The Avenger "Trap".


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As others said, strikers, especially melee strikers should better move after other party members, especially defenders.

I saw only few avengers in actual game-play. But, yeah, going away from the others tend to make an avenger harder to get the benefit from his oath. Unless there are only few opponents, an avenger should better remain closer to the other melee PCs and use them as tools for not being surrounded.

A commanding avenger in my current low-level party is really doing well. But that may be because the party has two defenders (fighter & paladin) and a Bravura warlord.

Usually, 3 other melee combatants engage enemy first. Then, the avenger either choose an enemy which he can pick up (preferably, a one marked by a defender) and go adjacent to it and smack. Or, he uses Bond of Censure to pull an appropriate target and attack it.

Other melee PCs, especially 2 defenders, always help the Avenger not to be surrounded by multiple enemies.

Strikers are strong but need supports from other members. And it is better that other members support strikers, as it will increase the overall damage-output of the entire party.
 

^.

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.

This is my experience also. As I pointed to a bit earlier, I've found personally it's best if I stay near the defender and work around him, biding my time and movement to get my oath role, only 'going solo' when I can break off and nail a contoller or artillery or he gets in to it too thick then I flank with him. The only striker I feel has no problem going early is the Archer Ranger. The Genasi Barbarian I play has Dex as his dump stat and generally assures I don't get ahead of myself and the rest of the party.
 


Ideal initiative order is something like controller > defender > leader > strikers.

With a special exception for strikers who have good ranged options, i.e. rogues, archer rangers, sorcerers, and warlocks. They do just fine going first.

And my rageblood barbarian is going to charge in with Howling Strike at the first opportunity in almost every case. You have to respect tradition.
 

In general, I've found the number one rule for strikers is "if you're not attacking the tank's target, you're doing it wrong."

There are numerous exceptions of course, but you're usually better of attacking the same thing the other party members are attacking.
 

Ideal initiative order is something like controller > defender > leader > strikers > monsters.
FIFM. :p

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.
 

FIFM. :p

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.
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.
 

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.
 

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.
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!).
 

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