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3 years ago ::
Feb 16, 2010 - 1:19AM
#11
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As always, neither a jack-of-all-trades nor a real specialized are particular useful in D&D. The first is always going to be overshadowed, and the 2nd runs a serious risk of getting into a scenario where his trick does not work. When the disabling situation is rare enough* the specialist can be viable, but at least expect to feel really useless on occassion. The problem arises when the whole group specializes in the same trick  MindWanderer and Matt's advice are very good in this regard. * Conditions like daze and blind are not particular common at heroic level, but they become increasingly common the higher level the character becomes. Always invest in items and utility powers that help against conditions.
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3 years ago ::
Feb 16, 2010 - 7:30AM
#12
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Date Joined:
Apr 25, 2002
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*It's better to train a skill up that you have no modifiers then a skill you have lots of modifiers in. This gives you a broader range of skills that you have a greater chance of success on. Instead of just a few skills you're super good at.
I think that's strongly dependent on what everyone around you plays. In order for that to be useful, the following has to be true: There are numerous stats that no one starts off with at least a 16 in. So an area where people really like starting values of 20s makes this more likely - someone who has an 18 in a secondary stat who levels it to 20 at level 8 is going to be just as good as someone who starts with a 10 and gains training. In a place where someone starts off with a 20, a 15, and a 13, there'll be a lot more chances that this works.
There are classes that are popular that don't have the usual skills for the roles and no replacement classes pop up. As an example, combine Str/Int Tactical Warlord + Str/Con Fighter + Int/Con Wizard + Str/Dex Rogue + Str/Con Barbarian. That party has both Wis and Cha as problem skill areas. Reasonably balanced in combat, but likely to miserably fail skill challenges - both the Str/Con Fighter and Barbarian should strongly consider taking things outside their areas of expertise...
People keep boosting the same skills rather than have a range of choices. In other words, an area where all non-Wisdom characters try to take Perception over say Nature and there are few characters with decent Wisdom for whatever reasons.
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3 years ago ::
Feb 16, 2010 - 9:09AM
#13
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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I'm curious what character types you think do well in this setting. With 3 combat encounters per adventure, it seems combat heavy. This is not a bad thing IMO. If this combat focus is true, then it seems that certain character types would be successful in this play setting.
Well, most players seem to find the challenge level to be fine or easy, so you don't necessarily need to be super-effective for LFR. There will be some difficult adventures, but most of them are obvious (Specials, Interactives, anything concluding a major quest). Parties that are not optimal can still do well in difficult adventures, or at least complete them (since you can do things like run away - seldom is an adventure going to force you into a TPK).
Three combat encounters isn't necessarily better than two. The adventure will still use the same XP budget, but will spread it over three OR it will have more or fewer skill challenges. An adventure with two combats could have two really hard combats or it might have two normal combats and some difficult skill challenges. Focusing a PC for one scenario over the other is not something I would recommend. In general, the biggest effect you can plan for is that you will have at least two combats and only seldom four or more. Thus, you can pace Action Point usage and dailies that way. But, be wary of not using dailies. The first fight can often be very difficult when players hold back on dailies... but that might be the highest XP fight, right up front, or just plain the harder fight!
In this setting, the ideal combat team would consist of a few high-AC defenders and high-damage melee strikers, a ranged striker, a warlord, and a dedicated healer. I haven't seen any rogues or wizards. I don't know if this is a problem with those character types within 4th edition generally, but I imagine that a deeper and more diverse range of skills would be successful in a long-term campaign.
There are few universal truths, but there are some. It is easier to do well in LFR if you have at least one good defender (sticky, high defenses). It is easier to do well if you have at least one ranged combatant (preferably a strong ranged striker, such as an archer ranger or sorcerer, and having half the party be ranged is often better than having fewer be ranged as you get to ignore terrain somewhat). It is increasingly useful to have skills that are common to traps or trap-like situations (Thievery, Dungeoneering, Arcana, Nature). It is important to be able to have movement options, such as forced movement for multiple allies or shifts/teleportation for getting vulnerable allies out of the way. Control becomes very effective around paragon. Healing is important for some adventures. In those adventures you want one strong healer but you generally want their healing to also come with something else (tactical, preventative, movement, etc.) so that it isn't just about HPs. The negative comments about Pacifist Healers generally come because the build is often really focused on HPs but provides little damage or damage-enhancing or tactical output as compared to other leaders. (Thought it can be great, truly.)
So, please feel free to comment on party-building strategies for LFR, and what characters you bring every week to contribute to the team's success.
If building a single PC that will insert themselves into random groups, I generally try to have a primary and secondary area, as was mentioned, with the primary one that is applicable to my role. If I'm a leader, other than a Tactical Warlord or similar iconic buffer, I want to make sure I cover healing. If I'm a striker (outside of some warlocks) I need to address damage. I then try to boost my good skills so I will be a strong contributor when those situations come up. I try to be effective, but with the reality that I have plenty of breathing room for RP choices because LFR is not that hard.
