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<blockquote data-quote="Anax" data-source="post: 4297590" data-attributes="member: 19868"><p>Honestly, that makes me pretty happy to hear. Third level is the point in 3E where I felt like character concepts could really be differentiated, and at which characters weren't subjects to SIDS (Scissors Instant Deathblow Syndrome).</p><p></p><p></p><p></p><p>I honestly don't have a good feel for what "Controller" is supposed to mean, yet. But--if we can steal a bit from video games, I'd suggest that it's from the "crowd control" type of character in MMOs, probably combined with "debuffing" (i.e. reducing the effectiveness of the enemy.) Defenders are able to get the attention of a bunch of things at once for a little while, but I suspect that they have a hard time <em>holding</em> that attention. They also have the problem that having things focus on them just means they're going to be beat down under a sea of kobolds.</p><p></p><p>My suspicion, then, is that controller abilities are aimed at things that will really take enemies out of the picture. The basic area-effect damage spells are for "controlling" (i.e. frying) minions, which prevents them from killing the fighter and paladin with papercuts. That makes sense, since minions are what's going to appear when you have really ridiculous numbers of opponents.</p><p></p><p>I just looked at the first level wizard powers, and I think that my analysis works. Ignoring the at-wills, wizards have access to:</p><p></p><p>1) Burning Hands (xxx AoE damage, crowd-slayer)</p><p>2) Chill Strike (single target short duration daze)</p><p>3) Force Orb (3x3 AoE damage, crowd-slayer)</p><p>4) Icy Terrain (3x3 short duration difficult terrain, movement-inhibitor)</p><p>5) Ray of Enfeeblement (single target damage debuff (weaken))</p><p></p><p>And for dailies:</p><p></p><p>1) Acid Arrow (3x3 AoE damage, crowd-slayer)</p><p>2) Flaming Sphere (3x3 persistent mobile AoE damage, crowd-slayer and movement-inhibitor)</p><p>3) Freezing Cloud (5x5 short duration AoE damage, crowd-slayer and movement-inhibitor)</p><p>4) Sleep (5x5 save-ends AoE speed reduction and knockout (first slowed, then possible unconscious))</p><p></p><p>That's a pretty wide range of options at first level. Certainly, there are a lot of damage spells overall, but I think I've also illustrated how those damage spells translate into territory denial (as well as allowing you to save your doughty dwarven fighter from the ignominy of dying to a horde of kobols.)</p><p></p><p>Of the spells described above, I know I'd absolutely pick up flaming sphere. Having that little mobile patch of fire damage would be absolutely amazing in any circumstances where you want to limit movement options or bring the pain to lots of little enemies.</p><p></p><p></p><p></p><p></p><p>Anyway, digression over: The point here is that the marking abilities of the defenders allow the DM to have the NPCs "play smart". Absolutely, those enemies would love to stab/shoot/zap the weaker people in the party. Focus fire isn't just for PCs, it's for NPCs, too. The marks from defenders, however, allow them to force the issue in a somewhat natural way. "You can attack the wizard, BUT IF YOU DO, you're going to pay for the privilege." Depending on who and what the enemy is, they might choose to make that choice, or try to take out the defender really quickly and then move on.</p><p></p><p>The presence of the controller, on the other hand, is one of the things that saves the defender's bacon--they allow the DM to have the enemy "play smart" and try to take out that pesky fighter (and still have the party have a chance to live through it.) At early levels, a fighter is a very imposing 3x3 area of movement control--but if enemies get around him, there's not much he can do. And if he's mobbed by enemies, he can't take them out very quickly, either. (Yes, he can use Cleave, but if it's minions, he's probably in a position to take out two of them a round, leaving the other six surrounding him to stabby stab and inflict a lot of hurt.)</p><p></p><p>The wizard's movement-related abilities can be used to reduce the number of enemies that can get to the fighter quickly. His enemy debuffs can allow the fighter to stay alive after "they brought a CAVE TROLL!" type situations--either long enough to take care of the remaining minions or long enough to survive the fight with the big guy. His AoE damage spells can clear out those minions quickly, etc.</p><p></p><p>So, it's a team effort. Alone, either a wizard or a defender isn't going to do nearly as well as a wizard and a defender working together. The wizard breaks up the enemy when they're too dense. The fighter groups up the enemy when they're too spread out. The wizard knocks them down and keeps them from taking the fighter out.</p><p></p><p></p><p>Final note: This is all theory, based on the abilities and discussion I've read. I haven't played 4E yet (sigh), and I also haven't read through the higher level wizard abilities yet.</p></blockquote><p></p>
