Basically the D&D 4E approach.
So, the system doesn't work with that approach well. Let me explain why from the design viewpoint.
Defenses are derived stats. They come about naturally as a result of core stats. If one were to assign 4E style monster roles, those would have to affect the core stats and consequently filter through to the derived stats.
The system is more granular than that though. The core stats (attributes and skills) from which the defenses are derived are very granular - you can literally choose any combination of 8 stats and tons of skills. Having some choice of 4 roles override all that granularity is counter to the very premise of the system.
If you want to design a striker type (or a brute type, or a skirmished type, using the 4E names for your suggested roles) you do so by assigning appropriate attribute scores and skills. You'd need core templates which guide the attribute and skill allocation. The last thing you want to do is spend time carefully assigning attributes and skills, and then basically ignore all that in favour of 4 monster types.
I hope that explains why that sort of mechanic isn't in the game. It's not an accident. Monster roles are not there for deliberate reasons.
So, the system doesn't work with that approach well. Let me explain why from the design viewpoint.
Defenses are derived stats. They come about naturally as a result of core stats. If one were to assign 4E style monster roles, those would have to affect the core stats and consequently filter through to the derived stats.
The system is more granular than that though. The core stats (attributes and skills) from which the defenses are derived are very granular - you can literally choose any combination of 8 stats and tons of skills. Having some choice of 4 roles override all that granularity is counter to the very premise of the system.
If you want to design a striker type (or a brute type, or a skirmished type, using the 4E names for your suggested roles) you do so by assigning appropriate attribute scores and skills. You'd need core templates which guide the attribute and skill allocation. The last thing you want to do is spend time carefully assigning attributes and skills, and then basically ignore all that in favour of 4 monster types.
I hope that explains why that sort of mechanic isn't in the game. It's not an accident. Monster roles are not there for deliberate reasons.

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