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Awesome solo monster fight
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<blockquote data-quote="Dausuul" data-source="post: 5460507" data-attributes="member: 58197"><p>Yeah, it happens to me too. Still, there are plenty of ways to counter it:</p><ul> <li data-xf-list-type="ul">The monster has multiple attacks, and at least one of them has a push/slide/teleport effect. Knock the fighter out of reach, then you can do what you like. (This is nice because it doesn't flat-out negate the fighter's stickiness--she still draws one whack every round--but also doesn't allow her to lock the monster down completely.)</li> <li data-xf-list-type="ul">Burst and blast attacks, of course.</li> <li data-xf-list-type="ul">Teleportation. The ability to teleport is a "get out of fighter lock free" card.</li> <li data-xf-list-type="ul">Abilities that daze, stun, or blind the fighter. (Blinding won't prevent the fighter from using combat challenge, but it will enable the monster to move to a safe location without fear of OAs.)</li> <li data-xf-list-type="ul">Finally, attacks that work best when focused on a single target. This is the "briar patch" solution; the monster <em>wants</em> to focus fire on the fighter! You could give it a hefty damage bonus for a target it hit last round; have an attack that inflicts a minor status effect, but hurts much more if the target is already subject to that status; give the monster a move action that jacks up its damage output for the turn (so you want to force it to move around); enable it to negate an enemy's ability to heal (fighters go down very fast when they can't recover hit points); et cetera.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 5460507, member: 58197"] Yeah, it happens to me too. Still, there are plenty of ways to counter it: [list][*]The monster has multiple attacks, and at least one of them has a push/slide/teleport effect. Knock the fighter out of reach, then you can do what you like. (This is nice because it doesn't flat-out negate the fighter's stickiness--she still draws one whack every round--but also doesn't allow her to lock the monster down completely.) [*]Burst and blast attacks, of course. [*]Teleportation. The ability to teleport is a "get out of fighter lock free" card. [*]Abilities that daze, stun, or blind the fighter. (Blinding won't prevent the fighter from using combat challenge, but it will enable the monster to move to a safe location without fear of OAs.) [*]Finally, attacks that work best when focused on a single target. This is the "briar patch" solution; the monster [i]wants[/i] to focus fire on the fighter! You could give it a hefty damage bonus for a target it hit last round; have an attack that inflicts a minor status effect, but hurts much more if the target is already subject to that status; give the monster a move action that jacks up its damage output for the turn (so you want to force it to move around); enable it to negate an enemy's ability to heal (fighters go down very fast when they can't recover hit points); et cetera.[/list] [/QUOTE]
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Awesome solo monster fight
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