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Proper Tactics for a Solar vs. a Good Aligned Party
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<blockquote data-quote="Sejs" data-source="post: 3332959" data-attributes="member: 4910"><p>1) Solars are exceptionally powerful beings, answering directly only to the gods. They are the top of the celestial food chain and they know it. These are not beings that negotiate, cajole, or compromise. They do as they're told, and they expect others to do as they instruct. They are a living embodiment of divine authority.</p><p></p><p>2) These particular Solars are guardians, but they're still good. Give the party one, and only one, warning to turn back. If they persist, do not hold back <em>anything</em>. While one is issuing the warning, the other should be already prepping to do something in case they do not listen.</p><p></p><p></p><p>Following Frank's advice on swapping out some feats, I'm thinking Track is the first to go. Quicken Spell Like Ability (Greater Dispel Magic) sounds like a very good start.</p><p></p><p>Divide and conquer. Waves of Exhaustion as an opener hurts melee -hard- and keeps anyone from moving quickly. Use Blade Barriers to break up the battlefield. Can also be pretty mean in combination with Wall of Greater Dispel Magic.</p><p></p><p>If things are going bad, do not be afraid to drop a Wish or Miracle to try to reset the battle, or undo a crucial action. You have a duty, don't wince from it. If you look like you're going to lose - cast Gate and call in another Solar.</p><p></p><p>Assume both Solars have Death Pact (SC, p.60) active on them.</p></blockquote><p></p>
[QUOTE="Sejs, post: 3332959, member: 4910"] 1) Solars are exceptionally powerful beings, answering directly only to the gods. They are the top of the celestial food chain and they know it. These are not beings that negotiate, cajole, or compromise. They do as they're told, and they expect others to do as they instruct. They are a living embodiment of divine authority. 2) These particular Solars are guardians, but they're still good. Give the party one, and only one, warning to turn back. If they persist, do not hold back [i]anything[/i]. While one is issuing the warning, the other should be already prepping to do something in case they do not listen. Following Frank's advice on swapping out some feats, I'm thinking Track is the first to go. Quicken Spell Like Ability (Greater Dispel Magic) sounds like a very good start. Divide and conquer. Waves of Exhaustion as an opener hurts melee -hard- and keeps anyone from moving quickly. Use Blade Barriers to break up the battlefield. Can also be pretty mean in combination with Wall of Greater Dispel Magic. If things are going bad, do not be afraid to drop a Wish or Miracle to try to reset the battle, or undo a crucial action. You have a duty, don't wince from it. If you look like you're going to lose - cast Gate and call in another Solar. Assume both Solars have Death Pact (SC, p.60) active on them. [/QUOTE]
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