If it wouldn't be too much trouble, could we talk a bit about class roles and monster roles? I think, particularly for new players, it'd help them get a better grasp of the game to know where their character will shine and where they will struggle.
Just my $0.02.
SKIRMISHER MONSTERS
How to Identify them: Often described as being lightly armed and armored. Tend to be highly mobile, perhaps with alternate movement modes (flight speeds, teleportation, etc) or with "flyby attacks" where they can move and attack in one standard action.
Who excels: Fighters and Controllers are both good at stopping movement which significantly limits these foes.
Who wastes their time: Characters without ranged attacks may have trouble keeping up with them.
BRUTE MONSTERS
How to Identify Them: Often described as hulking or strong. Tend to be larger than similar monsters and use larger weapons. They do lots of damage but have poor to-hits.
Who Excels: Rogues and Rangers love shredding through the HP. Warlocks -- who often can attack Will -- will also have a good time. Controllers may be able to lock down a brute and keep him far from the fight, but their good Athletics checks (due to high STR) may allow them to break some grabs or deal with difficult terrains, and their high HP allow them to shrug off wizardly attacks. Leaders may enjoy landing a nice buff on a brute so the entire party can whittle down those HP.
Who Wastes their Time: Defenders have a tough time dealing with all those HP. Plus, a brute with his ton of HP may not care much about defying a mark. However, defying the mark means -2 to hit, which hurts a brute's already poor chances to hit. So, even fighters may be interested in locking down a brute.
SOLDIER MONSTERS:
How to Identify Them: Often described as well disciplined and equipped. Often operate as bodyguards or in groups. Often have the ability to lock down PCs or apply Marks. Tend to have high defenses but low damage output.
Who Excels: Controllers can lock these foes down far from the fight which is the best way to deal with them. Rogues, with their ability to bypass AC and go right for REF with many attacks, may be able to negate the soldier's superior defenses.
Who Wastes Their Time: Pretty much everyone else. Soldiers are rarely the linchpin of an encounter; usually they are bodyguarding something more important.
ARTILLERY MONSTERS:
How to Identify Them: Often described as being lightly armored or having ranged weapons. Usually prefer to operate at range. Can be highly damaging if left uncontrolled to operate freely.
Who Excels: Controllers have ranged attacks that may be able to touch these foes, but they are vulnerable to being turned into pincushions. Ranged PCs such as warlocks or rangers will do just fine. If a melee character can reach them, then they will be in good shape. The defender will need to weigh the situation carefully -- a fighter rampaging around in the midst of the enemy artillery will shut them down, but will that leave his party members exposed to enemy brutes and skirmishers? A second defender grants the flexibility to go off on such an excursion.
Who Wastes Their Time: Melee characters who lack the speed/skills/positioning to get to the artillery may waste several rounds trying to get to the artillery's protected position. For example, wasting three rounds to climb on to a wall where the enemy archers are positioned is not a good use of time. This tends to include most leaders and some defenders.
ELITES/SOLOS:
How to Identify Them: They often have a name. They have superior gear. There are fewer monsters in the encounter. They identify themselves as being elite.
Who Excels: Leaders tend to have devastating dailies that grant lasting benefits, and against an elite or solo they will get great bang for the buck. Strikers are essential to whittle through the HP and defenders can help to lock down the attacks, although many soloes have ways to include multiple foes in a single attack, making the mark less effective.