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4e increased my DM prep time...
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<blockquote data-quote="Lord Zardoz" data-source="post: 5112590" data-attributes="member: 704"><p>I have my own take on when to use and what powers are appropriate:</p><p></p><p><strong>Brute</strong></p><p><em>Brutes should have a high intimidation factor. They should inflict huge damage, and take more damage individually to put down. Due to favoring HP over AC / Def, they are more vulnerable to being dogpiled. You do not want to take them on 1v1.</em></p><p>- Encounter/Recharge 6 Charge while not provoking Opportunity Attacks</p><p>- At-Will Attack that does bigger damage then expected.</p><p>- Encounter: Daze or Immobilize and inflict heavy damage.</p><p>- Gain Healing Surge on a critical hit.</p><p></p><p><strong>Soldier</strong></p><p><em>Use soldiers when you want an opponent that is defensivly sound and durable. They should use team tactics and are ideal for supportting each other and other allies.</em></p><p>- At-Will Attack marks or Encounter Power marks one target until it is dead, then recharges</p><p>- Immediate Action: Basic Attack when marked target attacks an ally</p><p>- Opportunity Attack</p><p>- Adjacent allies gain defensive bonus. (If leader, might also be offensive.)</p><p>- Encounter power to negate a condition on themselves.</p><p></p><p></p><p><strong>Skirmisher</strong></p><p><em>High mobility hit and run.</em></p><p>- At-Will Attack that allows a shift or 2 squares of movement</p><p>- +1d6 damage per tier when it has combat advantage (not cumulative with the above, pick one), OR when other specific circumstances warrant (ie, hits with both melee weapons).</p><p>- Recharge 5: Move through squares occupied by players.</p><p></p><p><strong>Lurker</strong></p><p><em>Lurkers hit hard, but they have a means to escape or hide during combat. They should be very well suited to ambush tactics. Their most powerful attacks generally cannot be used at will due to Recharge or being dependant on a target suffering a condition.</em></p><p>- VERY difficult to pin down in melee due to at will invis, or a teleport, or flyby attack, etc.</p><p>- Usually Inflict a condition (ie: immobilized) and has an attack that only works if the target is subject to that condition (ie: attack immobilized with standard at will twice, or +1d8 / tier to immobilized).</p><p>- Tends to inflict conditions that prevent it from being dogpiled (immobilize, Slow).</p><p></p><p><strong>Artillery</strong></p><p><em>Heavy attack from range. A key difference between Artillery and Lurkers is that fighting all lurkers would be VERY difficult. Attacking all Artillery is easy once you get to close range.</em></p><p>- Ranged attack always more effective then Melee attack</p><p></p><p></p><p><strong> Controller</strong></p><p><em>This type of monster will have area attacks which work best to allow the supporting monsters to gain some sort of advantage. </em> </p><p>- At-Will Attack slows or slides</p><p>- Uses Area or Burst attacks, or creates a zone</p><p>- Encounter/Recharge 6 Power that immobilizes, dazes or dominates</p><p>- Encounter/Recharge 6 Power that knocks prone and slides/pushes/pulls</p><p></p><p><strong>Leader</strong></p><p><em>This is a secondary role. You can have a Brute Leader, or Controller Leader. They have powers that help their allies directly.</em></p><p>- Reaction power that negates a forces push / pull / slide</p><p>- Aura that grants a defence bonus or attack bonus.</p><p>- At-Will Attack allows allies adjacent to a hit target to make a free attack</p><p></p><p></p><p><strong>Minions</strong></p><p><em>A secondary role. Some minions have ranged attacks, others do not. These are best used as support, and to magnify the effectiveness of powers that depend on Combat advantage, or that grant bonuses / free actions</em></p><p>- Powers typically are 'self re-enforcing', such as gaining a defense bonuse for other adjacent minions.</p><p></p><p>Note: </p><p>Brute vs Soldier: While they may not be implemented exactly this way in the MM, I see the key difference as being this: A soldier is usually protecting the heavy hitters. A brute is the heavy hitter.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5112590, member: 704"] I have my own take on when to use and what powers are appropriate: [B]Brute[/B] [I]Brutes should have a high intimidation factor. They should inflict huge damage, and take more damage individually to put down. Due to favoring HP over AC / Def, they are more vulnerable to being dogpiled. You do not want to take them on 1v1.[/I] - Encounter/Recharge 6 Charge while not provoking Opportunity Attacks - At-Will Attack that does bigger damage then expected. - Encounter: Daze or Immobilize and inflict heavy damage. - Gain Healing Surge on a critical hit. [B]Soldier[/B] [I]Use soldiers when you want an opponent that is defensivly sound and durable. They should use team tactics and are ideal for supportting each other and other allies.[/I] - At-Will Attack marks or Encounter Power marks one target until it is dead, then recharges - Immediate Action: Basic Attack when marked target attacks an ally - Opportunity Attack - Adjacent allies gain defensive bonus. (If leader, might also be offensive.) - Encounter power to negate a condition on themselves. [B]Skirmisher[/B] [I]High mobility hit and run.[/I] - At-Will Attack that allows a shift or 2 squares of movement - +1d6 damage per tier when it has combat advantage (not cumulative with the above, pick one), OR when other specific circumstances warrant (ie, hits with both melee weapons). - Recharge 5: Move through squares occupied by players. [B]Lurker[/B] [I]Lurkers hit hard, but they have a means to escape or hide during combat. They should be very well suited to ambush tactics. Their most powerful attacks generally cannot be used at will due to Recharge or being dependant on a target suffering a condition.[/I] - VERY difficult to pin down in melee due to at will invis, or a teleport, or flyby attack, etc. - Usually Inflict a condition (ie: immobilized) and has an attack that only works if the target is subject to that condition (ie: attack immobilized with standard at will twice, or +1d8 / tier to immobilized). - Tends to inflict conditions that prevent it from being dogpiled (immobilize, Slow). [B]Artillery[/B] [I]Heavy attack from range. A key difference between Artillery and Lurkers is that fighting all lurkers would be VERY difficult. Attacking all Artillery is easy once you get to close range.[/I] - Ranged attack always more effective then Melee attack [B] Controller[/B] [I]This type of monster will have area attacks which work best to allow the supporting monsters to gain some sort of advantage. [/I] - At-Will Attack slows or slides - Uses Area or Burst attacks, or creates a zone - Encounter/Recharge 6 Power that immobilizes, dazes or dominates - Encounter/Recharge 6 Power that knocks prone and slides/pushes/pulls [B]Leader[/B] [I]This is a secondary role. You can have a Brute Leader, or Controller Leader. They have powers that help their allies directly.[/I] - Reaction power that negates a forces push / pull / slide - Aura that grants a defence bonus or attack bonus. - At-Will Attack allows allies adjacent to a hit target to make a free attack [B]Minions[/B] [I]A secondary role. Some minions have ranged attacks, others do not. These are best used as support, and to magnify the effectiveness of powers that depend on Combat advantage, or that grant bonuses / free actions[/I] - Powers typically are 'self re-enforcing', such as gaining a defense bonuse for other adjacent minions. Note: Brute vs Soldier: While they may not be implemented exactly this way in the MM, I see the key difference as being this: A soldier is usually protecting the heavy hitters. A brute is the heavy hitter. END COMMUNICATION [/QUOTE]
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