Assuming that Nature's Chosen start in the southwest box, Calaphos starts at 4,4 with his glaive in both hands. Shatar starts at 3,3 with her staff in her hands.
Opening Moves Call the first enemy to move "Enemy 1" and the second one "Enemy 2". Calaphos moves to 6,6 and readies Avalanche Strike on Enemy 1 to come within reach (he has Reach 2 with his glaive). Shatar moves to 5,5 and readies Grasping Shards against Enemy 2 after Enemy 1 has attacked Calaphos and Enemy 2 is within range 10. She will use Memory of a Thousand Lifetimes if necessary to ensure that this attack hits. Neither will move or change readied actions until they've been triggered.
Ongoing Tactics Calaphos shifts to move away from Enemy 2, and attacks Enemy 1 with powers in this order, staying 1 square away from Enemy 1 if possible since Calaphos has Reach 2 with his glaive:
Blood Strike only when Enemy 1 is bloodied and has no bonus to AC
Howling Strike all other attacks
The first time Calaphos is bloodied, he will use Bloodcut Hide Armor to gain resist 10. He will never use Second Wind.
If Calaphos kills Enemy 1, Rageblood Vigor applies. He gain 4 temp HP, and uses Swift Charge to charge Enemy 2, attacking with Howling Strike (Reach 2).
Shatar shifts to stay out of melee range with Enemy 1 and 2 as necessary. She continues to use Grasping Shards on Enemy 2, using Memory of a Thousand Lifetimes if necessary if she hasn't already, until she can target both Enemy 1 and 2 with the same burst 1 power. At that point, she uses powers in this order:
Blades of Astral Fire
Glyph of Imprisonment
Divine Bolts, one for each enemy
When both enemies are near each other enough for Shatar to target both with the same burst power, and Calaphos is hit by either of them, Shatar uses Preserver's Rebuke.
The first time Calaphos bloodies an enemy, Shatar invokes her Bold Victory Chainmail power. She won't invoke it for herself.
Shatar will use Second Wind after she is bloodied for the first time.
Just to be clear, the goal of Shatar's opening moves is to allow Enemy 1 to reach Calaphos, but prevent Enemy 2 from getting close, so that Enemy 2 can't help Enemy 1.
When Shatar uses Blades of Astral Fire, she will include Calaphos in the burst so that he gets the +5 to AC benefit.
Alpha and Omega where born together, one male, the other female, but clearly twins, which is an oddity among there tribe, but not unheard of. They also both had lot's of markings in there fur, which again, is an oddity, but not unheard of. Growing up together they have learned to protect eachothers backs and while both are strong individually, together they're strength seems to multiply. When they stand next to eachother, no matter which one is on what side, or what direction there facing, there markings seem to always match up and form patterns. Many disregard this, saying it's only a trick of the eye and there strength together comes simply from thinking alike and having intimate familiar with eachother, Yet one has to wonder if there markings have anything to do with there power or not.
Tactics:
General: They should keep close to each other, and try and take one enemy down at a time, giving each other bonuses to do so. I'm putting them in a general order of use.
Word of the Blinding Shield: Use at the first opportunity, unless it's a minion, or won't help (they hit by more then 5).
Word of Exchange: This is the go-to power. Use this in Protection, reducing defenses to focus fire, and giving a defense bonus (which makes Defiant Word more likely to activate). If your not attacking the same target (e.g. the other is down, or immoblized to far away), and you can get the oath, use overwhelming strike instead.
Whirlwind Charge: Use this to get close to an enemy.
Overwhelming Strike: Use this (with the oath of enmity) for repositioning, killing minions, when you can't attack the same target, or are under a penalty to hit (blind).
Rune of The Undeniable Dawn: Save this for battles with lot's of creatures or swarms. Use one at a time, and try and stay in the zone.
Melee Basic Attack: Only useful for OA's and charging.
Ranged Basic Attack: Purely backup. If you have other options, use them.
Oath of Enmity: I put a next to the avenger powers, which qualify for Oath of Enmity. If your not getting your oath bonus, there is very little reason to use those powers.
Action Points: Use this when you have an advantage on someone (like you hit with word of exchange, have flanking, or have the defiant word bonus). However, try and only use 1 per combat, and don't use it if the battle looks like you've already won.
Longtooth Shifting: Use as soon as you can (when first bloodied).
Rune of the Final Effort: Use as soon as you can (when ally is first bloodied).
Rune of Mending: Wait till your under 1/4 of your HP, start longtooth shifting first. In protection mode.
Second Wind: This is a last resort. Note that they are trained in healing, so they can use this on eachother if needed.
Scale Armor of Eyes: Use it as soon as it will help (cause a miss, prevent sneak attack).
Fight of May 19th, 2011
Nature’s Chosen vs. Rune of Twin Vengeance
Map for Rounds 0-3
Initiative:
Alpha (12)
Calaphos (12)
Shatar (10)
Omega (3)
Round 1:
Alpha double moves
Calaphos moves and readies Avalanche Strike for an opponent to move into range
Shatar moves and readies Grasping Shards for an opponent to attack Calaphos
Omega double moves
Round 2:
Alpha Double moves
Calaphos maintains the ready
Shatar maintains the ready
Omega double moves
Round 3
Alpha Double moves
Calaphos maintains the ready
Shatar maintains the ready
Omega double moves
Status as of round 3
Alpha 34/34 hp
Calaphos 45/45 hp, Avalanche Strike readied
Shatar 31/31 hp, Grasping Shards readied
Omega 34/34 hp
Round 4
Alpha places his Oath of Enmity on Calaphos and Charges with Whirlwind Charge
Trigger: Calaphos Attacks Alpha with Avalanche Strike (20+9=29 vs AC[21] crit!, 33+3=36 damage). Knocks Alpha Unconscious.
Trigger: Shatar used Bold Victory Chainmail’s Encounter Power to give Calaphos +2 power bonus to AC until the end of Shatar’s Next turn.
Trigger: Calaphos’ Swift Charge allows him to Charge Omega with Howling Strike (1+9+1 [charge] =11 vs AC [21], miss) and he gains 4 THP(Rageblood Vigor)
Calaphos uses Howling Strike against Omega (7+9=16 vs AC[21], miss)
Shatar uses Blades of Astral Fire on Omega (1+6=7 vs Ref[16], miss, Calaphos gains a +5 power bonus to AC until the end of Shatar’s next turn. Shatar move forward.
Omega uses Oath of Enmity against Calaphos and attacks with Overwhelming Strike (12+9=21 vs AC[16}, hit or 15+9=24 vs AC, hit, 3+4-4THP=3 damage)Shifting south east and moving Calaphos into his older square and Shifts away 1 square
Status as of Round 4
Alpha:-2/34 dying, Oath of Enmity used, Whirlwind Charge used
Calaphos: 42/45, Avalanche Strike used, Swift Charge used, Oath target of both Alpha and Omega.
Shatar: 31/31, Bold Victory Chainmail Encounter Power used, Blades of Astral Fire used.
Omega: 34/34, Oath of Enmity Used
Round 5
Alpha passes his death save (12)
Calaphos shifts towards Omega and uses Howling Strike against Omega (12+9+2[flank]=23 vs. AC[21}, hit, 3+4+6+5=18 damage)
Shatar shifts away and uses Glyph of Imprisonment on Omega(1+6=7 vs. Will[17], miss)
Omega uses Rune of Mending on Alpha (8hp, +1 to all Defenses, and Omega enters Rune of Protection Mode) and then Word of Exchange on Calaphos (10+9=19 vs. AC[16], hit, 1+4=5 damage and -2 to all defenses) and Longtooth Shifting.
Trigger: Shatar uses Preserver’s Rebuke (+4 to hit Omega, 7THP for Calaphos)
Calaphos: 37/45, Avalanche Strike used, Swift Charge used, Oath target of both Alpha and Omega. -2 to all defenses, 7 THP
Shatar: 31/31, Bold Victory Chainmail Encounter Power used, Glyph of Imprisonment used, Preserver’s Rebuke used, Blades of Astral Fire used.
Omega: 16/34, bloodied, Oath of Enmity Used, Rune of Mending Used, longtooth shifting used, Regen 2, +2 to all damage.
Round 6
Alpha uses Longtooth shifting, Rune of the Final Effort on Omega (+5 power bonus to all defenses) and readies a charge for when Omega no longer prevents a charge to Calaphos
Calaphos uses Blood Strike against Omega
Trigger:Alpha uses Word of Blinding Shield (2+9=11 vs Fort[17], miss)
Blood Strike(17+9=28 vs AC [25], hit, 3+3+2+4+2+3+5=22 damage), Omega falls unconscious
Shatar uses Divine Bolts against Alpha (12+6=18 vs Ref[16], hit, 5+5 damage) Alpha Falls
Assuming that Hide and Seek start in the south box, Thorn starts at 15,4 with his heavy flail in both hands. Hail starts at 18,4 with his javelin in his hands. Rotate as necessary.
