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<blockquote data-quote="keterys" data-source="post: 4704113" data-attributes="member: 43019"><p>So, backing up from 22, let's look at 13 and 4.</p><p></p><p>Adult Blue Dragon Level 13 Solo Artillery - hover flight, great melee and ranged options, no big deal</p><p>Beholder Eye of Flame Level 13 Elite Artillery - hover flight, ranged attacks that don't provoke, can help party avoid fire burst but... no big deal</p><p>Drow Arachnomancer Level 13 Artillery (L) - attacks of all types, might cause some OAs</p><p>Githyanki Mindslicer Level 13 Artillery - reasonable ranged and melee options both, no big deal</p><p>Yuan-ti Malison Sharp-eye Level 13 Artillery - ranged attack is superior, so similar to weaken or might provoke OAs</p><p>Grimlock Berserker Level 13 Brute - can be completely screwed by immobilized</p><p>Hill Giant Level 13 Brute - Reach 2 makes shift more difficult to pull off and solid ranged attack, minor impact</p><p>Magma Brute (Magma Beast) Level 13 Brute - Reach 2 makes shift away more difficult to pull off, but first round immobilize quite effective</p><p>Briar Witch Dryad Level 13 Elite Controller - ranged attack, teleport, ineffective</p><p>Eidolon Level 13 Controller (L) - stance makes immobilize almost always ineffective</p><p>Githzerai Zerth Level 13 Elite Controller - both melee and ranged attacks, teleport, ineffective</p><p>Minotaur Cabalist Level 13 Controller (L) - melee and ranged attacks, no big deal</p><p>Mummy Lord Level 13 Elite Controller - only one decent ranged option, plus second wind, and aura still effective... pretty effective but not crippling</p><p>Balhannoth Level 13 Elite Lurker - reach 3, teleport, ineffective</p><p>Horde Ghoul Level 13 Minion - Already dead</p><p>Displacer Beast Packlord Level 13 Elite Skirmisher - Reach 3 (Threatening, even) makes post-Round 1 immobilize a lot less useful but it helps turn off displacement and shifting so still quite good</p><p>Dragonborn Raider Level 13 Skirmisher - Pretty much screwed</p><p>Drow Blademaster Level 13 Elite Skirmisher - Pretty much screwed</p><p>Gray Slaad (Rift Slaad) Level 13 Skirmisher - condition transfer, teleport, largely ineffective</p><p>Nightmare Level 13 Skirmisher - teleport, ineffective</p><p>Vrock (Demon) Level 13 Skirmisher - Reach 2 and burst 3 make it tougher after round 1, but it always shuts down flyby attack, crashes its flight, and potentially lets you avoid spores of madness, so it's pretty darn good</p><p>Bearded Devil (Barbazu) Level 13 Soldier - Reach 2</p><p>Hellstinger Scorpion Level 13 Soldier - Pretty much screwed</p><p>Helmed Horror Level 13 Soldier - crashes its flight, pretty much screwed</p><p>Hook Horror Level 13 Soldier - Reach 2, pull, grab, after round 1 effectiveness down a lot</p><p>Medusa Warrior Level 13 Elite Soldier - good ranged and melee options, no big deal</p><p></p><p>In hindsight, this whole immobilize discussion might have been a good fork. Anyhow, I'll do level 4 next.</p></blockquote><p></p>
[QUOTE="keterys, post: 4704113, member: 43019"] So, backing up from 22, let's look at 13 and 4. Adult Blue Dragon Level 13 Solo Artillery - hover flight, great melee and ranged options, no big deal Beholder Eye of Flame Level 13 Elite Artillery - hover flight, ranged attacks that don't provoke, can help party avoid fire burst but... no big deal Drow Arachnomancer Level 13 Artillery (L) - attacks of all types, might cause some OAs Githyanki Mindslicer Level 13 Artillery - reasonable ranged and melee options both, no big deal Yuan-ti Malison Sharp-eye Level 13 Artillery - ranged attack is superior, so similar to weaken or might provoke OAs Grimlock Berserker Level 13 Brute - can be completely screwed by immobilized Hill Giant Level 13 Brute - Reach 2 makes shift more difficult to pull off and solid ranged attack, minor impact Magma Brute (Magma Beast) Level 13 Brute - Reach 2 makes shift away more difficult to pull off, but first round immobilize quite effective Briar Witch Dryad Level 13 Elite Controller - ranged attack, teleport, ineffective Eidolon Level 13 Controller (L) - stance makes immobilize almost always ineffective Githzerai Zerth Level 13 Elite Controller - both melee and ranged attacks, teleport, ineffective Minotaur Cabalist Level 13 Controller (L) - melee and ranged attacks, no big deal Mummy Lord Level 13 Elite Controller - only one decent ranged option, plus second wind, and aura still effective... pretty effective but not crippling Balhannoth Level 13 Elite Lurker - reach 3, teleport, ineffective Horde Ghoul Level 13 Minion - Already dead Displacer Beast Packlord Level 13 Elite Skirmisher - Reach 3 (Threatening, even) makes post-Round 1 immobilize a lot less useful but it helps turn off displacement and shifting so still quite good Dragonborn Raider Level 13 Skirmisher - Pretty much screwed Drow Blademaster Level 13 Elite Skirmisher - Pretty much screwed Gray Slaad (Rift Slaad) Level 13 Skirmisher - condition transfer, teleport, largely ineffective Nightmare Level 13 Skirmisher - teleport, ineffective Vrock (Demon) Level 13 Skirmisher - Reach 2 and burst 3 make it tougher after round 1, but it always shuts down flyby attack, crashes its flight, and potentially lets you avoid spores of madness, so it's pretty darn good Bearded Devil (Barbazu) Level 13 Soldier - Reach 2 Hellstinger Scorpion Level 13 Soldier - Pretty much screwed Helmed Horror Level 13 Soldier - crashes its flight, pretty much screwed Hook Horror Level 13 Soldier - Reach 2, pull, grab, after round 1 effectiveness down a lot Medusa Warrior Level 13 Elite Soldier - good ranged and melee options, no big deal In hindsight, this whole immobilize discussion might have been a good fork. Anyhow, I'll do level 4 next. [/QUOTE]
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