My attempt at a martial controller: The Monk

I could see a Monk Controller, but I think it doesn't work effectively unless you go Wuxia on it and start doing more of a Ki power source instead of Martial. You know, whipping his robe around and causing hurricane winds, stomping the ground to cause it to explode, etc. Completely Ki.

But a very nice right up, amigo. :)
 

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AZRogue said:
I could see a Monk Controller, but I think it doesn't work effectively unless you go Wuxia on it and start doing more of a Ki power source instead of Martial. You know, whipping his robe around and causing hurricane winds, stomping the ground to cause it to explode, etc. Completely Ki.
This I could get behind.
 

Rechan said:
Why does Throw use Wisdom? Wouldn't Dex be more appropriate?

Dex would be more appropriate, but frankly it would make the power weaker. I know its a bit of a stretch, but I flavored the ability as more of an insight into your opponent's attacks and using his own strength against him.

As for the controller hitpoints, yes that could be a problem. I designed the twisted defense power as a way for a monk with less AC and hitpoints than a defender to stand in melee and survive. But maybe its not enough.
 

Rechan said:
Two hits from a brute will kill him. Or in the process of "weaving in and out of combat" he gets caught by two skirmishers, he's SOL. Or, god forbid, a Soldier with some stickiness.

If he's doing physical melee attacks, he will die, mark my words.

Your right, like any controller if they manage to reach him on their turn he is dead. However, that doesn't mean he can't enter melee.

If his attacks are hit-and-run where they deal out various affects and damage to a large amount of opponents then have him back out of range then he won't be hit.

He could actually take a little bit of the skirmisher ability from the Scout, if he stays constantly on the move, circling the opponents he gains bonuses when he does delve in and then out of combat.
 

Stalker0 said:
As for the controller hitpoints, yes that could be a problem. I designed the twisted defense power as a way for a monk with less AC and hitpoints than a defender to stand in melee and survive. But maybe its not enough.
A character in melee may be dealing with more than just hits vs AC but hits to Fort or Ref too. Close bursts, etc.
 
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Fallen Seraph said:
If his attacks are hit-and-run where they deal out various affects and damage to a large amount of opponents then have him back out of range then he won't be hit.
Hit and run tactics against single opponents: striker. He'd need a lot more AoE to be effecting a large amount of opponents.

I also find it hard to circle or move around a large amount of opponents. You can't circle a wide area with your movement, and given that it's a group of 4 monsters vs 4 PCs, they are going to be as spread out as your crew.

For him to move in and out of melee like that, then he's going to need to slide at least 6 squares. Or have powers that let him slide in attack slide out, which is a lot of movement, and I don't even know if that's balanced in the first place.
 
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Rechan said:
Hit and run tactics against single opponents: striker. He'd need a lot more AoE to be effecting a large amount of opponents.

I also find it hard to circle or move around a large amount of opponents. You can't circle a wide area with your movement, and given that it's a group of 4 monsters vs 4 PCs, they are going to be as spread out as your crew.

For him to move in and out of melee like that, then he's going to need to slide at least 6 squares.

I imagine a Monk would have lots of extra movement, say a Class Feature.

As for AoE, he can still use AoE by using hit and run. It simply isn't hit and run against a single opponent. It is things like; leaping into the centre of the opponents doing a whirlwind kick landing them all on the ground then using the body of one opponent as leverage leaps out of the fray.

Well yeah, of course he will higher slide capabilities. I imagine he could have a pre-combat slide and a post-combat slide.
 

Fallen Seraph said:
As for AoE, he can still use AoE by using hit and run. It simply isn't hit and run against a single opponent. It is things like; leaping into the centre of the opponents doing a whirlwind kick landing them all on the ground then using the body of one opponent as leverage leaps out of the fray.
Enough flavor text. Put it in game mechanics. I don't care what it looks like: we're talking about mechanical functions here.

So he has to slide in, avoiding OAs, into the middle of opponents, and then do a close burst before moving out. 1) This monk has only 1. That doesn't make him very controllerish. 2) That is butkiss for range. 3) What happens when there are Soldiers in the area he needs to get into? Soldiers which have OA powers/stickiness? 4) How does this effect difficult terrain/cover/etc.

And this still doesn't address the issue of: if he's moving all over the place, he will have to stop at the end of his turn. Cue brute charging him.

Finally, if he's leaping all over the place and diving in, not attacking single opponents but MULTIPLE ones... this is going to make the rogue player feel like chopped liver. His combat shtick (mobile melee combatant) is getting overshadowed.
 

I could only see a martial controller is a "pet" class. A warrior who coordinates attack with his animal companion(s). Like a warlord but at range minus healing.

Martial control is mostly based on the weapons. Weapons pretty much trip, wound, push, pull, or stun. It'll get redundant or gimmick quick without a hook. Like siccing a bear on goblins.

My problem with the monk as a martial controller is that it will run out of controller options if you don't give it a ton of gimmicky ki powers.
 

Minigiant said:
Martial control is mostly based on the weapons. Weapons pretty much trip, wound, push, pull, or stun. It'll get redundant or gimmick quick without a hook. Like siccing a bear on goblins.
If martial = weapons, then could it not just be expanded to martial = items? Therefore, grenadier using alchemist fire, gas, etc count?
 

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