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The Art of Leading
1 year ago  ::  Jul 15, 2009 - 9:37AM #1
mkill
Posts: 903
Date Joined: 10/10/06
The Art of Leading

-- A beginner's guide to the Leader role --


The Art of Leading is Part III of the tactics by role series. If you like this post, also have a look at The Art of Defending and The Art of Striking.


0. More than a Healer

It's a common misconception that Clerics, and the other leader classes, are supposed to hang back and recharge the hp of their party members. This was not true in 3rd edition, and it wasn't true in 2nd edition and earlier either. Wherever that idea comes from, it's not true in 4th edition either. Now, of course, healing their allies is a powerful and needed ability of every leader, but it's just one part of what they do.

If you've been directed here because you started a thread with the title "I'm stuck with playing the healbot" or "which is the best Healer", be welcome. This guide is for you.

"Table of Contents"
0 x . More than a Healer
I. The Three Stages of Leading
II. Your Secondary Role
III. When to Heal

I. The Three Stages of Leading

Stage 1: Movement and offense buff

The first job of the leader is to boost party offenses. If your rogue is cursing because his Blinding Barrage missed the Hobgoblin Warcaster by 2 points, it's you who can prevent that next time. You have a selection of powers available to move your allies into flanking position, or let them shift around the brute to get at the leader in the back, for example Wolf Pack Tactics (Warlord). And you can provide attack bonuses that allow your party to hit with their all-important daily and encounter powers, like Furious Smash (Cleric). Powers that reduce enemy defenses, like Guiding Strike (Bard), or provide combat advantage, like Hauting Spirits (Shaman) count too.

The idea, is, of course, to kill monsters faster. If they die 20% faster, your party will take 20% less attacks, which amounts to 20% less damage, so you need to heal 20% less.

Of course, all allies benefit from an attack boost right when they get out the big guns. But as your striker is the party member who deals the most damage, the main focus of Stage 1 is boosting your striker.

Stage 2: Defense buff

Your second job is to boost party defense. Attack boosts are good, but when your party is in danger of being overwhelmed it's your job to boost their defenses and make sure everyone stays up.

As above, if your party takes 20% less attacks, they take 20% less damage, so you need to heal 20% less.

The standard defense boost is an AC bonus, and most leaders have an at-will power that provided this, such as Defending Strike (Shaman). The Bard's Vicious Mockery and Misdirected Mark fulfill this function indirectly.
A variation are powers that provide a temporary hit points, like Sacred Flame. They cannot prevent a hit, but reduce it's effect.

If your party has managed a good tactical positioning for the encounter, your defender should take most of the heat. A boost to his AC or other defenses makes sure he'll stay up and not burn through healing surges too quickly. If your party has a melee striker, boost him rather than the defender, to give monsters a stronger incentive to attack the defender. Defense boosts are even more important if your party gets ambushed: An AC boost can keep the surrounded Wizard alive until you can bail him out.

Stage 3: Healing

You won't be able to prevent every hit against yourself or allies. Good that your class features and powers provide ample healing.

There are two types of healing: One that costs resources, i.e. healing surges, and one that doesn't. Healing surges are the main resource in 4th edition that needs to be managed (apart from daily powers), so spend healing wisely.

More on how and when to heal in Chapter 3.

When to do what?

"One defends when his strength is inadequate, he attacks when it is abundant." - Sun Tzu

In an easy encounter, a quick attack boost will deliver a crushing blow to the enemy forces. Once the first enemy falls, the rest should be a mere sweep with the broom. You can boost defenses to help save healing resources.
In hard encounters, boost defenses first. This will keep your party up and healthy while you try to weaken the opposition. When you have won some space to breathe, switch to attack boosts to turn the tide.

To be able to switch between offensive and defensive, pick one of each type for your at-will powers.

