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<blockquote data-quote="Mesh Hong" data-source="post: 4881676" data-attributes="member: 73463"><p>My general advice for designing solo's.</p><p> </p><p>1: A solo creature needs to be able to threaten multiple PCs, either by having powers that target multiple PCs or by have multiple attacks.</p><p> </p><p>2: A solo should be interesting throughout the combat. One easy way of introducing variety (and therefore interest) is to give it a different selection of powers when it becomes bloodied, in some situation you can also effectively make it a different creature (for an extreme example see my other thread <strong>Second Skin - level 20 solo</strong>)</p><p> </p><p>3: When designing powers think about attack chains, and how the creature will act in combat. <em>Ideally</em> a creature should be able to concentrate on one threat while harrying or disrupting others, though different solos have different motivations.</p><p> </p><p>4: A solo should have a way of staying mobile or escaping from being locked down. A fight becomes less interesting when a creature is locked down and the PCs just surround it and pound on it until dead.</p><p> </p><p>5: A solo (especially high level solos) should have some sort of defence or reaction to status effects. Again a fight becomes less interesting when the solo is stun locked or dazed for multiple turns.</p><p> </p><p>Applying these philosophies to the Bugolith</p><p> </p><p>1: Its basic melee attack is a cleave so that it can effictively hit 2 targets, it can also make 2 attacks (at reach 2) for minor damage and a control effect (that might also grant it combat advantage for its main attack). It also has birst and blast powers.</p><p> </p><p>2: When bloodied the bugolith can make a double attack, (which I built in motivation to attack 2 different targets so that it can damage a third). I also made its ranged attack weaker when bloodied to encourage it to close in and concentrate on melee.</p><p> </p><p>3: I pictured the bugolith using its legs to knock enemies prone or push them off ledges or into its acid cloud, then using its mace to attack prone creatures. It could also use its blast power in hit and run attacks, using its spider climb to perch in a difficult to reach position.</p><p> </p><p>4: I gave it mighty leap in an effort to keep it mobile, this way if it is surrounded it can leap away and reposition itself.</p><p> </p><p>5: I gave it Abominable Resiliance as a limited status effect resistance.</p><p> </p><p>Anyway I hope this basic commentary helps.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4881676, member: 73463"] My general advice for designing solo's. 1: A solo creature needs to be able to threaten multiple PCs, either by having powers that target multiple PCs or by have multiple attacks. 2: A solo should be interesting throughout the combat. One easy way of introducing variety (and therefore interest) is to give it a different selection of powers when it becomes bloodied, in some situation you can also effectively make it a different creature (for an extreme example see my other thread [B]Second Skin - level 20 solo[/B]) 3: When designing powers think about attack chains, and how the creature will act in combat. [I]Ideally[/I] a creature should be able to concentrate on one threat while harrying or disrupting others, though different solos have different motivations. 4: A solo should have a way of staying mobile or escaping from being locked down. A fight becomes less interesting when a creature is locked down and the PCs just surround it and pound on it until dead. 5: A solo (especially high level solos) should have some sort of defence or reaction to status effects. Again a fight becomes less interesting when the solo is stun locked or dazed for multiple turns. Applying these philosophies to the Bugolith 1: Its basic melee attack is a cleave so that it can effictively hit 2 targets, it can also make 2 attacks (at reach 2) for minor damage and a control effect (that might also grant it combat advantage for its main attack). It also has birst and blast powers. 2: When bloodied the bugolith can make a double attack, (which I built in motivation to attack 2 different targets so that it can damage a third). I also made its ranged attack weaker when bloodied to encourage it to close in and concentrate on melee. 3: I pictured the bugolith using its legs to knock enemies prone or push them off ledges or into its acid cloud, then using its mace to attack prone creatures. It could also use its blast power in hit and run attacks, using its spider climb to perch in a difficult to reach position. 4: I gave it mighty leap in an effort to keep it mobile, this way if it is surrounded it can leap away and reposition itself. 5: I gave it Abominable Resiliance as a limited status effect resistance. Anyway I hope this basic commentary helps. [/QUOTE]
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