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Balanced & Optimised or Not?
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<blockquote data-quote="Victim" data-source="post: 4455625" data-attributes="member: 78"><p>I think there's a significant tolerance for unbalanced groups, as long as the party is willing to make some adjustments. Both of our parties are 4 man teams without access to one role.</p><p></p><p>Group 1 has been playing longer is about to reach level 6. We have a tactical warlord, a fighter, a paladin, and a warlock, so there's no controller. So naturally swarms, large groups of enemies, and minion gangs seem like big problems, right? </p><p></p><p>Well, our fighter has Passing and Sweeping for her encounter powers, Rain of Steel as a daily, along with a Life Stealing weapon. Plus the duh choice of Cleave. So that gives her considerable multi target ability. And killing weakened foes or minions gives her Temp HP, so she can better weather the attacks of remaining foes.</p><p></p><p>Our warlock is infernal, so even if the number of enemies floods our defenders, she's tough enough to survive. Heck, sometimes that crazy tiefling wants to get hit because she has temp HP and wants more Hellish Rebuke damage. Also, Firey Bolt is nice, especially since Push and Slide powers help to set up a better placement.</p><p></p><p>My warlord has lightning weapon to help clear out crowds of minions. Commander's Strike also helps to establish marks on more enemies to better control lots of regular enemies.</p><p></p><p>Our paladin doesn't have anything to help clear out minions, IIRC. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> However, he is fairly self sufficient.</p><p></p><p>So our party generally has enough tricks to clear out minions as long as they aren't spread out too much (which greatly reduces the wizard's ability to deal with them). Our biggest trouble is swarms, since most of our Area subsitutes don't trigger their vulnerability.</p><p></p><p>Group 2 has an Inspiring Warlord, hybrid Cleric, brutal rogue, and a wizard. Both of our leaders have been upgrading their armor/shield proficiencies, so they're pretty tough. And the extra healing helps to make up for damage that goes to other characters because of the lack of defending marks. Also, the rogue uses more Riposte Strike to deter attacks while the wizard uses a staff - at least for now.</p></blockquote><p></p>
[QUOTE="Victim, post: 4455625, member: 78"] I think there's a significant tolerance for unbalanced groups, as long as the party is willing to make some adjustments. Both of our parties are 4 man teams without access to one role. Group 1 has been playing longer is about to reach level 6. We have a tactical warlord, a fighter, a paladin, and a warlock, so there's no controller. So naturally swarms, large groups of enemies, and minion gangs seem like big problems, right? Well, our fighter has Passing and Sweeping for her encounter powers, Rain of Steel as a daily, along with a Life Stealing weapon. Plus the duh choice of Cleave. So that gives her considerable multi target ability. And killing weakened foes or minions gives her Temp HP, so she can better weather the attacks of remaining foes. Our warlock is infernal, so even if the number of enemies floods our defenders, she's tough enough to survive. Heck, sometimes that crazy tiefling wants to get hit because she has temp HP and wants more Hellish Rebuke damage. Also, Firey Bolt is nice, especially since Push and Slide powers help to set up a better placement. My warlord has lightning weapon to help clear out crowds of minions. Commander's Strike also helps to establish marks on more enemies to better control lots of regular enemies. Our paladin doesn't have anything to help clear out minions, IIRC. :( However, he is fairly self sufficient. So our party generally has enough tricks to clear out minions as long as they aren't spread out too much (which greatly reduces the wizard's ability to deal with them). Our biggest trouble is swarms, since most of our Area subsitutes don't trigger their vulnerability. Group 2 has an Inspiring Warlord, hybrid Cleric, brutal rogue, and a wizard. Both of our leaders have been upgrading their armor/shield proficiencies, so they're pretty tough. And the extra healing helps to make up for damage that goes to other characters because of the lack of defending marks. Also, the rogue uses more Riposte Strike to deter attacks while the wizard uses a staff - at least for now. [/QUOTE]
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