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<blockquote data-quote="Goumindong" data-source="post: 4377461" data-attributes="member: 70874"><p>You're over-complicating a simple problem.</p><p></p><p>The game comes down to this:</p><p></p><p>Isolate and Destroy.</p><p></p><p>Isolate the highest threat/lowest hit point creatures first(artillery/skirmishers) and kill them. Then mop up the rest.</p><p></p><p>As a rule then you have roles of</p><p></p><p>Damage</p><p>Area Denial</p><p>Support</p><p></p><p>Controllers and Defenders are Area Denial. Defenders do it via interposition. Controllers do it via area modification. Leaders are support. </p><p></p><p>The job of a defender is to keep an enemy isolated by getting between it and its friends.</p><p></p><p>The job of a controller is to allow an enemy to be isolated and, failing that, to remove damage from the field.</p><p></p><p>Damage deals damage.</p><p></p><p>Leaders make sure no one dies and everyone does everything better.</p><p></p><p>E.G. Take a the "iconic" party.</p><p></p><p>Fighter, Rogue, Wizard, Cleric.</p><p></p><p>The Fighter isolates an enemy so that the rogue can easily get behind him and the enemy and then the two of you and the cleric kill it.</p><p></p><p>The wizard forces enemy artillery into melee so the fighter can isolate it so the rogue and cleric can kill it with him.</p><p></p><p>Or, the wizard clears a path for the fighter/cleric/rogue to make it to the artillery and set up shop.</p><p></p><p>The smaller your group the better area denial and isolation becomes. The larger your group the better large scale AoEs become(since a bunch of people launching AoEs can wipe decent sized groups of enemies in few rounds), though i doubt that most games will reach that critical mass.</p><p></p><p>Aside from some broken things you can do with leader/leader synergies, your optimal solution for larger parties is going to have more defenders.</p><p></p><p>I.E. a party of 5 will be best as</p><p></p><p>Defender</p><p>Defender</p><p>Leader</p><p>Striker</p><p>Controller.</p><p></p><p>More enemies mean more interposition is necessary to keep them away from the isolated enemy. If you can't get a second defender, a second striker is best.</p><p></p><p>At a party of 6 its going to be</p><p></p><p>Defender</p><p>Defender</p><p>Leader</p><p>Striker</p><p>Striker</p><p>Controller.</p><p></p><p>Party command structure is going to be best as controller/leader/defender/striker. Controllers can change the battlefield the most and are most familiar with their abilities. Leaders are second in that regard and know when friendlies get over extended best. Defenders are third because they know what it takes to stop things on the line and strikers are last since everyone knows how to kill things. This assumes equal intelligence on the part of your players.</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4377461, member: 70874"] You're over-complicating a simple problem. The game comes down to this: Isolate and Destroy. Isolate the highest threat/lowest hit point creatures first(artillery/skirmishers) and kill them. Then mop up the rest. As a rule then you have roles of Damage Area Denial Support Controllers and Defenders are Area Denial. Defenders do it via interposition. Controllers do it via area modification. Leaders are support. The job of a defender is to keep an enemy isolated by getting between it and its friends. The job of a controller is to allow an enemy to be isolated and, failing that, to remove damage from the field. Damage deals damage. Leaders make sure no one dies and everyone does everything better. E.G. Take a the "iconic" party. Fighter, Rogue, Wizard, Cleric. The Fighter isolates an enemy so that the rogue can easily get behind him and the enemy and then the two of you and the cleric kill it. The wizard forces enemy artillery into melee so the fighter can isolate it so the rogue and cleric can kill it with him. Or, the wizard clears a path for the fighter/cleric/rogue to make it to the artillery and set up shop. The smaller your group the better area denial and isolation becomes. The larger your group the better large scale AoEs become(since a bunch of people launching AoEs can wipe decent sized groups of enemies in few rounds), though i doubt that most games will reach that critical mass. Aside from some broken things you can do with leader/leader synergies, your optimal solution for larger parties is going to have more defenders. I.E. a party of 5 will be best as Defender Defender Leader Striker Controller. More enemies mean more interposition is necessary to keep them away from the isolated enemy. If you can't get a second defender, a second striker is best. At a party of 6 its going to be Defender Defender Leader Striker Striker Controller. Party command structure is going to be best as controller/leader/defender/striker. Controllers can change the battlefield the most and are most familiar with their abilities. Leaders are second in that regard and know when friendlies get over extended best. Defenders are third because they know what it takes to stop things on the line and strikers are last since everyone knows how to kill things. This assumes equal intelligence on the part of your players. [/QUOTE]
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