Dirty Fighting start in the northwest corner, and Raging Wrath start in the southwest corner. Rack starts at (3,16) with sword and shield in hand. Thera starts at (3,17) with 2 daggers in hand. Torgar starts at (4,3) with maul in hand. Gerak starts at (3,4) with staff in hand.
Starting initiative: 23 - Thera 7 - Torgar 7 - Gerak 3 - Rack Round 1: Thera delays for Rack. Torgar delays for Gerak. Gerack moves to (5,8) and readies Divine Bolts on sight. Torgar moves to (4,8) and readies Howling Strike charge on sight. Rack moves to (5,12), hiding with a -4, and readies a charge on sight. Thera moves to (4,12), hiding with a 9.
Initiative: Gerak Torgar Rack Thera Round 2: Gerak starts to move to (6,9), and triggers Rack's readied action. Rack charges Gerak (moving to (6,10) ), hitting with a 17 for 5 damage, and marking him. Gerak uses Purging Flame on Rack, triggering an opportunity attack which misses with a 13. Gerak's Purging Flame critcally misses and Rack takes 5 damage (I forgot to add Covenant of Wrath here, but it would still be 5 damage when halved), and ongoing 5. Torgar starts to move around the hedge, and spots Thera. He charges her with a Howling Strike (moving to (3,11) ), hitting with a 24 for 18 damage.Thera is bloodied. Thera shifts away (minor), and moves to (2,16), hiding with a 19. She readies a Sly Flourish on sight of Torgar. Rack: (26/31) ongoing 5 fire damage (save) Thera: (10/28) bloodied Torgar: (38/38) Gerak: (23/28) marked by Rack (EONT: Rack)
Initiative: Rack Gerak Torgar Thera Round 3: Rack takes 5 damage. Rack attacks Gerak with Covering Attack, hitting with a 16 for 17 damage.Gerak is bloodied and marked. Gerak uses Armor of Wrath, dealing 4 damage to Rack, and pushing him back. Rack moves back up to Gerak (7,10), and makes his save against the ongoing damage with a 20! Gerak uses Second Wind, regaining 7 hp. He then attacks Rack with Thunder of Judgement, triggering an opportunity attack which hits with a 17 for 10 damage. Thunder of Judgment missses Rack with an 8. Gerak then moves to (4,14). Torgar moves north, and triggers Thera's readied action.Thera attacks with Sly Flourish, hitting with a 27+2(CA)-2(cover)=27 for 10 + 9 (sneak attack) = 19 damage.Torgar is bloodied. Torgar moves up to Thera (3,15) and uses Recuperating Strike, missing with an 8. Rack: (17/31) Thera: (10/28) bloodied Torgar: (19/38) bloodied Gerak: (3/28) bloodied, marked by Rack (EONT: Rack)
Initiative: Rack Gerak Thera Torgar Round 4: Rack moves over to Gerak (4,13) and attacks with Tide of Iron, hitting with a 24 for 11 damage, and following as he pushes Gerak north.Gerak is dying. Gerak does not get any worse (19). Thera uses Positioning Strike on Torgar, hitting with a 23 + 2 (flanking) = 25 for 7 + 5 = 12 damage. Torgar is pushed south.Theramoves away (6,17), hideswith a 21, and shifts south(minor). Torgar uses Howling Strike on Rack, critically hitting for 26 damage.Rack is dying.Torgar gains 4 temporary hp. Torgar uses his Rampage attack, hitting with a 12 + 2 (CA) = 14 for 11 damage.Rack is dead.Torgar moves east (5,15), and almost runs into Thera before spotting her. Rack: (-20/31) dead Thera: (10/28) bloodied Torgar: (7+4/38) bloodied Gerak: (-8/28) dying, marked by Rack (EONT: Rack)
Round 5: Gerak miraculously recovers (20), regaining 7 hp. Thera shifts away (minor), and moves out of sight (9,15), hiding with a 19. She readies a Sly Flourish on the first available target. Torgar uses Second Wind and regains 9 hp. Rack: (-20/31) dead Thera: (10/28) bloodied Torgar: (16+4/38) bloodied Gerak: (7/28) bloodied, prone
Round 6: Gerak stands up and readies Avenging Light on sight. Thera continues to ready. Torgar moves to (8,16) and triggers Thera's readied action on the way.Thera uses Sly Flourish on Torgar, critically missing.Torgar attacks Thera with Howling Strike, critically missing.
Round 7: Gerak moves to (8,17) and uses Avenging Light, hitting with a 22 for 18 damage. Thera is dying.
Raging Wrath are the Winners!
Raging Wrath win and gain 2 Victory Points. Dirty Fighting loose and gain 1 Victory Point.
