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General Tabletop Discussion
*Dungeons & Dragons
What are the best classes for each role in 4th edition?
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<blockquote data-quote="Estlor" data-source="post: 5626795" data-attributes="member: 7261"><p>These seem to be the general consensus at the WotC CharOp board (and why):</p><p></p><p><strong>Best Defender:</strong> Fighter (Weaponmaster). <strong>Why:</strong> Stickiness through Combat Superiority. Lots of ways to buff their mark and their opportunity attacks that demand attention. Insane feat/power support that only the wizard comes close to reaching.</p><p></p><p><strong>Runner-up Defender:</strong> Paladin. <strong>Why:</strong> Divine Power saved this class. Lots of multi-marking powers and feat support that turns Divine Challenge into a beast. A Cha/Wis paladin can out heal/save grant some leader builds. Erathis paladin's hand out resist all for free.</p><p></p><p>Wardens are also considered very strong defenders.</p><p></p><p><strong>Best Leader:</strong> Warlord. <strong>Why:</strong> Action granting. They have lots of powers that can grant 2 or more allies attacks on their turn. The only class that can get a 4th use of their healing power. Easy to get lots of bonus that stack from using inspiring word on someone. Combat Leader breaks initiative. As a hybrid, warlord makes every other class better.</p><p></p><p><strong>Runner-up Leader:</strong> Bard. <strong>Why:</strong> Strong forced movement and control on top of solid healing. If the warlord is one side of the coin with action granting, the bard is the other with action denying.</p><p></p><p><strong>Best Striker:</strong> Two-Weapon Ranger. <strong>Why:</strong> Minor action attacks. Prime Punisher. Twin Strike. Immediate actions. Rangers hit, hit again, then hit on everyone else'ss turn. They are the definition of the nova turn.</p><p></p><p><strong>Runner-up Striker:</strong> Any charge-oriented melee striker multiclassed into fighter with the Kulkor Arms Master paragon path. <strong>Why:</strong> Knock Prone = no action bonus melee basic attack. With the right build, this spawns multiple attacks every round.</p><p></p><p><strong>Best Controller:</strong> Mage (Enchanter|Illusionist). <strong>Why:</strong> Sick dailies that simply break a fight (that haven't been nerfed yet). Sleep = game changer, and that's just 1st level. </p><p></p><p><strong>Runner-up Controller:</strong> Invoker. <strong>Why:</strong> CoMies get things like stun at really early levels. Great defenses and very durable for a squishy, especially CoWs.</p></blockquote><p></p>
[QUOTE="Estlor, post: 5626795, member: 7261"] These seem to be the general consensus at the WotC CharOp board (and why): [B]Best Defender:[/B] Fighter (Weaponmaster). [B]Why:[/B] Stickiness through Combat Superiority. Lots of ways to buff their mark and their opportunity attacks that demand attention. Insane feat/power support that only the wizard comes close to reaching. [B]Runner-up Defender:[/B] Paladin. [B]Why:[/B] Divine Power saved this class. Lots of multi-marking powers and feat support that turns Divine Challenge into a beast. A Cha/Wis paladin can out heal/save grant some leader builds. Erathis paladin's hand out resist all for free. Wardens are also considered very strong defenders. [B]Best Leader:[/B] Warlord. [B]Why:[/B] Action granting. They have lots of powers that can grant 2 or more allies attacks on their turn. The only class that can get a 4th use of their healing power. Easy to get lots of bonus that stack from using inspiring word on someone. Combat Leader breaks initiative. As a hybrid, warlord makes every other class better. [B]Runner-up Leader:[/B] Bard. [B]Why:[/B] Strong forced movement and control on top of solid healing. If the warlord is one side of the coin with action granting, the bard is the other with action denying. [B]Best Striker:[/B] Two-Weapon Ranger. [B]Why:[/B] Minor action attacks. Prime Punisher. Twin Strike. Immediate actions. Rangers hit, hit again, then hit on everyone else'ss turn. They are the definition of the nova turn. [B]Runner-up Striker:[/B] Any charge-oriented melee striker multiclassed into fighter with the Kulkor Arms Master paragon path. [B]Why:[/B] Knock Prone = no action bonus melee basic attack. With the right build, this spawns multiple attacks every round. [B]Best Controller:[/B] Mage (Enchanter|Illusionist). [B]Why:[/B] Sick dailies that simply break a fight (that haven't been nerfed yet). Sleep = game changer, and that's just 1st level. [B]Runner-up Controller:[/B] Invoker. [B]Why:[/B] CoMies get things like stun at really early levels. Great defenses and very durable for a squishy, especially CoWs. [/QUOTE]
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What are the best classes for each role in 4th edition?
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