Opening Moves Thorn and Hail delay until after both of their enemies move. Thorn moves towards Syriss while making Stealth checks, moving towards nearby walls as necessary to maintain hidden status. Hail stays 6 squares behind Thorn and also makes Stealth checks, using nearby walls to avoid losing hidden status. For both Thorn and Hail, if a single movement isn't enough to stay hidden but a double movement would allow another Stealth check, make the double-move. Otherwise, only move once per turn and have Thorn ready his Oath against Syriss, while Hail readies Grappling Spirits against Chetham if Chetham has no cover.
As soon as Thorn is close enough to charge Syriss, he charges (declaring his Oath on her first if he hasn't already), attacking with Whirlwind Charge (add Invigorating Pursuit bonuses). He then spends an Action Point and attacks her again with Aspect of Might. Once Thorn has charged Syriss, Hail attacks Syriss with Mischief Spirits. Thorn will use Divine Guidance to allow Hail to roll twice.
Ongoing Tactics Thorn attacks Syriss with Overwhelming Strike, shifting before the attack if necessary to avoid being adjacent to Chetham. Whenever the attack hits, Thorn shifts directly away from Chetham and shifts Syriss into his former square. He will take the Divine Challenge punishment willingly if it applies. Apply Censure of Pursuit if Syriss moves away from Thorn.
Hail attacks Chetham with Grappling Spirits while Chetham is more than 5 squares away from Thorn. Otherwise, Hail attacks Syriss with Guardian Harrier. The first time that Hail misses with either of those attacks, he will use Inevitable Shot to make an attack on the other enemy. Hail uses Spirits' Rebuke the first time he's hit with a melee attack.
When Thorn is bloodied for the first time, he activates Razorclaw Shifting and uses his Second Wind. When Hail is bloodied for the first time, he activates Longtooth Shifting and uses his Second Wind.
Once Syriss is dead, Thorn declares his Oath on Chetham and attacks with Bond of Pursuit. Hail switches to attacking Chetham with Guardian Harrier. Apply Censure of Pursuit if Chetham moves away from Thorn.
Tactics: Priority 1: Healing Chetham: Longtooth Shifting: use when Chetham is first bloodied
Lay-on-hands: use when either Chetham or Syriss are bloodied Second Wind: use when Lay on hands are gone, in addition use action point. Paladin's Judgement: Use when either Chetham is bloodied or Syriss is bloodied and in range
Syriss: Majestic Word: use when either Chetham or Syriss is bloodied (Chetham is priority)
Second Wind: use when Syriss is bloodied. Stirring Shout: use against a lightly armored target when chetham is bloodied and second Majestic word is being used. (use action point)
Priority 2: Marking Chetham: Piercing Smite: use if multiple targets are adjacent, otherwise...
Divine Challenge: Mark most damaging Target
Syriss: Misdirected Mark: Use until Chetham is bloodied and then again when Chetham is not bloodied
Priority 3: Damage Chetham: If no enemies are in melee range, throw handaxe, otherwise switch to longsword
Valiant strike: use if there are 2 or more foes adjacent. Holy Strike: Use if there are fewer than 2 foes adjacent.
Syriss: If enemy is at range, use acid orb.
Shout of Triumph: Use if multiple targets can be placed in the area. Warsong strike: Use if Chetham is bloodied for THP
Priority 4: Positioning Try to setup for flankingUse terrain to prevent flanks.
[Prefight Locations and Initiative] Hide and Seek starts in area 4. -- Thorn starts at (4,18) with flail in hand. Initiative 7 -- Hail starts at (4,15) with javelin in hand. Initiative 6 Halfbloods with a Full Heart start in area 1 -- Chetham starts at (17,30) with shield in hand. Initiative 8 -- Syriss starts at (16,30) with longsword and shield. Initiative 5
@Alustaerial - I wasn't sure what to start with in hand, but Chetham does have some condition where he wants either a hand axe or a longsword - so this seems reasonable. Better would be to specify though.
[Round 1] Chetham sees Hail, so he moves to (14,25), draws a handaxe and throws it at Hail [14 vs AC16, miss] Thorn hasn't seen Syriss (nor Chetham, but Hail helps with that), so he delays. Hail hasn't seen Syriss, so he delays. Syriss moves to (14,26) and attacks Hail with Acid Orb [8 vs Reflex 11, miss] Thorn moves to (8,23) and hides [Stealth 26] and readies to declare an oath on Syriss. Hail throws a javelin at Chetham with Grappling Spirits [15 vs AC20, miss]. He uses Inevitable Shot to attack Syriss with Guardian Harrier [15 vs AC17, miss] Hail then moves to (4,18) and hides [Stealth 13]
[Round 2] Chetham moves to (9,20), spots Thorn and draws his sword and charges Thorn [25 vs AC17, hit; Dmg 1d8+4=6]. Syriss moves to (9,21), triggering Thorn's ready, draws his sword and attacks with Misdirected Mark [14 vs Reflex 15, miss] Hail shifts to (4,19), draws a javelin and attacks Syriss with Guardian Harrier [10 vs AC17, miss]
Thorn 19/25, Oath (Syriss) Hail 23/23, Inevitable shot used Chetham 29/29 Syriss 28/28, Acid Orb used
[Round 3] Chetham uses divine challenge on Thorn and attacks with Holy Strike [21 vs AC17, hit; Dmg 1d8+4+2=14], bloodying the avenger. Thorn uses razorclaw shifting (+2 speed, +1 AC/Reflex) and second wind [6hp healed] and shifts to (7,22) Syriss attacks Thorn with Misdirected Mark [10 vs Reflex 15+1, miss] Hail draws a javelin and attacks Syriss with Guardian Harrier [14 vs AC17, miss]
Thorn 11/25, bloodied, Oath (Syriss), marked by Thorn, Razorclaw shifting used, Second Wind used, 1 healing surge used Hail 23/23, Inevitable shot used Chetham 29/29, Divine Challenge (Thorn) Syriss 28/28, Acid Orb used
[Round 4] Chetham attacks Thorn with Holy Strike [17 vs AC17+1, miss] Thorn shifts to (6,21) and charges Syriss with Whirlwind Charge to (8,20) [15,14 vs AC17, miss] and suffers the divine challenge damage [3 damage]. He then uses an action point for aspect of might [21,6 vs AC17, hit; Dmg 6d6+4=24] Syriss uses majestic word on himself [11hp healed] and slides to (10,22) and triggering Thorn's censure and attacks Thorn with Misdirected Mark [12 vs Reflex 15+1, miss] Hail draws a javelin and attacks Syriss with Mischief Spirits, but is interrupted by Thorn, who uses divine guidance [17-2,13-2 vs AC17, miss]
Thorn 8/25, bloodied, Oath (Syriss), marked by Thorn, Razorclaw shifting used, Second Wind used, 1 healing surge used, Aspect of Might used, Action point used, Divine Guidance used Hail 23/23, Inevitable shot used, Mischief Spirits used Chetham 29/29, Divine Challenge (Thorn) Syriss 15/28, Acid Orb used, 1 majestic word used, 1 healing surge used
[Round 5] Chetham shifts to (9,21) and attacks Thorn with holy strike [28! vs AC17+1, hit; Dmg 1d8+4=12] and Thorn falls. Thorn looks bad [1d20=7] Syriss moves to (5,22) and attacks Hail with Misdirected Mark [12 vs Reflex 11, hit; Dmg 1d8+4=5] and Hail is now marked by Chetham. Hail draws a javelin and attacks Syriss with Guardian Harrier [21 vs AC17, hit; Dmg 1d6+4=8] and moves to (4,14)
Thorn -4/25, dying (1 black mark), Oath (Syriss), Razorclaw shifting used, Second Wind used, 1 healing surge used, Aspect of Might used, Action point used, Divine Guidance used Hail 18/23, marked by Thron, Inevitable shot used, Mischief Spirits used Chetham 29/29 Syriss 7/28, Acid Orb used, 1 majestic word used, 1 healing surge used
[Round 6] Chetham moves to (5,17), challenges Hail and then charges to (4,15) [22 vs AC16, hit; Dmg 1d8+4=10] Thorn looks okay [1d20=19] Syriss moves to (3,17) and attacks Hail with Misdirected Mark [24! vs Reflex 11, hit; Dmg 1d8+4=12] and Hail falls.
Halfbloods with a Full Heart win and gain 2VPs -- Chetham used nothing -- Syriss used 1 healing surge Hide and Seek lose and gain 1VP. -- Thorn used a healing surge, aspect of might and an action point -- Hail used nothing.
@dgallaty - I'm not sure how this wasn't raised as an issue before - but how do you go around with only 1 javelin? Magical thrown weapons automatically return, but non-magical ones do not. Clearly if I had run this "correctly" - that would have been a huge detriment. Is this something we should house rule in the courtroom - since thrown weapons are so unused in the first place?
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Start Aldrick at 14,4 with scale, cloak, shield, and sword equipped. Araris will start in 16,5 with hide, cloak, and longspear equipped.
