I still don't understand Controllers


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As I understand it, with regards to 4e, a controller is a character that specializes in disabling foes.

In a way, it'd be an "anti-leader" as you suggest, insofar as leaders specialize in enabling allies.
 

As I understand it, with regards to 4e, a controller is a character that specializes in disabling foes.

In a way, it'd be an "anti-leader" as you suggest, insofar as leaders specialize in enabling allies.

Defenders do that too though. Marking disables foes. On top of that, many defenders also have powers that push enemies or knock them prone.
Many strikers disable foes too. Doesn't the Rogue get a power that blinds a bunch of targets in close blast?
 

I think controller stands for "Battlefield" control. A controller is suppose to do things to enemies that allow the party to "defeat the enemy in detail" so the party only engages part of the enemies at once, or through crowd control of minions, or allow the party to engage the enemy in an advantageous way. They may also force enemies to engage the party in a disadvantageous way.

Anti-Leader is not a bad generalization, but incomplete IMHO, its too focused a label.
 
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I don't think so, and that might also be the reason they aren't as popular as the other three roles. And other roles do get some powers that control (like the rogue power that blinds), but you can also say that defenders can heal then (fighter can attack and spend a healing surge, has a stance where he heals when bloodied, paladin can lay on hands). So a character still has some variation in his powers, but they are somewhat rare (I am guessing here, I haven't played at higher levels).
 

I just think that Controllers are missing something. Like... they need a little something extra to sum them up easily and differentiate them from the other roles.
 

That's too complicated.
Leaders buff and heal.
Strikers get extra damage.
Defenders mark.

Can controllers be summed up as nicely?
Controllers control the battlefield.

The problem is, this is wrong.

Leaders help the whole party do better. [move, buff, heal, extra actions, fixing conditions]
Defenders destroy specific enemies's target choices [force the enemy to attack them, high defenses, hp, temp hp, self heals, extra attacks on attacking their friends, nullify attacks attacking friends, etc]
Strikers deal with their choice of enemies [individual debuf, extra damage, movement powers, ranged attacks, dropping conditions on specific enemies]
Controllers make the whole enemy (as a group) do worse [group debuff, crowd control, area damage, walls, zones, summoning].

And yes, Strikers are anti-defenders, and Controllers are anti-leaders.
 



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