"Seminar: The maths of buffing"
"The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand." - Sun Tzu

As a quick and dirty help to judge the effectiveness of attack buffs, consider the following:

If you give your ally a +1 x bonus to hit, there is a 1 on d20 = 5% = 0.05 chance that his next attack roll will be exactly the number that a +1 turns a miss into a hit. So the average damage you gain with an attack bonus n is n x 0.05 x ally's average damage. In other words, your ally's attack deals +n x 5% damage.

If you grant a +2 x bonus to an attack that deals d10 + 5 damage, you boost the average damage by 2 x 0.05 x 10.5 = 1.05 damage. That doesn't look like much, but do a similar calculation with a +5 bonus from Righteous Brand (Cleric) and a daily power, and you'll see very impressive numbers. The key here is that you multiply your own modifier with the ally's damage. There are very few other ways to multiply damage in the game.


  • The effectiveness does not depend on your ally's to hit-chance. Whether you convert a roll of 17 x into a hit or a roll of 3, the result is the same.
  • An attack bonus is more effective the higher your ally's average damage is.
  • You also raise the chance of all other effects of a hit, such as marks, daze, stun...


Calculating the damage prevented by a defense buff works the same way: Just take the average damage of a monster attack instead.


II. Your secondary role

Buffing and healing your allies is mostly a minor action and a rider effect on your powers. It doesn't say anything about your position on the battlefield and your own tactics. These are decided by your secondary role.

Below is a list of secondary roles a leader can fill. There are two main distinctions: Melee or ranged decides whether he will be at the frontline or in the back. Defender or striker decides whether he will chase priority targets with the strikers or concentrate on heavy bruisers like a defender. Even a "pure" buffing / healing build will have to decide his position and priorities, although they can usually switch their priorities between offense and defense.

A note on the Shaman:
Shamans are special on the melee / ranged axis because they are "split". While the PC himself stays back, and throws ranged powers, his spirit is in the front line and fights in melee. This makes the Shaman a mixed melee and ranged leader. A Shaman can fulfill both the ranged and melee secondary roles listed below, depending on the powers you pick.


Frontliner

You carry a melee weapon, most of your powers are melee attacks, and most of your buffs are geared towards other melee combatants like defenders and melee strikers. You'll fight either shoulder to shoulder with them or in a flanking position.
A classic frontliner will have average defenses (chainmail) and average damage, and concentrate on boosting allies. You need to rely on the defender to shield you, and your main source of damage is boosting the striker.


Defender

By Paragon, you can upgrade your frontliner to a full-blown defender. The difference is that while a frontliner tries to avoid being attacked, a leader-defender boosts his staying power to the point where he can take a few blows on his own and protect squishier party members in return.

The first step is to get better defenses through heavier armor and a shield, and better staying power through feats like toughness.
The second step is to get a marking ability. Strength Clerics currently have the best options here with the Warpriest Paragon Path and powers like Healing Strike, but there are a number of alternatives, such as multiclassing.

The Shaman, especially the Great Bear Shaman paragon path, also deserves a mention. The spirit companion as the unique ability to just shrug off a hit that deals less than 10+half-level damage. Average damage of monster at-will attacks is 7+1/2 level. Yes, the spirit can take more than half of monster attacks against it without a scratch. And even if it is destroyed, you have the equivalent of resist all 5. And the best? Near-immunity to conditions. If your spirit is dazed, blinded, stunned or petrified, you can still act unhindered. If necessary, just dismiss it.


Melee Striker

A melee leader-striker boosts his mobility and damage potential. The idea is to tag-team on priority targets in the enemy ranks together with another melee striker like a rogue, ranger, barbarian or avenger.

The idea here is not so much to boost your own damage to striker levels, but to combine a good mix of own mobility, own damage boost and boost to your fellow striker's attack power.

Key here are multiclassing and the right paragon path, such as Bard / Student of the Seven.


