awesomeocalypse
First Post
One request I constantly see on people's 4e wishlists is for a martial controller. I think this is not only because martial is the only powersource without a controller class, but because the limitations and possibilities of what is considered "martial" might force the designers to come up with something that really feels distinct from the wizard, in a way that the invoker, for example, does not.
But what would such a class ideally look like? I've seen a lot of ideas brought up, but it seems like most of them can be placed under a few broad categories:
The Dragoon/Lancer. Polearms are already the easiest way for martial characters to add a little control, and they're one of the few broad weapon categories without a class devoted to mastering them. The dragoon would take that idea of melee control and run with it, using their polearm to rearrange the battlefield, and being highly mobile so they could get to the best places to deploy their powers. Lots of close blast and close burts effects to simulate swinging the polearm along in wide patterns, and control effects primarily focused on forced movement, knocking prone, dazing and eventually stunning at high levels, with perhaps a few blinding or slowing type crippling strikes. Movement powers like great leaping or unstoppable long distance charging that would allow the dragoon to effect different parts of the battlefield much like a controller would. For example, a power might allow the dragoon to, "jump to any square within 10 squares. upon landing make a close blast 2 attack that pushes all enemies 1 square and knocks them prone." This would be fairly easy to fluff as "martial", and would fill a truly unique niche in 4e.
The archer controller. Uses arrows to inflict control effects (possibly fluffing them as either trick shots or poison tips), and "storm of arrows" type effects for area attacks. The one downside is that it seems like the new seeker class might already sort of fill this niche.
The general. The warlord, but a controller instead of the leader, focusing on offensive debuffs and forced movement rather than buffs to teammates. For example, they might have a viper strike which hits an enemy, then slides him one square and makes him grant combat advantage to the next attacker.
The trapper/mechanist/gadgeteer. Builds stuff to hurt the enemies, from mundane battlefield traps to technology that is truly beyond what is available to others (like bombs). Could be problematic in that it inserts a level fo tech into the campaign that some dms might not be comfortable with, and that its easy to see it playing too much like the wizard.
But what would such a class ideally look like? I've seen a lot of ideas brought up, but it seems like most of them can be placed under a few broad categories:
The Dragoon/Lancer. Polearms are already the easiest way for martial characters to add a little control, and they're one of the few broad weapon categories without a class devoted to mastering them. The dragoon would take that idea of melee control and run with it, using their polearm to rearrange the battlefield, and being highly mobile so they could get to the best places to deploy their powers. Lots of close blast and close burts effects to simulate swinging the polearm along in wide patterns, and control effects primarily focused on forced movement, knocking prone, dazing and eventually stunning at high levels, with perhaps a few blinding or slowing type crippling strikes. Movement powers like great leaping or unstoppable long distance charging that would allow the dragoon to effect different parts of the battlefield much like a controller would. For example, a power might allow the dragoon to, "jump to any square within 10 squares. upon landing make a close blast 2 attack that pushes all enemies 1 square and knocks them prone." This would be fairly easy to fluff as "martial", and would fill a truly unique niche in 4e.
The archer controller. Uses arrows to inflict control effects (possibly fluffing them as either trick shots or poison tips), and "storm of arrows" type effects for area attacks. The one downside is that it seems like the new seeker class might already sort of fill this niche.
The general. The warlord, but a controller instead of the leader, focusing on offensive debuffs and forced movement rather than buffs to teammates. For example, they might have a viper strike which hits an enemy, then slides him one square and makes him grant combat advantage to the next attacker.
The trapper/mechanist/gadgeteer. Builds stuff to hurt the enemies, from mundane battlefield traps to technology that is truly beyond what is available to others (like bombs). Could be problematic in that it inserts a level fo tech into the campaign that some dms might not be comfortable with, and that its easy to see it playing too much like the wizard.
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