Matt James
Game Developer
There are rules for scaling monsters in one of the newer books (sorry, I forget which one). I'm sure we could go from there and help you get this bad-boy up to Epic. You're players are in for a fun surprise ![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Kudos to both Matt and Mike. I can't wait to spring something like this on my players! Sad thing is, they just hit the Epic Tier! Any chance you two could give some hard and fast house rules on how to update Calastryx to the epic tier?
Any chance you two could give some hard and fast house rules on how to update Calastryx to the epic tier?
This is pretty much the way they've been going since MM3. Monster Vaults Dragons were always the example of the model going forward.I'm a little taken aback by the direction being taken with solos.
Not 100% true, because such effects are incredibly important for mitigating damage output. They now simply put do not trivialize the fight and instead of stacking tons of "until end of next turn stuns/dazes" might just have to do something different.Solos get 'action revovery,' so the Controller - already at a loss for any use to put his AEs to - might as well just go home.
Like with effects that deny action, the point is to direct damage and prevent it from choosing what it does freely on every turn (ideally). The defender cannot hold its attention for very long and there are certain mark features that are easily removed with this.Now they're flat-out ignoring marks, as well? (like it has ever been hard for a creature with a breath weapon to include the defender in the area) So the Defender might just as well hang up his shield and become a Slayer.
Strikers are going to die by the creature rending them apart with its attacks if the defender isn't taking a turn via a mark and the controller isn't preventing it from getting all its turns. There aren't a lot of squishy strikers that will take something like 3 bites (one from an AP), a breath weapon and a zone without falling over dead pretty quickly.Is the intent, here, that Solos are that 'special time' for Strikers to shine?
If a monster negates conditions and marks at the start of it's turn, how is the defender or controller contributing anything?Strikers are going to die by the creature rending them apart with its attacks if the defender isn't taking a turn via a mark and the controller isn't preventing it from getting all its turns.
Yeah, there were broken lockdowns. Those aside, how is a combat where none of your tactics do anything going to be 'more tactical?' Isn't it just down to pouring on the damage? Or is it just 'more tactical' than a pre-nerf orb lockdown, and 'pour on the damage' is the tactic?It reminds me of how the new Dragons at high levels are exciting, immensely challenging and force the PCs to think very tactically. Before it was "Miss with Destructive Salutation and whack until dead".
That we can agree on. Evading marks is easy enough, as it is. (I remember our talks about the Knight).The ability to shed marks should be something exceptional and not used very often on the other hand.
Action recovery works at the end of the creatures turn. The alternative kind you are thinking of works a little like superior will and applies at the start of a creatures turn.If a monster negates conditions and marks at the start of it's turn, how is the defender or controller contributing anything?
Yes, by these mechanisms.While I'll admit the early 'lockdown' exploits were broken, haven't they mostly been fixed.
You haven't seen a lot of good epic defender builds have you? Not being snarky, but your typical fighter mark is -3 and with Warpriest (Albeit, poor poor nerfed Warpriest) was 2 attacks for violating the mark. If that is irrelevant, you have some funny ideas. Not to mention Battleminds have the incredibly good Lightning Rush, which if you position yourself smartly can easily draw away an entire blast attack from the rest of the party.Similarly, a fighter trying to make his mark relevent to a dragon had a tough time, he had to get his party to position themselves very carefully so the dragon couldn't just breath on all of them. Even if he did, they tended to have double-target attacks, so he still couldn't /really/ protect anyone. Again, struggling for relevence even when solos were 'too weak.'
Because now you need better options: Like punting the creature away to avoid its breath and melee attacks. Instead of "Stun/Daze/Dominate until end of next turn and instantly win".Yeah, there were broken lockdowns. Those aside, how is a combat where none of your tactics do anything going to be 'more tactical?'
You realize the entire party is going to be utterly hammered by this creature, so "Pouring on the damage" is going to result in dead characters. In my experience, only better tactics, smart positioning and good use of powers get you through an onslaught like this - which is why the newer dragons are so much better than the originals. While "Lockdown so it can't do anything" is literally "Have the strikers win the combat without any brains or tactics".Isn't it just down to pouring on the damage?
If it wasn't for the slide 3 on the bite the Knight would actually be a better defender. In this case, due to ending the mark on itself the Knight is actually roughly equal: All defenders can really only occupy this creatures attention for a single turn.(I remember our talks about the Knight).
And grow her to Gargantuan. "Huge" Tiamat (and Bahamut) is just plain wrong.Tiamat is actually one of the only pre-MM3 solos that is really designed very well. Just give her action recovery from this monster (seriously) and up her damage appropriately.
And there you go.