Excerpt: Minions. Go forth mine minions! Bring havoc with your 1 hp [merged]

The minion progression reminds me of:
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That being said, I don't have a use for minions which break the combat system only to let the players feel like some anime/action heroes with superpowerz.
 

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Vampire spawn would be easy to do as minions. When you hit them, they are knocked prone. Put the mini on its side.

Hit them again and they're history.

And recharge :5: , :6: : Minion gets back up to fight again if they haven't been properly dealt with!

If you only have 1 hit point, some form of regeneration 1 is pretty good.
 

AllisterH said:
Take the Angel of Valor. Until it is bloodied, opponents have a -2 to attack it. When would you rather use your encounter power? Pre or post-bloodied?
Reliable fighter daily? Before, no contest.
 

Destil said:
Reliable fighter daily? Before, no contest.
Why not after? "Reliable" just means you do some damage, not necessarily full damage.

I grok what Allister is saying. As a rule of thumb, it's a good idea to hang back on your big guns until the enemy has been bloodied. At worst, you kill them just as fast as if you used your big guns immediately. At best, you shorten the time in which they become harder to kill/more dangerous.
 

I love minions: "I have a minion, do you have a minion?"...

On the PC side I can see it being a bit of a pain if they burn their daily on a minion, still I think they will learn to hold back a little on using their good stuff, until they identify the really dangerous creatures.

If they see 200 orcs charging down a hill at them it is only a foolish player that unleashes his daily at a random guy.
 

Blackeagle said:
Since it's listed alongside speed, my guess is teleporting may take a move action. In that case it wouldn't be possible to move, attack, and teleport on the same turn.

*cough*

War Devil (Malebranche) Level 22 Brute (Leader) said:
Fiendish Tactics (minor; recharge :5: :6: )
Ranged 10; affects up to 2 allied devils of the war devil’s level or lower; each target can take a move action or make a basic attack.


Let us not forget that the legion devils are teamplayers. ;)
 

A Daily power is the epitome of a characters skills an attack in which they use up their reserves to pull off a devasting blow, this is surely a resource any of us would keep in reserve until there is a hard fought battle (argh sounds like manga :p)

so a character using his daily power on a minion wouldn't make sense....however.....

If you view that a daily attack is being tried by the character at least once a battle and instead of that happening he just does an at will attack instead, the time where the player actually uses it is when the blow hits maybe the using it on a minion does make sense

My personal view for martial dailys is that the opportunity to use it doesn't arise for the character until the player spends that daily ability and then he has the time to heft his sword overhead for a huge attack.
For Divine powers its an outside power that flows through the character that they can bring forth by praying in desperate circumstances to their god which is physically draining for the character so can only be attempted once per day.
For Arcane spellcasters its that higher magnitude spell they have chosen to be able to cast for the day.
 

Rowsdower said:
Two things, if I may:

1) we'll have ways of recovering spent dailies. So it won't be that big a deal.
We do? Archmages do, but there don't seem to be general most people get this abilities which can do this.
Rowsdower said:
2)Noticed that in the excerpt they mentioned only giving minions one hp because there were situations the minions could survive taking small amounts of damage. What kind of situations I wonder, and will these situations play for other monster types; elites and solos? A level 21 minion with (oh, say) 10 hp could survive a hit from a level 21 player under the right conditions?

Anyway, already have big plans for minions. Big, sinister, evil plans. Mwuahahaha!
Cleave and the fighter basic attack which does damage on a miss should do about 8 damage at level 21.
 

small pumpkin man said:
Cleave and the fighter basic attack which does damage on a miss should do about 8 damage at level 21.

8 damage? We know that...
* He's supposed to have a +5 weapon by then.
* There are several feats that can enhance damage.
* We've seen that some at-will powers can gain greater effects at level 21.

I really don't think he'll do 8 damage per swing, even discounting critical hits (which'll do, what, +5d6 easily?).
 

small pumpkin man said:
Cleave and the fighter basic attack which does damage on a miss should do about 8 damage at level 21.

However, don't forget that the minion definition means that cleave (do [str] damage to a secondary target) will kill a minion, but reaping attack (do [str] damage to a target even on a miss) won't.

Cheers
 

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