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<blockquote data-quote="Mengu" data-source="post: 5464671" data-attributes="member: 65726"><p>Actually with 7 PC's, one or two of them being stunned isn't a big deal, I'd almost say it's required to make this guy more than a push over. I half wish he could do it earlier in the encounter, rather than later. I think I'd make that empathic plea a minor action encounter power that recharges and is used as free when bloodied. However I might remove the unconscious state, it's about 20% chance of happening anyway, and doesn't really add all that much to the stunned condition (it essentially just adds prone).</p><p></p><p>I also feel this solo doesn't quite have enough actions to go up against a 7-man party. I'd give him an actual at-will immediate action, that's a slap on the wrist punishment. Something like if an enemy moves to flank, they take 5 damage from a tail slap as an immediate reaction. You could if you want refresh its immediate actions during each of its turns.</p><p></p><p>For the Crush minor action, the 4d6+10 is a bit too much damage I think, against a 4th level party. Crushing Bite, during the 10+ init, then during regular turn Crushing Bite, action point, Crushing Bite, minor Crush will potentially dish out 2d10+4d6+15 damage to 3 targets. That's 40 damage on average, and if it swings high, then you're suddenly looking at 3 unconscious PC's that will yo yo up and down until the Ardent is out of healing.</p><p></p><p>Your expected damage at level 6 is 2d6+7. I think you have the right number of attacks and everything to make it work, but I'd try and make all the damage expressions work out to around a 14 or 14.5 average. So, increase tail lash to 2d6+7, decrease crushing bite to 2d8+5, increase crippling lightning to 1d10+9, decrease crush to 2d6+7.</p><p></p><p>And I second the addition of a "Shake it off" ability. He needs some resistances or other way of avoidance. I'd give him something like a save at the beginning of both his turns against dazed, stunned, dominated, and auto success at the end of his regular turn. I'd also give him blindsight.</p><p></p><p>I can't really say how well its hit points will last because I don't know the builds or the equipment for your party, you would have a better idea about that. Since this is Dark Sun, I expect equipment may be minimal. If this was for a 4th level LFR group or something, I'd give serious consideration to increasing HP's to what would be normal for a level 6 solo (300'ish), and still keep the slave buffer. But what you have plus the slave buffer may be just right for a Dark Sun equipped party. </p><p></p><p>Speaking of the slave buffer, I'd make it a standard action to free them. Freeing a fresh slave is essentially dealing 25 points of damage to the monster, and that should not be a minor action.</p><p></p><p>Some of this also depends on how worn out they will be when they enter this fight. If they are fresh and have access to all their dailies (at level 4, that's only 1 daily but still), then 7 PC's with dailies and action points can do serious damage, potentially bloodying and crippling the poor critter in the first round. I try to make solo fights toward the end of an adventuring day, so some resources are depleted.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5464671, member: 65726"] Actually with 7 PC's, one or two of them being stunned isn't a big deal, I'd almost say it's required to make this guy more than a push over. I half wish he could do it earlier in the encounter, rather than later. I think I'd make that empathic plea a minor action encounter power that recharges and is used as free when bloodied. However I might remove the unconscious state, it's about 20% chance of happening anyway, and doesn't really add all that much to the stunned condition (it essentially just adds prone). I also feel this solo doesn't quite have enough actions to go up against a 7-man party. I'd give him an actual at-will immediate action, that's a slap on the wrist punishment. Something like if an enemy moves to flank, they take 5 damage from a tail slap as an immediate reaction. You could if you want refresh its immediate actions during each of its turns. For the Crush minor action, the 4d6+10 is a bit too much damage I think, against a 4th level party. Crushing Bite, during the 10+ init, then during regular turn Crushing Bite, action point, Crushing Bite, minor Crush will potentially dish out 2d10+4d6+15 damage to 3 targets. That's 40 damage on average, and if it swings high, then you're suddenly looking at 3 unconscious PC's that will yo yo up and down until the Ardent is out of healing. Your expected damage at level 6 is 2d6+7. I think you have the right number of attacks and everything to make it work, but I'd try and make all the damage expressions work out to around a 14 or 14.5 average. So, increase tail lash to 2d6+7, decrease crushing bite to 2d8+5, increase crippling lightning to 1d10+9, decrease crush to 2d6+7. And I second the addition of a "Shake it off" ability. He needs some resistances or other way of avoidance. I'd give him something like a save at the beginning of both his turns against dazed, stunned, dominated, and auto success at the end of his regular turn. I'd also give him blindsight. I can't really say how well its hit points will last because I don't know the builds or the equipment for your party, you would have a better idea about that. Since this is Dark Sun, I expect equipment may be minimal. If this was for a 4th level LFR group or something, I'd give serious consideration to increasing HP's to what would be normal for a level 6 solo (300'ish), and still keep the slave buffer. But what you have plus the slave buffer may be just right for a Dark Sun equipped party. Speaking of the slave buffer, I'd make it a standard action to free them. Freeing a fresh slave is essentially dealing 25 points of damage to the monster, and that should not be a minor action. Some of this also depends on how worn out they will be when they enter this fight. If they are fresh and have access to all their dailies (at level 4, that's only 1 daily but still), then 7 PC's with dailies and action points can do serious damage, potentially bloodying and crippling the poor critter in the first round. I try to make solo fights toward the end of an adventuring day, so some resources are depleted. [/QUOTE]
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