![]() Furthermore you get a lot of re-stealth due to his long casts. Mantle of the Master Assassin Still exceptional due to being strong damage legendary.The Dreadlord's Deceit Very good for frost phase, as you can clear it all in 1 GCD.Some of the possible swaps are : Premeditation - if you feel that you don't need alacrity and you're overcapping energy.ĭue to nature of this being a solo scenario, some of the legendaries excel far above their usual usefulness. Koi-Scented Stormray or Lavish Suramar Feast or Bear Tartareīelow are the Talents/Legendarys I recommend using.However if you have recommended legendaries and are up for a bit more of a challenge you can attempt it at far lower item level, furthermore you can do at even ~890 without any of the recommended, but it will take a number of tries and solid execution. Generally I will recommend to have ~920 item level and 66 traits before you start it. The mascot still requires the handler to have at least one hand on it to guide it even if it is moving willingly.This guide is about the Legion version of the Mage Tower Challenge, that isn't accessible anymore.Ĭlick here for the updated Subtlety Rogue Mage Tower Timewalking Challenge Guide The Spirit Statue is a size medium still and for the purposes of the game, will require either a DC 15 athletics check to move, OR the player can persuade the rudimentary spirit within the statue to accompany them willingly with a DC 12 persuasion/intimidation check. ![]() Pests can induce the handler to make a DC 14 animal handling check, and on a failure the pest uses its spikes and teeth to drop it, then moving its full movement does in a random direction. Recharge 5-6.Įlementals can influence the emotions of the handler in one of 1d4 ways: Excitement- doubles movement speed, Anger- disadvantage on concentration saves, Lethargy- speed is halved, Disheartened- disadvantage on ability checks. Recharge 5-6.įractals can grow a size larger while being handled by the opposing team, requiring a DC 14 athletics check to maintain control. Inkling can impose a DC 14 slight of hand check to successfully capture due to its amorphous nature, making it difficult to handle. A player cannot carry more than one welter at a time, or a welter and a mascot at any one time.ģ. Capturing another team's welters can give you bonus uses, and count as bonus points for the purposes of settling ties. Once thrown, a team's welters reappear behind their tower for future use. Each team has three "welters"- soccer ball sized crystal orbs that can be thrown at opposing team members which, on a hit, can force a concentration save as if the player had taken 10 damage. Players who accrue fouls may be removed from the game for penalty time outs.Ģ. Any spell that would result in HP damage constitute a foul. Instead of a skill- challenge like in the book, run it like traditional combat in initiative with the several changesġ. I cooked up my own alternate rules for Mage Tower where you run as follows: Once they get the mascot to the top of their team's tower, they win. While carrying a mascot, a player can't cast spells, requiring their team to support them. Same with climbing down, so a feather fall or fly spell will be useful. To climb a tower, a playe has to make a dc 15 athletics or acrobatics check, and it takes their entire action to do so. Players start on each side of a field and have to get the other team's mascot to their tower. Teams of 3 to 5 players with fun names (like Planeswalker Powerhouses, Lords of Lore, Silverquill Stars, etc.) go up against each other in turn-based combat (I'm not perfectly happy about this, since it feels a bit slow, but hard to find a workaround). The match itself works mostly as a combat encounter.
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