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<blockquote data-quote="AngryPurpleCyclops" data-source="post: 4709122" data-attributes="member: 82732"><p>It might get very grindy because of high defenses and low dmg. But I think the pc's will struggle.</p><p></p><p>I would love to know how it turns out. One player with 5 pc's is much more effective than 5 with 1 because of the coordination factor but it's still a very interesting scenario.</p><p></p><p>I wasn't a huge fan of his limited damage capability either but I wasn't out to totally hose the pc's I was just trying to put together something challenging. In any event his ongoing ten damage and high probability of hitting mean he'll likely do a lot of damage in small chunks. Trading him out for a pair of level 27 standard monsters might be more threatening or more interesting the sorrowsworn reaper and sorrowsworn shadow swarm are both level 27 and change the dynamic for the same exp budget. The sorrowsworn deathlord (level 28) is too powerful I think, he would be an L+7 monster and he has a pretty tough to deal with aura. </p><p></p><p> the pc's are going to spend a significant amount of time, stunned, blind, slowed. It's a lot harder to run this guy down then you think. He can totally eliminate one pc from the battle. with his whirlwind power or he can fly away. If there's difficult terrain his flight gives him an enormous advantage. He can also fly to an elevation where he can't be hit. Time is on the monsters side. </p><p></p><p>You're missing the beauty of the teleport. If you spread out the doresian moves near one squishy and then the 3 disciples teleport to the spot and pound him. then they scatter in 4 directions while the doresian maintains contact with one or more pc's when the party tries to maintain contact with the archons they teleport back together. If the party tries to follow one of them, he teleports to the location of another. The parties healers are spread out and much of their healing is out of range. if the party bunches up, you get better value when you unload the bursts and blasts. It's a very tactical encounter and if you play the monsters to their strengths they appear to be very dangerous. Time is on the monsters side. Every round they can extend the combat makes it more likely that they recharge the frenzy attack and the ravagers burst attack. I would probably try and use a large area for the combat and open with the ravager blasting the party with the buffeting blast attack, then flying 8 squares gaining altitude 7. By extending to 3 dimensions the ravager eliminates any ranged 5 attacks (zap clerics, warlocks). the fire archons can teleport in and drop a heap of pain on the stunned and the "fire lord (doresian) can plow through them getting 2-4 hits most likely and inflicting more effects (slow). I might not use the AP as suggested but then again getting a stunned pc started on 10 ongoing is kind of nice. </p><p></p><p>spreading out is tough for pc's. They get beyond the reach of support and synergies. The archons can repeatedly teleport 20 squares. the ravager can constantly be relocating to a good spot for the archons he doesn't even have to land, he can drop down to height 3 and the archons can pop in under him and gang bang someone. melee pc's will be highly inneffective in this encounter. The one person who they can reliably get next to has very tough defenses. the other 4 can repeatedly escape them after no more than a single attack. the ravager can pin someone down almost indefinitely. If you give these monsters the opportunity to be tactical they are very potent. </p><p></p><p>I didn't mean for it to be overwhelming I meant for the pc's to be challenged. I meant for a pc or two to be knocked unconscious at a minimum and I meant for the players to walk away from the encounter saying "wow, we're lucky we didn't get killed". To me, that's the mark of an interesting encounter.</p></blockquote><p></p>
[QUOTE="AngryPurpleCyclops, post: 4709122, member: 82732"] It might get very grindy because of high defenses and low dmg. But I think the pc's will struggle. I would love to know how it turns out. One player with 5 pc's is much more effective than 5 with 1 because of the coordination factor but it's still a very interesting scenario. I wasn't a huge fan of his limited damage capability either but I wasn't out to totally hose the pc's I was just trying to put together something challenging. In any event his ongoing ten damage and high probability of hitting mean he'll likely do a lot of damage in small chunks. Trading him out for a pair of level 27 standard monsters might be more threatening or more interesting the sorrowsworn reaper and sorrowsworn shadow swarm are both level 27 and change the dynamic for the same exp budget. The sorrowsworn deathlord (level 28) is too powerful I think, he would be an L+7 monster and he has a pretty tough to deal with aura. the pc's are going to spend a significant amount of time, stunned, blind, slowed. It's a lot harder to run this guy down then you think. He can totally eliminate one pc from the battle. with his whirlwind power or he can fly away. If there's difficult terrain his flight gives him an enormous advantage. He can also fly to an elevation where he can't be hit. Time is on the monsters side. You're missing the beauty of the teleport. If you spread out the doresian moves near one squishy and then the 3 disciples teleport to the spot and pound him. then they scatter in 4 directions while the doresian maintains contact with one or more pc's when the party tries to maintain contact with the archons they teleport back together. If the party tries to follow one of them, he teleports to the location of another. The parties healers are spread out and much of their healing is out of range. if the party bunches up, you get better value when you unload the bursts and blasts. It's a very tactical encounter and if you play the monsters to their strengths they appear to be very dangerous. Time is on the monsters side. Every round they can extend the combat makes it more likely that they recharge the frenzy attack and the ravagers burst attack. I would probably try and use a large area for the combat and open with the ravager blasting the party with the buffeting blast attack, then flying 8 squares gaining altitude 7. By extending to 3 dimensions the ravager eliminates any ranged 5 attacks (zap clerics, warlocks). the fire archons can teleport in and drop a heap of pain on the stunned and the "fire lord (doresian) can plow through them getting 2-4 hits most likely and inflicting more effects (slow). I might not use the AP as suggested but then again getting a stunned pc started on 10 ongoing is kind of nice. spreading out is tough for pc's. They get beyond the reach of support and synergies. The archons can repeatedly teleport 20 squares. the ravager can constantly be relocating to a good spot for the archons he doesn't even have to land, he can drop down to height 3 and the archons can pop in under him and gang bang someone. melee pc's will be highly inneffective in this encounter. The one person who they can reliably get next to has very tough defenses. the other 4 can repeatedly escape them after no more than a single attack. the ravager can pin someone down almost indefinitely. If you give these monsters the opportunity to be tactical they are very potent. I didn't mean for it to be overwhelming I meant for the pc's to be challenged. I meant for a pc or two to be knocked unconscious at a minimum and I meant for the players to walk away from the encounter saying "wow, we're lucky we didn't get killed". To me, that's the mark of an interesting encounter. [/QUOTE]
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