Delay to act together. Double move Araris out clockwise and Aldrick towards the middle, ending in cover, have both use their Gloves of Piercing Daily powers. Keep both characters 6 squares apart or so at the beginning of combat, to avoid burst attacks. Once spotted, if you can move and charge them do so, prefer the wizard as target but either works. If not, continue moving them closer and ending with cover, pin them down by moving in from opposite sides. Until in melee combat, attempt to not move adjacent to a mirror crystal. AP after the charges and attack with Steel Serpent Strike and Surround Foe (Surround Foe first, note Effect clause and Tactical Presence) moving Aldrick into flanking. Try to keep both adjacent to the target so to take advantage of OAs. Always Combat Challenge with Aldrick. Focus on that same initial target, keeping adjacent as much as possible. Attack with Cleave, and on a hit use Commander's Strike, on a miss use Viper's Strike. Heal once down a surge+6, use second wind after 2 Inspiring Words, use item heal powers and utility heal powers after that, and use other utilities and item powers at first opportunity/trigger. (Use Cloak of Resistance for both once enemy is spotted, use Unbreakable after this DR ends)
Remember Aldrick's Combat Superiority and Combat Challenge, Vipers Strike's effect clause, Aldrick's Bracers of Mighty Striking...I think that should be it, thanks for pitlording!
Goals for this fight - Mordred will use an action point and no dailies; Mordrum will use acid arrow.
Start off at the back of the starting area. Mordred with his rod and Mordrum with his orb and shield.
Mordred moves out, curses if he can and attacks/readies Hellish Rebuke on the first target in range.
Mordrum moves out and attacks/readies chill strike on the first target in range.
After the initial attack, Mordred will use Fiery Bolt (if he can catch both opponents) or Vampiric Embrace, then the other, and Howl of Doom if he is in melee range. Mordred will always move 3 to keep his concealment up - even if it provokes. After using his encounters, he will use Hellish Rebuke thereafter. He will also curse as often as allowed (1 per target). Mordred will use an action point after he hits with his first attack.
Mordrum will use Acid Arrow on the first opportunity that he can get both opponents, Shock sphere (preferably to catch both) and Fire Burst (again - hoping to catch both). After that, he'll use magic missile if he can only hit one, or scorching burst if he can catch both.
For immediate actions, Mordrum will use Shield at the first opportunity to make a hit into a miss, and deathcut armor on the first melee hit on him from a bloodied opponent.
Mordred will use hobgoblin resilience on the first opportunity and the cloak of resistance if he starts in melee and doesn't need to use his minor action to curse.
If the opportunity arises, stand on the mirror crystal. I don't expect it to matter for this fight - but who knows, maybe he'll give me an opportunity with it.
Mordred walks out to the nearest mirror crystal and stands on it, his Shadow Walk keeping him concealed. He can reach Araris through the crystal at 23,19, so he curses Araris, and then casts Hellish Rebuke, but Araris dodges the attack.
Mordrum follows a similar tactic, stands on a mirror crystal nearby, and attacks Araris through the crystal at 23,19 with Chill Strike. The attack hits Araris for 22 points of damage, and Araris is dazed.
Aldrick activates his Gloves of Piercing, moves out and charges Mordrum, hitting him for 11 points of damage and marking him.
Araris uses Inspiring Word on himself to heal 19 points but is unable to do anything else, due to being dazed.
Status
Name
Hit points
Conditions
Used
Aldrick
70/70 HP
Gloves of Piercing
Araris
56/59 HP
Cursed by Mordred Dazed (EONT Mordrum)
1 Inspiring Word 1 healing surge
Mordred
67/67 HP
Concealment
Mordrum
35/46 HP
Marked by Aldrick
Chill Strike
Round 2 Mordred moves to another mirror crystal to maintain his concealment, curses Aldrick, and attacks Aldrick through the crystal at 19,23 with Vampiric Embrace. Aldrick is just barely able to summon the willpower to resist the spell.
Mordrum, having better defenses for casting in melee, chooses to cast Fire Burst at Aldrick. Aldrick takes his opportunity attack at Mordrum and misses. Mordrum finishes his attack and hits Aldrick for 13 points of damage, then moves away from Aldrick since Aldrick used up his OA.
Aldrick activates his Cloak of Resistance and double-moves to cover to give Araris time to catch up.
Araris activates his Gloves of Piercing, then double-moves to the center to prepare to come at the enemy from the other side.
Status
Name
Hit points
Conditions
Used
Aldrick
57/70 HP
Cursed by Mordred Resist 5 (EONT Aldrick)
Gloves of Piercing Cloak of Resistance
Araris
56/59 HP
Cursed by Mordred
1 Inspiring Word 1 healing surge Gloves of Piercing
Mordred
67/67 HP
Concealment
Vampiric Embrace
Mordrum
35/46 HP
Marked by Aldrick
Chill Strike Fire Burst
Round 3 Mordred moves to the next mirror crystal and attacks Araris through 23,15 with Hellish Rebuke, hitting him for 12 points of damage. Mordred spends an Action Point and attacks Araris again with Hellish Rebuke, hitting for another 9 points of damage.
Mordrum moves to stand next to Mordred and attacks Aldrick through the crystal at 8,25 with Shock Sphere, and just barely misses Aldrick.
Aldrick delays until after Araris moves.
Araris activates his Cloak of Resistance, moves in and charges Mordrum, hitting him for 13 points of damage and bloodying him, then spends an Action Point and attacks Mordrum with Surround Foe. Mordrum uses his Shield spell to thwart the attack,
Aldrick moves south and charges Mordrum, hitting him for 15 points of damage, then spends an Action Point and attacks with Steel Serpent Strike, doing 17 points of damage and rendering Mordrum unconcious.
Status
Name
Hit points
Conditions
Used
Aldrick
57/70 HP
Cursed by Mordred
Gloves of Piercing Cloak of Resistance Action Points Steel Serpent Strike
Araris
35/59 HP
Cursed by Mordred Resist 5 (EONT Araris)
1 Inspiring Word 1 healing surge Gloves of Piercing Cloak of Resistance Action Point Surround Foe
Mordred
67/67 HP
Concealment
Vampiric Embrace Action Point
Mordrum
-10/46 HP
Marked by Aldrick Dying +4 AC and Reflex (EONT Mordrum)
Chill Strike Fire Burst Shock Sphere
Round 4 Mordred activates his Cloak of Resistance, then blasts Araris with Howl of Doom, hitting him for 11 points of damage, bloodying him, and pushing him back. Mordred then moves into the center area, away from his enemies.
Mordrum slips closer to death.
Araris delays for Aldrick.
Aldrick moves and charges Mordred, hitting him for 9 points of damage and marking him.
Araris heals himself for 17 points, moves, and uses Commander's Strike to allow Aldrick to attack Mordred again. Aldrick attacks and hits Mordred for 11 points of damage.
Status
Name
Hit points
Conditions
Used
Aldrick
57/70 HP
Cursed by Mordred
Gloves of Piercing Cloak of Resistance Action Points Steel Serpent Strike
Araris
41/59 HP
Cursed by Mordred
2 Inspiring Words 2 healing surges Gloves of Piercing Cloak of Resistance Action Point Surround Foe
Mordred
47/67 HP
Concealment Resist 5 (EONT Mordred) Marked by Aldrick
Vampiric Embrace Action Point Cloak of Resistance Howl of Doom
Mordrum
-10/46 HP
Marked by Aldrick Dying 1 black mark
Chill Strike Fire Burst Shock Sphere
Round 5 Mordred, who also has better defenses when casting in melee, attacks Aldrick with Fiery Bolt. Aldrick takes his opportunity attack first, but Mordred's concealment saves him from the blow. Araris attempts his opportunity attack and also misses. Mordred finishes his attack and hits Aldrick for 18 points of damage. The attack spills over to Araris, who takes 12 points of damage and is bloodied. It also spills over to Mordred himself, who takes 7 points of damage. Mordred then moves away.
Mordrum is stable this round.
Aldrick moves and charges Mordred, hitting him for 14 points of damage and bloodying him.
Araris uses his Second Wind, then charges at Mordred, but can't quite hit him due to his concealment.
Status
Name
Hit points
Conditions
Used
Aldrick
57/70 HP
Cursed by Mordred
Gloves of Piercing Cloak of Resistance Action Points Steel Serpent Strike
Araris
43/59 HP
Cursed by Mordred Bloodied +2 all defenses (EONT Araris)
2 Inspiring Words 3 healing surges Gloves of Piercing Cloak of Resistance Action Point Surround Foe Second Wind
Mordred
26/67 HP
Concealment Marked by Aldrick Bloodied
Vampiric Embrace Action Point Cloak of Resistance Howl of Doom Fiery Bolt
Mordrum
-10/46 HP
Marked by Aldrick Dying 1 black mark
Chill Strike Fire Burst Shock Sphere
Round 6 Mordred attacks Aldrick with Hellish Rebuke. Aldrick gets his OA first, and hits Mordred for 16 points of damage. Mordred hits Aldrick with Hellish Rebuke for 11 points of damage, then moves away again.
Mordrum starts slipping towards death again.
Aldrick moves and charges Mordred, but his attack misses.
Araris charges at Mordred from the other side, and hits him for 10 points of damage. Aldrick takes damage from Hellish Rebuke, but Mordred is down and the fight is over.
