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Scales Strategy and Tactics

Moderators: Emily, Michael Doss.

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Registered: Oct 2008
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The farther we get from the lava the better. Also, does the vulnerable 5 supersede the resist 10 or is it more like if I take 11 fire, I take 6?
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Michael Doss wrote
Yikes, yeah, that's a rough hit if any of us fall into the lava. I think we should all get to the land as soon as possible. Hedoni has Arcane Gate available as well, which pretty much does the same thing, but with range 20 instead of burst 10 (which could put us well behind the githyanki).

After that, Hedoni will likely use a teleportation action on Liliaceae and the githyanki to put them in the lava.


I thought Hedoni already used Arcane Gate in the second battle this day here. Did we have an extended rest I missed? If so, great, that means Rav has his Attacks on the Run daily refreshed.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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You're right. We haven't had an extended rest in exactly 4 months. Damn.
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Josh wrote
The farther we get from the lava the better. Also, does the vulnerable 5 supersede the resist 10 or is it more like if I take 11 fire, I take 6?


Resist 10 and Vulnerable 5 balance out to Resist 5, basically. So yeah, you're numbers are correct.

Getting out of the lava area is a good idea.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Okay, I'll wait to see if Salazar's attack pushed the crystal before posting. It may affect where I place one of the root gates. I'm wondering if I could also use natural terrain understanding also, which shifts allies also. If I shift an ally into a root gate, can that ally teleport via the free action mechanic in the root gate power's text? (see below) I'm thinking yes, since the NTU shifting is also a free action and I think we worked it that way with the arcane gate.

You create two zones, each one in an unoccupied square in the burst. The zones last until the end of the encounter. When you or any of your allies enters either of the zones, that character can teleport to the other zone as a free action, as long as the destination zone is unoccupied.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Wed Jul 20, 2011 4:39 pm. »
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Also, if it's not too late, can Salazar shift away one from his starting spot so I can put the root gate there. That way, I could have all four allies NTU shift through the gate and off the earthberg, including Salazar.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Done.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Well, what I meant was, do I take NO fire damage if an attack does 10 Fire damage (since I resist it) and then 6 at 11 Fire damage (since I take 1 damage+5 from vulnerable)?
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Depends on when you apply the vulnerable and the resist. If you apply vulnerable first and then resist, you take 10+5=15-10=5. So I think it's clearer to just apply them at the same time by effectively reducing the resist.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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OK, I think we should probably have a tactics thread for the Sarshan fight. Maybe we can list what dailies we have left so we can better figure out when/how to use them.

My only Daily left is Caging Glaive, which lets me lock down an opponent pretty well. The target has to be in my Reach, I can slide him 3 sq to a square adjacent to me (so I can put him in the middle of everyone) and it does 3W damage. If I hit, it also slows the target and the target grants CA to all creatures until it starts its turn out of my Reach. If I miss, it is half-damage and the slow and CA are only UENT. I think this power is best used on Sarshan or the Mindslicer.

Join the Crowd should be used at the first instance (although, let's say AFTER Hedoni's attack here) and shouldn't be used on a minion. Inspired Belligerence would probably be best on Sarshan, but I think the mindslicer is the next best target. You guys should let me know when you want Lady Luck Smiles, since it only affects melee and ranged and I think that it is best if used once we have finished our early round Novas (so that it doesn't get wasted), although if you think it is better early, I can do that. Rousing Words I will try to use on Mal or Ravenblade, allow Daggoth to use his armor for his two surges and use IWs on the others, as needed. Oh, and Favored Fortune should be used on the first burst/blast of fairly low damage (so, I would say Hedoni or Salazar should just pick an instance to use it).
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Hedoni is now out of dailies.

Since we're on top of a tower, I think using Hedoni's teleport power to try to get enemies up and over the wall is a great idea. For that, I'd need you guys to lure/push/pull them next to the walls, or at least within 1 - that way I can teleport them over the edge.
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Hedoni Midartis - Eladrin Wizard, Scales of War
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The only real power I have for that purpose is Join the Crowd (which would be perfect), but I think we need to find out if the Thugs are minions first. I suppose Caging Glaive would also work. I think my plan the first round (with a strong possibility of changing due to circumstances) is to hit the mindslicer with CagGlaive. I can try to move her towards the wall with the slide.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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My daily attacks include Winds of Change (close burst 3 enemies only damage and push) and Sun's Illumination (area burst 1 damage and sustainable moveable zone that grants us CA). I also have my new daily utility that grants me +2 to all defenses and an extra resist ( I'm thinking acid due to the blood chaos) until the end of the encounter, which I'll use the first time I'm hit.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Yaay, someone else has started a tactics discussion.

