WOLead
First Post
I have to ask... why would this work? Does the OA do something I don't know?
It's basically:
* Creature starts its turn slowed
* If it really tries, it can move somewhere else and attack something real, but it'll take an opportunity attack to do so.
* If it doesn't really try, it will get attacked when the mote explodes.
So, either way it gets attacked _once_, so it should always leave, once it figures out what's going on... say after one round of it.
* Static Mote either behind or above the creature. Between the creature and the party, only if allies are out of burst range or they can take it.
* Spirit Companion placed either between your party and the creature or above it.
* World Serpent's Grasp so that the Spirit Companion's OA knocks it prone. (Works with any Spirit OA except Watcher Spirit, where the ally with the RBA needs World Serpent's Grasp.)
* Rushing Cleats with either Mark of Storms or Augment 1 with Orb Expertise to keep sliding/pulling the creature back two squares when it doesn't escape Static Mote's Burst.
Each turn, just summon a new Static Mote by the creature and possibly resummon your Spirit Companion.
For a creature to get out of this, it has to double move for 4 squares and be missed by the Spirit Companion's OA. Even then, if it doesn't get in range of the party or if the party members retreat, you just set it up again.
It tries/does pop your Spirit Companion? It only has 1 move action for 2 squares.
It tries to shift and move? Still caught in the C.Burst 3 and dragged back 2 squares (1 square advance).
It tries to double move? OA from the Spirit Companion knocks it prone.
Further get your allies to slowly retreat from the creature to delay its entrance to melee combat, as you keep up the setup.
The Mark of Storms + Rushing Cleats version works the best, since you can potentially trap multiple enemies once they are clustered...until one pops your Spirit Companion. Also nice since if you hit your own allies, you can slide them out to safety.
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