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Troubleshoot my monsters
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<blockquote data-quote="Rechan" data-source="post: 4990612" data-attributes="member: 54846"><p>I was following Asmor's directions about giving +2 to defenses for Elites/Solos, but I'll make the adjustments, thanks. </p><p></p><p></p><p>As far as his damage is concerned: should I reduce the recharge powers' damage from 2d6 to 1d10, or - where is the large damage output coming from?</p><p></p><p>Good point about the pushing effects. I anticipated some of that wickedness from his caltrops - but limiting it to his Recharge powers seems fair. Since he'll likely be Shifting away, that will force people to come into contact with the difficult terrain on some rounds (unless the fighter marks him, and makes him stay put or smack him). </p><p></p><p>So noted about the HP.</p><p></p><p></p><p>Yeah, I plan on only using it once per turn anyways, but it's good to codify that. I wanted to have that power do necrotic damage simply because I have two PCs who have necrotic resistance.</p><p></p><p>I was using the High regular damage output for his Encounter powers (since I thought that's what you do for monsters). But yeah, I do think that the Breath of Night is harsh. </p><p></p><p>For the record, I only will be using the Gaze once, and he will only be paired with two Frosthammers and minions; no archers, no Solo. </p><p> </p><p>That's a good idea, but I'm also tempted to increase the damage of their aura when they become slowed. Maybe increase size and damage. To make them more Interesting when they get bloodied. Also adds a little bit of complexity to them (We can SLOW them but then they're gunna hurt us).</p><p> </p><p>Well their attacks are on par with artillery of 2nd level. If I drop them down to level 1, they're going to die <em>fast</em>, and this is a 6 man crew. </p><p> </p><p>The problem is that I'm limited by the environment - they are just going into a tower, and so I have to work within the parameters. In retrospect, I think the fall would be 30 feet. But 15 feet down, there is a 2x10 ledge on one side, where the blocks could fall out for instance. That way a fall wouldn't be lethal, and add some traction. It also wouldn't be lethal for the Herald if he tumbled.</p><p></p><p>Additional note: The Pally has Touch of Virtue, not Lay on Hands. So that should relieve some of the imobilization woes, but certainly exascerbates the healing. But, there's an Invoker|Cleric (so one Healing Word per encounter), plus the protector Shaman.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4990612, member: 54846"] I was following Asmor's directions about giving +2 to defenses for Elites/Solos, but I'll make the adjustments, thanks. As far as his damage is concerned: should I reduce the recharge powers' damage from 2d6 to 1d10, or - where is the large damage output coming from? Good point about the pushing effects. I anticipated some of that wickedness from his caltrops - but limiting it to his Recharge powers seems fair. Since he'll likely be Shifting away, that will force people to come into contact with the difficult terrain on some rounds (unless the fighter marks him, and makes him stay put or smack him). So noted about the HP. Yeah, I plan on only using it once per turn anyways, but it's good to codify that. I wanted to have that power do necrotic damage simply because I have two PCs who have necrotic resistance. I was using the High regular damage output for his Encounter powers (since I thought that's what you do for monsters). But yeah, I do think that the Breath of Night is harsh. For the record, I only will be using the Gaze once, and he will only be paired with two Frosthammers and minions; no archers, no Solo. That's a good idea, but I'm also tempted to increase the damage of their aura when they become slowed. Maybe increase size and damage. To make them more Interesting when they get bloodied. Also adds a little bit of complexity to them (We can SLOW them but then they're gunna hurt us). Well their attacks are on par with artillery of 2nd level. If I drop them down to level 1, they're going to die [I]fast[/I], and this is a 6 man crew. The problem is that I'm limited by the environment - they are just going into a tower, and so I have to work within the parameters. In retrospect, I think the fall would be 30 feet. But 15 feet down, there is a 2x10 ledge on one side, where the blocks could fall out for instance. That way a fall wouldn't be lethal, and add some traction. It also wouldn't be lethal for the Herald if he tumbled. Additional note: The Pally has Touch of Virtue, not Lay on Hands. So that should relieve some of the imobilization woes, but certainly exascerbates the healing. But, there's an Invoker|Cleric (so one Healing Word per encounter), plus the protector Shaman. [/QUOTE]
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