Status
Name
Hit points
Conditions
Used
Aldrick
46/70 HP
Cursed by Mordred
Gloves of Piercing Cloak of Resistance Action Points Steel Serpent Strike
Araris
43/59 HP
Cursed by Mordred Bloodied +2 all defenses (EONT Araris)
2 Inspiring Words 3 healing surges Gloves of Piercing Cloak of Resistance Action Point Surround Foe Second Wind
Mordred
0/67 HP
Concealment Marked by Aldrick Bloodied
Vampiric Embrace Action Point Cloak of Resistance Howl of Doom Fiery Bolt
Master and Commander win and gain 2 VPs - Aldrick used Gloves of Piercing, Cloak of Resistance, and an Action Point - Araris used Gloves of Piercing, Cloak of Resistance, and 3 healing surges
Elemental Insurgence lose and gain 1 VP - Mordred used an Action Point and Cloak of Resistance - Mordrum used nothing
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Ug and Li are rivals and as such, they usually fight seperately and only come together when dealing with a greater foe. Unless there is only one enemy present, Ug and Li try to keep at least 5 squares between them.
Priority 1: HealingUg: Warrior's surge: Use when first bloodied
Comeback strike: Use when bloodied for the second time Second Wind: Use when bloodied for the third time. Heal Skill: use when Li is bloodied (or unconscious) to force him to use his second wind.
Li: Comeback Strike: Use when first bloodied
Second Wind: use when bloodied for the second time. Heal Skill: use when Ug is bloodied or unconscious to force second wind use.
Priority 2: MarkingMark any target hit, even if it eliminates a previous mark.
Priority 3 damage.Ug: First attack should be Passing Strike, if Passing Strike misses on the first round use Sure Strike, otherwise use Cleave. Li: Use Sweeping strike on first turn, if it misses, use Sure strike, otherwise use Tide of Iron.
Priority 4: Movement Stay away from each other until one enemy falls, then close in and try and flank the remaining enemy. If the foes stay together, fight from opposing side keeping the enemies in the center.
General: Try and keep within 5 squares of each other. Provide flanking when possible and focus fire. Use powers in this general order.
* Acid Orb: Use when enemies are at range. * Energizing Strike: Give each other THP. * Demoralizing Strike: If your ally has THP, reduce the enemies defenses. * Energizing Strike Augment 1: If an ally is dying, try to get him up with this before you use Ardent Surge. * Ardent Surge: When an ally is bloodied, heal them.
* Action Points: Use 1 per battle, you have flanking.
[Prefight Locations and Initiative] Ug and Li start in area 1. -- Ug starts at (16,30) with battle axe in hand. Initiative 15 -- Li starts at (17,30) with sword and shield in hand. Initiative 14 Bill and Bob start in area 4 -- Bill starts at (3,17) with greatsword in hand. Initiative 10 -- Bob starts at (3,16) with greatsword in hand. Initiative 7
[Round 1] Ug moves out and spots Bill and Bob in area 4. He finishes moving to (9,20) Li moves out to (12,20) Bill delays for Bob. Bob attacks Ug with Acid Orb [19 vs Reflex 11, hit; Dmg 1d10+5=7]. Bob then moves to (8,19) Bill moves to (6,21) and attacks Ug with Acid Orb [15 vs Reflex 11, hit; Dmg 1d10+5=13], bloodying Ug.
Ug 11/31, bloodied Li 29/29 Bill 28/28, Acid Orb used Bob 28/28, Acid Orb used
[Round 2] Ug attacks Bob with Warrior's Surge [26 vs AC16, hit; Dmg 1d10+4=14; Ug heals 7hp]. He marks Bob. Li moves to (7,22) and attacks with Spinning Sweep [23 vs AC16, hit; Dmg 1d8+4=11] and knocks Bill prone. He uses ferocious assault [1d8=8]. He marks Bill. Bob uses Ardent Surge on Bill [1d6+7=13hp] and then attacks Ug with Energizing Strike [14 vs AC17, miss] Bill uses Ardent Surge on Bob [1d6+7=9hp], stands and then attacks Li with Energizing Strike [14 vs AC19, miss]
Ug 18/31, Warrior's Surge used, 1 healing surge used Li 29/29, Spinning Sweep used, Ferocious Assault used Bill 22/28, Acid Orb used, 1 ardent surge used, 1 healing surge used Bob 23/28, Acid Orb used, 1 ardent surge used, 1 healing surge used
[Round 3] Ug attacks Bob with covering attack [13 vs AC16, miss] Li attacks Bill with Tide of Iron [21 vs AC16, hit; Dmg 1d8+4=9] and pushes Bill back to (5,22) and follows him to (6,21) Bob attacks Ug with Energizing Strike [10! vs AC17, miss] and uses Ardent Surge on Bill [1d6+7=12hp] Bill attacks Li with Energizing Strike [17 vs AC19, miss] and shifts to (6,22), but this triggers Li's combat challenge [29! vs AC16, hit; Dmg 1d8+4=12]
Ug 18/31, Warrior's Surge used, 1 healing surge used Li 29/29, Spinning Sweep used, Ferocious Assault used Bill 13/28, bloodied, Acid Orb used, 1 ardent surge used, 2 healing surges used Bob 23/28, Acid Orb used, 2 ardent surges used, 1 healing surge used
[Round 4] Ug attacks Bob with sure strike [15 vs AC16, miss] Li attacks Bill with tide of iron [19 vs AC16, hit; Dmg 1d8+4=7] and pushes Bill back to (5,23) and follows him to (6,22). Bob attacks Ug with Energizing Strike [18 vs AC17, hit; Dmg 1d10+5=13; 5 temp hp for Bill] and bloodies Ug. Bill attacks Li with Energizing Strike [11 vs AC19, miss] and shifts to (6,23), but this triggers Li's combat challenge [29! vs AC16, hit; Dmg 1d8+4=12] and Bill falls. Bill looks terrible [1d20=4]
Ug 5/31, bloodied, Warrior's Surge used, 1 healing surge used Li 29/29, Spinning Sweep used, Ferocious Assault used Bill -1/28, dying (1 black mark), Acid Orb used, 1 ardent surge used, 2 healing surges used Bob 23/28, Acid Orb used, 2 ardent surges used, 1 healing surge used
[Round 5] Ug attacks Bob with Comeback strike [13 vs AC16, miss] Li moves to (7,18) and attacks Bob with Tide of Iron [22 vs AC16, hit; Dmg 1d8+4=8] and marks Bob. Li moves to (8,20) and uses heal on Ug [Heal 18 vs DC10, success; 7hp healed] Bob attacks Ug with Energizing Strike with an augment [23 vs AC17, hit; Dmg 1d10+5=15; 5hp healed to Bill] and Ug falls unconscious. Bill stands and moves to (8,21) Li [24 vs AC19, hit; Dmg 1d10=10]
Ug -3/31, dying, Warrior's Surge used, 2 healing surges used, second wind used Li 19/29, Spinning Sweep used, Ferocious Assault used Bill 5/28, bloodied (1 black mark), Acid Orb used, 1 ardent surge used, 2 healing surges used Bob 23/28, Acid Orb used, 2 ardent surges used, 1 healing surge used, 1 power point used
[Round 6] Ug looks terrible [1d20=9] Li attacks Bill with Tide of Iron [22 vs AC16, hit; Dmg 1d8+4=8] and Bill falls down again. Bob attacks Li with Energizing Strike with an augment [27 vs AC19, hit; Dmg 1d10+5=13; 5hp healed to Bill] Bill stands and attacks Li with Energizing Strike [29! vs AC19, hit; Dmg 1d10+5=15; 5temp hp to Bob] and bloodies the fighter and triggering Half-orc resilience.
Ug -3/31, dying (1 black mark), Warrior's Surge used, 2 healing surges used, second wind used Li -4/29, Spinning Sweep used, Ferocious Assault used Bill 5/28, bloodied (1 black mark), Acid Orb used, 1 ardent surge used, 2 healing surges used Bob 23+5/28, Acid Orb used, 2 ardent surges used, 1 healing surge used, 1 power point used
[Round 7] Ug looks okay [1d20=14] Li attacks Bill with Comeback strike [21 vs AC16, hit; Dmg 2d8+4=13; 7hp healed] and Bill falls down again. Bob attacks Li with Demoralizing strike [21 vs AC19, hit; Dmg 1d10+5=7] Bill looks okay [1d20=19]
Ug -3/31, dying (1 black mark), Warrior's Surge used, 2 healing surges used, second wind used Li 6/29, Spinning Sweep used, Ferocious Assault used, Comeback strike used, 1 healing surge used Bill -8/28, dying (1 black mark), Acid Orb used, 1 ardent surge used, 2 healing surges used Bob 23+5/28, Acid Orb used, 2 ardent surges used, 1 healing surge used, 1 power point used
[Round 8] Ug looks okay [1d20=13] Li attacks Bob with tide of iron [10! vs AC16, miss] Li uses second wind [7hp healed] Bob attacks Li with Demoralizing Strike [11 vs AC19-2+2, miss] Bill makes a miraculous recovery, but has no healing surges left... [1d20=20!]
