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<blockquote data-quote="Saagael" data-source="post: 5219751" data-attributes="member: 84839"><p>Not to resurrect an older thread, but I just ran this encounter last night, and thought I would share the observations of this research.</p><p></p><p>In the words of GLaDOS: "I'm making a note here, HUGE SUCCESS."</p><p></p><p>This encounter hit that almost-TPK sweet-spot, and while there were slow rounds, there were also rounds that changed the entire dynamic of the battle, which is precisely what I wanted. The first thing about the battle is that the ice walls had less of an impact than I originally thought they would. They were a good source of damage, and an excellent way for to hit the ranged PCs while still hitting the defender that was up-front and center. The issue I found is that it took too long for the walls to be created and isolate a PC.</p><p></p><p>However, the ice spikes (were amusing to the players, most of whom know the WoW boss fight with a similar mechanic) were a great addition, and I think a good reason why this battle was challenging. I suggest all Solos have a similar mechanic, that requires the PCs to spend attacks on something other than the solo. Especially in group larger than 5, where the scales are slightly tipped in the players' favor. </p><p></p><p>The only change I made mid-fight was that the creature itself blocked Line of Effect, and that the Frigid Swarm power (I think that's what it was called) that the monster got when bloodied required a move action, not a standard action. This might have been mean, but the players should know better than to clump up right next to a controller ><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>The damage was spot-on, and really pushed some of the PCs, especially the ones who are used to hanging out on the back line and staying mostly safe. In fact, the usually tough and hardy infernal warlock went from around 30 HP to -30 HP in one round (it was after the PCs clumped up and then got nova-ed on for lots of damage. Not only that, but the warlock was taking ongoing 20 cold damage, so on his turn he would be put down to 1 hit point from death. Luckily for the players they healed him up before that happened, and he didn't die.</p><p></p><p>Getting into the more gritty details, there were two rounds that really changed the battle. One was the above turn, where the party clustered together for a close burst healing power, then got smacked by lots of close attacks. The other was when the monster first hit bloodied. The swordmage teleported the solo off its pedestal in the middle of the room, which bloodied it. That triggered one of the warlock's attacks (which did a good amount of damage), and being bloodied triggered the solo's huge explosion attack. A lot of stuff in one turn that shifted the whole battle. Luckily there was not a moment of grind and it was tense the whole fight through.</p><p></p><p>Afterwards, the players all mentioned that this fight is the closest they'd seen someone coming to death in 4e, and that there was a genuine "Oh s***!" moment.</p><p></p><p>All in all it was a great fight, and next week they'll get to face an epic tier dragon at level 13, with the help of an NPC (for those who have the Draconomicon 2, the NPC is much like The Old Man with the Canaries, to balance the fight). If anyone would like, I can post a synopsis of that fight as well.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5219751, member: 84839"] Not to resurrect an older thread, but I just ran this encounter last night, and thought I would share the observations of this research. In the words of GLaDOS: "I'm making a note here, HUGE SUCCESS." This encounter hit that almost-TPK sweet-spot, and while there were slow rounds, there were also rounds that changed the entire dynamic of the battle, which is precisely what I wanted. The first thing about the battle is that the ice walls had less of an impact than I originally thought they would. They were a good source of damage, and an excellent way for to hit the ranged PCs while still hitting the defender that was up-front and center. The issue I found is that it took too long for the walls to be created and isolate a PC. However, the ice spikes (were amusing to the players, most of whom know the WoW boss fight with a similar mechanic) were a great addition, and I think a good reason why this battle was challenging. I suggest all Solos have a similar mechanic, that requires the PCs to spend attacks on something other than the solo. Especially in group larger than 5, where the scales are slightly tipped in the players' favor. The only change I made mid-fight was that the creature itself blocked Line of Effect, and that the Frigid Swarm power (I think that's what it was called) that the monster got when bloodied required a move action, not a standard action. This might have been mean, but the players should know better than to clump up right next to a controller >:D The damage was spot-on, and really pushed some of the PCs, especially the ones who are used to hanging out on the back line and staying mostly safe. In fact, the usually tough and hardy infernal warlock went from around 30 HP to -30 HP in one round (it was after the PCs clumped up and then got nova-ed on for lots of damage. Not only that, but the warlock was taking ongoing 20 cold damage, so on his turn he would be put down to 1 hit point from death. Luckily for the players they healed him up before that happened, and he didn't die. Getting into the more gritty details, there were two rounds that really changed the battle. One was the above turn, where the party clustered together for a close burst healing power, then got smacked by lots of close attacks. The other was when the monster first hit bloodied. The swordmage teleported the solo off its pedestal in the middle of the room, which bloodied it. That triggered one of the warlock's attacks (which did a good amount of damage), and being bloodied triggered the solo's huge explosion attack. A lot of stuff in one turn that shifted the whole battle. Luckily there was not a moment of grind and it was tense the whole fight through. Afterwards, the players all mentioned that this fight is the closest they'd seen someone coming to death in 4e, and that there was a genuine "Oh s***!" moment. All in all it was a great fight, and next week they'll get to face an epic tier dragon at level 13, with the help of an NPC (for those who have the Draconomicon 2, the NPC is much like The Old Man with the Canaries, to balance the fight). If anyone would like, I can post a synopsis of that fight as well. [/QUOTE]
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