If building a team from scratch, you can really be effective. You can plan for all sorts of synergies. Take a look at the ranged-focused shaman in Primal Power or the new ranged Warlord in MP2 for ideas of what could be done to enhance two ranged strikers (or another role with a strong ranged basic, such as a controler). I recently ran a great table of dwarves that all had Rings of Sympathy, so they were constantly chain-saving by making a save, activating the property to grant someone else a save. The daily on the ring just made it all the stronger. But, aside from such high thinking, just making a table of all the skills and making sure each one is covered will be really effective for skill challenges. You can also work on covering roles.
One issue worth noting is that some classes do not duplicate well. Two warlocks can be an issue (low damage, curse issues unless they both take a feat). Two bards can be an issue (certainly three would be rough). These tables can still triumph, but it is not ideal.
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3 years ago ::
Feb 18, 2010 - 3:40PM
#14
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Date Joined:
Sep 26, 2008
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My advice is you try to synergize with your wife's character. Since your wife is playing and if I may add a very good thing, you both could come up with gimmicks that play well for duos. I advise this because it sounds like you dont play in a regular group and thus you will encounter players with varying skills. So by synergizing with your wife, it takes away some of the that varying skill risk by for instance building a defender and leader both with some striking capability.
I will also advise to build a character that mimicks the way you play the game. For instance, if you are very aggressive, then a charging barbarian might fit well with you. Many times I have seen a player play a character that does not fit them personality wise because another player rocked with that kind of character but their performance is below standard.
As stated earlier, LFR is not designed to be hard, in fact it is rather easy so basically anything you come up with will be ok. However, you do have the responsibility to know your powers of the character and able to apply those powers and features in various situations.
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3 years ago ::
Feb 18, 2010 - 5:22PM
#15
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Date Joined:
Feb 14, 2010
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Great discussion. Thanks all.
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3 years ago ::
Feb 18, 2010 - 7:23PM
#16
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I agree with -Aribeth-. I would suggest one of you play a very effective striker and the other a defender or leader. If nothing else at least you know you'll have impactful characters no matter who else is at the table.
For example damage oriented rogues work really well with super sticky fighters that can prone the baddies.
My particular favorite for LFR is the Ranger which just does a broken amount of damage. I happen to prefer a Melee Ranger, but Ranged Rangers do well also. If you pair a Melee Ranger up with a Leader that can give out surge-less healing that's an excellent combo. If you prefer Ranged, then you may even pair them with a controller that prevents anything from getting near you.
Definitely work on synergizing the pair of characters together, and I think everything else will fall into place.
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3 years ago ::
Feb 19, 2010 - 5:46AM
#17
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Date Joined:
Feb 14, 2010
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Yes, working together as a pair in that way makes perfect sense, and is something I hadn't exactly thought about. We can be our own combat duo. Great suggestion.
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3 years ago ::
Feb 19, 2010 - 7:06AM
#18
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Date Joined:
Apr 25, 2002
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Yes, working together as a pair in that way makes perfect sense, and is something I hadn't exactly thought about. We can be our own combat duo. Great suggestion.
Something to consider doing is to do 2 hybrids who both share one role and then do separate other roles. As an example, if you both play Leaders and then one of you picks a Striker and the other person a Defender, you'll make almost any table function - yet at the same time, you're not like the hybrid leader all by yourself who doesn't actually provide a full-blown Leader function.
So as an example: Drow Archer Ranger|Bard Longtooth Shifter Warden|Warlord who takes Warden's Armored Might as the Hybrid Talent feat - with 18 Str/Wis, you should have a 19 AC at 1st level with Hide/Heavy Shield.
i.e. any party you go to, you'll have 1 solid leader, you'll be able to provide striker damage, and your Warlord can mark a target, has defender level AC...And Intuitive Strike works really really amazing well with a Drow Archer...
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3 years ago ::
Feb 19, 2010 - 10:52AM
#19
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Date Joined:
Aug 19, 2007
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For a duo I like a striker with a good melee basic (such as barbarian) with a buffing leader (such as a warlord). You can get a really good AC and some stickiness with the warlord, and despite the stereotypes, I've found that if you make a couple of minor sacrifices a barbarian can be really survivable.
The best part is that no matter the group, the barbarian keeps doing its thing, but the warlord can buff up a good party in addition to just the barbarian.
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3 years ago ::
Mar 01, 2010 - 5:55AM
#20
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Date Joined:
Feb 27, 2009
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It is wise to have a party that is balanced amongst the 4 roles. While many players avoided controllers at first, I think as they advance into paragon tier adventures, they will find that controllers are very useful.
Keith
I'd have to disagree with you, Keith, based on my experience playing recent LFR adventures. Some recent adventures (I'm looking at you, Battle Interactive) have emphasized DPR (or DPS) over anything else. Being able to lock down the battlefield is secondary to putting the monsters down. (I played the BI as a 14th-level wizard and very nearly walked away from the table.)
The teams that I've seen do better in recent adventures have been very striker-heavy. (As in one defender, maybe one leader, and the rest strikers in a mix of melee and ranged.) The more synergy, the better.
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