Dirty Fighting: Rack used nothing. Thera used nothing. Raging Wrath: Torgar used nothing. Gerak used Purging Flame and a healing surge.
Hermes Strike win and gain 2 Victory Points. Flames of Heaven loose and gain 1 Victory Point.
Flames of Heaven: Arkela used Bloodcut Armor, Flames of Phlegethos, an action point, and four healing surges. Soreah used an action point. Hermes Strike: Gaglack used an action point. Gundmir used Cloak of Resistance, Comeback Strike, three healing surges, and an action point.
Quicksilver wins, and gains 2 VP! Hermes used Bloodcut Leather Armor and an Action Point Cinnabar spent two healing surges and used Lay on Hands twice and an Action Point.
Paladins of Promethia lose, and gain 1 VP. Sir Edwin spent a healing surge and used Shield of Protection and an Action Point. Sir Kaye spent three healing surges and used Lay on Hands twice, Paladin's Judgment, Sacred Circle, and an Action Point.
The strategy is pretty straightforward: We have lots of ways to gain Combat Advantage for some bursty Sneak Attack damages. So we'll be focus firing one of them down and then steadily kill the other (Preferably Fighter first).
We have lots of tools from basic Flanking to Darkfire, Darkness, Blinding Barrage, Feinting for sneak attack. When in melee, try to get into a flanking position. If it's not possible, use Darkfire. If Dark Fire turns have expired (see below) and both enemies are within the range of Blinding Barrage, use it. If even it's expired, then Feint and Attack.
You may use One Action Point from an either rogue and One Blinding Barrage from either as well. Time to use AP is when one of the first target is bloodied and we have combat advantage; then use an AP for one more special attack.
Another crucial point is, at the beginning of encounter, if Lefty & Righty aren't one after another, delay the first Rogue's round so it looks like this:
HoG 1 / HoG2 / Triarii 1 / Triarii 2 (Or any other combination so that HoG 1 & 2 are right after another on initiative order)
This is because I want to time Darkfires consequetively like this:
Lefty: Darkfire (expires his next turn), Attack Righty: Attack Lefty: (Darkfire expires end of this turn), Attack Righty: Darkfire (expires his next turn), Attack Lefty: Attack Righty: (Darkfire expires end of this turn), Attack
So with 2 Darkfires, I'll have 6 attacks with Sneak Attack. And if they're ordered like above in initiative, the opponents will have less time to interract between attacks.
King's Castle: Try to use it when I first see enemy, preferably have combat advantage - surprise round etc; so one of the rogues makes a sneak attack, moves with the other, the other makes a sneak attack, moves back and hide into obscurity. Don't use it in melee.
Sly Flourish: Use whenever I don't need to move from Deft Strike to get into flanking position.
Deft Strike: Use whenever it'll help me flank the opponent.
Positioning & Movement: Wait three rounds stealthed. After three rounds, if we don't spot the enemy yet, move in circles as far away from the middle as possible. Try to use Hand Crosbows for Sneak Attack in range, and if opponent starts moving towards us, move for a flanking position.
Second Wind: Unless one of the rogues get 1/4th of life left, don't use it. When either a rogue or one of the opponents drop low, the lowest health rogue uses it.
Anything wrong in character sheet, or any tactics are ambigious? Feel free to PM me or e-mail me at kedi98ATgmailDOTcom.
Thanks again for your time!
Tactics for Triarii:
Tactics for my fight vs. Hand of God.
Start in SE corner, Fighter has longspear equiped and Warlord has Longsword and Shield equiped.
Both enemies are the same, so pick one to focus on and burn down first. Warlord should open with daily to keep one of the rogues pinned, and feel free to use his Inspiring Word. Fighter should action point after the Warlord uses his Warlord's Favor, but only if it hits.
Try to save the Fighter's daily power, but if he's low and the fight looks winable, use it. Don't second win unless desperatly low or the Warlord is out of Inspiring Words.
Fighter should use his racial power as soon as he's bloodied.
If the Rogues use Cloud of Darkness, retreat a bit to get out of it.
Fight with backs to the wall if possible to keep them from flanking.
Clarifications:
Starting action is to try to delay contact for at least one round, then seek out rogues and engage.
Both characters should feel free to use all encounter powers, and Inspiring word should be used when the characters get below 75%.
Primary At-Wills should be Reaping Strike and Commander's Strike, but Wolf Pack Tactics should be used to get the fighter into flanking position.
Fight:
Hand of God start in the southeast area, and Triarii start in the northeast area.
