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Need help finishing/tweaking Solo
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<blockquote data-quote="fba827" data-source="post: 5215671" data-attributes="member: 807"><p>Sounds like a solid theme going on, nice work! ...</p><p></p><p></p><p>i'd toss in an immediate reaction at-will ... somethings that might be appropriate (thematically) based on what you wrote here ...</p><p>a) when hit for damage does Dark Lightning as an immediate reaction but doesn't provoke an opportunity attack when using this immediate action.</p><p>b) when hit for damage, as an immediate reaction he changes to lightning and zaps to another location (treat as a teleport 8)</p><p>or something along those lines for either an attack or movement based on a reaction</p><p></p><p>And maybe something to 'absorb' one of the minions. I.e.</p><p>minor action: a darkspawn adjacent to the solo is absorbed into the solo's hand/staff/rod/whatever (effectively killing it) and the solo's next attack with dark lightning made this turn gains +X to attack and +X damage</p><p></p><p>oh yeah, i wouldn't (but this might just be me) bother with initiative for the minions. they act on the same initiative as the summoner. makes it easier on yourself since you'll conceivably have several of these popping out at various times so it might be odd to track who goes on which turn.</p><p></p><p>Finally, the only other (but more important) thing I would add is terrain features or hazards... solo combats really shine a lot better if there is some feature to the area. it can be as simple as a field with difficult terrain littered about, or it can be a fight on a swinging rope bridge, and so on. but my point is, just give it some thought if you haven't already.</p><p></p><p>edit: i did not actually look at math parts of it, just concept and power setup.</p></blockquote><p></p>
[QUOTE="fba827, post: 5215671, member: 807"] Sounds like a solid theme going on, nice work! ... i'd toss in an immediate reaction at-will ... somethings that might be appropriate (thematically) based on what you wrote here ... a) when hit for damage does Dark Lightning as an immediate reaction but doesn't provoke an opportunity attack when using this immediate action. b) when hit for damage, as an immediate reaction he changes to lightning and zaps to another location (treat as a teleport 8) or something along those lines for either an attack or movement based on a reaction And maybe something to 'absorb' one of the minions. I.e. minor action: a darkspawn adjacent to the solo is absorbed into the solo's hand/staff/rod/whatever (effectively killing it) and the solo's next attack with dark lightning made this turn gains +X to attack and +X damage oh yeah, i wouldn't (but this might just be me) bother with initiative for the minions. they act on the same initiative as the summoner. makes it easier on yourself since you'll conceivably have several of these popping out at various times so it might be odd to track who goes on which turn. Finally, the only other (but more important) thing I would add is terrain features or hazards... solo combats really shine a lot better if there is some feature to the area. it can be as simple as a field with difficult terrain littered about, or it can be a fight on a swinging rope bridge, and so on. but my point is, just give it some thought if you haven't already. edit: i did not actually look at math parts of it, just concept and power setup. [/QUOTE]
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