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Please explain lowering HP's and amping damage
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<blockquote data-quote="kaomera" data-source="post: 5454688" data-attributes="member: 38357"><p>Well, they are level 13 now, but they are just really trouncing everything. I mean, it's a fun game, but they got through 4 encounters at level 12 (2 standard, 2 hard) and had used barely over 1/2 their surges and the Ardent's player noted that he hadn't had a chance to use his abilities that key off of him being bloodied. They did use almost all of their dailies, but only because they knew it was the last encounter (and the solo lasted 2 turns once they came to grips with it).</p><p></p><p>I think the problem is partially that they're too defensive (both in terms of optimization and play style). Two leaders, two defenders, and a striker. It seems like they get the last monster down to the point it's about to drop, and then it still takes a turn or two to get it down because they don't want to risk getting hit... And the Fighter's player will be warning that she's getting near bloodied and may need healing soon for several rounds (while being beaten on) before they actually have to pull out any healing abilities, between DR, temp hps, defensive buffs, etc.</p><p></p><p>EDIT TO ADD: I'm not going to rule out that I'm not playing the monsters well enough. Throughout that series of fights they faced a number of Gnolls and Hyenas that never seemed to be able to get the bonuses they might have for ganging up, and I keep forgetting auras. I'm trying to streamline my monster writeups to compensate...</p></blockquote><p></p>
[QUOTE="kaomera, post: 5454688, member: 38357"] Well, they are level 13 now, but they are just really trouncing everything. I mean, it's a fun game, but they got through 4 encounters at level 12 (2 standard, 2 hard) and had used barely over 1/2 their surges and the Ardent's player noted that he hadn't had a chance to use his abilities that key off of him being bloodied. They did use almost all of their dailies, but only because they knew it was the last encounter (and the solo lasted 2 turns once they came to grips with it). I think the problem is partially that they're too defensive (both in terms of optimization and play style). Two leaders, two defenders, and a striker. It seems like they get the last monster down to the point it's about to drop, and then it still takes a turn or two to get it down because they don't want to risk getting hit... And the Fighter's player will be warning that she's getting near bloodied and may need healing soon for several rounds (while being beaten on) before they actually have to pull out any healing abilities, between DR, temp hps, defensive buffs, etc. EDIT TO ADD: I'm not going to rule out that I'm not playing the monsters well enough. Throughout that series of fights they faced a number of Gnolls and Hyenas that never seemed to be able to get the bonuses they might have for ganging up, and I keep forgetting auras. I'm trying to streamline my monster writeups to compensate... [/QUOTE]
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Please explain lowering HP's and amping damage
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