Best Strategy with Shadar-Kai Witch?

Rechan

Adventurer
One of the first monsters I liked when I saw it was the Shadar-Kai witch.

However, with enough 4e experience under my belt, I still am not sure how best to utilize the monster for battlefield effectiveness.

The issue comes from her only ranged power being a recharge power (granted, 1/2 chance to recharge), and that when her signature power (Deep Shadows) is used, she can only move 3 spaces.

So the issue is being able to get the controller to move into a convenient position and whip out her aura, but once the aura is up she's pretty locked down, and aside from a hefty rechargable ranged power, she's not as useful. Her melee attack is quite servicable, but she's going to get whomped on in melee.

So, if I wanted to take full advantage of this monster, or at least deal with some of its weaknesses (mobility, limited ranged offensiveness) while maximizing the strengths (buffing/damaging aura)?
 

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Beshadowed Mind recharges pretty quickly - on a 4, 5 or 6. I think the strategy for her should be:

1) Use Beshadowed Mind until it fails to recharge.
2) Shadow Jaunt close enough to catch a few enemies/allies in the aura of Deep Shadow, then activate Deep Shadow as well.
3) Keep in mind that Deep Shadow gives your allies concealment, deals your enemies damage, and makes difficult terrain for your enemies. Keep sustaining it, position yourself properly, and keep moving at half speed.
4) Use Beshadowed Mind whenever it's charged; otherwise, use Blackfire Touch, moving into melee if neccessary.

-Robert
 

Try pairing her with a couple of soldiers to guard her and some skirmishers/lurkers for damage output and synergy with the concealment and difficult terrain to enemy parts of the aura.

Alternately, have her guard a couple of artillery with the concealment (with the difficult terrain making it even harder for the party to get at the artillery) while brutes and/or minions hold a front line; half of the time she'll be able to blast away with her ranged power, and she can melee any characters who bypass the front lines to close with the artillery. Beshadowed Mind has extra utility here as it can shut down the ranged characters that are the biggest threat to the artillery.

t~
 

For some reason, I completely forget about the Difficult Terrain being part of the Deep Shadow.

One second possibility is the witch bottlenecking - standing in a narrow position, or perhaps at the top of a staircase, forcing anyone who wants to engage her has to do so head-on.
 

aside from a hefty rechargable ranged power, she's not as useful. Her melee attack is quite servicable, but she's going to get whomped on in melee.

If I had a hefty ranged power, but would get whomped in melee, my tactic would be to nuke the party from orbit, use recharge rounds for better positioning. Once I've killed two thirds of the party, move in for the kill. Of course on round 3 when I've found my "hefty ranged power" is about equivalent to smacking a tank with a baseball bat and theres no chance of killing the party, I'd run away.
 

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