Ug -3/31, dying (1 black mark), Warrior's Surge used, 2 healing surges used, second wind used Li 13/29, bloodied, Spinning Sweep used, Ferocious Assault used, Comeback strike used, 2 healing surges used, second wind used Bill -8/28, dying (1 black mark), Acid Orb used, 1 ardent surge used, 2 healing surges used Bob 23+5/28, Acid Orb used, 2 ardent surges used, 1 healing surge used, 1 power point used
[Round 9] Ug makes a miraculous recovery! [1d20=20!; 7hp healed] Li attacks Bob with tide of iron [16 vs AC16, hit; Dmg 1d8+4=12] and pushes him away from Ug. Li attacks Bob with tide of iron [10! vs AC16, miss] Bob attacks Li with Demoralizing strike [24 vs AC19, hit; Dmg 1d10+5=7] and Li falls unconscious. Bill looks terrible [1d20=9]
Ug 7/31, bloodied (1 black mark), Warrior's Surge used, 2 healing surges used, second wind used Li 6/29, bloodied, Spinning Sweep used, Ferocious Assault used, Comeback strike used, 2 healing surges used, second wind used Bill -8/28, dying (1 black mark), Acid Orb used, 1 ardent surge used, 2 healing surges used Bob 23+5/28, Acid Orb used, 2 ardent surges used, 1 healing surge used, 1 power point used
[Round 10] Ug stands and charges Bob [25 vs AC16, hit; Dmg 1d10+4=9] Li looks terrible [1d20=3] Li attacks Bob with tide of iron [16 vs AC16, hit; Dmg 1d8+4=12] and pushes him away from Ug. Bob attacks Ug Li with Demoralizing strike [29! vs AC19, hit; Dmg 1d10+5=15] and Ug Li falls.
Ug 7/31, bloodied (1 black mark), Warrior's Surge used, 2 healing surges used, second wind used Li -9/29, dying, Spinning Sweep used, Ferocious Assault used, Comeback strike used, 2 healing surges used, second wind used Bill -8/28, dying (1 black mark), Acid Orb used, 1 ardent surge used, 2 healing surges used Bob 7/28, bloodied, Acid Orb used, 2 ardent surges used, 1 healing surge used, 1 power point used
[Round 11] Ug moves and attacks Bob with Comeback Strike [18 vs AC16, hit; Dmg 2d10+4=16] and Bob falls.
Bill and Bob win and gains 2VPs -- Bill used 2 healing surges -- Bob used 1 healing surge Ug and Li lose and gain 1VP -- Ug used 2 healing surges -- Li used nothing
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Priority 1: interrupts: Chetham: Use Martyr's blessing only if Syriss is already bloodied. Syriss: Use Virtue of valor as often as possible (when an ally bloodies someone or drops them to 0hp)
Priority 2: Healing Chetham: Longtooth Shifting: use when Chetham is first bloodied Lay-on-hands: use when either Chetham or Syriss are bloodied Second Wind: use when Lay on hands are gone, in addition use action point. Dwarven Plate Daily, use when lay on hands are gone and second wind is gone. Paladin's Judgement: Use when either Chetham is bloodied or Syriss is bloodied and in range Syriss: Majestic Word: use when either Chetham or Syriss is bloodied (Chetham is priority) Second Wind: use when Syriss is bloodied. Ardent Surge: Use when Majestic words are gone or if target is still bloodied after healing. Stirring Shout: use against a lightly armored target when chetham is bloodied and secondMajestic word is being used. (use action point)
Priority 3: Marking Chetham: 1. Arcing Smite if multiple targets are adjacent to Chetham, or 2. Piercing Smite: use if multiple targets are adjacent Chetham if Arcing smite is spent, otherwise... 3. Divine Challenge: Mark most damaging Target Syriss: Misdirected Mark: Use until Chetham is bloodied and then again when Chetham is not bloodied
Priority 4: Damage Chetham: If no enemies are in melee range, use encounter power from sword, otherwise switch to Bastard sword Valiant strike: use if there are 2 or more foes adjacent. Holy Strike: Use if there are fewer than 2 foes adjacent. Syriss: If enemy is at range, use acid orb. Shout of Triumph: Use as soon as multiple targets can be placed in a blast 3. use Harsh SB daily. Warsong strike: Use if Chetham is bloodied for THP Dissonant Strain: use if Chetham needs a Saving throw for some reason.
Priority 5: Positioning Try to setup for flanking Use terrain to prevent flanks.
Last fight of the day, so use the daily, action points, and items. The daily zones don't stack, so don't overlap them.
General: They should keep close to each other, and try and take one enemy down at a time, giving each other bonuses to do so. I'm putting them in a general order of use.
Word of the Blinding Shield: Use at the first opportunity, unless it's a minion, or won't help (they hit by more then 5).
Word of Exchange: This is the go-to power. Use this in Protection, reducing defenses to focus fire, and giving a defense bonus (which makes Defiant Word more likely to activate). If your not attacking the same target (e.g. the other is down, or immoblized to far away), and you can get the oath, use overwhelming strike instead.
Whirlwind Charge: Use this to get close to an enemy.
Overwhelming Strike: Use this (with the oath of enmity) for repositioning, killing minions, when you can't attack the same target, or are under a penalty to hit (blind).
Rune of The Undeniable Dawn: Save this for battles with lot's of creatures or swarms. Use one at a time, and try and stay in the zone.
Melee Basic Attack: Only useful for OA's and charging.
Ranged Basic Attack: Purely backup. If you have other options, use them.
Oath of Enmity: I put a next to the avenger powers, which qualify for Oath of Enmity. If your not getting your oath bonus, there is very little reason to use those powers.
Action Points: Use this when you have an advantage on someone (like you hit with word of exchange, have flanking, or have the defiant word bonus). However, try and only use 1 per combat, and don't use it if the battle looks like you've already won.
Longtooth Shifting: Use as soon as you can (when first bloodied).
Rune of the Final Effort: Use as soon as you can (when ally is first bloodied).
Rune of Mending: Wait till your under 1/4 of your HP, start longtooth shifting first. In protection mode.
Second Wind: This is a last resort. Note that they are trained in healing, so they can use this on eachother if needed.
Scale Armor of Eyes: Use it as soon as it will help (cause a miss, prevent sneak attack).
Round 1 Alpha and Omega, not yet knowing where their opponents are, move out to the center of the hedge maze, putting themselves where they have some cover against ranged attacks.
Chetham and Syriss move towards the center. Chetham puts himself into a corner to avoid being flanked, and Syriss takes the opportunity to shoot an Acid Orb at Alpha, hitting him for 7 points of damage despite the cover.
Status
Name
Hit points
Conditions
Used
Alpha
27/34 HP
Omega
34/34 HP
Chetham
41/41 HP
Syriss
38/38 HP
Acid Orb
Round 2 Alpha moves in to melee, declares his Oath against Chetham, and attacks with Word of Exchange. Chetham's heavy armor prevents the attack from hitting him.
Omega also moves in next to Alpha, declares his Oath against Chetham, and attacks with Word of Exchange. This time, the attack hits Chetham for 12 points of damage, and Chetham's defenses are weakened. Omega triggers his Thundering Longsword, and Chetham takes an additional 6 thunder damage. Then, Omega spends an Action Point and attacks again with Rune of the Undeniable Dawn. The attack misses both Chetham and Syriss, but they each take half damage of 4 points. Chetham is now bloodied, and both Alpha and Omega gain +2 to all defenses.
Chetham activates Longtooth Shifting, uses Lay on Hands on himself to regain 10 points, then attacks both Alpha and Omega with Arcing Smite. As Chetham attacks Alpha, Omega blinds Chetham Chetham with Word of the Blinding Shield, and Chetham misses Alpha. Chetham completes his attack on Omega and fumbles the attack (rolled a 1!), missing entirely. Both Alpha and Omega gain +4 damage if they hit Chetham.
Syriss moves up and blasts Alpha and Omega with Shout of Triumph. She hits both, pushing them back 3 squares and doing 9 points of damage to each. In addition, Syriss' Harsh Songblade activates and dazes Omega.
Status
Name
Hit points
Conditions
Used
Alpha
18/34 HP
+2 all defenses (zone) +4 damage against Chetham (EONT Alpha)
Omega
25/34 HP
+2 all defenses (zone) +4 damage against Chetham (EONT Omega) Dazed (EONT Syriss)
Thundering Longsword Action Point Word of the Blinding Shield
Chetham
29/41 HP
Oath from Alpha Oath from Omega -2 to all defenses (EONT Omega) Alpha gains +4 AC if he hits (EONT Omega) +2 damage 2 regen while bloodied Blind (EONT Chetham)
Round 3 Alpha moves back to where he was and attacks Chetham with Word of Exchange. Even with Chetham's lowered defenses and granting combat advantage, Alpha still misses.
Omega, being dazed, charges Chetham with Whirlwind Charge. The attack hits Chetham for 12 points of damage and bloodies him. Omega can't keep up the zone from Rune of Undeniable Dawn, so it disappears.
