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<blockquote data-quote="Rechan" data-source="post: 4944175" data-attributes="member: 54846"><p>I'm pretty sure that all the leaders can help with saves to some degree.. As I said, I made that post purely by memory. I am certain that if I look through the Cleric section of the PHB alone, there's going to be lots of options to obliterate conditions. </p><p></p><p>But it just depends on the build vs. the type of condition. Bards beat the pants off any movement limitations, but they're not so great against other problems like weakened or dazed, etc. I've seen quite a few powers from other classes (the Psion I believe) which addresses powers effecting the will defense or at least dazed/dominated stuff.</p><p></p><p>Two things.</p><p></p><p>1) I don't like stun as a condition anyways. But a monster that can, say, daze as an at-will for a round IMO isn't bad. As long as, for instance, you're not just shooting the Fighter every round with the daze power. If one round you hit one player, the next round you hit another, then everyone is sharing the pain, as opposed to you putting a bucket over the head of one player for the entire encounter.</p><p></p><p>Not to mention that if the monster has the condition on just an AW, in my experience the monster isn't using that AW all that often. Because you, the DM, want to use its encounter powers, and monsters typically have more than one. So for at least half of its life span, it's not using those AWs.</p><p></p><p>The problem (at least for me) are (save ends) conditions. I've had encounters where the Fighter is weakened for 4 consecutive rounds. That <em>massively</em> sucks. It really effects the pace of the battle because you're only doing half damage, and it's just frustrating the condition stays. </p><p></p><p>2) As pointed out above, the bolded portion is as much a part of encounter design as anything. You don't want all your enemies to do the same thing, no matter if that's conditions or if it's an encounter of all Soldiers Variety is important, no matter what, and with conditions this is especially true.</p><p></p><p>Many monsters have reach or range at their disposal so that even the "weaker" conditions like daze or immobilize benefit them considerably more than as if the PC apply them to the monsters.</p></blockquote><p>Disagree there. See the comment on solos. A solo typically has several minor action powers and something on a move, so a Daze really crimps its style. Immobilziation is going to nuke a skirmisher unless it's a teleporter. And many monsters do have minor action powers.</p><p></p><p>Hell, the DM in one game HATES our fighter because of his Combat Superiority power - any time a monster tries to MOVE away, a hit from the fighter stops it. The fighter has locked down multiple skirmishers and a beholder in our game, just by being able to do that every round.</p><p></p><p>Also, the secondary effects of conditions are rather important. Immobilization and slowed means a monster can't run away to get his friends, or run away period. That's important, story wise, even if it's not effecting the actual combat. That is massively in the player's advantage, as they rarely have reinforcements to run to. </p><p></p><p>Not to mention that Dazed also means that the enemy grants CA. With the multitude of powers that have CA requirements, this m eans that Dazed is more important to PCs more frequently than it is to monsters.</p><p>[/QUOTE]</p>
[QUOTE="Rechan, post: 4944175, member: 54846"] I'm pretty sure that all the leaders can help with saves to some degree.. As I said, I made that post purely by memory. I am certain that if I look through the Cleric section of the PHB alone, there's going to be lots of options to obliterate conditions. But it just depends on the build vs. the type of condition. Bards beat the pants off any movement limitations, but they're not so great against other problems like weakened or dazed, etc. I've seen quite a few powers from other classes (the Psion I believe) which addresses powers effecting the will defense or at least dazed/dominated stuff. Two things. 1) I don't like stun as a condition anyways. But a monster that can, say, daze as an at-will for a round IMO isn't bad. As long as, for instance, you're not just shooting the Fighter every round with the daze power. If one round you hit one player, the next round you hit another, then everyone is sharing the pain, as opposed to you putting a bucket over the head of one player for the entire encounter. Not to mention that if the monster has the condition on just an AW, in my experience the monster isn't using that AW all that often. Because you, the DM, want to use its encounter powers, and monsters typically have more than one. So for at least half of its life span, it's not using those AWs. The problem (at least for me) are (save ends) conditions. I've had encounters where the Fighter is weakened for 4 consecutive rounds. That [I]massively[/I] sucks. It really effects the pace of the battle because you're only doing half damage, and it's just frustrating the condition stays. 2) As pointed out above, the bolded portion is as much a part of encounter design as anything. You don't want all your enemies to do the same thing, no matter if that's conditions or if it's an encounter of all Soldiers Variety is important, no matter what, and with conditions this is especially true. Many monsters have reach or range at their disposal so that even the "weaker" conditions like daze or immobilize benefit them considerably more than as if the PC apply them to the monsters.[/quote] Disagree there. See the comment on solos. A solo typically has several minor action powers and something on a move, so a Daze really crimps its style. Immobilziation is going to nuke a skirmisher unless it's a teleporter. And many monsters do have minor action powers. Hell, the DM in one game HATES our fighter because of his Combat Superiority power - any time a monster tries to MOVE away, a hit from the fighter stops it. The fighter has locked down multiple skirmishers and a beholder in our game, just by being able to do that every round. Also, the secondary effects of conditions are rather important. Immobilization and slowed means a monster can't run away to get his friends, or run away period. That's important, story wise, even if it's not effecting the actual combat. That is massively in the player's advantage, as they rarely have reinforcements to run to. Not to mention that Dazed also means that the enemy grants CA. With the multitude of powers that have CA requirements, this m eans that Dazed is more important to PCs more frequently than it is to monsters. [/QUOTE]
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