Assassin Shrouds on Minions


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This. It's an additional effect of the attack, granted by the shrouds.

Seems more like an additional effect that is triggered on an attack. Even if the target teleports away before the attack is rolled the shroud would still go off.

But, really, the correct way to use shrouds with minions is apply them to non-minions while taking care of minions. If, that is, taking care of minions is tactically sound for you at that time.

I'd say it's the opposite. Picking off the most dangerous targets with your encounters and dailys on the first couple rounds is SOP. Shrouds let you get a minion or two for free. Concentrating on killing single minions to shroud the real threats so you can eventually do a few extra points of damage would be a waste.
 

Seems more like an additional effect that is triggered on an attack. Even if the target teleports away before the attack is rolled the shroud would still go off.

And in that instance, what damage are you arguing that it does?

If a shrouded attack crits, what damage do you argue that the shroud does?
 
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Seems more like an additional effect that is triggered on an attack. Even if the target teleports away before the attack is rolled the shroud would still go off.

The wording, however, is very explicit. 'The attack deals damage...' which means that the damage from shroud is -explicitly- done by an attack. Which makes it done by a hit, or a miss. And damage from a miss = 0


I'd say it's the opposite. Picking off the most dangerous targets with your encounters and dailys on the first couple rounds is SOP. Shrouds let you get a minion or two for free. Concentrating on killing single minions to shroud the real threats so you can eventually do a few extra points of damage would be a waste.

Actually, you're a damn striker. Shrouding a -real- threat while attacking another -real threat- is more appropriate to your M.O. Save up shroud on enemy B during the Encounter powers part of the battle (if you build your encounter powers for damage. Some build for utility.), then use all that damage to destroy the other enemy.

I cannot see how anything is worse than wasting two turns of shroud charging up just so you can cack the minion if you miss with an attack that had no business going towards a minion in the first place. That'd be exactly like a rogue giving up sneak attack damage for two consecutive rounds just to automatically kill something with a single hit point. It's a waste.

Honestly. You're using two turns of shroud and an attack to do a trick that is no better than cloud of daggers. Wasteful.

Using shroud poorly to make another bad tactical decision merely mediocre isn't good tactics. You have a job to do, and attacking minions when there's real targets is not that job... that'd be like if a defender never marked anyone. Bad form.
 

Seems more like an additional effect that is triggered on an attack. Even if the target teleports away before the attack is rolled the shroud would still go off.

Actually... that would invalidate the attack. An interrupt moves you out of range, the attack becomes invalidated.

And invalidating the attack invalidates the shroud. No attack, no shroud.
 

Whether or not it kills it, it's still stupid to shroud a minion.


Alot of GMs don't hang "I'm a minion!" signs on their fodder. If a GM didn't want the player to know they are minions, they would just let the player roll the damage, doodle a bit behind the GM's screen and continue on with the game.

If you think about the reasoning behind minions, then you would realize that they don't really have just 1 hit point. They have less hit points than any damage you do to them on a hit. If your attack misses them. You might damage them but it doesn't take them to 0. If your attack grants some condition on a miss, that still effects the minion.
 

Alot of GMs don't hang "I'm a minion!" signs on their fodder. If a GM didn't want the player to know they are minions, they would just let the player roll the damage, doodle a bit behind the GM's screen and continue on with the game.

If you think about the reasoning behind minions, then you would realize that they don't really have just 1 hit point. They have less hit points than any damage you do to them on a hit. If your attack misses them. You might damage them but it doesn't take them to 0. If your attack grants some condition on a miss, that still effects the minion.

It doesn't matter if they have 1, 2, or n-1 hps where n is the damage you deal... the concept of 'one-punch mooks' is not alien to the heroes, and they'll sort out that some enemies are dispatched easier than others.

Thusly, they learn to shroud hard targets.

Minions aren't supposed to be 'ha trap fooled you into blowing your daily!' but 'Look, we mopped up the floor with these goblins... oh... wait... the big one is angry now!'

There's little dramatic weight to be had by having the party accidentally overkill minions.
 

Right.

I know if I had just spent 3 rounds shrouding up a target and then used my encounter power on it, only to find out it was a minion, I'd be upset. It is kind of like the 3.5 Rogue going up against undead: "Sorry, your class feature is nullfied! Try again!"

Jay
 

Right.

I know if I had just spent 3 rounds shrouding up a target and then used my encounter power on it, only to find out it was a minion, I'd be upset. It is kind of like the 3.5 Rogue going up against undead: "Sorry, your class feature is nullfied! Try again!"

Jay
OMG don't remind me. I hated thing I couldn't backstab. I would go from awesome to useless. Bleh.:mad:
 

Alot of GMs don't hang "I'm a minion!" signs on their fodder. If a GM didn't want the player to know they are minions, they would just let the player roll the damage, doodle a bit behind the GM's screen and continue on with the game.

Minions are both problematic and unsatisfying. Good GMs quickly stop using them, or at a minimum will heavily house rule them so they don't resemble the original anymore.
 

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