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A Paladin Problematic
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<blockquote data-quote="Aegeri" data-source="post: 5391560" data-attributes="member: 78116"><p>Brutes, Soldiers and Skirmishers can have fantastic burst attacks. Some of my best friends are Brutes with limited damage attacks. For example Ter-Soth (one of my Balors that was designed shortly after the new and shiny of MM3 rules):</p><p></p><p style="text-align: center"><img src="http://img.photobucket.com/albums/v305/Aegeri/Ter-Soth-1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"></p><p style="text-align: left">And for Wizards monsters (Bearing in mind appropriate damage increases):</p> <p style="text-align: left"></p> <p style="text-align: left">Balor (level 27 elite brute): Beheading blade - quite frankly this power rules the roost in lolwtf burst attacks on monsters.</p> <p style="text-align: left">Herald of Colorless Fire (Level 27 skirmisher): Storm of Colorless Fire</p> <p style="text-align: left">Angel of Command (Level 25 Soldier): Edict of Honor</p> <p style="text-align: left">Dragonborn Deathknight (Level 25 Elite Solider): Unholy Flames</p> <p style="text-align: left">Mezzodemon Watchguard (Level 27 Soldier): Poison Breath</p> <p style="text-align: left"></p> <p style="text-align: left">And so on. Most solos have burst/area attacks as well. A good combination of monsters - albeit I do acknowledge the higher in tier you go the worse your options get - is paramount. Also, brutes and soldiers should not inherently be the most common part of the encounter. In fact it's a distinct trap, because artillery/controllers/lurkers are just as important - if not more important - than soldiers/brutes. Soldiers and brutes are there to entertain defenders and kill anyone else if ignored. Artillery and controllers are where you get your real damage/disruption in. Skirmishers fall in between those and Lurkers are when you get a good set up for a quick "picking off" of a wounded character.</p> <p style="text-align: left"></p> <p style="text-align: left">Also, I may seem to respond flippantly but this is because you're not the DM (I am meaning no offense by this either). Unless I know what your DM is trying to do and accomplish specifically, I can only give general responses. If I knew what he was trying to do specifically, I could help tweak encounters to a more reasonable standard in all departments: Terrain, composition etc. It's very hard to do that when I have no idea what monsters he's using, the terrain he's planning to use and what the overall "goal" of his encounter design is. </p> <p style="text-align: left"></p> </p></blockquote><p></p>
[QUOTE="Aegeri, post: 5391560, member: 78116"] Brutes, Soldiers and Skirmishers can have fantastic burst attacks. Some of my best friends are Brutes with limited damage attacks. For example Ter-Soth (one of my Balors that was designed shortly after the new and shiny of MM3 rules): [CENTER][IMG]http://img.photobucket.com/albums/v305/Aegeri/Ter-Soth-1.png[/IMG] [LEFT]And for Wizards monsters (Bearing in mind appropriate damage increases): Balor (level 27 elite brute): Beheading blade - quite frankly this power rules the roost in lolwtf burst attacks on monsters. Herald of Colorless Fire (Level 27 skirmisher): Storm of Colorless Fire Angel of Command (Level 25 Soldier): Edict of Honor Dragonborn Deathknight (Level 25 Elite Solider): Unholy Flames Mezzodemon Watchguard (Level 27 Soldier): Poison Breath And so on. Most solos have burst/area attacks as well. A good combination of monsters - albeit I do acknowledge the higher in tier you go the worse your options get - is paramount. Also, brutes and soldiers should not inherently be the most common part of the encounter. In fact it's a distinct trap, because artillery/controllers/lurkers are just as important - if not more important - than soldiers/brutes. Soldiers and brutes are there to entertain defenders and kill anyone else if ignored. Artillery and controllers are where you get your real damage/disruption in. Skirmishers fall in between those and Lurkers are when you get a good set up for a quick "picking off" of a wounded character. Also, I may seem to respond flippantly but this is because you're not the DM (I am meaning no offense by this either). Unless I know what your DM is trying to do and accomplish specifically, I can only give general responses. If I knew what he was trying to do specifically, I could help tweak encounters to a more reasonable standard in all departments: Terrain, composition etc. It's very hard to do that when I have no idea what monsters he's using, the terrain he's planning to use and what the overall "goal" of his encounter design is. [/LEFT] [/CENTER] [/QUOTE]
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