knightofround
First Post
Lately I've been taking my own stab at making a Martial Controller, and the biggest thing I'm struggling with is figuring out how to make the class "feel" like a controller.
I've written up a list of controller attributes, please speak up if you see something missing or if one attribute has much greater/less importance than the others.
1. Multi target attack powers are low damage, but have large areas of effect
2. Single target attack powers are low damage, but often inflict status ailments, forced movement, "until end of turn", or "save ends" effects
3. Attack powers are usually far-ranged (10+ squares)
4. Very powerful utility compared to other classes
5. Can create zones or alter terrain for encounter duration
6. Powers often force the enemy to do things they'd otherwise rather not do (exit a zone, provoke an OA, attack a particular target, etc). As such they are often keyed to "end of enemy's turn" instead of "start of enemy's turn".
7. Stats are fragile, low HP/defenses/healing surges
I've written up a list of controller attributes, please speak up if you see something missing or if one attribute has much greater/less importance than the others.
1. Multi target attack powers are low damage, but have large areas of effect
2. Single target attack powers are low damage, but often inflict status ailments, forced movement, "until end of turn", or "save ends" effects
3. Attack powers are usually far-ranged (10+ squares)
4. Very powerful utility compared to other classes
5. Can create zones or alter terrain for encounter duration
6. Powers often force the enemy to do things they'd otherwise rather not do (exit a zone, provoke an OA, attack a particular target, etc). As such they are often keyed to "end of enemy's turn" instead of "start of enemy's turn".
7. Stats are fragile, low HP/defenses/healing surges