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Awesome solo monster fight
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<blockquote data-quote="Nullzone" data-source="post: 5460538" data-attributes="member: 97538"><p>You have to be careful about how you interfere with your defender when it comes to solos (or anything, really). His entire job is focused around drawing attention to himself and away from the other party members, so if you do stuff like daze him all day it can make him feel like he's not contributing.</p><p></p><p>There are a lot of great ways to still dish pain out to other people though; actions that allow multiple attacks is one, as long as you've included the fighter in the attack there's no issue. Bonus if you make it an effect that also gives the solo some mobility at the same time, so he deals a bunch of damage and now is repositioned to take on another strategy (and consequently screw with the players' own).</p><p></p><p>Teleporting is good, but doesn't work on every defender. Wardens and Swordmages both mess with monster mobility when marks are violated; it also has potential to make the players lives <em>easier</em> since now the monster is conveniently at range for a creatures in burst nova or stuff like lazy warlords to invoke a lot of triggered effects at once.</p><p></p><p>A truly excellent way to do things is to allow the defender to potentially lock the solo down, but make him regret it, while simultaneously making the situation such that other players aren't safe either. The briar patch solution is one way to do this, as are "donut auras"; stuff that punishes you up close, but also prevents you from keeping the monster at arm's length all the time without taking some consequence for doing so.</p><p></p><p>The force field on the apocalypse terror is a good example; place the force field at 4 squares so ranged 5 still can make the choice, and then give him an aura 4 or some similar effect that causes a nasty thing to happen if you're in close like that...ranged people can then make a choice to stay close by and do full damage but eat the nasty close-range effect, or stay safe and kill it slower, and the defender has to choose whether to hold the line and keep eating the close-range or to back off and let the solo do as he pleases.</p></blockquote><p></p>
[QUOTE="Nullzone, post: 5460538, member: 97538"] You have to be careful about how you interfere with your defender when it comes to solos (or anything, really). His entire job is focused around drawing attention to himself and away from the other party members, so if you do stuff like daze him all day it can make him feel like he's not contributing. There are a lot of great ways to still dish pain out to other people though; actions that allow multiple attacks is one, as long as you've included the fighter in the attack there's no issue. Bonus if you make it an effect that also gives the solo some mobility at the same time, so he deals a bunch of damage and now is repositioned to take on another strategy (and consequently screw with the players' own). Teleporting is good, but doesn't work on every defender. Wardens and Swordmages both mess with monster mobility when marks are violated; it also has potential to make the players lives [I]easier[/I] since now the monster is conveniently at range for a creatures in burst nova or stuff like lazy warlords to invoke a lot of triggered effects at once. A truly excellent way to do things is to allow the defender to potentially lock the solo down, but make him regret it, while simultaneously making the situation such that other players aren't safe either. The briar patch solution is one way to do this, as are "donut auras"; stuff that punishes you up close, but also prevents you from keeping the monster at arm's length all the time without taking some consequence for doing so. The force field on the apocalypse terror is a good example; place the force field at 4 squares so ranged 5 still can make the choice, and then give him an aura 4 or some similar effect that causes a nasty thing to happen if you're in close like that...ranged people can then make a choice to stay close by and do full damage but eat the nasty close-range effect, or stay safe and kill it slower, and the defender has to choose whether to hold the line and keep eating the close-range or to back off and let the solo do as he pleases. [/QUOTE]
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Awesome solo monster fight
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