Frozen Skellies

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CrazyJ
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Frozen Skellies

Post by CrazyJ »

Frozen Crypt mobs reduced in difficulty somewhat. Try them out and let us know how they are now.
Cleric 16 (now 17)/Fighter 4. I can handle them pretty well, they just take a long time (still), and don't give a lot of xp compared to Frost Giants. With 12 area of effect spells (Sunbeam/Undeath to Death) it takes my full arsenal + some physical damage to kill a single group. XP gain seems slow for the time and the bother. Maybe bump the CRs by 1 across the board?

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Post by Metis »

I thought it would be much easier, their hitpoints were drastically lowered and their resistances toned down.

Well feedback is always useful and their stats arnt set in stone but their cr probably will not change. We will see after a few more days and adjust if needed.
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CrazyJ
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Post by CrazyJ »

After thinking about it a bit more--if I'd gone there as a pure cleric at level 16/17... the XP would have been pretty good and pretty worth it. If I make another cleric, I'll do that. Be a good way for a cleric to level if there's no party around to go straight from wolves to ice giants (efreeti being too annoying without Evasion). I wouldn't want to go there without a cleric, though... 3-man party with a pair of melee characters and I was doing probably 90%+ of the damage with anti-undead spells.

I was a bit disappointed to not find any imbued mith boots there, everyone seems to claim that that's the best place to find them. Boots over level 13 are hard to come by (aside from the silver glowing ones that I've found like 4 of this week).

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Nemesis Revised
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Post by Nemesis Revised »

yep, noticed the hp changes. at least they dont have 2k hp anymore. but what makes them longer to kill is the fact that they are undead, and crits and sneak don't do much on them. planar mobs are the same (immune to crits and sneak), but players already have much better gear to take em on. its at these lower lvels that are harder since weapons at that level aren't as effective as level 20+ weapons.

how bout for starters, make them vulnerable to bludgeoning weapons? this gives a chance for melees to do more damage than their cleric who does say 90%+ of the damage on the skellies
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CrazyJ
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Post by CrazyJ »

Good idea on the bludge...that is the normal "weakness" of undead.

The Dire Mace they drop isn't too bad.

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IcemanXV
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Post by IcemanXV »

Rather than bludg vuln, just make their normal resist/immunity to slashing and piercing, like all skeletons in DnD are supposed to be. Give no resists to bludg, or maybe a standard 25% immunity without any resist.

I haven't tested out the new skellies, but last time I went in with a warhammer, they resisted 15 bludg damage per hit. My only saving grace was being a paladin and throwing in some divine damage. For regular melees who basically rely on their str and weapon damage, that was a tough thing to do.

I'll test them out tonight and let ya'll know how a paladin does.

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Alain
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Post by Alain »

bludgeon resist has already been lowered significantly.
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MLoki
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Post by MLoki »

With Ice Wolves being removed from the leveling equation Frozen Skellies might actually be worth looking into. Now if only they would bring back the Ice Trolls to give us something else to do while we are in FD it might not turn into a complete deadzone. With the new update to Frost Wolves it looks like Giant Mountain is going to be the new hot bed of activity. Before anyone jumps on me and says "There are so many other areas to level toons." of course I know this but there are so many other people that don't that Giant Mountain will be crawling with 6th-20th level characters so that any lowbie group that is struggling to defeat even a single ogre is going to have a hard time getting a decent spawn. If Skellies and Trolls are made into decent areas to level then at least this can help reduce their numbers.

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CrazyJ
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Post by CrazyJ »

"There are so many other areas to level toons." of course I know this but there are so many other people that don't that Giant Mountain will be crawling with 6th-20th level character
How 'bout a thread with the places to level, CR ranges, and general descriptions of what you'll run into, plus directions for how to get there if it's a bit hard to find (like gnolls are)?

All I know is gnolls (which don't work unless you have high AC unless they've weakened archers) and ogre berserkers (which don't work if you have a party that's part-TC and part not-TC due to the wildlife).

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Post by watchwood »

hehe, I love the wildlife.
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CrazyJ
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Post by CrazyJ »

Yeah, but it's hard on the rest of the party.

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Post by watchwood »

Ah, but is it really our fault they can't get along with the nice animals?
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Myrdyr
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Fun w/ frozen skellies

Post by Myrdyr »

I had a chance to try out the new, improved frozen skellies today:

My party started with three characters: a lvl 22 pally/cot, a lvl 24 dex-based character, and a lvl 24 sorceror.

On the first level we did well. It was challenging, but I dont recall any of us dying.

On the second level we had many deaths and many more near-deaths. On more than a few occassions we were down to one character alive.

On the third level we encountered a lvl 29 druid who joined our group. We all died soon after in a blaze of glory!

Overall, it was fairly good xp, there was lots of loot, and plenty of challenge. Next time I'm bring far more potions and raise scrolls. While we had a well-balanced party, the addition of a cleric or wizard would have made it much easier - we probably would have survived.

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CrazyJ
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Post by CrazyJ »

Dang, didn't realize there was a third level. If my party had stayed around, I would have kept going. Maybe better XP there?

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Post by Metis »

A little tweak to skellys again, I wont say what though :twisted:

(makes them weaker not stronger)
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