Chessmaster

The Chessmaster leader is specialized in using his allies, almost to the point of playing a chess game. He doesn't just boost their attacks and defenses, he moves them around on the battlefield and lets them attack instead of smacking the enemy himself. This is a specialty of the Warlord, notably those of the tactical flavor. The Bard's Virtue of Cunning, in combination with an ally who has the Agile Opportunist feat (*) can achieve similar results.

(*) Whether the feat grants an attack on a slide by an ally is debated. Ask your DM.


Artillery

Hang back and blast them. The so-called "laser cleric" and most bards are the main example here. With a focus on ranged powers, you have the advantage that you can reach most hot spots on the battlefield with your effects, so you don't have to worry about positioning too much. You also make the defender's job of keeping your skin unscratched easier, since you're not dancing within reach of the swords and claws of the enemy. This makes artillery leaders beginner-friendly and effective.

The key to building a good artillery leader is a good balance between your own damage, offense buffs, defense buffs and healing.


Controller

Leader-controllers are similar to artillery leaders in play, but with a different focus in power choice. Instead of concentrating on your own damage, or the highest boost, you spice your selection with powers that hamper the enemy. After all, if you can stun your enemies with a power like Sacred Word (Cleric, PHB 71), who needs a defense buff?


Healer

Healers are leaders who concentrate on core leader abilities, namely healing. Healing specialists make the difference in hard encounters, as they can keep your party up, prevent a TPK, and allow the allies to slowly wear down the enemy until they can turn around the encounter.

An excellent and straightforward healer build is a Cleric with the Miracle Worker paragon path (DP).


Party buildup and secondary role

Optimizing a leader is more difficult than other roles, because your own effectiveness depends on your allies as much as your own stats and powers.

If you're planning a leader, it's a good idea to check what other characters will be at the table. In a well-rounded party with a mix of ranged and melee characters, and at least one defender, striker and controller present, any leader build should fit in. Bards with their versatility are a great 5th party member when all roles are already filled.

Beware of certain dependencies and one-sided groups. A great Warlord build that is focused on granting melee basic attacks depends on a Barbarian with a BFS (big frickin' sword) or similar. If the group is melee heavy, you can hang back and shoot lasers, err, holy radiance, or jump into the fray and lead as a warlord. But if you're in a team with a Sorcerer, a Warlock, a bow Ranger and a Wizard, that Warlord will have no one to help out, and the ranged Cleric will get tangled up in melee. In such a group, it is better to play a beefed-up valorous Bard that can hold a front line on his own.

If your group has two leaders, make sure to use different types. One leader should be melee, the other ranged, one should concentrate on attack buffs, the other on defense and healing. Or, have one focused leader, like a Warlord, and a versatile one, like a Bard.


III. When to heal

There are several moments that could call for a use of healing power. The main issue here is keeping or preventing the bloodied condition. Make sure you know for each ally whether they are better off bloodied or not. If in doubt, ask the player.

In the same vein, there are a few monsters who gain bonuses to their attacks against bloodied PCs. You don't have to memorize the whole MM for that, a monster knowledge check at the right time can give you this information.

Rules (or guidelines, rather)

Rule 1: It is better to heal later than earlier.
As long as your ally's are up in the safe zone, it is better to keep healing powers available in case of an unforeseen situation, such as sudden monster reinforcements, or a second encounter before you can take a short rest.

Rule 2: Surge-free healing before surge-cost healing.
Healing surges are your main daily resource, and saving healing surges is the main focus of 4th edition resource management (after staying alive). If you have an encounter power that provides some free healing on the side, use it first.

Rule 3: Healing Strike before Healing Word (and similar)
Attack powers that heal help decimate the number of monsters, so use them early. On the other hand, they can miss, so they are not reliable if an ally is down on the floor. That's why you should reserve your minor action class feature heal for emergencies.

Rule 4: Encounter before daily.
Encounter powers that provide healing will be back after a short rest, so use them first. Daily healing like Cure Light Wounds should be reserved for encounters where you need more than the normal amount of healing.

Rule 5: Temp hp first, healing later.
Temp hp go away at the end of the encounter, so use everything that gives temp hp while there are still monsters around.

