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Balor Down!
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<blockquote data-quote="Iron Sky" data-source="post: 4809737" data-attributes="member: 60965"><p>I was guessing on the hit-bonuses against our Pally. I think the DM might have read it wrong as being against AC instead of Ref or something. It shouldn't have been able to miss except on a 1. </p><p></p><p>The Balor was making two attacks a round, but it was weakened so they did half damage. It rolled a 1 on its whip attacks(so no ongoing fire) about 3 rounds. Those were pretty much the only attacks it missed with, aside from rolling a 1 against the Cleric when it died and exploded.</p><p></p><p></p><p>After talking with my roomies(one the DM, one the Pally's player), the fight was actually more like 15 rounds(so, about 12 after the Balor showed up) and lasted about 2 hours.</p><p></p><p></p><p>Elric is pretty much right on on all counts.</p><p></p><p>The Cleric did have Consecrated Ground + he used Beacon of Hope earlier.</p><p></p><p>The Pally did do True Nemesis. We were doing his counter-attack incorrectly since it is an implement and not weapon attack. So, he should have done 20-30 or so less damage over the course of the fight (so, the Balor might have lasted another round).</p><p></p><p>My Ranger has 24 Dex (+7 mod) and was doing Twin Strike, plus 7 more at the end of my turn. The Cold Vulnerable thing only would have mattered when I hit, since, according to our interpretation of the rules, the damage dealt from Scimitar Dance isn't typed... I'm still not totally sold on that, but we spent an hour discussing it months ago and that's what we figured out. I don't remember the exact argument.</p><p></p><p>My ranger is also multiclassed Fighter to get Rain of Steel. My damage with that was 1d8+7 base, +6 for the Pally's Wrath of the Gods.</p><p></p><p>So: Twin Strike 14 damage + 7 for Stormwarden = 21 on my turn. At the start if its turn 1d8+13 = 14 minimum damage. And technically, it should have been 15 minimum damage since I have Gauntlets of Destruction. So, 36 to 42 damage a round from my Stormwarden even when I missed(which ended up being 95% of the time).</p><p></p><p>The Cleric is (mostly) optimized for healing, my ranger is optimized for dealing damage, especially for consistant damage.</p><p></p><p></p><p>I agree that Certain Justice makes-or-breaks solo/elite fights. Our DM was actually more annoyed at the Warlock's killing 30 minions in a round as 15 free actions that he was about Certain Justice...</p><p></p><p>As for the other characters, they didn't all have exactly +22 to hit, but all had CA and the Warlock and Rogue were targetting Ref. Our Warlock, for example, had +21 to hit with Eldritch Blast(Base +18, +2 for CA, +1 for Prime Shot).</p><p></p><p>The Pally had a total of +22 to hit and my Ranger had +22 to hit with his main hand, +21 off-hand. I rolled three crits during the fight, all with my main hand (one on a daily).</p><p></p><p></p><p>The Pally has a base of 15 healing surges. We did get an extended rest before the fight, but we failed a skill challenge three times and all lost 3 healing surges. So, when he went into the fight he had 12 out of 15. When we eneded the fight he had 8 out of 15.</p><p></p><p></p><p>It was a level 25 encounter. In the end it was the following that made it doable:</p><p>1) The Feylock teleport ganking all the minions in a round per wave.</p><p>2) The Pally hitting with Certain Justice.</p><p>3) The Cleric's Consecrated Ground.</p><p>4) My ranger's 36 minimum damage a round.</p><p></p><p>Without the first one, we would have still had minions around when it showed up and might not have been able to focus-fire on it.</p><p></p><p>With any of the last 3 missing, I don't think we could have beaten it. Daze and Weakened + 18 healing per turn + decent guaranteed damage + focus fire was the winning formula.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4809737, member: 60965"] I was guessing on the hit-bonuses against our Pally. I think the DM might have read it wrong as being against AC instead of Ref or something. It shouldn't have been able to miss except on a 1. The Balor was making two attacks a round, but it was weakened so they did half damage. It rolled a 1 on its whip attacks(so no ongoing fire) about 3 rounds. Those were pretty much the only attacks it missed with, aside from rolling a 1 against the Cleric when it died and exploded. After talking with my roomies(one the DM, one the Pally's player), the fight was actually more like 15 rounds(so, about 12 after the Balor showed up) and lasted about 2 hours. Elric is pretty much right on on all counts. The Cleric did have Consecrated Ground + he used Beacon of Hope earlier. The Pally did do True Nemesis. We were doing his counter-attack incorrectly since it is an implement and not weapon attack. So, he should have done 20-30 or so less damage over the course of the fight (so, the Balor might have lasted another round). My Ranger has 24 Dex (+7 mod) and was doing Twin Strike, plus 7 more at the end of my turn. The Cold Vulnerable thing only would have mattered when I hit, since, according to our interpretation of the rules, the damage dealt from Scimitar Dance isn't typed... I'm still not totally sold on that, but we spent an hour discussing it months ago and that's what we figured out. I don't remember the exact argument. My ranger is also multiclassed Fighter to get Rain of Steel. My damage with that was 1d8+7 base, +6 for the Pally's Wrath of the Gods. So: Twin Strike 14 damage + 7 for Stormwarden = 21 on my turn. At the start if its turn 1d8+13 = 14 minimum damage. And technically, it should have been 15 minimum damage since I have Gauntlets of Destruction. So, 36 to 42 damage a round from my Stormwarden even when I missed(which ended up being 95% of the time). The Cleric is (mostly) optimized for healing, my ranger is optimized for dealing damage, especially for consistant damage. I agree that Certain Justice makes-or-breaks solo/elite fights. Our DM was actually more annoyed at the Warlock's killing 30 minions in a round as 15 free actions that he was about Certain Justice... As for the other characters, they didn't all have exactly +22 to hit, but all had CA and the Warlock and Rogue were targetting Ref. Our Warlock, for example, had +21 to hit with Eldritch Blast(Base +18, +2 for CA, +1 for Prime Shot). The Pally had a total of +22 to hit and my Ranger had +22 to hit with his main hand, +21 off-hand. I rolled three crits during the fight, all with my main hand (one on a daily). The Pally has a base of 15 healing surges. We did get an extended rest before the fight, but we failed a skill challenge three times and all lost 3 healing surges. So, when he went into the fight he had 12 out of 15. When we eneded the fight he had 8 out of 15. It was a level 25 encounter. In the end it was the following that made it doable: 1) The Feylock teleport ganking all the minions in a round per wave. 2) The Pally hitting with Certain Justice. 3) The Cleric's Consecrated Ground. 4) My ranger's 36 minimum damage a round. Without the first one, we would have still had minions around when it showed up and might not have been able to focus-fire on it. With any of the last 3 missing, I don't think we could have beaten it. Daze and Weakened + 18 healing per turn + decent guaranteed damage + focus fire was the winning formula. [/QUOTE]
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