OnlineDM
Adventurer
I'm unfamiliar with three of those classes
Still, I know their roles (battlemind = defender, monk = melee striker, artificer = leader, warlock/sorcerer = artillery striker).
There's advantages to using two big owlbears rather than three; it'll be a lot harder for one to slip around and eat the warlock, as the battlemind can more easily tie them up. On the other hand, using three weaker ones would let the monk's and warlock's higher damage shine, as they could eliminate the younger ones fairly quickly. (I assume the monk does decent damage, but am not in a position to know.)
I know the artificer is some kind of buffer, and I suspect the battlemind can buff himself too. Can either or both boost his AC? That might be critical (no pun intended).
Yeah, it's an interesting party. The Battlemind is a defender who leans toward leader a little bit as a secondary role with some of her feat choices (a little healing). She marks creatures, but she's nowhere near as sticky as a fighter.
The artificer is a leader, mainly working at range (crossbow). Her main buffs for her allies are on attacks - she loves the Magic Weapon at-will power. I don't think she has anything that pumps up defenses.
The monk is indeed a melee striker, and he's the one who dishes out the most damage. He leans a little toward both defender (high AC) and controller (some good burst attacks) as secondary roles.
The hybrid sorcerer/warlock is a striker with a STRONG leaning toward controller - he LOVES to use Blazing Starfall to unleash fiery fury in an area burst 1, penalizing enemies for leaving the area.
No one can really boost the Sorlock's AC, although his armor does give him +2 to AC when bloodied and he has a daily power that gives him an AC bonus as well. So, if he gets trapped in melee, he can try to pump up his defense. But he REALLY doesn't want to get trapped in melee. What he could really use is something to let him get OUT of melee (a teleport or big shift power). Alas, he has nothing like that.