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<blockquote data-quote="KarinsDad" data-source="post: 4708618" data-attributes="member: 2011"><p>I'm not seeing it.</p><p></p><p>Doresain's Ravenous Frenzy does 14.5 points of damage and slows the hit PCs and recharges on a 6. Not game breaking. It's the equivalent of a minor area effect at that level where PCs have >140 hit points and heals out the ying yang. The slow effect is annoying, but PCs that use weapons can still Charge 4 squares when slowed or even use ranged attacks. The heaviest XP monster in the group (more than 60%) does very little damage and very little control. It just has high defenses and hit points, so the PCs save him for last.</p><p></p><p>The Ravager is the damage and control threat (which a Monster Knowledge check should ascertain). He only has 219 hit points. Concentrated fire on him for about 3 rounds or so by 3 or 4 PCs should take him out (the opposite does not work for the monsters since the PCs should have many different ways to heal).</p><p></p><p>Follow that up by wiping out the Disciples. Easy to hit, low hit points.</p><p></p><p>Plus, your entire assumption here is a large space so that the Ash Disciples can use their area effects from longer range. That just means that the PCs can spread out so that few of them are hit in any given area effect.</p><p></p><p>This is not super easy, but it's not overwhelming either. Players could concentrate on the Doresain right away, but typically action economy is more important than taking out the BBEG right away.</p><p></p><p>We are not gaming this weekend, but one of the gamers is still coming over. Maybe I'll give him 5 22nd level PCs and see how it works out.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4708618, member: 2011"] I'm not seeing it. Doresain's Ravenous Frenzy does 14.5 points of damage and slows the hit PCs and recharges on a 6. Not game breaking. It's the equivalent of a minor area effect at that level where PCs have >140 hit points and heals out the ying yang. The slow effect is annoying, but PCs that use weapons can still Charge 4 squares when slowed or even use ranged attacks. The heaviest XP monster in the group (more than 60%) does very little damage and very little control. It just has high defenses and hit points, so the PCs save him for last. The Ravager is the damage and control threat (which a Monster Knowledge check should ascertain). He only has 219 hit points. Concentrated fire on him for about 3 rounds or so by 3 or 4 PCs should take him out (the opposite does not work for the monsters since the PCs should have many different ways to heal). Follow that up by wiping out the Disciples. Easy to hit, low hit points. Plus, your entire assumption here is a large space so that the Ash Disciples can use their area effects from longer range. That just means that the PCs can spread out so that few of them are hit in any given area effect. This is not super easy, but it's not overwhelming either. Players could concentrate on the Doresain right away, but typically action economy is more important than taking out the BBEG right away. We are not gaming this weekend, but one of the gamers is still coming over. Maybe I'll give him 5 22nd level PCs and see how it works out. [/QUOTE]
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