Old Gumphrey
First Post
The more I play 4e, the more apparent it becomes that strikers are the best classes in the game, and all other classes are largely unnecessary and only a playstyle choice. Hear me out.
Strikers are, for the most part, as durable as any defender class. They have equal defenses, and although they have less HP, they have tons of immediate interrupt escapes, teleports, free movement, all kinds of ways to get out of harm's way. The presence of a defender makes the defender necessary; it deals less damage, so monsters are around for a longer amount of time, making their marking abilities necessary.
Leaders, with their massive healing and buffing, deal very little in the way of damage. A striker in their place can inflict many times as much damage. This makes healing largely unnecessary, because your enemies are going down so much faster. Leaders make themselves necessary by reducing damage output and increasing the length of the fight. Longer fights = more hits on the party = more healing needed.
Controllers are bad news. They necessitate themselves by spreading lower damage output among multiple targets. They have to hit multiple targets multiple times in order to play their role. If a situation arises where a controller can't hit multiple targets multiple times (which is absolutely FREQUENT in any games I've played) they are equal to roughly 3/4 of a leader or defender, which are already less efficient than just having a striker.
(On a side note: has anyone noticed that a cleric's spells are 5x better at nailing multiple targets than an actual controller? You never hurt your friends, and you usually heal and/or buff them to boot. WTF?)
It's really kind of genius, the way they made classes necessitate themselves. However, if you want a fast combat, you need all strikers. This isn't like 3e, where a party of rogues and sorcerers would get creamed in the first round. Ranger, ranger, rogue, sorcerer, and avenger would pretty much ruin any encounter that came up in 4e.
Strikers are, for the most part, as durable as any defender class. They have equal defenses, and although they have less HP, they have tons of immediate interrupt escapes, teleports, free movement, all kinds of ways to get out of harm's way. The presence of a defender makes the defender necessary; it deals less damage, so monsters are around for a longer amount of time, making their marking abilities necessary.
Leaders, with their massive healing and buffing, deal very little in the way of damage. A striker in their place can inflict many times as much damage. This makes healing largely unnecessary, because your enemies are going down so much faster. Leaders make themselves necessary by reducing damage output and increasing the length of the fight. Longer fights = more hits on the party = more healing needed.
Controllers are bad news. They necessitate themselves by spreading lower damage output among multiple targets. They have to hit multiple targets multiple times in order to play their role. If a situation arises where a controller can't hit multiple targets multiple times (which is absolutely FREQUENT in any games I've played) they are equal to roughly 3/4 of a leader or defender, which are already less efficient than just having a striker.
(On a side note: has anyone noticed that a cleric's spells are 5x better at nailing multiple targets than an actual controller? You never hurt your friends, and you usually heal and/or buff them to boot. WTF?)
It's really kind of genius, the way they made classes necessitate themselves. However, if you want a fast combat, you need all strikers. This isn't like 3e, where a party of rogues and sorcerers would get creamed in the first round. Ranger, ranger, rogue, sorcerer, and avenger would pretty much ruin any encounter that came up in 4e.