Lord Sessadore said:
A few points - Orcus will know which direction the attack came from, at the very least. I'd say he has a good chance to know which square specifically, especially if it was a melee attack. Personally, I'd rule that as a +5 or even +10 bonus to a Perception roll to pinpoint the ranger's square.
Again, that's fine for house rules, but it's not how invisibility works in 4E. You only know direction to an invisible creature/character if you beat their Stealth check - though, as I mentioned, the creature
would know which square Invisi-Ranger started the fight in.
Then, if Orcus has a readied action for when he gets hit to attack the square that he was attacked from, there's a good chance he targets the right square, and sometime in those 25 rounds he is going to hit.
Invisi-Ranger can attack from as far away as 45 squares. Orcus's attacks that can break invisibility can only hit from 4 squares away.
Then, assuming that you are still beating him, what exactly is keeping him there?
Invisi-Ranger moves as fast as Orcus does, and Orcus mostly doesn't know where Invisi-Ranger is. Not knowing where whatever you're running from is located makes it hard to run away from it.
occam said:
First, Orcus won't be alone, and that doesn't just mean the encounter will take longer. Between his aura and blast powers, and those of the atropals and lich vestiges, Invisi-Ranger is going to take necrotic damage out the yin-yang, enough to overpower his divine regeneration.
The lich vestiges have no chance at all to hit Invisi-Ranger. I-R can take a few turns to pretty much auto-kill all 8 vestiges (Designate each as a Quarry thanks to Battlefield Archer, then use the BA daily attack power to attack every quarry). The Atropals can never even detect I-R, so they have to randomly come within 5 squares of him to damage him, and even if both of them AND Orcus were all within Aura range of I-R,
similar auras do not stack. Check the rules. 3 auras all doing 10 necrotic damage deal a grand total of 10 necrotic damage per round, not 30. The atropals are
a complete nonfactor.
But more significantly, all Orcus needs to totally defeat this tactic is to call in a bunch of abyssal ghoul myrmidons, have them target every square not already occupied, and wait for one of them to roll a 20 on the attack. (The lich vestiges need only a 17 to hit with a shadow ray, including the total concealment penalty, and Orcus only needs a 15.) Call in a balor or two, who only need a 17 to hit with a flame whip, then a 12 with demonic accuracy after missing, and Invisi-Ranger is in real trouble. The PC is briefly renamed Visi-Ranger before becoming a splattering on the floor, or being touched with death and at the demon lord's mercy.
That's all Orcus needs to do to defeat
any attack, though. It's not a counter to Invisi-Ranger, it's a house rule that prevents him from ever dieing to any attack at all. Orcus has no ability to summon any creatures. There are creatures that have the ability to summon allies (Pit Fiends, for example), and Orcus is not one of them.
Again, though...
THIS IS NOT ABOUT ORCUS. It's about an item that makes characters essentially invulnerable to 90% of the monsters in the MM. Why would any character ever take any neck slot item OTHER than a Cloak of Invisibility? Hell, it's not even a level 30 item! Compare a Cloak of Invis to a Cloak of Invuln. The Invuln cloak is a million gold more and far, far, far less effective against the vast majority of enemies.