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What to do with a party that keeps dying?
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<blockquote data-quote="Xini" data-source="post: 3435350" data-attributes="member: 50271"><p>YAY! I've always wanted this kind of open discussion on this kind of thing so that I don't end up being the one labelled as "the trouble maker".</p><p></p><p>Right tactics.</p><p></p><p>Basically I think that the Archer Cleric should be able to not be a healing wand on legs. That's fine but when the wizard is there first with a potion when someone is in need then he needs to adjust his tactics.</p><p></p><p>As I see it we have three ranged people and two melee with a cleric in each. As such the cleric for each sub team should be primarily responsible for the welfare of that team and the other cleric should assist as necessary. This should give our archer cleric plenty of opportunity to do something other than healing.</p><p></p><p>If we also move like this -</p><p>1 = Fighter (new character)</p><p>2 = Melee Cleric</p><p>3 = Wizard</p><p>4 = Illusionist/ Rogue</p><p>5 = Urban Ranger/ Cleric</p><p></p><p>In a wide enough corridor we run 1&2, 3&4, 5.</p><p>In a five foot corridor we run 1, 2, 3or4, 3or4, 5.</p><p></p><p>As 5 has a fair melee ability (his AC isn't that much lower than 2s at the moment) he can protect the rear of the party admirably whilst being in a decent position to shoot and look after the other ranged combatants.</p><p></p><p>No. 2 should also be in a good position to form a defensive line with 1 and to occasionally buff 1, for large fights or September monsters.</p><p></p><p>This way around 5 should not have to do as much healing as 2 unless 1 gets battered and 2 is holding the enemy back whilst 5 heals 1.</p><p></p><p>Whaddya reckon to that?</p></blockquote><p></p>
[QUOTE="Xini, post: 3435350, member: 50271"] YAY! I've always wanted this kind of open discussion on this kind of thing so that I don't end up being the one labelled as "the trouble maker". Right tactics. Basically I think that the Archer Cleric should be able to not be a healing wand on legs. That's fine but when the wizard is there first with a potion when someone is in need then he needs to adjust his tactics. As I see it we have three ranged people and two melee with a cleric in each. As such the cleric for each sub team should be primarily responsible for the welfare of that team and the other cleric should assist as necessary. This should give our archer cleric plenty of opportunity to do something other than healing. If we also move like this - 1 = Fighter (new character) 2 = Melee Cleric 3 = Wizard 4 = Illusionist/ Rogue 5 = Urban Ranger/ Cleric In a wide enough corridor we run 1&2, 3&4, 5. In a five foot corridor we run 1, 2, 3or4, 3or4, 5. As 5 has a fair melee ability (his AC isn't that much lower than 2s at the moment) he can protect the rear of the party admirably whilst being in a decent position to shoot and look after the other ranged combatants. No. 2 should also be in a good position to form a defensive line with 1 and to occasionally buff 1, for large fights or September monsters. This way around 5 should not have to do as much healing as 2 unless 1 gets battered and 2 is holding the enemy back whilst 5 heals 1. Whaddya reckon to that? [/QUOTE]
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