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Holy cow my party has 3 strikers in it
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<blockquote data-quote="tiornys" data-source="post: 4814208" data-attributes="member: 17633"><p>Flanking on the diagonal allows an AoE to hit the enemy, although in my experience the target being flanked is often ignored by the controller, who hinders and weakens the rest of the enemy while the flanked enemy gets dead.</p><p>I haven't done a detailed analysis of the Sorcerer, but my glance-through suggested that their AoE's were smaller and had weaker effects than controller AoE's.</p><p></p><p>More rewarding because they give better outcomes against adverse conditions and similar outcomes against favorable ones. </p><p>I don't think the roles are closely tied to those archetypes; any role can give any archetype what it wants. But some roles may be more appealing to some archetypes. </p><p></p><p>Timmy is there for the experience, so he wants to play a character that helps him experience things. If he's looking to experience combat stuff, he'll probably gravitate toward Striker or Defender; if he's looking to experience RP stuff, he probably has no preference. </p><p></p><p>Johnny is there to express himself, so he want to play a character that lets him do that. If he's expressing himself through combat, Leaders and Controllers offer the best possibilities for in-game improvisation. If not, again, he probably won't prefer any role. </p><p></p><p>Spike is there to prove himself. He's the most likely to be looking at combat for his proving ground, and I think he'll gravitate toward Strikers for their efficiency (these are the Spikes that play beatdown in Magic) or Controllers for their ability to dictate the battle (and these are the Spikes who play Islands). However, if he thinks group balance is a good thing, he'll be willing to play any role (and he'll know how to optimize for any role).</p><p></p><p>In terms of group dynamics, Timmy will only care that everyone is enjoying themselves, Johnny will be more concerned with <em>how</em> to make a given party work than with <em>whether</em> it will work, so it's Spike who will care most about the composition of the party, and what kind of composition he thinks will work will depend on his theories about how the game works.</p><p></p><p>Well, let's see. Thunderwave is probably the best at-will effect, and it's competitive on damage. Color Spray gives up a d6, as does Prismatic Burst. Crushing Titan's Fist also gives up about a d6. I suppose if you equate giving up a d6 to no longer doing lots of damage, then sure, for encounter powers. Daily's are wonky; Sleep obviously does no damage, but Stinking Cloud averages more damage than Fireball, and so does Prismatic Beams over Blast of Cold.</p><p></p><p>t~</p></blockquote><p></p>
[QUOTE="tiornys, post: 4814208, member: 17633"] Flanking on the diagonal allows an AoE to hit the enemy, although in my experience the target being flanked is often ignored by the controller, who hinders and weakens the rest of the enemy while the flanked enemy gets dead. I haven't done a detailed analysis of the Sorcerer, but my glance-through suggested that their AoE's were smaller and had weaker effects than controller AoE's. More rewarding because they give better outcomes against adverse conditions and similar outcomes against favorable ones. I don't think the roles are closely tied to those archetypes; any role can give any archetype what it wants. But some roles may be more appealing to some archetypes. Timmy is there for the experience, so he wants to play a character that helps him experience things. If he's looking to experience combat stuff, he'll probably gravitate toward Striker or Defender; if he's looking to experience RP stuff, he probably has no preference. Johnny is there to express himself, so he want to play a character that lets him do that. If he's expressing himself through combat, Leaders and Controllers offer the best possibilities for in-game improvisation. If not, again, he probably won't prefer any role. Spike is there to prove himself. He's the most likely to be looking at combat for his proving ground, and I think he'll gravitate toward Strikers for their efficiency (these are the Spikes that play beatdown in Magic) or Controllers for their ability to dictate the battle (and these are the Spikes who play Islands). However, if he thinks group balance is a good thing, he'll be willing to play any role (and he'll know how to optimize for any role). In terms of group dynamics, Timmy will only care that everyone is enjoying themselves, Johnny will be more concerned with [i]how[/i] to make a given party work than with [i]whether[/i] it will work, so it's Spike who will care most about the composition of the party, and what kind of composition he thinks will work will depend on his theories about how the game works. Well, let's see. Thunderwave is probably the best at-will effect, and it's competitive on damage. Color Spray gives up a d6, as does Prismatic Burst. Crushing Titan's Fist also gives up about a d6. I suppose if you equate giving up a d6 to no longer doing lots of damage, then sure, for encounter powers. Daily's are wonky; Sleep obviously does no damage, but Stinking Cloud averages more damage than Fireball, and so does Prismatic Beams over Blast of Cold. t~ [/QUOTE]
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