What's your Fifth?

What role does your 4e group double up on?



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My new group is leader, controller, defender, striker, striker (with a third striker who missed our first session).

My paragon-level group is defender, leader, leader, striker, controller, controller.
 

In our party, we have two leaders (cleric, artificer), two strikers (warlock, two-weapon ranger), and a defender (fighter). My artificer is multi-classed into rogue and I took the battle engineer PP, so I lean strikery, though I both of us leaders also somewhat fill the controller role.
 

In our LFR games we've recently been playing some 7-10s with two Wizards. The resulting combinations, when done well, were... impressive. Especially once a few dailies were involved.

The most memorable combo was when the other player's wizard dropped a Grasp of the Grave in the middle of the battlefield and I overlaid it with a Visions of Avarice. Once that combo was up and running, the battle was effectively over - all opponents dazed and most immobilised each round, our own party members unimpeded by the zones, able to move freely with no fear of opportunity attacks and automatically gaining combat advantage, and both wizards still free to cast standard-action spells each round, which took the form of a variety of area-effects centred on the zones, catching all or most of the ensnared enemies each round.

Even in earlier encounters without the dailies, two wizards co-operating to herd and impede opponents were able to seriously reshape the battlefield.
 

Personally, I'd say Striker or Defender. but...

In the group I gm: 2 Defender, 1 Striker (was 2 Strikers), 1 Controller, 1 Leader
In the group I play in: 2 Defenders, 1 Striker, 1 Controller, 2 Leaders*

I wanted to play a striker in the second group but they insisted that strikers were not necessary and that a group couldn't survive without 2 leaders. I then found out that they didn't communicate to each other during fights until last night. No wonder why they needed 2 healer-types since there was no group strategy up until then!
 

We play 4e when one of the regulars doesn't show up.
So. Leader, striker, defender, controler.

althought while we were playing through H2, at one point the party was
Leader, Striker, Striker, NPC Striker, NPC striker.
the NPCs were only passable at the job though.

I like CAKE.
 

Once again, depends on the group. Defenders usually get the most mileage, but leaders work too, say bard/warlord combo. However, some times controllers are the stuff. Rolling in to some late heroic with warlord, swordmage, rogue, wizard (orb), wizard (orb) and wizard (staff) can be quite impressive. Talk about the ability to absolutely HOSE a solo......
 


We have two leaders, two strikers, a defender and a controller.

But the defender is a paladin who cannot figure out how to use divine sanction. The controller is a flighty type who often does something random and relatively useless. The second striker tends to charge into the thick and stubbornly flail away "because this monster [usually not the main danger] has to die."

Mind you, being new to playing my class, I have made some boneheaded moves thus far, chiefly forgetting my fragility.
 

2 Leaders (Warlord, Cleric)
2 Controllers (Wizard x2)
1 Striker (Ranger)
1 Defender (Fighter)

I picked leader. They party I run seems to lean toward "We have a problem, but we can take the punishment so it doesn't matter" over "We have a problem, nuke that spot now."

I vote for scotch.
 

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