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Holy cow my party has 3 strikers in it
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<blockquote data-quote="eriktheguy" data-source="post: 4806144" data-attributes="member: 83662"><p>I would argue that a fighter is a more effective addition to an all-striker party than another striker. The fighter can deal some serious damage with a good to-hit value, and is alongside (just ahead of) the strikers in terms of defense/hp. Moreover, the fighter's mark/OAs make him an excellent striker in certain situations. Enemies that attempt to escape from a striker would have difficulty doing so against a fighter, who can prevent movement with OAs and smack anyone that tries to get away. Fighters were made to be hard to get past, but they are also very hard to get away from. Working as a defender is more of an option for fighters than a requirement, and I find that they tend to have more damage output than anyone else other than fighters.</p><p></p><p>Controllers are IMO the worst class. Every class can take area attacks if necessary. Minions really just exist to add flavor, you don't need a party roll dedicated to taking them out.</p><p></p><p>Defenders, as mentioned by OP, are useless unless they can do something else. I would recommend paladins or fighters. Paladins are only useful if your party has no healing, otherwise they are basically weak fighters.</p><p></p><p>Leaders can be OK if your party really needs the healing. Again, if they don't deal some decent damage, they are pretty useless. Your party may as well just carry potions. I prefer the warlord. It can heal and also deal damage like a fighter. Finally, the warlord is great for moving allies and enemies so that the strikers can deal their damage. My warlord often gives combat advantage to the rogue that otherwise wouldn't have it.</p><p></p><p>I think my optimum party would be fighter, warlord, 3 strikers. I prefer melee strikers, so probably 2 rogues and a ranger. Maybe replace 1 rogue by avenger. By making a few of the characters dragonborn, and by picking powers carefully, there should be no problems from minions.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 4806144, member: 83662"] I would argue that a fighter is a more effective addition to an all-striker party than another striker. The fighter can deal some serious damage with a good to-hit value, and is alongside (just ahead of) the strikers in terms of defense/hp. Moreover, the fighter's mark/OAs make him an excellent striker in certain situations. Enemies that attempt to escape from a striker would have difficulty doing so against a fighter, who can prevent movement with OAs and smack anyone that tries to get away. Fighters were made to be hard to get past, but they are also very hard to get away from. Working as a defender is more of an option for fighters than a requirement, and I find that they tend to have more damage output than anyone else other than fighters. Controllers are IMO the worst class. Every class can take area attacks if necessary. Minions really just exist to add flavor, you don't need a party roll dedicated to taking them out. Defenders, as mentioned by OP, are useless unless they can do something else. I would recommend paladins or fighters. Paladins are only useful if your party has no healing, otherwise they are basically weak fighters. Leaders can be OK if your party really needs the healing. Again, if they don't deal some decent damage, they are pretty useless. Your party may as well just carry potions. I prefer the warlord. It can heal and also deal damage like a fighter. Finally, the warlord is great for moving allies and enemies so that the strikers can deal their damage. My warlord often gives combat advantage to the rogue that otherwise wouldn't have it. I think my optimum party would be fighter, warlord, 3 strikers. I prefer melee strikers, so probably 2 rogues and a ranger. Maybe replace 1 rogue by avenger. By making a few of the characters dragonborn, and by picking powers carefully, there should be no problems from minions. [/QUOTE]
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Holy cow my party has 3 strikers in it
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