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<blockquote data-quote="Saagael" data-source="post: 5746161" data-attributes="member: 84839"><p>I noticed some points already mentioned, so I'll reiterate.</p><p></p><p>Defenses are too high; My level 22 PCs would have trouble hitting those defenses, so I could suggest lowering them by 2 or 3 for each. Note that the math is such that AC is Level + 14, and Non-AC-defenses are Level + 12.</p><p></p><p>Not sure if I'm just blind, but I can't find her hit points.</p><p></p><p>Dazing (save ends) at-will with Tiger Snarl seems like it would lead to a really grindy session. All the enemy has to do is snarl at the party and move away 8 squares, making it so that melee characters can't even reach her, and ranged characters can't move. That just seems excessive. I would change that to a recharge bloodied power and have it be close burst 5 or 10, so it makes for a scary round or two, but not a grindy encounter (its also a nice power if she needs to REALLY get out of there quick).</p><p></p><p>As has been stated, make her change at bloodied. In fact, I would go so far as to say the first half of the encounter is its own encounter, and the second half is another. Example:</p><p></p><p>The PCs face Farina, 2 artillery and a dozen minions at first (more if the PCs are very good at slaughtering minions, as I expect they are with a sorcerer and a ranger). When Farina becomes bloodied (at around 200 hit points), she transforms into her pure tiger form, going from a skirmisher, to a powerhouse brute. </p><p></p><p>At this point, you might shift her into a solo creature if you want, upping her hit points to 400 out of 800 (so she's still bloodied), though you can do without this easily. As a brute, lower her defenses, up her damage, and change a few powers so that she's less about mobility and much more about throwing PCs around (powers that push 5 squares, or throw them at another character). Maybe look at the monk for some inspiration on powers.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5746161, member: 84839"] I noticed some points already mentioned, so I'll reiterate. Defenses are too high; My level 22 PCs would have trouble hitting those defenses, so I could suggest lowering them by 2 or 3 for each. Note that the math is such that AC is Level + 14, and Non-AC-defenses are Level + 12. Not sure if I'm just blind, but I can't find her hit points. Dazing (save ends) at-will with Tiger Snarl seems like it would lead to a really grindy session. All the enemy has to do is snarl at the party and move away 8 squares, making it so that melee characters can't even reach her, and ranged characters can't move. That just seems excessive. I would change that to a recharge bloodied power and have it be close burst 5 or 10, so it makes for a scary round or two, but not a grindy encounter (its also a nice power if she needs to REALLY get out of there quick). As has been stated, make her change at bloodied. In fact, I would go so far as to say the first half of the encounter is its own encounter, and the second half is another. Example: The PCs face Farina, 2 artillery and a dozen minions at first (more if the PCs are very good at slaughtering minions, as I expect they are with a sorcerer and a ranger). When Farina becomes bloodied (at around 200 hit points), she transforms into her pure tiger form, going from a skirmisher, to a powerhouse brute. At this point, you might shift her into a solo creature if you want, upping her hit points to 400 out of 800 (so she's still bloodied), though you can do without this easily. As a brute, lower her defenses, up her damage, and change a few powers so that she's less about mobility and much more about throwing PCs around (powers that push 5 squares, or throw them at another character). Maybe look at the monk for some inspiration on powers. [/QUOTE]
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