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Tactics and Strategies

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Use this thread to discuss tactics and strategies.
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Storm Pillar Applications

1. Completely blocking narrow corridors or entrances such as doors that are only a single square wide.

2. Partially blocking wider doors and corridors and forcing opponents to take damage if they want to close. (Note that because of the restriction against moving diagonally around a corner, the opponent will have to enter at least two squares to get through, taking damage twice.)

3. Constricting larger areas so that opponents will funnel into a smaller area, thus concentrating them for area attacks by allies, and also making it easier to create a defensive line.

4. Splitting the opponents by delaying until a few of them have entered the "arena" and then placing the Storm Pillar behind them to block the rest.

5. Trapping a specific creature by readying an action for when it enters a specific square (or squares) and then placing the storm pillar directly in front of it. This will only work if the creature has walked into a bottleneck, and probably only is truly worthwhile if the creature was vulnerable to lightning damage.

6. Placing Storm Pillar directly in front of the party to keep minions from closing, or behind or beside the party to discourage flanking.

7. Forced movement on enemies to either put them into a square adjacent to Storm Pillar or move them around the pillar if they are already adjacent.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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If the plan is to spend the night in the wilderness and then head to the old mines the next day, Alfred will use the create campsite ritual (15 gp component cost) with the nature check he rolled (26). That should let us all heal up, get our dailies back, and prevent being attacked at night with that high roll since enemies have to make a DC26 perception check to detect the very well hidden camp site that the summoned nature spirits will have created. Interestingly, I imagine that create campsite ritual would even be useful to create a hidden haven within a dungeon as long as it's not in a crossroads area.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Without knowing the capabilities of the goblins and humans, it might be prudent for Gharnash to delay and hopefully allow more of them to move into blast range, or if not, to at least be able to take advantage of MW.
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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'm guessing the three young goblins are minions (if not, then Mike is planning on ending his campaign by killing all the PC's).

The enemies are nicely bunched now for an area burst attack, so if Laz and Gharnash have any of those, it would be good. It's too bad that Alfred is last in the initiave or he could hit four with grasping shadows and/or prevent the minions from getting near with storm pillar.

Also, since this is likely the "boss" battle, we should use our dailys and action points.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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You're just saying that because the runner called to his boss... =D
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Gharnash can't get close enough to hit more than the 2 front minions, which is why I thought to delay.
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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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Okay, well, Laz is going first anyway and he might change the battlefield quite a bit with his powers.

BTW, I plan to have Alfred use his daily summoning of fire warrior. I've read the summoning rules and think I understand them, but wanted to verify. Although the fire warrior text says that it can attack as a standard action, move, and make OA's, I think it costs Alfred some of his actions to make the warrior do so. The way I understand the rules on summoning, Alfred can use minor actions to make the summoning take it's actions. Is that right?
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Wed Nov 25, 2009 12:05 pm. »
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The best I can think of doing with Alfred's single action right now is either Storm Pillar at 303, which might deter the goblin boss, but since it's not a minion it may not. The other option is summon fire warrior at 1207 to effectively disable the goblin sharpshooter for one round (at least to attack the PC's). The problem with that is I would have to use an action point for movement closer. Or I could try to phantom bolt slide the human to the space under 1004, at which point he would have to succeed at a DC10 athletics roll or fall. Since he too is out of range, I would have to action point move. Ultimately, I think being dazed really, really sucks and unless we roll well to save and attack, we are toast. Very nasty status effect for level 1! <grumble, grumble>

I guess I'll see what Curator does, but I'll likely just grasping shadows the goblin boss or phantom bolt it.

User posted image
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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I'm honestly not 100% clear on how that summoning works. It looks like you spend a standard action to give the fire warrior a standard action. Is that right, Gary?
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Hedoni Midartis - Eladrin Wizard, Scales of War
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I'll probably Chromatic Orb the near goblin. That will either daze him, give him 5 OGD, slide him a bunch, immobilize him, take a -2 penalty to AC, or do nothing. I figure, its a 50% chance to keep him away from us a smidge longer.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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I just had another look at the summoning rules (arcane power, pages 98-99). I think you're right Mike. If an attack on the power card states "standard action" then the wizard has to use a standard action. The thing with minor actions applies to almost anything less, including all types of movement, such as manipulating objects, retrieving objects, etc.

