MM2 Excerpt: Remorahz


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I have no idea how to kill a 26th level player these days and resistances play a big part in that.

Arcane Power has just made this worse the lvl 10 Wizard daily utility Mass Resistance: give all allies within 10 squares resistance to a chosen typed damage equal to half level plus Int mod.

In the late heroic level party I'm playing in I think all the PCs have resistance 5 to poison and necrotic from items, just because we've run into so many enemies that do ongoing necrotic and poison damage.

I think DMs will have to make sure that encounters use a mix of damage types, or make sure that untyped damage is always a significant part.
 

Does anybody know if some announcements have been done about the deadliness of MM2 monsters?

As somebody else here told, and I totally agree, MM1 monsters seem pretty weak as an average, and my players are blasting them notwithstanding the various special moves and stunts I invent for them as an addition :)


Perhaps now that the system is a little more known some improvement in monster design freedom, which in my opinion is one of the big plus of 4e, is to be expected.
 


Technically, being swallowed deals 10 normal damage + 10 fire, so fire resistance doesn't help entirely.

You'd think fire giants and fire archons would be interested in taming Remohazes. I guess they only want to use MM2 monsters in the encounter groups.
Also, Remorhaz are, despite doing fire damage, creatures of ice and snow. So they're often found around creatures that are ironically vulnerable to them. I see frost giants using them as weapons against enemy tribes for this very reason.
 


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