Chetham regains 2 points, uses another Lay on Hands to gain 10 points, and attacks Alpha with Piercing Smite, but fumbles yet another attack (rolled a 1!). Alpha gets +4 damage if he hits Chetham. Chetham ends his turn with a Divine Challenge to Omega.
Syriss attacks Alpha with Misdirected Mark, doing 7 points of damage, bloodying Alpha and placing Chetham's mark on him.
Status
Name
Hit points
Conditions
Used
Alpha
11/34 HP
+4 damage against Chetham (EONT Alpha) Marked by Chetham Bloodied
Omega
25/34 HP
Marked by Chetham
Thundering Longsword Action Point Word of the Blinding Shield
Chetham
29/41 HP
Oath from Alpha Oath from Omega +2 damage 2 regen while bloodied
Round 4 Alpha activates Longtooth Shifting and attacks with Rune of the Undeniable Dawn, missing Chetham but hitting Syriss, and activates his Thundering Longsword against Chetham. Chetham takes 18 damage and Syriss takes 12. A zone appears that gives Alpha and Omega +2 to all defenses. Alpha spends an Action Point and attacks Chetham with Word of Exchange, but misses.
Omega protects Alpha with Rune of the Final Effort, then attacks Chetham with Word of Exchange, which hits Chetham for 6 points of damage and lowers his defenses.
Chetham gains 2 points, takes his Second Wind, then spends an Action Point and attacks Alpha with Valiant Strike, but can't quite hit Alpha. Alpha retains his +4 damage against Chetham.
Syriss uses a Majestic Word on Chetham, then attacks Alpha with Misdirected Mark, hitting him for 11 points of damage and knocking him unconcious.
Status
Name
Hit points
Conditions
Used
Alpha
0/34 HP
+4 damage against Chetham (EONT Alpha) Marked by Chetham Unconcious +2 damage 2 regen while bloodied +5 all defenses (EONT Omega)
Longtooth Shifting Rune of the Undeniable Dawn Action Point Thundering Longsword
Omega
25/34 HP
Marked by Chetham +2 all defenses (zone)
Thundering Longsword Action Point Word of the Blinding Shield Rune of the Final Effort
Chetham
31/41 HP
Oath from Alpha Oath from Omega +2 damage 2 regen while bloodied -2 all defenses (EONT Omega) Alpha gains +4 AC if he hits (EONT Omega) +2 all defenses (SONT Chetham)
Longtooth Shifting 2 Lay on Hands 4 healing surges Arcing Smite Second Wind Action Point
Syriss
22/38 HP
Acid Orb Shout of Triumph 1 Majestic Word
Round 5 Alpha slips closer to death. The zone from Rune of Undeniable Dawn disappears.
Omega heals Alpha with a Rune of Mending, giving them both a boost to defenses, then attacks Chetham with Word of Exchange, but misses.
Chetham attacks Alpha with Valiant Strike, and still continues to miss Alpha.
Syriss attacks Alpha with Misdirected Mark, critically hitting Alpha for 15 points of damage and knocking him unconcious again.
Status
Name
Hit points
Conditions
Used
Alpha
-7/34 HP
Marked by Chetham +2 damage 2 regen while bloodied Dying 1 black mark Prone +1 all defenses (EONT Omega) +4 damage against Chetham (EONT Alpha)
Longtooth Shifting Rune of the Undeniable Dawn Action Point Thundering Longsword 1 healing surge
Omega
25/34 HP
Marked by Chetham +1 all defenses (EONT Omega)
Thundering Longsword Action Point Word of the Blinding Shield Rune of the Final Effort
Chetham
31/41 HP
Oath from Alpha Oath from Omega +2 damage 2 regen while bloodied
Longtooth Shifting 2 Lay on Hands 4 healing surges Arcing Smite Second Wind Action Point
Syriss
22/38 HP
Acid Orb Shout of Triumph 1 Majestic Word
Round 6 Alpha bleeds out a second time.
Omega attempts First Aid on Alpha, and Alpha is revived.
Chetham attacks Alpha with Valiant Strike, and finally lands his first hit of the entire battle, doing 13 points of damage and knocking Alpha down again. Syriss' Virtue of Valor kicks in, and Chetham gains 4 temporary HP.
Syriss attacks Omega with Misdirected Mark, and hits him for 6 points of damage.
Status
Name
Hit points
Conditions
Used
Alpha
-5/34 HP
Marked by Chetham +2 damage 2 regen while bloodied Dying 2 black marks Prone
Longtooth Shifting Rune of the Undeniable Dawn Action Point Thundering Longsword 2 healing surges Second Wind
Omega
19/34 HP
Marked by Chetham
Thundering Longsword Action Point Word of the Blinding Shield Rune of the Final Effort
Chetham
31/41 HP + 4 temp HP
Oath from Alpha Oath from Omega +2 damage 2 regen while bloodied
Longtooth Shifting 2 Lay on Hands 4 healing surges Arcing Smite Second Wind Action Point
Syriss
22/38 HP
Acid Orb Shout of Triumph 1 Majestic Word
Round 7 Alpha is stable this round.
Omega, out of options for saving Alpha, attacks Chethem with Overwhelming Strike, hitting him for 7 points and shifting the two of them to the west.
Chetham attacks Omega with Holy Strike, critically hitting Omega for 22 points of damage and knocking him out.
Status
Name
Hit points
Conditions
Used
Alpha
-5/34 HP
Marked by Chetham +2 damage 2 regen while bloodied Dying 2 black marks Prone
Longtooth Shifting Rune of the Undeniable Dawn Action Point Thundering Longsword 2 healing surges Second Wind
Omega
-3/34 HP
Marked by Chetham
Thundering Longsword Action Point Word of the Blinding Shield Rune of the Final Effort
Chetham
27/41 HP
Oath from Alpha Oath from Omega +2 damage 2 regen while bloodied Bloodied
Longtooth Shifting 2 Lay on Hands 4 healing surges Arcing Smite Second Wind Action Point
Halfbloods with a Full Heart win and gain 2 VPs - Chetham used 2 Lay on Hands, 4 healing surges, and an Action Point - Syriss used Harsh Songblade
Rune of Twin Vengeance lose and gain 1 VP - Alpha used Rune of the Undeniable Dawn, an Action Point, Thundering Longsword, and 2 healing surges - Omega used Rune of the Undeniable Dawn, an Action Point, and Thundering Longsword
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Assuming that Hide and Seek start in the south box, Thorn starts at 16,2 with his heavy flail in both hands. Hail starts at 17,2 with his javelin in his hands. Rotate as necessary.
Opening Moves Thorn and Hail delay until after both enemies move, and Thorn lets Hail go first every round. If the enemies are to their left or are in the center, Thorn double-moves to the equivalent of 10,8, and Hail moves to the equivalent of 14,4 and readies Grappling Spirits for the first enemy to come within range 10. If the enemies are to the right, make Thorn's move to 23,8, and Hail's move to 19,4. After that turn, Thorn readies Overwhelming Strike for the first enemy to come within melee range, and Hail continues to ready as above. Neither one will move until their readied actions trigger.
The first time Hail attacks an enemy and misses, use Inevitable Shot to attack the other enemy with Grappling Spirits (almost all of Hail's powers can be used as Ranged Basic Attacks, so this is allowed). As soon as Hail hits an enemy with Grappling Spirits, call this the "slowed enemy", and the other one the "normal enemy".
In the round that Hail hits and an enemy becomes the "slowed enemy", Thorn makes his target the "normal enemy". He moves out, puts his Oath of Enmity on his target (keep in mind the two attack rolls and when they apply), then charges the target with Whirlwind Charge (apply Invigorating Pursuit bonuses if he hits).
After Thorn has declared his Oath, on Hail's turn, Hail attacks Thorn's target with Mischief Spirits. Thorn will use Divine Guidance to give Hail two attack rolls. After the attack, Hail spends an Action Point and attacks the target again with Guardian Harrier.
Ongoing Tactics Thorn attacks the "normal enemy" with Overwhelming Strike, shifting before the attack if necessary to avoid being adjacent to the "slowed enemy". Whenever the attack hits, Thorn shifts directly away from the "slowed enemy" and shifts the "normal enemy" into Thorn's former square. Apply Censure of Pursuit if the "normal enemy" moves away from Thorn.
After Hail has spent Mischief Spirits and Guardian Harrier, he attacks the "slowed enemy" with Grappling Spirits on every turn. On the first miss with Grappling Spirits, he uses Inevitable Shot (recharged after Hail spent the Action Point) to attack the "normal enemy" with Guardian Harrier.
When Thorn is bloodied for the first time, he activates Razorclaw Shifting and uses his Second Wind. When Hail is bloodied for the first time, he activates Longtooth Shifting and uses his Second Wind.
Once the "normal enemy" is dead, Thorn declares his Oath on the other enemy and attacks with Bond of Pursuit. Hail switches to attacking the remaining enemy with Guardian Harrier. Apply Censure of Pursuit if the enemy moves away from Thorn.
