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What makes a controller a controller?
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<blockquote data-quote="DracoSuave" data-source="post: 5259266" data-attributes="member: 71571"><p>All classes have 'control.' Some capacity to prevent or hinder the abilities and aims of the opposition. A striker might have control to hinder a hard target, so that while it's not dead, it's less able to fight back. A leader might have control that causes a monster to move to a disadvantageous position, or so that the leader's allies take less damage or deal more.</p><p></p><p>On top of this, defenders also have control by necessity, controlling monsters' movement and targetting is precisely what they are about.</p><p></p><p>However, controlling one aspect of the game and controlling the game are not the same concept.</p><p></p><p>The fighter controls movement and targetting in an area consisting of approximately 8 squares that are adjacent to him. A wizard controls whatever aspects of the game he's decided works best in an area consisting of whatever his spells can reach, generally up to 10 squares away, for a total of 99 squares.</p><p></p><p>It isn't just the ability to control one thing, it's the ability to be flexible and control whatever aspect of the game your party might have trouble with that makes a controller what he is.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5259266, member: 71571"] All classes have 'control.' Some capacity to prevent or hinder the abilities and aims of the opposition. A striker might have control to hinder a hard target, so that while it's not dead, it's less able to fight back. A leader might have control that causes a monster to move to a disadvantageous position, or so that the leader's allies take less damage or deal more. On top of this, defenders also have control by necessity, controlling monsters' movement and targetting is precisely what they are about. However, controlling one aspect of the game and controlling the game are not the same concept. The fighter controls movement and targetting in an area consisting of approximately 8 squares that are adjacent to him. A wizard controls whatever aspects of the game he's decided works best in an area consisting of whatever his spells can reach, generally up to 10 squares away, for a total of 99 squares. It isn't just the ability to control one thing, it's the ability to be flexible and control whatever aspect of the game your party might have trouble with that makes a controller what he is. [/QUOTE]
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What makes a controller a controller?
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