Starting initiative: 25 - Righty 21 - Aladash 16 - Rakesh 12 - Lefty Round 1: Righty delays for Lefty. Aladash readies a charge on sight of an enemy. Rakesh readies a charge on sight of an enemy. Lefty hides with a 16 and readies a Sly Flourish on sight of an enemy. Righty hides with a 13 readies a Sly Flourish on sight of an enemy. Lefty: (25/25) Righty: (25/25) Rakesh: (28/28) Aladash: (24/24) Initiative: Aladash Rakesh Lefty Righty Round 2: Aladash moves out and readies a charge on sight of an enemy. Rakesh moves out and readies a charge on sight of an enemy. Lefty readies a Sly Flourish on sight of an enemy. Righty readies a Sly Flourish on sight of an enemy. Lefty: (25/25) Righty: (25/25) Rakesh: (28/28) Aladash: (24/24) Round 3: Aladash moves out and readies a charge on sight of an enemy. Rakesh moves out and readies a charge on sight of an enemy. Lefty readies a Sly Flourish on sight of an enemy. Righty readies a Sly Flourish on sight of an enemy. Lefty: (25/25) Righty: (25/25) Rakesh: (28/28) Aladash: (24/24) Round 4: Aladash moves out and readies a charge on sight of an enemy. Rakesh moves out and readies a charge on sight of an enemy. Lefty moves out, hiding with a 12. Rakesh spots Lefty but cannot charge because he is too close. Lefty uses Darkfire on Rakesh, missing with a 9 - 2 (cover) = 7. Lefty uses Sly Flourish on Rakesh, missing with a 13 - 2 (crossbow not dagger) - 2 (cover) = 9. Righty moves out, hiding with a 17. Righty uses Sly Flourish on Rakesh, hitting critically for 13 + 12 (sneak attack) = 25 damage.Rakesh is bloodied. Lefty: (25/25) Righty: (25/25) Rakesh: (3/28) bloodied Aladash: (24/24) Round 5: Aladash uses Inspiring Word on Rakesh, and Rakesh regains 7 + 1 = 8 hp. Aladash moves out and uses Pin the Foe on Lefty, hitting with a 20 for 16 damage.Lefty is bloodied. Rakesh uses Longtooth Shifting and moves out. Rakesh uses Passing Attack on Lefty, hitting with a 16 for 11 + 2 (Longtooth Shifting) = 13 damage.Lefty is dying.Rakesh makes the secondary attack on Righty, missing critically. Lefty's condition worsens (3). Righty uses Darkfire on Rakesh, missing with a 7. Right shifts west, and uses Blinding Barrage, critically hitting Aladash for 16 damage and missing Rakesh with a 16 for 4 damage. Aladash is bloodied and blinded. Lefty: (-4/25) dying, one black mark, Pin the Foe, marked by Rakesh (EONT: Rakesh) Righty: (25/25) marked by Rakesh (EONT: Rakesh) Rakesh: (7/28) bloodied, Longtooth Shifting Aladash: (8/24) bloodied, blinded (EONT: Righty) Round 6: Aladash uses Inspiring Word on Rakesh, and Rakesh regains 7 + 5 = 12 hp. Aladash shifts shouth and uses Commander's Strike.Rakesh attacks Righty, missing with a 9. Rakesh shifts south and uses Reaping Strike on Righty, missing with a 12 for 4 damage. Lefty's condition worsens (6). Righty feints Rakesh, his Bluff of 18 opposed by Rakesh's Insight of 17. Righty uses an action point for Sly Flourish, hitting with a 24 for 9 + 10 = 19 damage.Rakesh is dying. Lefty: (-4/25) dying, two black marks, Pin the Foe Righty: (21/25) marked by Rakesh (EONT: Rakesh) Rakesh: (0/28) dying, Longtooth Shifting Aladash: (8/24) bloodied Round 7: Aladash uses Wolf Pack Tactics on Righty, hitting with a 24 for 11 damage.Righty is bloodied. Rakesh doesn't get any worse (10). Lefty doesn't get any worse (12). Righty uses Sly Flourish on Aladash, hitting with a 25 for 11 damage.Aladash is dying. Lefty: (-4/25) dying, two black marks, Pin the Foe Righty: (10/25) bloodied Rakesh: (0/28) dying, Longtooth Shifting Aladash: (-3/24) dying
Hand of God are the Winners!
Hand of God win and gain 2 Victory Points. Triarii loose and gain 1 Victory Point.
Hand of God: Lefty used nothing. Righty used Blinding Barrage and an action point. Triarii: Rakesh used two healing surges. Aladash used Pin the Foe.