Rule 6: A steady stream of temp hp is better than a big hunk
Since temp hp don't stack, a steady stream of them that gets depleted and replenished is better than a big chunk that will prevent adding more temp hp for a while.

Rule 7: The higher your party level, the longer you can wait with healing them.
Monster average damage is somewhere around 7 + 1/2 level, while PC hit points are around (level +4) * 5. That means higher level characters can take more attacks from monsters of the same level than low-level characters. A first-level hero can go from bloodied to dead in a round if he gets surrounded, a paragon hero just starts to have fun when the bloodied marker kicks in.


Healing and hp totals / the bloodied condition

- When a heal would bring the ally almost back to full

The earliest time to use a healing power. Usually not a good such a good idea, because you only have two or three uses of your main healing power per encounter. Using these early in the encounter takes away your options if something unexpected happens later.

- When the ally is almost bloodied

Some allies will have benefits as long as they are not bloodied, or lose certain bonuses when they become. Wearers of Agile Armor come to mind.

- When the ally just got bloodied

Some allies will need to become bloodied once for an advantage to kick in, but they can be healed up again after that. Shifters and Half-Orcs come to mind. At early heroic levels, when PCs are not hulking chunks of hit points yet, this is the time to start healing.

- When the ally would be just still bloodied after the heal

Dragonborn and barbarians can gain substantial bonuses when bloodied, depending on their selection of feats and powers. These allies will want to stay bloodied during an encounter, so make sure you only heal them when they are somewhere at a fourth of their total hp.

- When the ally is almost down

If you have healing left, use it now. Pay attention to how much damage your defender takes each round in this encounter, and if it is likely that he will go down next round, heal him immediately. An ally who is down can't take any actions, i.e. he can't attack. A five PC party with one character down has its attack potential and available actions reduced to 80%.

- When the ally is down on the floor and dying

What are you waiting for!? An ally on the floor is a potential coup de grace, and then your ally is dead! It takes a particularly nasty DM to do that, but at least keep it in mind as a possibility. The other danger is that you as the leader go down next, and then there might be no one to heal around and you both die.

In any case, dying on the floor is just not a safe place to be, so make sure to get your ally out of there ASAP.

Healing the healer

Every party needs a backup plan for the emergency case that the leader goes down. At least one other character must be around to bring him up again. With a second leader or a Paladin in the group, the problem is avoided. If not, at least one other character should spend a feat on a leader multiclass to get one healing per day. In any case, make sure that each character carries at least one healing potion.

When you have no healing left...

When you have no healing left, check if an ally has any. Make sure that your allies use their second wind. If no healing powers and no second winds are left, and the defender is deep in the bloodied range, it's time to get out. Give your group one round to burn their action points and remaining daily and encounter powers. Blast all available magic item powers and don't hesitate to quaff a potion. If any enemies are still up after that last standing, grab everything (including dying party members) and run. If you're in a dungeon, make sure to block the door as soon as everyone is out of the room. Wall of Fire and similar powers are excellent to secure a retreat.

Remember, TPK cause #1 is not knowing when to run.
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1 year ago  ::  Jul 15, 2009 - 9:38AM #2
mkill
Posts: 903
Date Joined: 10/10/06
Upcoming chapters:

IV The Classes

V Who's the Boss? - Intraparty communication

VI Suggested reads

http://forums.gleemax.com/showthread.php?t=1105299
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1 year ago  ::  Jul 15, 2009 - 9:39AM #3
mkill
Posts: 903
Date Joined: 10/10/06
I present the long-awaited Part III of the series. At the moment, it is a rather raw first writeup, expect some polish and additions in the next days.

Questions and requests for additions are welcome.
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1 year ago  ::  Jul 15, 2009 - 11:53AM #4
The_Great_Gray_Skwid
Posts: 120
Date Joined: 07/24/01
This looks great!

