For the Record, Again

Cadfan

First Post
Turns out that a level 11 party facing off against four level 3 solo white dragons isn't actually a bad fight.

They can't hit worth a darn, but they get enough breath weapon attacks and frightening presence attacks that they'll roll well enough once in a while. A lot of their attacks weaken or stun, giving the party something to try to resist or avoid, and slowing the rate at which you slaughter them.

In this case, the party was caught on a somewhat blocked in island, meaning that the breath weapons covered four party members out of five for most attacks. I imagine that the results would have been very different in different circumstances.

... the fight became a formality once we realized that we had a spell that gavthe whole party resist 10 versus cold. But without that spell, it wasn't a bad challenge. No healing was used, but three characters were bloodied, and everyone used one daily power.

MVP for the fight was Wrath of the Gods, the daily the paladin used. It added +5 to every attack we made, including the dual attacks of the ranger (functional +10) and the area attacks of the cleric and the wizard (functional +20 in some rounds). But Wrath of the Gods is always MVP whenever it comes out.

Funniest moment was the ranger laughing when she got surrounded by three white dragons, and assuming that her AC was too high for them to hit. Really, it was, until each made two claw attacks, and got a total of three critical hits.
 

log in or register to remove this ad







Yeah, its Mass Resistance.

I've generally found that the most game changing abilities are daily utility powers. Sometimes they're really situational, like in this case where the enemy only really had one good attack and Mass Resistance neutered it, but as a general rule, daily utilities seem to be where the true power lies.

Don't even get me started on Wrath of the Gods. Its probably nerfable, but everyone has so much fun with it that I'd rather not.
 



Remove ads

Top