Wild Orc Shamans

Started by Ordeal, June 01, 2010, 07:07:24 PM

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Drakill Tannan

Everyone who was there agrees the boss is waaaaaay too overpowered. Maybe that means something?

Ordeal

Quote from: Drakill Tannan;185454Everyone who was there agrees the boss is waaaaaay too overpowered. Maybe that means something?

Not really.

Porkolt

From what I heard here, a relatively easy counter would be blur an elemental wards. And not one of those cheap endure elements spells either.

Nightshadow

The monster cast about 20 fireballs, a dozen or so combusts, around 50 magic missiles, and I believe dispelled a few folk, and died during casting so still had room for more, then there was the true seeing, I'm glad my current character has a super high reflex save as being surrounded by normal orcs while being bombarded with hasted high DC/level fireballs was not fun, as I could not unstealth or I'd die to their axes.

That one monster butchered us, only three people out of 8 walked away from that quest, most of them perma'd, one simply logged off after getting his stuff. I also think I am the only one who did not die at one point during the quest, and while we weren't the best of groups, we weren't this horribly unprepared group, either.

Drakill Tannan

Quote from: Porkolt;185494From what I heard here, a relatively easy counter would be blur an elemental wards. And not one of those cheap endure elements spells either.

I spent 2 endure elements, and 3 insulation potions and still died >.>

lolmagics

Like most casters, AI or player, when you start attacking them they'll usually back down quite a bit. You all claimed it was going well until this shaman arrived and likely should have just hid from it and 'lured' it closer or directly attacked it and brought it down.

I would be in favor of these heroes losing either see invisibility or permanent haste however. Those properties are a little overbearing.

Winston Martin

Quote from: Drakill Tannan;185368I counted seven fireballs, three dispels, about 12 magic missiles and five combursts. It was perma-hasted and had true seeing.

Quote from: Ordeal;185363He must have cast about 20 magic missiles, invisibility, seeing, and about 10 combust spells.

Quote from: Nightshadow;185506The monster cast about 20 fireballs, a dozen or so combusts, around 50 magic missiles, and I believe dispelled a few folk, and died during casting so still had room for more, then there was the true seeing,

Quote from: Ordeal;185402This guy had unlimited spells

Enable chat logging or take screens to get a more accurate idea of who cast what. The orc shamans have a better range of sight than you do, especially when you are focused in battle. I do not disagree that he had many spells (probably not unlimited) but I imagine a good number of those were from standard shamans.

Drakill Tannan

Regular orc shamans don't have the true seeing visual effect over their heads, wich is why i can tell they all came from the same monster. Myself, i was playing the wizard, and was invisible since i had ran out of spells, so i did see that NPC cast them all.

Winston Martin


Caddies

Quote from: lolmagics;185563Like most casters, AI or player, when you start attacking them they'll usually back down quite a bit. You all claimed it was going well until this shaman arrived and likely should have just hid from it and 'lured' it closer or directly attacked it and brought it down.

I would be in favor of these heroes losing either see invisibility or permanent haste however. Those properties are a little overbearing.

Except they are spells that any actual PC wizard/sorc of a similar level would have up during battle.

These heroes are tough, but can be combated by a myriad of techniques. They're also rare. They can drop amazing stuff.

 They are fine, and will stay like they are.

Thanks to WM for saving me the time to repost four different conflicting opinions which have been stated as evidence for the change, too.

Mort

Hero orcs dont have 10 extra slot spells... scripted or not, it's the same template. If you are extremely unlucky (or lucky, depending on how you see it), they could have 1 to 3 extra spells of each slots compared to the other shamans, 1 extra slot being common, 3 being very very rare. Heroes are also a bit random in their power. Some might be stronger than others, by far.

3 extra slot doesn't sound so much considering its rarity and the fact that 2 monsters will always have more spells than 1 hero.

One thing that causes spells to be refreshed for monsters as well as them being totally healed is if everyone leaves the Area. This is not new at all (And I think it's even bioware coded!).

They also haven't been buffed. They're just random in their power.

lolmagics

Quote from: Caddies;185630Except they are spells that any actual PC wizard/sorc of a similar level would have up during battle.


Of course, but as it is I wasn't able to dispel either property when I've encountered these creatures in the past. The Nightriser High Warlocks use a sequencer when they enter combat to instantly buff themselves with a few things, but are able to be dispelled. Maybe that would be a better option than the permanent effects since you are apparently trying to target PvP realism?


Either way, they're hardly overpowered and add a good bit a flavor. It seems like two regular shaman would have given you the same beating this one shaman hero did.

Nightshadow

No, my one character took down 3 shamans solo, while tanking a bunch of wild orcs, but this one hero shaman took down our entire group, nearly myself included. I know those fireballs came from it as the rest of them have DC 15 or 16 fireballs, this one has DC 24 I believe, the sort I cannot dodge 100% of the time (not that I'm complaining about not being immune to them, I just don't like a perma-hasted spam of 6 of them after it already cast a wide variety of spells, including fireballs, at other folk).