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Classes and Roles: supply and demand
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<blockquote data-quote="Switchback" data-source="post: 4789407" data-attributes="member: 69793"><p>I think Controllers need to be thinking more versatile than straight out control as if often preached, if you want to keep them interesting.</p><p></p><p>You simply need to have 1 or two decent damage abilities for when fights get too messy to use large zones and area affects or when moving creatures isn't going to be worth much, because the enemies just move back. </p><p></p><p>A controller's value is always going to be measured against whether it would be more useful to just have a striker piling big damage on someone that round, instead of stopping one enemy from attacking or moving. In knock down, slug it out, simple fights, the striker might just be more preferable no matter if you already have a couple. </p><p></p><p>Where Controllers get better though is when fights get more complicated and have lots of enemies that work well together or have synergies.</p><p></p><p>For example, enemies that gain bonuses from standing adjacent, or get powers that let them shift, gain combat advantage, etc, these are the important creatures to break up for a controller, as you are doing more than just denying 1 creature, 1 attack. You are denying a whole group of creatures their synergetic powers or bonuses. </p><p></p><p>Well composed enemy groups in general are good for controllers because he can often take the strongest link out of the fight for a while, allowing the rest of the group to focus on the weak links or get to places or mobs that were otherwise blocked by brutes and soldiers.</p></blockquote><p></p>
[QUOTE="Switchback, post: 4789407, member: 69793"] I think Controllers need to be thinking more versatile than straight out control as if often preached, if you want to keep them interesting. You simply need to have 1 or two decent damage abilities for when fights get too messy to use large zones and area affects or when moving creatures isn't going to be worth much, because the enemies just move back. A controller's value is always going to be measured against whether it would be more useful to just have a striker piling big damage on someone that round, instead of stopping one enemy from attacking or moving. In knock down, slug it out, simple fights, the striker might just be more preferable no matter if you already have a couple. Where Controllers get better though is when fights get more complicated and have lots of enemies that work well together or have synergies. For example, enemies that gain bonuses from standing adjacent, or get powers that let them shift, gain combat advantage, etc, these are the important creatures to break up for a controller, as you are doing more than just denying 1 creature, 1 attack. You are denying a whole group of creatures their synergetic powers or bonuses. Well composed enemy groups in general are good for controllers because he can often take the strongest link out of the fight for a while, allowing the rest of the group to focus on the weak links or get to places or mobs that were otherwise blocked by brutes and soldiers. [/QUOTE]
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