If it's not too late, I need to slightly revise the tactics for Hide and Seek as follows:
After Thorn has declared his Oath, on Hail's turn, Hail attacks Thorn's target with Mischief Spirits. Thorn will use Divine Guidance to give Hail two attack rolls. After the attack, Hail spends an Action Point and attacks the target again with Swarming Bats, sliding the target directly away from the "slowed enemy" but still adjacent to Thorn.
After Hail has spent Mischief Spirits and Swarming Bats, he uses a minor to sustain the Swarming Bats zone and attacks the "slowed enemy" with Grappling Spirits on every turn. On the first miss with Grappling Spirits, he uses Inevitable Shot (recharged after Hail spent the Action Point) to attack the "normal enemy" with Guardian Harrier.
The first time Hail is missed with a melee attack, he uses Spirits' Rebuke.
Bah, forgot one more thing. Hail will use a move action to move the zone to ensure it's centered on Thorn's current target for the rest of the fight.
Tactics: Bill's out of surges, but he can still be healed by Energizing Strike. Bob should try and stay in front. And since neither has used their daily. Break that out early in the fight, as well as their action points.
General: Try and keep within 5 squares of each other. Provide flanking when possible and focus fire. Use powers in this general order.
Acid Orb: Use when enemies are at range. Energizing Strike: Give each other THP. Demoralizing Strike: If your ally has THP, reduce the enemies defenses. Energizing Strike Augment 1: If an ally is dying, try to get him up with this before you use Ardent Surge. Ardent Surge: When an ally is bloodied, heal them. Charge: If you can't do anything else.
Action Points: Use 1 per battle, you have flanking.
Initiative Bill 17+2=19 Bob 11+2=13 Thorn 3+4=7 Hail 8+0=8
Round 1 Bill double moves Bob double moves Hail moves and readies grappling spirits for the first enemy to come in range. Thorn double moves
Status as of round 1 Bill 28/28 hp Bob 28/28 hp Hail 23/23 hp, grappling spirits readied Thorn 25/25 hp
Round 2 Bill moves to [15,19] and sees Thorn. Bill fires his acid orb (16+5-2(cover)=19 vs Ref(15) hit, damage=9+5=14) and Thorn is bloodied. Bob moves to [18,19] and readies Acid Orb for a target he can see. Hail readies grappling spirits for a foe to be in range. Thorn activates Razorclaw shifting ans uses his second wind to regain 6 hp.
Status as of Round 2 Bill 28/28 hp, Acid Orb used Bob 28/28 hp Hail 23/23 hp, grappling spirits readied Thorn 17/25 hp, Second wind used, 1 Healing surge used, Razorclaw shifting used, +2 speed, +1 AC and Reflex.
Map as of Round 2 Round 3 Bill moves to [16,23] and readies energizing strike for an enemy to close to melee. Bob moves to[17,23] and uses Acid Orb on Thorn (2+5-2(cover)=5 vs Reflex(16), miss). Hail readies grappling spirits until a foe is within range. Thorn Readies Overwhelming strike for a foe to close to melee.
Status as of round 3 Bill 28/28 hp, Acid Orb used Bob 28/28 hp, Acid Orb used Hail 23/23 hp, grappling spirits readied Thorn 17/25 hp, Second wind used, 1 Healing surge used, Razorclaw shifting used, +2 speed, +1 AC and Reflex, Overwhelming strike readied.
Round 4 Bill moves to [20,25] triggering Hail's readied actions TRIGGER!: Hail uses grappling spirits on Bill (15+7=22 vs AC(16), hit, 2+4=6 damage) Bill is slowed and can not shift until the end of his next turn. Bill Charges Thorn, triggering Thorn's readied action. TRIGGER!:Thorn uses Overwhelming strike (7+6=13 vs AC(16), miss) Bill's Basic Melee Attack. (14+4=18 vs AC(18), hit, 10 damage) Thorn is bloodied again. Bob moves to [22,24] and attacks Thorn with Energizing Strike(11+9-2(cover)=18 vs AC(18), hit, 4+5=9 damage), Thorn is knocked unconscious and Bill recieves 5 THP Hail uses mischief spirits against Bob (9+7=16 vs AC(16), hit, 2+5+4 damage) and if bob moves his next turn he will fall prone at the end of that turn. Thorn is stable (10)
Status as of the end of round 4 Bill 22/28 hp, Acid Orb used, 5 THP, slowed until end of bill's next turn, can not shift until the end of bill's next turn. Bob 19/28 hp, Acid Orb used, will fall prone at the end of the next turn if he moves. Hail 23/23 hp, Mischief spirits used. Thorn -2/25 hp, unconscious, Second wind used, 1 Healing surge used, Razorclaw shifting used, +2 speed, +1 AC and Reflex.
Map as of end of Round 4
Round 5 Bill moves to [22,27] and then charges to [20,29] and attacks Hail (7+4 =11 vs AC(16), miss). Bob moves to [20,28] and attacks Hail with Demoralizing Strike (16+9-2(cover)=23 vs AC(16), hit, 3+5=8 damage) and Hail takes a -2 to all defenses until the end of Bob's next turn. Bob spends his Action point and attacks with Battleborn Acuity (20+9-2(cover) vs AC(14), crit, 25 damage) and Hail falls as Bob falls prone.
Final Status Bill 22/28 hp, Acid Orb used, 5 THP Bob 19/28 hp, Acid Orb used, prone. Hail -10/23 hp, unconscious, Mischief spirits used. Thorn -2/25 hp, unconscious, Second wind used, 1 Healing surge used, Razorclaw shifting used, +2 speed, +1 AC and Reflex.
Aldrick starts in 15,4 with shield, sword, scale, and cloak equipped. Araris starts in 16,4 with longspear, hide, and cloak equipped. Delay to act simultaneously. Make active perception checks, then move them towards the noise. Have them stay adjacent, but have Araris closest to the noise (keep them at a diagonal). Ready an action with Araris to Fey Step when an enemy first moves adjacent. Teleport towards the ranged unit. Shift and charge, provoke OAs (when above half health, prioritize shifting and charging if possible), do what you must to engage the ranged unit. Attack with Warlord's Favor and Dizzying Blow once engaged, AP for Steel Serpent Strike and Commander's Strike. Focus until the ranged unit is killed with Cleave and Viper's Strike, use Dizzying Blow until a hit occurs (reliable power).
After that, focus on whichever target can be more easily flanked, perhaps try to pin down the charger. Use the rest of the available encounter powers. Inspiring Word 2 times when either is down a surge +6 or more, and use Stand the Fallen after that if Aldrick is down a surge+1. Always shift to avoid flanking, use Reach and Polearm Flanker to your advantage.
Remember Combat Challenge, Combat Superiority, Aldrick's +2 to MBA damage rolls, and effect clauses on Surround Foe, Viper's Strike, and Stand the Fallen. Use utilities as soon as they are relevant, no other dailies or daily item powers are to be used. Also, note that both characters can stand as a minor action from prone (Acrobat Boots)
Thanks for pitlording!
P.S.-Sorry for the lateness of these tactics, busy week
The Warforged Savage and Captain charge into battle, attacking the nearest enemy and setting up flanking as soon as possible, charging if necessary to reach the opponent. The Savage will use Wild Charge at the first opportunity, but will wait for two opponents before using Savage Sweep. Once it uses Savage Sweep, it will use Wild Charge again at the first opportunity.
The Captain will use Tactical Switch as often as possible to keep opponents close to each other or to move opponents away from the Savage so that the Savage can use Wild Charge, whichever is applicable at the time. If it can't do either, it will keep at least one target in flank.
Meanwhile, the Warforged Resounder will stay on the edge of the battle, but within the aura of the Captain. It will use Thunder Orb to try to push multiple opponents near each other or to push opponents away from the Savage so that the Savage can use Wild Charge, whichever is applicable at the time. Failing that, it will move opponents around to help set up flanking for the Savage and Captain, and keep opponents from flanking its allies.
The Resounder will maintain cover if possible to avoid being hit by ranged attackers. It will use Resounding Sphere as soon as two or more opponents can be targeted with it, and Collision Bolt after that if there are two or more opponents that can be affected. It will use Rumble Staff if attacked in melee.
Each of the Warforged will hold off on using Warforged Resolve until the first time it is bloodied.
