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Holy cow my party has 3 strikers in it
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<blockquote data-quote="Sadrik" data-source="post: 4816993" data-attributes="member: 14506"><p>So here is my thoughts on the 4 roles, the most pertinent role is the striker of course. </p><p></p><p><strong>Strikers</strong></p><p>The absolute awesomeness, the classes that put all others to shame. Dispatching 10 hit monsters in half the time (not to mention many of them have a higher chance of hitting too - Avenger, Ranger and Rogue). Amazing game board maneuverability and often stealth, are keys to the classes ability to get past the front lines and deal with bosses and artillery. Especially excellent against solos they have problems against very few encounter types. Encounters that do overwhelm them they have the ability to escape through their ability to hide, maneuver better than other roles. Grade: A</p><p></p><p><strong>Leaders</strong></p><p>The next best thing, whether their ability to let the strikers make additional attacks, do striker like damage against undead or give a myriad of mini-tactical bonuses that help the strikers out I would say one of them is warranted in a group of four or more. They also help in conserving healing surges between encounters and can extend the parties workday. Leaders do not excel in most combat situations and too many leaders will cause the game to stagnate and draw combat out, but with their healing powers they should be able to survive the ensuing drawn out battle. If overwhelmed they will not survive as they have nearly no powers of egress. Grade: C</p><p></p><p><strong>Defenders</strong></p><p>They simply tie up a few creatures waiting for the strikers to kill them off. They require a leader to spend more resources on them. Defenders that specialize in defense are contrary to good for the group. They actually serve to lengthen fights and make battles drag on. They are tough and stuff, debuff those they mark and have defenses that are around as good as the strikers if not a point or two better. Defenders have a choice they can be built worse than controllers or built nearly as good as strikers. The defender that focuses on damage output that is comparable to a striker is just a striker with the defender tag. This type of defender is acceptable and wanted. A defensive build defender is anti-fun for the group as a whole, because it does not pull its own weight. Grade: D for defensive/B for offensive</p><p></p><p><strong>Controllers</strong></p><p>Controllers are the ultimate in anti-fun for the group. They are the 4e equivalent of the bard. They can apply small damage to multiple opponents, stick zones in play, use summons, apply 1 round duration status effects and best of all have the worst defense, HP and Healing surges in the game. They cannot stand up against any other role in 1 on 1 combat. They are the only role that truly cannot work without a group (similar to the bard). Without the other players there to protect them they will fold up shop. Solos will slay them, in fact everything but minions will slay them. Another controller game play feature is that the party has to actually maneuver around to defend the controller from death. This is often very difficult for the party to do. The controller also hurts the party with their zones and AoE spells, the party has to try and maneuver around the spells and the zones cut into their own maneuverability. Grade: F</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4816993, member: 14506"] So here is my thoughts on the 4 roles, the most pertinent role is the striker of course. [B]Strikers[/B] The absolute awesomeness, the classes that put all others to shame. Dispatching 10 hit monsters in half the time (not to mention many of them have a higher chance of hitting too - Avenger, Ranger and Rogue). Amazing game board maneuverability and often stealth, are keys to the classes ability to get past the front lines and deal with bosses and artillery. Especially excellent against solos they have problems against very few encounter types. Encounters that do overwhelm them they have the ability to escape through their ability to hide, maneuver better than other roles. Grade: A [B]Leaders[/B] The next best thing, whether their ability to let the strikers make additional attacks, do striker like damage against undead or give a myriad of mini-tactical bonuses that help the strikers out I would say one of them is warranted in a group of four or more. They also help in conserving healing surges between encounters and can extend the parties workday. Leaders do not excel in most combat situations and too many leaders will cause the game to stagnate and draw combat out, but with their healing powers they should be able to survive the ensuing drawn out battle. If overwhelmed they will not survive as they have nearly no powers of egress. Grade: C [B]Defenders[/B] They simply tie up a few creatures waiting for the strikers to kill them off. They require a leader to spend more resources on them. Defenders that specialize in defense are contrary to good for the group. They actually serve to lengthen fights and make battles drag on. They are tough and stuff, debuff those they mark and have defenses that are around as good as the strikers if not a point or two better. Defenders have a choice they can be built worse than controllers or built nearly as good as strikers. The defender that focuses on damage output that is comparable to a striker is just a striker with the defender tag. This type of defender is acceptable and wanted. A defensive build defender is anti-fun for the group as a whole, because it does not pull its own weight. Grade: D for defensive/B for offensive [B]Controllers[/B] Controllers are the ultimate in anti-fun for the group. They are the 4e equivalent of the bard. They can apply small damage to multiple opponents, stick zones in play, use summons, apply 1 round duration status effects and best of all have the worst defense, HP and Healing surges in the game. They cannot stand up against any other role in 1 on 1 combat. They are the only role that truly cannot work without a group (similar to the bard). Without the other players there to protect them they will fold up shop. Solos will slay them, in fact everything but minions will slay them. Another controller game play feature is that the party has to actually maneuver around to defend the controller from death. This is often very difficult for the party to do. The controller also hurts the party with their zones and AoE spells, the party has to try and maneuver around the spells and the zones cut into their own maneuverability. Grade: F [/QUOTE]
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