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My attempt at a martial controller: The Monk
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<blockquote data-quote="jaer" data-source="post: 4181948" data-attributes="member: 57861"><p>I think Cadfad really hit it with this statement. A controller does influence the movement of the enemies, hindering movement or moving them as necessary. But I don't think the controller does it so that he, specifically, can set up more attacks from it. Sure, moving and routing enemies into a group so you can AoE them would be good use of powers for a controller, but the controller isn't keeping an enemy near him so he can wail on them. That is defender territory.</p><p></p><p>A melee martial controller will need a lot of free movement to make up for the lack of range, but his primary function should not be dealing damage (that would make him a striker).</p><p></p><p>I think a martial controller monk might have a throw move, but doing so should be in an effort to move the creature somewhere specific, so it should be similar malebranch trident attack in that it does damage and allows the monk to place the enemy where he wants (preferably near the defender).</p><p></p><p>Throw</p><p>You toss you oppenent about like a rag doll.</p><p>Melee Attack</p><p>Target: 1 creature</p><p>Wisdom Attack vs Ref</p><p>Hit: 1[W] + wis and you shift the target to an unoccupied square within 3 squares of you.</p><p></p><p>Further, a Monk should be able to hinder and slow combatants, but should not be stuck near them.</p><p></p><p>Pressure Point: Pain</p><p>You know just the right spots to weaken your opponet.</p><p>Melee Attack</p><p>Target: 1 creature</p><p>Wisdom attack vs Ref</p><p>Hit: 1[W] + wisdom. Target is weakened and takes ongoing equal to your wisdom. Save ends.</p><p>Miss: Target is weakened until the end of your next turn.</p><p>Special: Shift 2 squares after the attack.</p><p></p><p>Pressure Point: Paralysis </p><p>You can stop your enemy's movement with put a touch.</p><p>Melee Attack</p><p>Target: 1 creature</p><p>Wisdom attack vs Fort</p><p>Hit: 1[W] + wisdom. Target is stunned/dazed/something. Save ends.</p><p>Miss: Target is immobilized until the end of your next turn.</p><p>Special: Shift 2 squares after the attack.</p><p></p><p>The Monk should also be hindering movement and controlling the battlefield as a whole. Maybe something like this</p><p></p><p>Shatter floor</p><p>You unleash a devestating attack on the ground at your feet, sending out a small shockwave to disorient your foes and cover your escape.</p><p>Melee Attack</p><p>Range Close Burst 1</p><p>Wisdom attack vs Ref</p><p>Hit: Wisdom damage. Knocks enemies prone.</p><p>Miss: Enemies dazed.</p><p>Effect: Every square hit by the effect is now considered difficult terrain. </p><p>Special: Shift number of squares equal to your wisdom modifier.</p><p></p><p>Not that I have much concept of level appropriateness, but these are basic examples of what I think a martial controller should be doing and how they should be doing it. IMO, if they are successful in their round, they won't end their round next to a target, but will have either slipped away after hindering the foe or pushed the enemy away, preferably into a tactically sound position. They may move into conflict (unlike the wizard who'd rather remain in the back away from the fight), but they don't stay in harm's way.</p><p></p><p>The whirlwind attack is a nice touch for AoE damage, but perhaps consider making it 2[W]+wis against an initial target and [W]+wis against all secondary targets? That would tone is down a bit.</p><p></p><p>Just my thoughts.</p></blockquote><p></p>
[QUOTE="jaer, post: 4181948, member: 57861"] I think Cadfad really hit it with this statement. A controller does influence the movement of the enemies, hindering movement or moving them as necessary. But I don't think the controller does it so that he, specifically, can set up more attacks from it. Sure, moving and routing enemies into a group so you can AoE them would be good use of powers for a controller, but the controller isn't keeping an enemy near him so he can wail on them. That is defender territory. A melee martial controller will need a lot of free movement to make up for the lack of range, but his primary function should not be dealing damage (that would make him a striker). I think a martial controller monk might have a throw move, but doing so should be in an effort to move the creature somewhere specific, so it should be similar malebranch trident attack in that it does damage and allows the monk to place the enemy where he wants (preferably near the defender). Throw You toss you oppenent about like a rag doll. Melee Attack Target: 1 creature Wisdom Attack vs Ref Hit: 1[W] + wis and you shift the target to an unoccupied square within 3 squares of you. Further, a Monk should be able to hinder and slow combatants, but should not be stuck near them. Pressure Point: Pain You know just the right spots to weaken your opponet. Melee Attack Target: 1 creature Wisdom attack vs Ref Hit: 1[W] + wisdom. Target is weakened and takes ongoing equal to your wisdom. Save ends. Miss: Target is weakened until the end of your next turn. Special: Shift 2 squares after the attack. Pressure Point: Paralysis You can stop your enemy's movement with put a touch. Melee Attack Target: 1 creature Wisdom attack vs Fort Hit: 1[W] + wisdom. Target is stunned/dazed/something. Save ends. Miss: Target is immobilized until the end of your next turn. Special: Shift 2 squares after the attack. The Monk should also be hindering movement and controlling the battlefield as a whole. Maybe something like this Shatter floor You unleash a devestating attack on the ground at your feet, sending out a small shockwave to disorient your foes and cover your escape. Melee Attack Range Close Burst 1 Wisdom attack vs Ref Hit: Wisdom damage. Knocks enemies prone. Miss: Enemies dazed. Effect: Every square hit by the effect is now considered difficult terrain. Special: Shift number of squares equal to your wisdom modifier. Not that I have much concept of level appropriateness, but these are basic examples of what I think a martial controller should be doing and how they should be doing it. IMO, if they are successful in their round, they won't end their round next to a target, but will have either slipped away after hindering the foe or pushed the enemy away, preferably into a tactically sound position. They may move into conflict (unlike the wizard who'd rather remain in the back away from the fight), but they don't stay in harm's way. The whirlwind attack is a nice touch for AoE damage, but perhaps consider making it 2[W]+wis against an initial target and [W]+wis against all secondary targets? That would tone is down a bit. Just my thoughts. [/QUOTE]
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