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<blockquote data-quote="eamon" data-source="post: 5009072" data-attributes="member: 51942"><p>Wraith nastiness is due to the combo of insubstantial+weaken+regen which effectively gives them regen 10-20 (and of course much more hit points). They've not much fewer hit points than a normal lurker of that level, so that combo gives em easily twice as much hit points as they should have to start off with - and that's before the regen. If you have an encounter with many wraiths, that's nasty; few aren't really a problem since the regen really works best if they can't be taken down fast. Since they're phasing and have an encounter multi-shift they're hard tactically to pin down. And, of course, they're written to be used with Mad Wraiths, which is what I kind of assumed - the dazing aura and the pseudo-dominate attack work very very well with wraiths, since wraiths do extra damage with CA (from daze) and since the mass-daze means that getting tactical advantages to work is pretty much hopeless. And when the pseudo-dominate attack forces a PC to move and attack an ally, he'll probably provoke a bunch of OA's (with CA) adding to all around nastiness. 2-3 mad wraiths and 5-6 wraiths are much more difficult than their XP suggests. Compare, for instance, to Lizardfolk (an easy comparison since they too have a level 5 lurker and a level 6 controller to make a similar encounter mix).</p><p></p><p>As a player, I had an encounter with em; it started of with an avenger critting his high-damage anti-undead power, and the party had two paladins with their handy radiant damage challenge (and lots of healing+high will), warlock with dire radiance, and in general not an underpowered party, and it wasn't even close. The DM forgot the regen(!), constantly violated the radiant-damage dealing marks, and the PC's rolled excellently and even <em>then </em>the combat would have been a resounding TPK (barring the DM's "whoops" intervention). I did get the impression that in particular wraiths get nasty when supported by several mad wraiths; that makes suppressing the aura almost impossible; everyone was dazed almost the entire encounter and every damage dealer was weakened almost all the time too.</p><p></p><p>What was the encounter composistion like that you didn't experience this trouble?</p></blockquote><p></p>
[QUOTE="eamon, post: 5009072, member: 51942"] Wraith nastiness is due to the combo of insubstantial+weaken+regen which effectively gives them regen 10-20 (and of course much more hit points). They've not much fewer hit points than a normal lurker of that level, so that combo gives em easily twice as much hit points as they should have to start off with - and that's before the regen. If you have an encounter with many wraiths, that's nasty; few aren't really a problem since the regen really works best if they can't be taken down fast. Since they're phasing and have an encounter multi-shift they're hard tactically to pin down. And, of course, they're written to be used with Mad Wraiths, which is what I kind of assumed - the dazing aura and the pseudo-dominate attack work very very well with wraiths, since wraiths do extra damage with CA (from daze) and since the mass-daze means that getting tactical advantages to work is pretty much hopeless. And when the pseudo-dominate attack forces a PC to move and attack an ally, he'll probably provoke a bunch of OA's (with CA) adding to all around nastiness. 2-3 mad wraiths and 5-6 wraiths are much more difficult than their XP suggests. Compare, for instance, to Lizardfolk (an easy comparison since they too have a level 5 lurker and a level 6 controller to make a similar encounter mix). As a player, I had an encounter with em; it started of with an avenger critting his high-damage anti-undead power, and the party had two paladins with their handy radiant damage challenge (and lots of healing+high will), warlock with dire radiance, and in general not an underpowered party, and it wasn't even close. The DM forgot the regen(!), constantly violated the radiant-damage dealing marks, and the PC's rolled excellently and even [I]then [/I]the combat would have been a resounding TPK (barring the DM's "whoops" intervention). I did get the impression that in particular wraiths get nasty when supported by several mad wraiths; that makes suppressing the aura almost impossible; everyone was dazed almost the entire encounter and every damage dealer was weakened almost all the time too. What was the encounter composistion like that you didn't experience this trouble? [/QUOTE]
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