Basically, attacking with fire warrior would take up Alfred's standard action, but moving the warrior would only take up a minor action. I suppose I could double move the fire warrior by using two minor actions as well. Fire Warrior really is quite crappy as a summoning and they don't really get much better until much later levels. At least it can flank and make opportunity attacks.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Josh wrote
I'll probably Chromatic Orb the near goblin. That will either daze him, give him 5 OGD, slide him a bunch, immobilize him, take a -2 penalty to AC, or do nothing. I figure, its a 50% chance to keep him away from us a smidge longer.


Would you prefer that Alfred grasping shadows him (to slow him) or storm pillar in front of him (to deter him)?
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Either one would be effective here. Storm pillar is guaranteed damage, though, which might be handy, as I expect it to attack one of us next turn. And if Josh is able to slide it, that would be more damage.
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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
« Last edit by Jonathan Berg on Wed Nov 25, 2009 6:14 pm. »
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I just posted grasping shadows, although IC is down so Mike will have to roll. Should I also burn an action point to cast storm pillar?
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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I'll wait to roll until you decide if you wanna add Storm Pillar to the turn.
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Hedoni Midartis - Eladrin Wizard, Scales of War
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I might save the AP, or see if we can't slow down the mage with another action.
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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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IC is up.
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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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Okay, after flip-flopping quite a bit, I've decided NOT to use an action point. I also rolled my own grasping shadows attack and save vs. dazed on IC just now. Proceed!
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Thought I'd mention this here. A Dragon article on artificers this month introduced a feat that lets an artificer use a crossbow as an implement. This was actually something I was pining for when designing Curator 143-Theta.

This is tempting. As awesome as the farbond spellbade fullblade would be, I'm starting to see issues with a range of 5/10, and we haven't even been fighting in really big rooms.

Whether I go with the fullblade (+3 to hit, 1d12 damage, high crit, short range, can be used melee) or superior crossbow (+3 to hit, 1d10 damage, huge range, load minor) the following is true:

- Need a feat (arcane implement prof or the new xbow one) to use as an implement.
- Need a feat to use the best of that type of weapon (weapon prof fullblade or superior xbow)

Fullblade advantages:
-More damage (d12 and high crit vs d10).
-Useful in melee.

Fullblade disadvantages:
-Locks me into one enchantment type (farbond spellblade).
-Short range (5/10).

Crossbow advantages:
-MUCH bigger range (20/40).
-Can pick whatever enhancement I want.

Crossbow disadvantages:
-Can't melee with it (this is mitigated in that some implement powers, like my Static Shock at will, can be use at melee range)
-Reload as a minor action, which I use for healing twice a fight. Would eventually want to spend another feat (Speed Loader) to be able to reload as a free action. Having to spend a minor to draw daggers hasn't hurt me much so far, though.

I'm kinda leaning towards the crossbow. Thoughts?
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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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I agree. I think the range is of great importance, more so than the melee. If we are fighting melee too often, we are in trouble to begin with.
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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 was IMing with Josh earlier, and he also endorsed the crossbow. I think I'll go that way. Time to update my wishlist! :)
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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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I second the motion. Range and versatility in upgrade opportunities outweighs a little added damage and high crit probability. Especially with this group of PC's.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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I was looking at level 2 feats, and have narrowed it down to 2 (tentatively).

Option 1: Implement expertise (staff)
Option 2: Multi into warlord (if Mike allows it), for use of inspiring word.

Any thoughts?
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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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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
I'd go with focused expertise (quarterstaff) if I were you. Same +1 to implement powers with staffs as IE(S), but also works on the off chance you need to make a melee attack against someone (with your Str, that wouldn't automatically miss! ;) )

If you were to multi into a leader class, I'd suggest bard. The daily heal is better since you have a high Cha (+1d6 for warlord or +4 and a slide 1 for bard), and you get a broader choice of skills. Unless there was some specific power swap or paragon path you wanted from the warlord, that is.
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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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