Quicksilver's Tactics Hermes will start with his greataxe in hand, and Cinnabar will start with her maul. (Apparently I got 2 hand slot items for Hermes, so he will have his Gloves of Piercing on instead of the Gauntlets of Ogre Power.) Cinnabar will start at the entrance, with Hermes behind her. If Hermes acts first, he will delay till after Cinnabar. Until contact, both characters will move (Cinnabar staying in front) and ready a charge on the first enemy in range of Cinnabar. If Cinnabar's move gets her within charging range, she will Divine Challenge before charging, then action point for Hallowed Circle. If Hermes' move gets him within 5 squares, he will use Oath of Enmity, then Angelic Alacrity, trying to get into flanking position with Cinnabar, if possible. He will then action point for Aspect of Might. Both characters will focus on the same enemy. Hermes will move so that he can use his Oath roll, if possible (His Oath target must be the only enemy adjacent to him). Cinnabar and Hermes will attempt to flank their target, but Hermes' Oath roll is more important than flanking. Hermes and Cinnabar will attempt to end their turns adjacent to enemies, preferably so that the enemies cannot shift out of adjacency. Cinnabar will use Hallowed Circle, Radiant Delirium, Righteous Smite, Fearsome Smite, then Eyebite. After that she will use Enfeebling Strike. Hermes will use Aspect of Might, Executioner's Cloak (preferably shifting after the attack and stealthing so the enemies do not know where he is), Sequestering Strike (trying to get an enemy in a corner), then Angelic Alacrity. After that, he will use Bond of Pursuit. -Healing: Cinnabar will use her Dwarven Armor as soon as she is below a surge value, and second wind when bloodied. Hermes will use his Bloodcut Armor when bloodied, and second wind on the next turn. -Hermes will use Oath of Enmity on his first round attacking a new target. -Hermes will use Distracting Flare if he needs to move without provoking. -Hermes will use Channel Divinity: Divine Guidance on Cinnabar's first applicable attack other than the charge. -Hermes will use his Elven Accuracy on his first miss (other than a charge). -Hermes will use his Gloves of Piercing when Arkela uses Bloodcut Armor. -Hermes will use an action point on the first turn after contact. -Don't forget greataxes are High Crit. -Don't forget the Oath of Enmity second attack roll, and the Censure of Pursuit extra damage (when applicable). -Cinnabar will keep her target Challenged, ending her turn adjacent if she cannot attack it for some reason. -Cinnabar will use Channel Divinity: Divine Mettle if Hermes needs a saving throw. -Cinnabar will use her Gloves of Piercing when Arkela uses Bloodcut Armor. -Cinnabar will use an action point on the first round after contact. Thanks for running the fight.
Flames of Heaven's tactics Hello, and thanks for pitlording. Basic tactics are to have Soreah in the front, Arkela behind. Move out slowly and attempt to use whatever range the characters can get. Focus on Cinnabar first if possible, but Arkela will always prioritize curse damage if she's not marked, unless the other target isn't bloodied. Arkela should use Frigid Darkness and Vampiric Embrace as soon as she can target someone without cover, and Thunderwave if she gets based. Soreah will use Shield of Faith on the first round of the fight, then Spiritual Weapon as her first attack. (After using Spiritual Weapon, keep it active no matter what; downgrade standard actions to minors if needed.) She'll also use Daunting Light as soon as possible, and Divine Glow if she's based and can hit both enemies with it. After the listed encounter/daily powers are used, stick to Lance of Faith with Soreah, and Eldritch Blast with Arkela if they're attacking Soreah, or Hellish Rebuke if they're attacking Arkela. If Arkela goes down, Soreah should focus on Cinnabar if she gets marked, otherwise whichever one is closest to dying. Keep Spiritual Weapon active, but don't use any other daily powers. If Soreah goes down, Arkela will attack and then back into her starting "cell" (or Quicksilver's starting cell, if that one's closer). Once both enemies are inside the cell, she'll use Ethereal Stride to teleport to the "entrance" of the cell and cast Hunger of Hadaar inside the cell, trapping both enemies inside the area and blocking the only exit. After doing this, she'll keep Hunger active and use Second Wind/Total Defense actions until either the fight's over or she gets pushed and the other team can get out of her trap. Healing: -Soreah will use Healing Word on whichever character is bloodied. -Arkela will use her bloodcut armor as soon as she is able to. -Both characters will Second Wind when bloodied. If Arkela is bloodied and Soreah will go immediately after, however, she'll wait and let Soreah use Healing Word instead. Soreah will use Healing Word on herself instead of Second Wind if she has any uses remaining. -If Arkela has a "save ends" effect, Soreah will use Sacred Flame as her attack for the saving throw. -Soreah will use Melora's Tide on either character if they're bloodied and won't be "un-bloodied" soon after. Other contingencies: -If Spiritual Weapon is used, don't let it end. Downgrade standard actions to minors if needed. Same with Hunger of Hadaar. -Soreah will use Elven Accuracy on her first missed attack. -Respect Cinnabar's mark. Try to respect Hermes' Oath, but trigger it if shifting will provoke less OAs than standing still to attack.
