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What Level 27 Characters Are Capable Of
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<blockquote data-quote="Unwise" data-source="post: 6243089" data-attributes="member: 98008"><p>I think that the party took a total if about 45 damage by the time the dragon dropped. In the first turn the Hunter went first, she made 3 basic attacks each hitting with a roll of over 40 to shoot the three chains holding up a large statue hanging from the roof above the dragon. It hit for tonnes, but I secretly hand-waved that damage and gave the dragon no damage. The Scout charged in and hit the prone dragon for 86 damage, then the Slayer closed and hit it for 165 in MBA->Rain of Blowx3->MBA flurry of attacks with headsmans chop feat. Then the leader gets them to attack again, it was horrible.</p><p></p><p>I have also noticed that there are a lot of abilities that are balanced in a group of 4-5 but are actually way more powerful solo. For instance a Cunning Sneak rogue could RAW take out most solo creatures in the game without a hassle. It is near impossible to stop them moving and hiding after every attack. They have a level 5 daily power that slows (save ends) on every single attack they do for the rest of the encounter. Just hit an enemy with that from 50 squares away and watch them die helplessly unable to catch or hurt you. The DM has to craft encounters where they can never bring their full power to bear.</p><p></p><p>The same thing goes for the Hunter. The Hunter may be a OK or even sub-par controller when you play with 4 other player on a battlemap, but away from controlled encounters, a slow/prone at-will with 65 range makes most anything a negligible threat in a semi-open environment.</p><p></p><p>If my melee PCs had the patience to not close with everything, the group could trivialize a good many encounters. The Hunter solo and outdoors is an absolute beast to deal with.</p><p></p><p><edit> As the OP found, another example is the Bladesinger. Their ability to repoiste and have high defenses is balanced in a fight where the enemy can choose to hit their friend. Get them alone and the enemy is left with no good options.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6243089, member: 98008"] I think that the party took a total if about 45 damage by the time the dragon dropped. In the first turn the Hunter went first, she made 3 basic attacks each hitting with a roll of over 40 to shoot the three chains holding up a large statue hanging from the roof above the dragon. It hit for tonnes, but I secretly hand-waved that damage and gave the dragon no damage. The Scout charged in and hit the prone dragon for 86 damage, then the Slayer closed and hit it for 165 in MBA->Rain of Blowx3->MBA flurry of attacks with headsmans chop feat. Then the leader gets them to attack again, it was horrible. I have also noticed that there are a lot of abilities that are balanced in a group of 4-5 but are actually way more powerful solo. For instance a Cunning Sneak rogue could RAW take out most solo creatures in the game without a hassle. It is near impossible to stop them moving and hiding after every attack. They have a level 5 daily power that slows (save ends) on every single attack they do for the rest of the encounter. Just hit an enemy with that from 50 squares away and watch them die helplessly unable to catch or hurt you. The DM has to craft encounters where they can never bring their full power to bear. The same thing goes for the Hunter. The Hunter may be a OK or even sub-par controller when you play with 4 other player on a battlemap, but away from controlled encounters, a slow/prone at-will with 65 range makes most anything a negligible threat in a semi-open environment. If my melee PCs had the patience to not close with everything, the group could trivialize a good many encounters. The Hunter solo and outdoors is an absolute beast to deal with. <edit> As the OP found, another example is the Bladesinger. Their ability to repoiste and have high defenses is balanced in a fight where the enemy can choose to hit their friend. Get them alone and the enemy is left with no good options. [/QUOTE]
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