I'd go with leader.
I'd say, in order of importance, based on how many players you have, ie. 1 player = primary importance, 2 players = primary and secondary, etc. they'd be:
Defender
Striker
Controller
Leader
Defender is paramount. If you've only got one player, you want them to be a defender. They're tough and they dish out decent damage. Marking is highly underrated too, especially for the fighter and opportunity/shift attacks. Plus they have the ability to heal themselves.
Striker's, I think, are underrated. Their damage output is essentially worth two characters in one. Killing opponents quickly means you have less opponents to deal damage to you. That's why you always get rid of mooks/minions first, right? With 4e's massive hit point pools, doing the damage of two characters makes striker a must-have in any group.
Controllers aren't just about doing damage to large amounts of foes, they're also about affecting large amounts of foes. Sleep is possibly the best most useful power in the game at 1st-level. Slowing a group of opponents alone can make the difference between finishing off two encounter groups or being overwhelmed and a TPK.
Leaders are awesome. I love warlords and clerics and I think they provide valuable services to the group. I definitely want one in any group I'm playing in. However, compared to all the other roles, they are by far the least needed. Their buffs are great, but healing comes in other forms and if you're getting hit as a striker or controller, then you're doing something wrong, so second wind is generally enough to get you by, especially if you're dispatching enemies quickly and efficiently, which is what the defender/striker/controller schtick does well.
I'd say, in order of importance, based on how many players you have, ie. 1 player = primary importance, 2 players = primary and secondary, etc. they'd be:
Defender
Striker
Controller
Leader
Defender is paramount. If you've only got one player, you want them to be a defender. They're tough and they dish out decent damage. Marking is highly underrated too, especially for the fighter and opportunity/shift attacks. Plus they have the ability to heal themselves.
Striker's, I think, are underrated. Their damage output is essentially worth two characters in one. Killing opponents quickly means you have less opponents to deal damage to you. That's why you always get rid of mooks/minions first, right? With 4e's massive hit point pools, doing the damage of two characters makes striker a must-have in any group.
Controllers aren't just about doing damage to large amounts of foes, they're also about affecting large amounts of foes. Sleep is possibly the best most useful power in the game at 1st-level. Slowing a group of opponents alone can make the difference between finishing off two encounter groups or being overwhelmed and a TPK.
Leaders are awesome. I love warlords and clerics and I think they provide valuable services to the group. I definitely want one in any group I'm playing in. However, compared to all the other roles, they are by far the least needed. Their buffs are great, but healing comes in other forms and if you're getting hit as a striker or controller, then you're doing something wrong, so second wind is generally enough to get you by, especially if you're dispatching enemies quickly and efficiently, which is what the defender/striker/controller schtick does well.