The Fight
Prefight Locations and Initiative
Quicksilver starts in area 4. -- Hermes starts at (2,4) with his Greataxe in hand and his gloves of piercing equipped instead of the gauntlets of ogre power. Initiative 14 -- Cinnabar starts at (2,5) with her maul in hand. Initiative 11. Flames of Heaven starts in area 3. -- Arkela starts at (9,2) with her rod in hand. Initiative 24 -- Soreah starts at (8,2) with her bow in hand. Initiative 10
Round 1
Arkela readies Frigid Darkness on a target in sight without cover. Hermes delays for Cinnabar. Cinnabar opens the door and moves to (5,8) and readies to charge an available target. Hermes moves to (5,7) and readies to charge an available target. Soreah uses shield of faith and opens the door and stays put. [Stealth 19] Hermes hears the door and alerts Cinnabar.
Round 2
Arkela readies again. Cinnabar moves to (6,4), but cannot see Soreah, so he readies a charge on sight. Hermes moves to (6,5) declares his oath on Soreah and attacks with Angelic Alacrity (shift to (7,2)), but this triggers Arkela's readied Frigid Darkness [12 vs Fort 15, miss] which misses. Hermes continues with Angelic Alacrity [30 vs AC19+2, hit; Dmg 2d12+6=13] Hermes uses an action point for Aspect of Might [23 vs AC19+2, hit; Dmg 3d12+6=33], nearly driving her to death. Soreah uses healing word on herself [1d6+5+12=21] and then suffers an OA from Hermes [17 vs AC19+2, miss] to attack with Spiritual weapon [11 (29! elven accuracy) vs AC23, hit; Dmg 1d10+7=17; Crit 2d6=12]. Soreah finishes her action with Melora's tide. Cinnabar can now see Soreah clearly, but is too close to charge.
Hermes (7,2) 21/50, bloodied, action point used, angelic alacrity used, aspect of might used (+2 dmg,speed until end of encounter) Cinnabar (6,4) 55/55 Arkela (9,2) 56/56, (+2 ac) Frigid Darkness used Soreah (8,2) 23/48, (+2 ac) bloodied, Regen 2, 1 healing word used, 1 healing surge used, Spiritual Weapon used, Shield of Faith used
Round 3
Cinnabar moves next to Soreah (7,3), issues a challenge to her and attacks with Hallowed Circle [12 (25 -divine guidance) vs Ref15, 18 vs Ref 17, both hit; Dmg 2d6+5=14] Cinnabar then uses an action point for Radiant Delirium, suffering an OA from Soreah [21 vs AC21+1, miss] [18 vs Ref15, hit; Dmg 3d8+5=14] and Soreah falls. Arkela curses and attacks Hermes with Vampiric Embrace [21 vs Will18+1, hit; Dmg 2d8+6=16; Curse 1d6=2; 7 temp hp for Arkela] and then moves out of the Hallowed Circle to (11,4) [Shadow Walk] Hermes declares an oath on Arkela, moves next to her and attacks with Sequestering Strike [31! vs AC17+2+2, hit; Dmg 2d12+6+2=32; Crit 1d12+2d6=12+5] and teleports Arkela to (8,2) and himself to (9,2) Soreah looks worse for wear. [1d20=3]
Hermes (9,2) 3/50, bloodied, action point used, angelic alacrity used, aspect of might used (+2 dmg,speed until end of encounter) Cinnabar (7,3) 55/55, Hallowed Circle used (center 7,3), Radiant delirium used, action point used Arkela (8,2) 2/56, bloodied, (+2 ac) Frigid Darkness used, Vampiric Embrace used, Shadow walk, Oath target Soreah (8,2) -5/48, (+2 ac) dying (1 black mark), 1 healing word used, 1 healing surge used, Spiritual Weapon used, Shield of Faith used
Forgot about Aspect of Might - so Hermes's last attack is just enough to knock Arkela down.
Fight Result and Summary
Quicksilver wins and gains 2VPs --Hermes uses an action point, Aspect of Might --Cinnabar uses an action point, Hallowed Circle and Radiant Delirium
Flames of Heaven loses and gains 1VP --Arkela used nothing --Soreah used 1 healing surge, Spiritual Weapon and Shield of Faith
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!