TarionzCousin
Second Most Angelic Devil Ever
Hey, it's alphabetical order: c, d, l, s.Ideal initiative order is something like controller > defender > leader > strikers.
That should make it easier to remember.

Hey, it's alphabetical order: c, d, l, s.Ideal initiative order is something like controller > defender > leader > strikers.
^.
Ideal initiative order is something like controller > defender > leader > strikers.
Lock down enemies, mark enemies, buff strikers, strike. A group where everyone has a casque of tactics and can regularly pull this off will often end encounters in two rounds just from the benefits of coordination.
Ideal initiative order is something like controller > defender > leader > strikers.
FIFM.Ideal initiative order is something like controller > defender > leader > strikers > monsters.
Happens to me all the time (Taclord, +8 to party initiative). Then the Wizard uses burst 10 enemies only encounter stun power, and we get two rounds of actions before the monsters get one.FIFM.
But it never happens like this, does it?
It seems to me that the more powerful monster, the higher the initiative bonus. Of course, our current DM is manufacturing some of his own monsters, so when they get a "43" and our 9th level rogue rolls a 20 to get a "32" we get the impression that the DM really wants his monster to go first.
Very few controllers ever want to get close. I just said they should go first. Primarily because enemies tend to still be grouped up and controllers have the largest bursts/blasts. And if they aren't grouped up, they will be (Visions of Avarice, ho!).The exception to the Controller gpoing first might be the throwing Seeker. He's not built to get that close that quick unless the defenders are going right after him.