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I still don't understand Controllers
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<blockquote data-quote="Goumindong" data-source="post: 4790109" data-attributes="member: 70874"><p>Controllers are about action limitation and battlefield definition.</p><p></p><p>There is some overlap with others in the action limitation side, but certainly not in the battlefield definition side. As well, controllers, when played smartly have the strongest ability to make use of their action limitation.</p><p></p><p>Probably the most important thing a wizard does is prevent melee enemies from entering melee for a round or two. Allowing your ranged strikers more time before someone gets next to them, or allowing your fighter to deal with a single melee enemy instead of a bunch.</p><p></p><p>Consider the following scenarior</p><p>M=melee enemy</p><p>R=Ranged enemy</p><p>F=fighter</p><p>W=Wizard</p><p>O=Rogue</p><p></p><p>[code]</p><p></p><p>.R.R..</p><p>..M.M.</p><p>......</p><p>......</p><p>..F...</p><p>..OW..[/code]If the wizard goes first, he can ready an action to drop a icy terrain as soon as one of the two melee enemies moves. As soon as once does, its knocked prone and in the middle of difficult terrain. This ends its movement and if it wants to close the next tun, it now has to spend an action getting up. To top this off, the wizard has done some damage.</p><p></p><p>Now the second enemy comes in and melees the fighter, the fighter can step around him, [with a readied action or normal action depending on his initiative, say with footwork lure] which sets up an easy flank with the rogue. If the wizard had not been there the other enemy would be there to flank with the fighter a round early, and would be doing damage himself.</p><p></p><p>O.K. lets say this happens and now the battlefield looks like this</p><p></p><p>[code]</p><p>.R.R..</p><p>......</p><p>...M..</p><p>.F....</p><p>.M....</p><p>.O.W..[/code]</p><p></p><p>The wizard can now daze the top most monster M and shift behind the rogue[or shift behind and ready another action to daze the top most monster M when it gets within range]. </p><p></p><p>If it hits, the monster M can only charge the rogue or wizard. He can't engage the fighter since he has only one action and is too close to charge. This either forces the enemy group to focus fire on the rogue [through cover of the fighter] and provoke the CC from the fighter, or give up attacks. </p><p></p><p>All in all, the wizard has prevented one to two rounds of attacks from an enemy, made it so that the attacks of the enemy cannot be efficiently applied, made it easier for his fighter to flank with the rogue and done some extra damage to boot.</p><p></p><p>As well there are other tricks you can play. Lets say you daze or slow an enemy so that the only way it can get to your fighter is by charging. Well, if that is the case, the fighter can ready an action[say, footwork lure again], against the charging enemy entering a square adjacent to him. He shifts and pulls the enemy to a new square. Since the enemy has ended his charge in a square that is not the closest square to his original position his charge is invalid and he loses his attack. This of course doesn't work if you don't know the enemy is charging.</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4790109, member: 70874"] Controllers are about action limitation and battlefield definition. There is some overlap with others in the action limitation side, but certainly not in the battlefield definition side. As well, controllers, when played smartly have the strongest ability to make use of their action limitation. Probably the most important thing a wizard does is prevent melee enemies from entering melee for a round or two. Allowing your ranged strikers more time before someone gets next to them, or allowing your fighter to deal with a single melee enemy instead of a bunch. Consider the following scenarior M=melee enemy R=Ranged enemy F=fighter W=Wizard O=Rogue [code] .R.R.. ..M.M. ...... ...... ..F... ..OW..[/code]If the wizard goes first, he can ready an action to drop a icy terrain as soon as one of the two melee enemies moves. As soon as once does, its knocked prone and in the middle of difficult terrain. This ends its movement and if it wants to close the next tun, it now has to spend an action getting up. To top this off, the wizard has done some damage. Now the second enemy comes in and melees the fighter, the fighter can step around him, [with a readied action or normal action depending on his initiative, say with footwork lure] which sets up an easy flank with the rogue. If the wizard had not been there the other enemy would be there to flank with the fighter a round early, and would be doing damage himself. O.K. lets say this happens and now the battlefield looks like this [code] .R.R.. ...... ...M.. .F.... .M.... .O.W..[/code] The wizard can now daze the top most monster M and shift behind the rogue[or shift behind and ready another action to daze the top most monster M when it gets within range]. If it hits, the monster M can only charge the rogue or wizard. He can't engage the fighter since he has only one action and is too close to charge. This either forces the enemy group to focus fire on the rogue [through cover of the fighter] and provoke the CC from the fighter, or give up attacks. All in all, the wizard has prevented one to two rounds of attacks from an enemy, made it so that the attacks of the enemy cannot be efficiently applied, made it easier for his fighter to flank with the rogue and done some extra damage to boot. As well there are other tricks you can play. Lets say you daze or slow an enemy so that the only way it can get to your fighter is by charging. Well, if that is the case, the fighter can ready an action[say, footwork lure again], against the charging enemy entering a square adjacent to him. He shifts and pulls the enemy to a new square. Since the enemy has ended his charge in a square that is not the closest square to his original position his charge is invalid and he loses his attack. This of course doesn't work if you don't know the enemy is charging. [/QUOTE]
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