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Ultimate Lair Assault character
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<blockquote data-quote="Saagael" data-source="post: 5683890" data-attributes="member: 84839"><p>It isn't a full group of the same character, but close:</p><p></p><p>1 Pacifist Cleric for healing</p><p>4-5 Wizards with Wizard's Fury daily power, optimized for Magic Missile</p><p></p><p>With 4 wizards, you get 8 MMs per round, and at 9 damage (5 int + 2 power + 1 enhancement + 1 Staff of Missile Mastery) damage each, you're dealing 72 damage a round. That knocks out one enemy each round, without having to worry about attack rolls at all. And of course if you're really worried, you have the Staff's power that lets you target 2 enemies instead of just 1. So on your nova round, you're doing 72 damage to one guy, and 36 to another, which should be pretty close to killing 2 enemies outright. </p><p></p><p>If you've got a full group of 6 people (5 wizards), you're doing 81 damage per round normally, with 127 damage on your nova round.</p><p></p><p>The last issue is healing, as a cleric can't really do much without at-will heals, and this strategy makes Astral Seal useless (the wizards aren't hitting, so no healing). That leaves Sacred Flame or Invigorating Assault for temp HP generation.</p><p></p><p>A warlord might not be bad, since they have good healing, and give a bonus to initiative, to almost ensure that the players go first (With Combat Leader and Improved Initiative, everyone's got a +10 to initiative) and can kill enemies faster than they can attack them. </p><p></p><p>To make it better, hybrid with other classes to get better encounter-long daily powers.</p><p></p><p>EDIT: To deal with terrain issues, make the wizards hybrid battlemind, and trade their level 5 daily for Corona of Floating Force. There you go, ignore all terrain effects and hazards for the whole encounter.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5683890, member: 84839"] It isn't a full group of the same character, but close: 1 Pacifist Cleric for healing 4-5 Wizards with Wizard's Fury daily power, optimized for Magic Missile With 4 wizards, you get 8 MMs per round, and at 9 damage (5 int + 2 power + 1 enhancement + 1 Staff of Missile Mastery) damage each, you're dealing 72 damage a round. That knocks out one enemy each round, without having to worry about attack rolls at all. And of course if you're really worried, you have the Staff's power that lets you target 2 enemies instead of just 1. So on your nova round, you're doing 72 damage to one guy, and 36 to another, which should be pretty close to killing 2 enemies outright. If you've got a full group of 6 people (5 wizards), you're doing 81 damage per round normally, with 127 damage on your nova round. The last issue is healing, as a cleric can't really do much without at-will heals, and this strategy makes Astral Seal useless (the wizards aren't hitting, so no healing). That leaves Sacred Flame or Invigorating Assault for temp HP generation. A warlord might not be bad, since they have good healing, and give a bonus to initiative, to almost ensure that the players go first (With Combat Leader and Improved Initiative, everyone's got a +10 to initiative) and can kill enemies faster than they can attack them. To make it better, hybrid with other classes to get better encounter-long daily powers. EDIT: To deal with terrain issues, make the wizards hybrid battlemind, and trade their level 5 daily for Corona of Floating Force. There you go, ignore all terrain effects and hazards for the whole encounter. [/QUOTE]
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