...but I can't believe you didn't title section 0 "More Than a Healing!"
The Great Gray Skwid
Humblest Mollusk on the Net
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1 year ago  ::  Jul 15, 2009 - 12:13PM #5
victimoffun
Posts: 326
Date Joined: 01/17/08
I'm glad you're creating one of these for the leader mkill.
A few things:
1) Some information covering Temp HP, regeneration powers, and other such "odd" forms of healing in some detail might be nice.
2) No mention of the Artificer anywhere? (I know, classes are yet to come.)
3) Speaking of classes, Will you be breaking them down by type? i.e. Bravura Warlords play differently than Tactical Warlords. I imagine you can just point people to guides but wondering if you'll give a summary break down?

Thanks a lot for what is sure to be a great guide.
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1 year ago  ::  Jul 15, 2009 - 12:20PM #6
Polis
Posts: 265
Date Joined: 12/12/07
Why are you recommending buffing the defender's defenses?

Unless there is a VERY crucial reason to do so, such as a monster that stuns/dominates/dazes, I would suggest NOT buffing defenses.

If you increase AC, or any defense really, by 2 or 3 this may deter a monster from bothering to attack the defender at all. Since marks are only -2 to hit, increasing AC by 2 makes attacking someone else a wash. Depending on what the consequences are and other's defenses, the monster now has a better option; assuming it can reach someone else.

Usually the defender has fairly high defenses, maybe not all around, but the most often hit ones (AC, Fort). While the striker may not have as high of defenses. Making him crunchy. If anything I would say buff the next obvious target that can be reached, compounding the -2 with increased defenses.
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1 year ago  ::  Jul 15, 2009 - 1:11PM #7
furious_kender
Posts: 825
Date Joined: 10/25/07

Polis wrote:

Why are you recommending buffing the defender's defenses?

Unless there is a VERY crucial reason to do so, such as a monster that stuns/dominates/dazes, I would suggest NOT buffing defenses.

If you increase AC, or any defense really, by 2 or 3 this may deter a monster from bothering to attack the defender at all. Since marks are only -2 to hit, increasing AC by 2 makes attacking someone else a wash. Depending on what the consequences are and other's defenses, the monster now has a better option; assuming it can reach someone else.

Usually the defender has fairly high defenses, maybe not all around, but the most often hit ones (AC, Fort). While the striker may not have as high of defenses. Making him crunchy. If anything I would say buff the next obvious target that can be reached, compounding the -2 with increased defenses.


For most defenders, offense increases if the mark doesn't attack the defender.

So if you buff the defender you're either 1) decreasing the defender's damage taken or 2) increasing the party's offense. Both of these options are good for the party. Which of these is more likely depends on the monster, your party, and your DM.

In addition, in many cases, defenders have abilities other than thier mark that keep enemies unable to attack another character. For example, they may be able to knock an enemy prone or away from the other character.

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1 year ago  ::  Jul 15, 2009 - 7:17PM #8
mkill
Posts: 903
Date Joined: 10/10/06
@Polis: How to buff your defender is indeed an good question, and as furious_kender already said, it depends a lot on the individual case, i.e. party setup, the monster you face, everybody's hit point total, and whether PCs or monsters have the upper hand.

Example 1: The part faces off against a tough solo, say a level +4 dragon. Your defender can barely hold it off, and everyone else tries to stay away from the thing and uses ranged attacks. Buffing your defender's AC is a good idea.

Example 2: Your Paladin has challenged a hobgoblin soldier, and got marked by it himself. The fighting noise has attracted some gnolls from the hallway, who now burst through the door, right in the party's back. The Paladin is needed elsewhere. Give him an offensive buff so he can get rid of the soldier quickly.