[Prefight Locations and Initiative] Master and Commander starts in area 1. -- Aldrick starts at (19,30) with shield and sword in hand. Initiative 22 (-) -- Araris starts at (18,30) with longspear in hand. Initiative 16 Tin Soldiers start in area 4 -- Savage starts at (4,17). Initiative 20 -- Resounder starts at (3,17). Initiative 7 -- Captain starts at (4,18). Initiative 22 (+)
[Round 1] Captain double moves to (14,26) Aldrick delays for Araris. Savage moves to (10,22) and readies a charge against a target in range. Aldrick moves to (17,25), and triggers the savage's ready action [20 vs AC24, miss] Aldrick does a second move to (12,20), provoking an OA from the Savage [16 vs AC24, miss] Araris moves to (12,21) Resounder moves to (7,21) and attacks with resounding sphere [28 vs Reflex 20 (Aldrick), 15 vs Reflex 19 (Araris), 1 hit; Dmg 2d8+4=10 and Aldrick is knocked prone]
Aldrick 60/70, prone Araris 59/59 Savage 98/98 Resounder 57/57, Resounding sphere used Captain 72/72
[Round 2] Captain moves to (11,21) and attacks Aldrick with tactical switch [16+2 (CA) vs AC24, miss] Savage moves to (13,20) and attacks with savage sweep [24 vs AC24 (Aldrick), 18 vs AC22 (Araris), 1 hit; Dmg 1d8+6=9 (4 for Araris) Aldrick stands, shifts to (11,19) and charges the resounder [17 vs AC19, miss] Araris uses fey step and teleports to (7,22) and attacks with Warlord's favor [28 vs AC19, hit; Dmg 1d10+5=8 and Aldrick gets a bonus to attack] Araris uses an action point for Commander's strike, instructing Aldrick to attack [19 vs AC19, hit; Dmg 1d10+6+2+4=20] Resounder uses warforged resolve [6hp healed, 6 temp hp] and shifts to (6,20), provoking a combat challenge from Aldrick [22 vs AC19, hit; Dmg 1d10+6+2=12] Resounder then attacks Aldrick with Collision bolt [24 vs Fort 22, hit; Dmg 1d6+4=10; Secondary 14 vs Fort 19, miss]
Aldrick 41/70 Araris 55/59, Warlord's Favor used, Action point used Savage 98/98 Resounder 29/57, marked by Aldrick, Resounding sphere used, Warforged Resolve used, Collision bolt used Captain 72/72
[Round 3] Captain doesn't recharge [1d6=3], moves to (7,19) and attacks Aldrick [29 vs AC24, hit; Dmg 2d4+5=9] Aldrick is marked. Savage doesn't recharge [1d6=3], moves to (9,21) and attacks Aldrick [14 vs AC24, miss] Aldrick shifts to (7,20) and attacks the resounder with dizzying blow [31 vs AC19, hit; Dmg 3d10+6=20] and the resounder is immobilized Aldrick uses an action point for steel serpent strike [26 vs AC19, hit; Dmg 2d10+6=14] and the resounder is killed. Araris moves to (6,17) and using polearm flanker, attacks the captain with Steel Monsoon [27 vs AC22, hit; Dmg 2d10+5=19]. Araris shifts to (7,18) Araris uses inspiring word on Aldrick [2d6+17=24 hp healed]
Aldrick 56/70, Dizzying blow used, Action point used, Steel Serpent Strike used Araris 55/59, Warlord's Favor used, Action point used, Steel Monsoon used Savage 98/98 Resounder -5/57, marked by Aldrick, Resounding sphere used, Warforged Resolve used, Collision bolt used Captain 53/72
[Round 4] Captain recharges tactical switch. He attacks Aldrick with it [27 vs AC24, hit; Dmg 2d4+5=7] and slides him to (6,19) and shifts to (6,18). Savage doesn't recharge. He moves to (7,19) and attacks Aldrick [19 vs AC24, miss] Aldrick shifts to (5,18) and attacks the captain with Griffon's wrath [21 vs AC22, miss] Araris attacks the captain with surround foe [25 vs AC22, hit; Dmg 2d10+5=11]
Aldrick 49/70, Dizzying blow used, Action point used, Steel Serpent Strike used Araris 55/59, Warlord's Favor used, Action point used, Steel Monsoon used Savage 98/98 Resounder -5/57, marked by Aldrick, Resounding sphere used, Warforged Resolve used, Collision bolt used Captain 42/72
[Round 5] Captain recharges tactical switch [1d6=6]. He attacks Aldrick with it [31! vs AC24, hit; Dmg 2d4+5=13] and marks him. He slides Aldrick to (6,19) Savage recharges Savage Sweep [1d6=4]. He attacks Aldrick and Araris with it [32! vs AC24 (Aldrick), 27 vs AC22 (Araris), both hit; Dmg 1d8+6=13 (Araris), 14 (Aldrick); Crit 1d8=3] and recharges wild charge. Aldrick attacks the captain and the savage with Sweeping blow [29 vs AC22 (Captain), 22 vs AC20 (Savage), both hit; Dmg 1d10+6=16] and marks both of them. Araris uses inspiring word on Aldrick [2d6+17=28] and attacks with , shifts to (6,17) and attacks with Commander's strike [27 vs AC22, hit; Dmg 1d10+6+2+4=19]
Aldrick 47/70, Dizzying blow used, Action point used, Steel Serpent Strike used, 2 healing surges used, griffon's wrath used, sweeping blow used Araris 42/59, Warlord's Favor used, Action point used, Steel Monsoon used, 2 inspiring words used, Surround Foe used Savage 82/98 Resounder -5/57, marked by Aldrick, Resounding sphere used, Warforged Resolve used, Collision bolt used Captain 7/72, bloodied
[Round 6] Captain recharges tactical switch [1d6=4]. He attacks Aldrick with it [29 vs AC24, hit; Dmg 2d4+5=10] and marks him. He slides Aldrick to (5,18) and himself to (5,17). Captain uses warforged resolve [18 temporary hit points] Savage recharges Savage Sweep [1d6=6] and shifts to (6,18). He attacks Aldrick and Araris with it [27 vs AC24 (Aldrick), 25 vs AC22 (Araris), both hit; Dmg 1d8+6=14]. Araris uses Inspiring Reaction on Aldrick [18hp healed] Aldrick attacks captain with cleave [31 vs AC24, hit; Dmg 1d10+6=14 and deals 4 damage to the savage as well] Araris shifts to (5,16) and attacks with commander's strike [22 vs AC22, hit; Dmg 1d10+6+2+4=19] and the captain goes down.
Aldrick 41/70, Dizzying blow used, Action point used, Steel Serpent Strike used, 3 healing surges used, griffon's wrath used, sweeping blow used Araris 28/59, bloodied, Warlord's Favor used, Action point used, Steel Monsoon used, 2 inspiring words used, Surround Foe used Savage 78/98 Resounder -5/57, marked by Aldrick, Resounding sphere used, Warforged Resolve used, Collision bolt used Captain -8/72, warforged resolve used
[Round 7] Savage doesn't recharge [1d6=3] and shifts to (6,18) and attacks Aldrick [28 vs AC24, hit; Dmg 1d8+6=11 and deals 4 damage to Araris]. He also gains 4 temp hp. Aldrick shifts to (6,19) and attacks with a melee basic attack [26 vs AC20, hit; Dmg 1d10+6+2=9] Araris shifts to (6,17) and attacks with commander's strike [30 vs AC20, hit; Dmg 1d10+6+2+4=18]
Aldrick 30/70, bloodied, Dizzying blow used, Action point used, Steel Serpent Strike used, 3 healing surges used, griffon's wrath used, sweeping blow used Araris 24/59, bloodied, Warlord's Favor used, Action point used, Steel Monsoon used, 2 inspiring words used, Surround Foe used Savage 55/98 Resounder -5/57, marked by Aldrick, Resounding sphere used, Warforged Resolve used, Collision bolt used Captain -8/72, warforged resolve used
[Round 8] Savage doesn't recharge [1d6=3] and attacks Aldrick [17 vs AC24, miss] Aldrick attacks with a melee basic attack [18+2 vs AC20, hit; Dmg 1d10+6+2=16] Araris attacks with commander's strike [27 vs AC20, hit; Dmg 1d10+6+2+4=16]
Aldrick 30/70, bloodied, Dizzying blow used, Action point used, Steel Serpent Strike used, 3 healing surges used, griffon's wrath used, sweeping blow used Araris 24/59, bloodied, Warlord's Favor used, Action point used, Steel Monsoon used, 2 inspiring words used, Surround Foe used Savage 23/98, bloodied Resounder -5/57, marked by Aldrick, Resounding sphere used, Warforged Resolve used, Collision bolt used Captain -8/72, warforged resolve used
[Round 9] Savage doesn't recharge [1d6=3], uses warforged resolve [6hp healed and 6 temp hp] and attacks Aldrick [28 vs AC24, hit; Dmg 1d8+6=7] Aldrick attacks with a melee basic attack [23 vs AC20, hit; Dmg 1d10+6+2=10] Araris attacks with commander's strike [21 vs AC20, hit; Dmg 1d10+6+2+4=15]
Aldrick 23/70, bloodied, Dizzying blow used, Action point used, Steel Serpent Strike used, 3 healing surges used, griffon's wrath used, sweeping blow used Araris 24/59, bloodied, Warlord's Favor used, Action point used, Steel Monsoon used, 2 inspiring words used, Surround Foe used Savage 10/98, bloodied, Warforged resolve used Resounder -5/57, marked by Aldrick, Resounding sphere used, Warforged Resolve used, Collision bolt used Captain -8/72, warforged resolve used
[Round 10] Savage doesn't recharge [1d6=3] and attacks Aldrick [24 vs AC24, hit; Dmg 1d8+6=10] and gains 4 temp hp Aldrick attacks with a melee basic attack [22 vs AC20, hit; Dmg 1d10+6+2=15] and the savage falls.