New variant Controllers? Interrupts as class feature!

There's two other ideas which dovetail with the controller as interrupter concept.

(1) I'm thinking of a 2nd level wizard utility at-will power which allows the wizard to declare a square (or # of squares) as difficult terrain. Can't remember the name now...

(2) Auras which do auto-damage are a great deterrent to creatures trying to engage a squishy controller...

One way I was thinking this might work is to have a number of squares equal to the primary ability score modifier within X range which can be "summoned" as a minor/free action. These squares deal auto damage. Any # of squares can be sacrificed, each one sacrificed providing an extra immediate action. There could be some mechanic which recharges expended squares...

Of course, this requires keeping track of which squares deal auto damage, but it avoids having an additional condition like marked, cursed, etc.
 

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I think you're on the right path, but interrupts and reactions isn't what defines a controller. There are two categories that define each class: how it interacts with enemies, and how it deals and heals damage. The damage part is easy.

Defender: I deal moderate damage and heal or buff myself moderately.
Leader: I deal moderate damage and heal or buff others moderately.
Striker: I deal a lot of damage, but only to one enemy at a time.
Controller: I deal a lot of damage, but spread out among a lot of enemies.

How it interacts with enemies is the other defining characteristic.

Defender: I draw enemies towards me.
Leader: I keep enemies away from my allies.
Striker: I get myself away from enemies.
Controller: I keep enemies away from myself.

If a class combines different aspects, that's where you get secondary roles. For example, a barbarian deals a lot of damage, usually to one target at a time (striker), but it definitely doesn't try to keep itself away from enemies, making it's secondary role play an important part in the tactics inherent to the build.

Um, anyway, maybe I'm getting a little sidetracked. For a unifying controller feature, I'd stick with the slowing and immobilizing aspect but not tie it down to immediate actions. Maybe a controller (secondary leader) could have the following power:

Minor Action - Ranged 5/10/15
Target: One ally
Effect: Slide the target 1 square.

This controller would set up its allies with better attacking positions so that the enemies would be distracted by them and stay away from the controller, which is what controllers do.

Thanks for starting this conversation, though. I just came up with all these ideas right now, and I like them. Of course, they're my opinions, not the beach mages'.
 

Another thought occured to me; immediate actions are already a defender schtick, in a way. Fighters, Wardens, Swordmages, and Battleminds all use them along with their marks. Paladins are the only ones that don't, but their Divine Challenge does punish an enemy immediately when they ignore the paladin.
 


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