As I have said repeatedly, we did not consider delaying. It is not a tactic that as a group, they have really ever used. Obviously that's now changed. I apologize to the Tactical Gods for making such a blunder but can we please stop hammering us on this point. WE GET IT.
I apologize for seeming sensitive to this point, but it keeps getting mentioned, despite me having acknowledged we made an error.
As for the solo is going to keep striking us down...if the DM was quite willing to do that, he very well could have been quite willing to coup de grace me. THAT was what we were trying to avoid here.
Well said. I apologize for hammering the tactical situation home as I didn't mean to harass you with it. It's just that the only effective tactic a party has in a fight is really positioning if encounters are level appropriate, monsters always have the upper hand as the DM usually knows player tendencies and knows all the stats for everything on the table.
So again, apologies.
This is a very good point, and it was a surprise to me when the DM said that that was his intention, even to provoke a TPK if necessary. I was taken a bit aback by that, as it has never occured to me to TRY to TPK a party. If it happens by accident? Sure. But to throw an un-escapable encounter that is likely to TPK the players? That was a surprise.
I won't say I'm completely innocent as a DM of this as sometimes I'll have a story reason to want to take at least one player out.. but a TPK is really unacceptable most of the time and if it's likely to happen the players should be warned it's possible even if they don't know when.
I didn't enjoy myself because we were put up against a monster significantly above our abilites to deal with (given that our 5th man, the defender couldn't make the game) which meant that it was difficult to hit (I personally needed a 13 to hit at all). That combined with poor dice luck (rolling lower than 5 for four of the first five rounds. Then combined with coming up with solutions to my predicament (we even started dipping into the Heal checks to allow Second Wind solution) only to have them clobbered, badly. Remember, it wasn't until days later that we'd realized that we did have the solution in having the Artificer delayed. Then _that_ was combined with having the DM express his enjoyment at playing wack-a-mole.
Noted. My suggestion in this case is find a way to get the DM to allow you to hire a retainer to spot the team for the missing player. As a matter of course you get to potentially hire a stopgap and if someone happens to die you get a pregen character to replace him or her with if raise fails thus keeping story continuity going.
As to the dice rolls, that stuff happens. I have a tendency to roll 20s a lot with my longest streak (rolling across a table, not some palm job) being 5 in a row, and over the last four sessions I've had four instances of 2 in a rows. This hampers the group more than anything and they're tactically savvy cause they know it happens.
On the other hand, I have a player that rolls the number 3 a lot.. most players have their dice tendencies but I've found that a target number of 13 isn't that bad for my particular group. 16 seems to be the cutoff, but I have no idea why that is as there are too many contributing factors playing into it and it all sounds like mojo when you try to chat about it.
The difference here is that the tank is probably still able to do something, yes?
The tank's body is currently sitting on a sacrificial pyre ready to be shoved into a shadow rift to Orcus because he's part of a weapon that can kill Orcus. (They left him at a temple for safekeeping while they waited for funds to get him raised and ran off to do a few encounters to progress the adventure.. unfortunately the worshippers of Orcus were well-informed)
So um.. no.. he dies regularly

and is now using a character he created as a retainer.. see above advice. That stated, the character will have a cool as heck storyline to play through if he's properly recovered.. I'm hoping that's the outcome.
It's not the 'challenge' I'm having an issue with. It's not getting wacked for loads of damage. It's being unable to affect the game when my turn comes around...repeatedly.
Yeah, that does suck, but it will eventually roll the other way for you and you'll take down the elite solo with a Chaos bolt or something..
I find it hard to believe that it's not possible to challenge the party without effectively stun-locking a single PC. Because it isn't.
Incidentally as a side note, the encounter in question is the final one in Stormcrow Tor, which is on DDI. Afterwards I'd taken a look at that monster and realized we should have been TPKed, but the DM being inexperienced didn't realize that the first two attack powers were 'basic attacks'. So instead of having one attack per round for the first five, he should have had 3...Plus he was having the PC decide which at-will to use, which I pointed out to him was not the usual way of doing it, to which of course we were just doing basic attacks...since we sucked at them.
That's all on your DM. Good news is if you all support him or her, he or she will get better at things.