority of your hit die being larger, meaning that on average you’ll roll a lot higher) is their level 20 ability Primal Champion, giving you 24 in both Constitution and Strength for the hardest punches and the toughest grit. Most of the other general Barbarian abilities are admittedly somewhat subpar however. Fast Movement and Feral Instinct are nice and all but other than that you only get Rage features and more damage on your crits. The Rage improvements are nice (as are more rages and more damage on those rages) but at best you’re probably going to get a d8 out of your fists, meaning the brutal crits won’t do that much more. Also without value levels in Champion you only have a 5% chance to crit baseline, or a 10% chance with Advantage.
PROS: Much tankier, even stronger.
CONS: Weak features on the way, only worth it for level 20.
With that being said: subclasses. Ironically Path of the Battlerager (IE “the worst one”) probably fits Sett the best, with Reckless Abandon recreating Pit Grit and Battlerager Charge recreating Knuckle Down. With that being said Battlerager is absolute garbage, primarily because the Spiked Armor and the class features based on it suck. You certainly won’t be wearing Spiked Armor as Sett (what are you? Mordekaiser?) which means that the features are completely wasted on you. If you can find a good Homebrew variant for Battlerager or can make one on your own it can be a good pick but while it is in-flavor it’s far too weak to be reasonably played.
PROS: Highly in flavor, more mobile and sustainable.
CONS: Weaksauce, useless armor.
Path of the Totem Warrior is the obvious one to mention as its the typical opee opee Barb. The Bear Totem Spirit is forever a powerful choice but truthfully the Tiger Totem Spirit is far more in-character. The thing is that Tiger is probably the most impractical, so Elk or Eagle are also good picks.
Much like with my Frank West build the Bear Aspect of the Beast would be extremely in-character for Sett (and would be the only way I could justify Sett grabbing a dragon and slamming that shit down on Teemo’s fucking face.) Elk, Tiger, and Wolf would also be in flavor.
For your Totemic Attunement the spirit of the Elk, Tiger, or Wolf would all be in-flavor. Bear could make sense but you don’t need that level of tankiness this late into a build.
PROS: Opee opee, tons of options, tons of utility.
CONS: Going to be accused of powergaming, going to get yelled at for not picking Bearbarian.
Other interesting subclasses to mention:
Path of the Beast (UA) gives you punching claws but almost all the other features play on the werewolf motif. More of Warwick’s thing... or maybe Rengar’s.
Path of the Beserker is extremely powerful but is a little too wild for Sett.
Path of the Zealot is great if you want to infuses your punches with the wrath of the gods - perfect if they ever make a God Fist Sett skin, or if you find a stone mask lying around.
MONK
Monk gives you an unarmed strike, and while mixing Barbarian and Monk is weird it is quite doable if you want to play a STRonk. (Strength Monk) For subclasses Way of the Open Hand recreates some of your movement effects with Open Hand Technique and Pit Grit with Wholeness of Body. Your level 11 and 17 abilities aren’t as impressive so I’d probably invest between 7 to 8 levels in Open Hand Monk for Evasion.
PROS: Movement imparing effects, more pit grit, Evasion, movement speed.
CONS: d6 attack dice, not a lot of Ki, stacking Unarmored Defense, Wisdom requirement
Way of the Drunken Master could also work but that’s much more Jackie Chan than pit fighter.
PROS: Mobility, great in crowds.
CONS: Out-of-character, somewhat weak.
PALADIN
Okay hear me out here: Conquest Paladin 20.
PROS: Hit very hard, counter attacks, innate Pit Grit that can be shared with allies, anime transformation.
CONS: Fear based, need armor, spellcasting isn’t in flavor, Charisma requirement
ARMORER ARTIFICER (UA)
Like I said when Armorer Artificer came out the class would be very good for Mecha Kingdom Sett. The thing is I think the build would be so different from default Sett (with an Intelligence focus among many other things) I’m not going to talk about it.
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