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<blockquote data-quote="Pickles JG" data-source="post: 5403169" data-attributes="member: 61501"><p><span style="font-family: 'Verdana'"><span style="color: white">I believe any role is expendable as a character <em>slot</em> as you can make up for it by builds & MC feats (& hybridising - though that is probably cheating).</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Healing will be missed the most as it is what most makes PCs different from monsters. PCs usually all stay up while monsters attrite. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Damage output is the next most important thing as it has to be done & it handily reduces incoming damage & it’s more fun playing high risk/high reward than leader spam. The ability to kill off minions fast is an aspect of this not really of controllers & is useful but situational depending of course on the presence of minions. When I DM I put monsters in if someone has gone to the trouble of being able to deal with them effectively to make the player feel special </span><span style="font-family: 'Wingdings'"><span style="font-family: 'Wingdings'">J</span></span><span style="font-family: 'Verdana'">.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Control whether by marking or by status effects is optional & is like healing in reverse - fights take longer but you take less incoming damage. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Buffing is often effective & fun & makes the teamwork shine but is really just another way of doing more damage (or reducing incoming damage) & is optional.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Control is more effective at higher level as there is not much of it on at willpowers so you need your 4 encounter powers & occasional daily to make it work. WOTC seemed to be careful not to allow it to be too effective as it’s pretty dull to lock down fights. Obviously this did not apply to Solos & they have had their resistance to control bumped up. However what restricts one controller does not restrict several & parties can be very control heavy & really gum up encounters making some of them trivial. This is without necessarily having multiple controller classes, a lot of other classes can pack in status effects & debuffs (my rogue has status effects on all his powers except at wills & his AOE, which might also be considered controllery). These often come with a low cost in reduced damage - the cost is typically that you tend to want to spread out your attacks & effects rather than focus firing.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Anyway I would go with strikers/hybrid or MC leader everything else is optional (though valid & fun, except pacifist clerics who really aren’t)</span></span></p></blockquote><p></p>
[QUOTE="Pickles JG, post: 5403169, member: 61501"] [FONT=Verdana][COLOR=white]I believe any role is expendable as a character [I]slot[/I] as you can make up for it by builds & MC feats (& hybridising - though that is probably cheating).[/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Healing will be missed the most as it is what most makes PCs different from monsters. PCs usually all stay up while monsters attrite. [/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [COLOR=white][FONT=Verdana]Damage output is the next most important thing as it has to be done & it handily reduces incoming damage & it’s more fun playing high risk/high reward than leader spam. The ability to kill off minions fast is an aspect of this not really of controllers & is useful but situational depending of course on the presence of minions. When I DM I put monsters in if someone has gone to the trouble of being able to deal with them effectively to make the player feel special [/FONT][FONT=Wingdings][FONT=Wingdings]J[/FONT][/FONT][FONT=Verdana].[/FONT][/COLOR] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Control whether by marking or by status effects is optional & is like healing in reverse - fights take longer but you take less incoming damage. [/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Buffing is often effective & fun & makes the teamwork shine but is really just another way of doing more damage (or reducing incoming damage) & is optional.[/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Control is more effective at higher level as there is not much of it on at willpowers so you need your 4 encounter powers & occasional daily to make it work. WOTC seemed to be careful not to allow it to be too effective as it’s pretty dull to lock down fights. Obviously this did not apply to Solos & they have had their resistance to control bumped up. However what restricts one controller does not restrict several & parties can be very control heavy & really gum up encounters making some of them trivial. This is without necessarily having multiple controller classes, a lot of other classes can pack in status effects & debuffs (my rogue has status effects on all his powers except at wills & his AOE, which might also be considered controllery). These often come with a low cost in reduced damage - the cost is typically that you tend to want to spread out your attacks & effects rather than focus firing.[/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Anyway I would go with strikers/hybrid or MC leader everything else is optional (though valid & fun, except pacifist clerics who really aren’t)[/COLOR][/FONT] [FONT=Verdana][COLOR=white] [/COLOR][/FONT] [/QUOTE]
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