Ok, this is a super basic question but is there a general rule of thumb for targeting/elimination of monsters by role?
I could see controllers generally having a strategy like: 1) Deny movement to monsters entering combat 2) Kill minions 3) status effects on biggest/baddest monster left
And everyone else something: like kill in the following order: 1) Artillery 2) Leaders 3) Lurkers/Soldiers
Our group usually goes after whoever drops AoE's on us and then focuses on getting flanks on, but we could definitely be more strategic... Interested also in any comments on how to prioritize Elites in certain roles, especially in a mixed group with artillery and an Elite who plays a different role.
Wizard goes for the minions first. (his deny movement spells tend to be dailys) then soften up targets as we call them.
Rouge goes for the nearest mob and works for the kill, unless the Paladin gets into trouble, then we go for the flank while the bard and wizard work traffic control.
Bard provides artilary support with some deny movement and penalties for extra flavor. Also keeps the Paladin and Rouge in fighting shape if things get tough.
Paldin (me) Almost always intially target the closest for a (hopefully) quick takedown. Then focus on distracting the biggest problem, usually the leader or artillery untill the the rest of the party can help out.
Usually, kill the elites/solos last, if we can figure out which they are, but this isn't always the best way to go if they're particularly leadery elites/solos.
Strikers -> Low HP people first (excluding minions). Contollers -> Whoever they can stall most effectivly, or minons if they can get a few. Defenders -> Who ever isn't stalled. Leaders -> Just let other's do their jobs.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
My dancer (damage slightly below an optimized melee ranger, defenses like a fighter, good initiative) has a straightforward strategy.
1) primary target selection: the boss. The only issue is identification. So I pick a likely candidate that I can get to quickly, and go after him. (Quite often there's only one decent candidate.) 2) route selection: along walls or equivalent. This way I have the wall effectively guarding one flank, and leave the center clear for my buddies including the controller. If they take care of my other flank, I don't get mobbed. Not that I mind mobs overly much; I just move slightly more slowly and have more secondary targets - and if it gets too bad I can teleport occasionally. 3) secondary target selection: anything that's in my way. But getting past them is more important than killing them.
My bard is entirely different. When the door opens, I normally try to be in the back and let my allies go first. My damage isn't great, my control is limited and spotty. I have to weigh my ability to get allies into melee with the enemy, against my own need to hide behind someone; Disney Princesses (and this character literally is one) are not front-line troops, even after they become Dashing Heroes. However, I still have the attitude of going after the prime target as soon as feasible, and have provoked opportunity attacks to do so.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
Controller: 1. Control effects on big bad or heavies, if damage centric, be sure to splash damage minions 2. Target minions, or if damage based target next big bad
Striker: 1. Hit the big bad 2. Hit the big bad some more 3. If multi-target, try to splash some minions or heavies
Defender: 1: Engage big bad 2: If multi-marking mark nearest heavy or a minion
Leader: 1. Buff allies / Debuff enemies: Focus on allies main target 2. Enable attacks 3. Heal
Thanks, some very good comments about basic strategy and adapting to terrain and character/party specific capabilities.
Seems like a little difference of opinion on whether to take down elites first or last. We haven't had a consistent approach, many times the encounters are designed to make it hard to focus fire on the elites. My guess is that mathematically one is better off trying to kill the elites vs. wiping out the standard monsters first. thoughts?