Example 3: A warden and rogue are flanking a nasty giant frog that can swallow people. The warden could handle being swallowed, the rogue would probably be dead. Boost the rogue to keep him alive.
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1 year ago  ::  Jul 16, 2009 - 9:07AM #9
Polis
Posts: 265
Date Joined: 12/12/07
** I see you updated the guide to include more options for buffing**

Just an issue I see, you are assuming that you are fighting 1 solitary monster, and that the defender's reaction to a monster attacking someone else will be a worse trade off than attacking the defender itself. Which is generally not the case, as most defenders use Immediate attacks to deal their "extra offense".

Since a character gets only 1 immediate action a round, it's generally worth it to ignore a defender who is harder to hit and attack someone else, for instance a striker who will do more damage and is usually easier to hit than the defender. Even if the monster takes damage, there is a good chance it will be mediocre, or, from a DM's perspective sacrifice one creature so the rest can attack. (assuming they are all marked)

As a DM I look at potential damage output. If I can ignore the fighter, take X damage but deal 3X damage to the striker or deal X damage to the fighter (due to having his defenses highered), I'm going for the striker.

I would say that the default of buffing the defender's defenses, is in fact a worse tactic than buffing the next likely target. This is simply due to most encounters having multiple monsters.

Therefore I would say that buffing the target that will make it more likely that the monster(s) will attack the defender would be the default option. Then discuss some examples.

@furious: Additional "control" features of the defender are usually relegated to the defender's turn and not on an opponents turn. Or they do not negate damage at all, for instance a warden cannot negate an attack with his two immediate actions. The reliance on immediate actions cannot stop multiple monsters from simply ignoring a defender. 1 may take damage but it's better than all of them attacking the defender and missing with most attacks.
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1 year ago  ::  Jul 16, 2009 - 4:05PM #10
Elder_basilisk
Posts: 2,494
Date Joined: 12/16/05
I would actually go a bit further on the defensive buffing angle. Defensive buffs that effect your whole party are good. Shield of faith, for example, makes everyone harder to hit with AC attacks. Defensive buffs that only effect one target, on the other hand, are much less impressive. Since Guarding strike (Warlord 1) is a good example of such a buff, let's take a look at it:

If you hit, your ally gets a bonus to AC equal to 1+your cha modifier. By the time that you have a few encounter powers under your belt, this is likely to mean that if the DM focuses his fire from five monsters (with charge and flank bonuses, etc) rather than ending up with 3 hits, he ends up with 1 or none. In short, it's a big "it's a waste of your time to attack me" sign. Now, you can either: A. tag the defender with that power. or B. tag someone else.

A. If you tag the defender, the most likely result is that whatever monster the defender has marked either triggers the mark or wastes his action on the defender, but the rest of the monsters focus their fire on another target--and will probably continue to do so thereafter since you want to focus fire on the wounded rather than on the whole targets.
B. If you tag the non-defender, the most likely result is that all the monsters focus their fire on the defender (unless another attractive target is up front in which case they may all focus their fire on that target). Now, while this can allow some characters to do risky manuevers--for instance, provoke several OAs while moving through a guarded doorway to open up a fight or use avalanche strike while flanked by the whole encounter, it will often not be necessary to do such manuevers.

So in most cases, you are simply changing the person that the monsters focus their fire on. Since the advantage for the monsters in focusing their fire in a particular way is usually marginal (focus on the defender, no one eats the consequence of a mark, focus on the striker and you usually take him down more quickly, etc), you only incur a very marginal advantage by forcing them to switch from plan A to plan B. (Of course, this assumes that you use the power optimally; if you don't read the situation correctly, they may be planning to use plan B anyway in which case it did nothing more than the 2W).

When you add up the marginal benefits of a single target defensive buff with the opportunity cost of passing up powers like hammer and anvil or warlord's favor, I think it is clear that they are not highly recommended. (Some defensive buffs that coincide with healing are slightly different, however, because it is likely that the target the monsters were focusing on was the one who needed the healing, so giving that character a minor defensive buff (+1 to all defenses for one round or +cha to defense vs the next attack) will either yield occasional results or will force the monsters to switch targets midbattle, either of which is a desirable outcome and as much as you can probably expect from a single feat).
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