Mist Ogres

Started by Listen in Silence, May 02, 2009, 07:48:01 PM

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Listen in Silence

We've all encountered these bluish beasts, and the vast majority of us have felt our hearts leap into our throats as the terror fills us, knowing there is no way in hell we'll survive.

These spawns are the gravest danger there is. They can wreck highly competent groups, and effortlessly slaughter your average one. They have high detective skills, and attack invisible and stealthed PC's.

I've a list of their properties, and I feel that if even only one or two of these would be dropped, they would remain highly dangerous and fear-inspiring, yet no longer be simply ridiculous.

High HP Due to rage and a high con, they've insane HP, even elders taking a long time to beat. Removing rage or dropping their con by 2 or 3 points would be reasonable.

High DMG Due to rage, a high str and a collection of several charges of highly dangerous, high lvl spells, both kinds can do severe damage. Dropping rage, reducing str by 2 or 3 points and/or reducing spell level/intelligence/charisma of the casters would lessen this pressure. 2 ice storms is good enough, 3 is overkill.

High AC Even in rage the guardians and elders are hard to hit even for high level characters. Dropping their AC by one or two points wouldn't make them fragile.

Healing The Guardians carry several cure critical potions. This is simply too much, their AC and HP is already sufficient to ensure they stay up, giving them healing of such a potent sort is unnecessary.

Numbers They spawn in numbers up to 4 Guardians and an elder, with the fleeing tactic of some of them, several groups can be drawn into a single conflict. A single Guardian can at this point defeat a cave bear. Encounters of single guardians, or two guardians and an elder, would be more acceptable.

High detection They are able to detect and attack stealthing characters and invisible characters with high stealth skills. Reducing their detection, atleast to the point where they do not do this so frequently, would make it easier for specialized scouts and wilderness characters to move about as they should.

Listen in Silence

PS: The Elders cast the old, awesome version of Darkness.

Egon the Monkey

Yeah. Agreeing on everything LiS says. (feel free to gloat on that LiS). these worry every PC I have ever played around them. Especially as Icestorm is unsaveable.

Any specialist PC should have a method of defeating them or avoiding them. Right now they have something to hose anyone.

N/A

QuotePS: The Elders cast the old, awesome version of Darkness.

The darkness PCs cast works just the same now. Darkness was changed back to its original.

Listen in Silence

Can't feel bad about that.

meow-mix

The Mist Ogres don't spawn in places that PC's NEED to go.  Personally I like the idea of creatures powerful enough to make certain areas "Forbidden."

They have good detection skills, but having recently played a PC who pretty much lived in the mountains, I can attest that it IS beatable.

I don't know, maybe they are too rough, but wouldn't it be more fun to make the change IC, and have some sort of awesome 40 player Mist Ogre genocide, if they bother you so much? :)

my two cents,
Meow-mix!

N/A

QuoteI don't know, maybe they are too rough, but wouldn't it be more fun to make the change IC, and have some sort of awesome 40 player Mist Ogre genocide, if they bother you so much? :smile:

Until they respawn later. Fun!

Thomas_Not_very_wise

They also have spell resistence!

lovethesuit

Disagreeing. I like the Mist Ogres just the way they are. Very risky.

Nihm

Mist ogres are overwhelming spawns for most parties, but they are far from the toughest things out there.  They also have many glitches that make them not so formidable (ie they will rage twice in a row, their elders cast Hold Person repeatedly on protected people, etc).
 
The only thing I'd agree wtih is either to remove the cure critical potions, or make them drop only when killed by a PC (if that is possible).  Or even drop a weaker healing potion.  When monsters are this strong it doesn't seem fair that they have potions which won't drop if you somehow kill them before they can drink them (which won't happen often at all with these ogres).

BringOutYourDead

I would like to add that with one of my previous characters, I have never been detected by Mist Ogres while running (running, not walking or invis + stealth) by them.

Maybe I was just lucky, but I think that invis to avoid them seems a fair, viable options.

How well they do in combat, however, I would agree that they should be bumped down just a little.

Ebok

These are super mean. If they are suppose too be fine. But right now, some of the spawn clusters I've passed could walk into the Zig kill a hundred people and stroll out without a loss.

Random_White_Guy

I think every wilds needs a boogeyman, to be honest.

"Hey, Lets go Exploring"

"But...The mist ogres!"

"[Gulps] Yeah, And?"

"You're mad! Mad I says!"

"Mad for Glory. I shall conquer them. I shall collect 40 heads and become Ogremistslayer!"

Bam. PC Plot right there.

No need to thank me. Just doing my job
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

The Crimson Magician

What fun would that be, if we could just go walk to faraway lands unheeded by dude who don't even use their mist essense and then cast hold person?

Listen in Silence

Kindly re-read my initial suggestion. I do not want the threat to be wiped away, I want it to be lessened. As is, there is an area containing spawns such as cave bears, huge earth elementals and clusters of ogres that are each as strong as these two.

Sure, every wilds needs a boogeyman. A boogeyman is not someone you know exactly where he'll spawn, nor is he in clear view. I'd rather have a randomly spawning, highly powerful singular encounter than mist ogre groups spread all over that make goals such as the Wild Orcs II quest ridiculously difficult to reach. I used to like that quest.