[QUOTE="Anax, post: 4297590, member: 19868"] Honestly, that makes me pretty happy to hear. Third level is the point in 3E where I felt like character concepts could really be differentiated, and at which characters weren't subjects to SIDS (Scissors Instant Deathblow Syndrome). I honestly don't have a good feel for what "Controller" is supposed to mean, yet. But--if we can steal a bit from video games, I'd suggest that it's from the "crowd control" type of character in MMOs, probably combined with "debuffing" (i.e. reducing the effectiveness of the enemy.) Defenders are able to get the attention of a bunch of things at once for a little while, but I suspect that they have a hard time [i]holding[/i] that attention. They also have the problem that having things focus on them just means they're going to be beat down under a sea of kobolds. My suspicion, then, is that controller abilities are aimed at things that will really take enemies out of the picture. The basic area-effect damage spells are for "controlling" (i.e. frying) minions, which prevents them from killing the fighter and paladin with papercuts. That makes sense, since minions are what's going to appear when you have really ridiculous numbers of opponents. I just looked at the first level wizard powers, and I think that my analysis works. Ignoring the at-wills, wizards have access to: 1) Burning Hands (xxx AoE damage, crowd-slayer) 2) Chill Strike (single target short duration daze) 3) Force Orb (3x3 AoE damage, crowd-slayer) 4) Icy Terrain (3x3 short duration difficult terrain, movement-inhibitor) 5) Ray of Enfeeblement (single target damage debuff (weaken)) And for dailies: 1) Acid Arrow (3x3 AoE damage, crowd-slayer) 2) Flaming Sphere (3x3 persistent mobile AoE damage, crowd-slayer and movement-inhibitor) 3) Freezing Cloud (5x5 short duration AoE damage, crowd-slayer and movement-inhibitor) 4) Sleep (5x5 save-ends AoE speed reduction and knockout (first slowed, then possible unconscious)) That's a pretty wide range of options at first level. Certainly, there are a lot of damage spells overall, but I think I've also illustrated how those damage spells translate into territory denial (as well as allowing you to save your doughty dwarven fighter from the ignominy of dying to a horde of kobols.) Of the spells described above, I know I'd absolutely pick up flaming sphere. Having that little mobile patch of fire damage would be absolutely amazing in any circumstances where you want to limit movement options or bring the pain to lots of little enemies. Anyway, digression over: The point here is that the marking abilities of the defenders allow the DM to have the NPCs "play smart". Absolutely, those enemies would love to stab/shoot/zap the weaker people in the party. Focus fire isn't just for PCs, it's for NPCs, too. The marks from defenders, however, allow them to force the issue in a somewhat natural way. "You can attack the wizard, BUT IF YOU DO, you're going to pay for the privilege." Depending on who and what the enemy is, they might choose to make that choice, or try to take out the defender really quickly and then move on. The presence of the controller, on the other hand, is one of the things that saves the defender's bacon--they allow the DM to have the enemy "play smart" and try to take out that pesky fighter (and still have the party have a chance to live through it.) At early levels, a fighter is a very imposing 3x3 area of movement control--but if enemies get around him, there's not much he can do. And if he's mobbed by enemies, he can't take them out very quickly, either. (Yes, he can use Cleave, but if it's minions, he's probably in a position to take out two of them a round, leaving the other six surrounding him to stabby stab and inflict a lot of hurt.) The wizard's movement-related abilities can be used to reduce the number of enemies that can get to the fighter quickly. His enemy debuffs can allow the fighter to stay alive after "they brought a CAVE TROLL!" type situations--either long enough to take care of the remaining minions or long enough to survive the fight with the big guy. His AoE damage spells can clear out those minions quickly, etc. So, it's a team effort. Alone, either a wizard or a defender isn't going to do nearly as well as a wizard and a defender working together. The wizard breaks up the enemy when they're too dense. The fighter groups up the enemy when they're too spread out. The wizard knocks them down and keeps them from taking the fighter out. Final note: This is all theory, based on the abilities and discussion I've read. I haven't played 4E yet (sigh), and I also haven't read through the higher level wizard abilities yet. [/QUOTE]
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