The updated Behir can now sustain with a free action (and inflicts 10 points of damage instead of 15). This answers the question for this specific instance, but all the general issues about creatures that take more than one turn per round remain.
Thanks for the interest@sfedi: I'm not sure I understand how you propose to deal with ongoing damage and/or daze.
Ok, now I'm the one that don't understandYou seem to be suggesting that it is effected about as much as would be fair for a single monster, in general - but that's tricky both technically and because for a group of monsters, you can daze them all, or give them all ongoing damage, so just limiting daze/ ongoing damage entirely is rather more powerful than a group of monsters would be.
In any case, I'm not sure exactly what it is you're suggesting...
Yes, you are right, it's very tricky because it's not the same.You seem to be suggesting that it is effected about as much as would be fair for a single monster, in general - but that's tricky both technically and because for a group of monsters, you can daze them all, or give them all ongoing damage, so just limiting daze/ ongoing damage entirely is rather more powerful than a group of monsters would be.
In any case, I'm not sure exactly what it is you're suggesting...
Ok, forget the above post, I thought you were talking about ongoing and dazed effects ON PCS.
Now, let me answer you on the correct context:
Yes, you are right, it's very tricky because it's not the same.
You CAN daze a group of monsters, but not at the cost of a single use of a power.
So Dazing a Solo or an Elite, is much more cheaper than Dazing an equivalent group of monsters.
That's why we need something to make them less vulnerable to those conditions. Not entirely, but some.
One way, as the rules propose it to give them a bonus to saving throws.
That's ok, that works with save end conditions.
But it's unfair to ongoing damage.
Because the monster already has more hit points to compensate, so if you make it easier for the Solo or Elite to save aginst it, then it becomes useless against them.
Even then, it still leaves them more vulnerable to conditions that last for only one round.
I'm not sure I've answered your question. I had some problems understanding it.
Well, the orbizard shouldn't matter in the design of Elites and Solos, that's something that should be fixed on it's own.
If a class/build/combo/whatever is unbalanced, I won't change all the other aspects of the game to make up for it.
Having said that, you are right the powers work differently on Elites and Solos, some work better, some work worse.
But the question is: Is it balanced? How?
I'm not sure about the answers to the above questions.
Yeah. I'm not sure we should be fixing that, though: it's somewhat inherent in the setup: if you have just one single point of failure, one vulnerable point to attack, you can expect trouble when people find and abuse it. It rubs me the wrong way to have to implement effects (etc.) differently for solo on principle. Perhaps we should, I don't have the answers here, but that does mean that you're basically saying that stuff that works well against single targets happens not to work very well at all if that single target is a solo. As is, save-ends effects seem to work pretty well for a behir; he's affected potentially for multiple of his rounds, but he saves much more quickly, so it's not a lockdown kind of effect.Well... It isn't entirely balanced in my experience. Solos work pretty well at heroic tier, but once you get up into paragon things start going downhill. They DEFINITELY are not workable as truly solo monsters at that point, they are just more like really hefty Elites.