I already detailed my plan for nova-ing Sarshan. Commanding Confrontation (6 extra melee damage UEE while HQ is on target) would be wasted on others. I'll set up my resist all 5 UEE on my first turn (Daggoth has a similar one, but his can only be triggered when he's bloodied).

Frenzied Skirmish daily is two attacks, one or two targets, dazes for one round on a hit.

Lashing Leaves encounter adds 2 or 6 extra damage to all attacks (by anyone) against a target for one round (best saved for Sarshan).

Since we'll be swarmed by the thugs next, I can use natural terrain understanding to rearrange you guys and give you +2 AC for one round.

As for setting up teleports. I can thundertusk two nearer the wall or I can plant to the hilt slide one around me to end near the wall.

That's it for tactical suggestions on my part. Let's see what Emily has to say about my skill rolls.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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I think we should focus on the mindslicer first, then. Ravenblade and Mal can easily get there the next round either by Tactical Orders or Natural Terrain Understanding. If Daggoth has saved, then he can move over there, too, or, if not, he can protect the mages in the meantime.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Daggoth has an encounter power that lets him ignore various status effects for current and next turn.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Frost Giant Battle

Below is what the ship's position will be after it moves. Thinking along with Josh's idea of Ravenblade using Root Gate, I could put the exit gate as far as X15-X35 (10 space radius from Rav's position for each gate). So, root gate entrance at M23 and exit at V15 maybe (suggestions?). It would be best for Daggoth and Salazar to end their turns adjacent to M23 so I can natural terrain understanding Mal, Salazar, and Daggoth through the gate. Then Rav can either charge through or ranged attack. Daggoth could even move to L23 and ready any attack power he wants with trigger: first enemy in range, and I'll shift him next to a giant.

There is nothing in the root gate power's text to say if it can or can't move with the ship so that will have to be Emily's decision. I think it's a very creative solution to the situation: quick entrance and have a retreating escape plan without us scrambling up and down the sides of the ship.

Root Gate
At your command, great roots threaded with primal power burrow through the ground around you, closing the space between two points on the battlefield.
Daily Primal, Teleportation, Zone
Minor Action Close burst 10
Effect: You create two zones, each one in an unoccupied square in the burst. The zones last until the end of the encounter. When you or any of your allies enters either of the zones, that character can teleport to the other zone as a free action, as long as the destination zone is unoccupied.

User posted image
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Fri Feb 17, 2012 12:07 am. »
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Murrak and Valor will charge one of the giants, but even with fire resist, I can't be adjacent to the wall, as my resists don't transfer to Valor, who will be dead in just a couple turns that way. I can do it for a turn-ish if needed to buy us some time, though, like ending at RS18/19. And if Hedoni can teleport the group, he can teleport Murrak and Valor back a step?

Actually, thinking about it, how tall is the wall and how tall are the giants? If the wall is only 1 sq tall and the giants are 2, Valor can end his turn 3 squares up and not be adjacent to the wall, but still be adjacent to the giants. He doesn't have hover, but I think all that means is that if he is dazed, we fall like a stone, but can still end our turn in the air. Anyone?
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
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The wall of fire text says it can be "up to 4 squares high". That means Mike can specify. On the other hand, without specifying a lower height, it would be reasonable to default to 4 squares high. Also, if it's only one square high and the giants are 2 squares tall, then maybe the fire wall would not block line of sight for them. We kind of want that part so they can't shoot the ship.

I can't recall the flying and prone or flying and dazed rules. Didn't you and Emily suss that out when we fought those dragons while on the airship? That was the live session before you started in the Scales campaign.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Fri Feb 17, 2012 10:56 am. »
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The dragons had hover, I think? But anyway, never mind then. If Hedoni can teleport us out, we can occupy 2 of them next turn. Otherwise, probably just 1.
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
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I didn't specify a wall height, but I like it tall so the Giants can't see over it.

Hedoni has all sorts of teleporting spells, as well as "Arcane Gate", which is pretty much the same as Root Gate.
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Hedoni Midartis - Eladrin Wizard, Scales of War

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