DDO: Fighting the character classes.
76Basic Tactics 102
The first module dealt with the basics applicable tactics in regards to the player character races. This module will deal with tactics at the level of character class. Race is important when generalizing tactics, but the NPC or PC's class will determine most of the combat threat they pose. Looking at each will give one the best picture on how best to proceed with the battle, as well as identify the biggest threats to your character and your party.
Potential vulnerabilities and suggested methods of attack will be listed next.
Finally, I list "historical" and literary sources of inspiration for each class, to better firm your opinion of the opposition.
A class of their own.
Barbarian - Tough, wild, and strong. The Barbarian is likely to have high Strength, Constitution, and Dexterity, in that order. They have the most hit points, can use their Rage feat to incredible effect, And while not often as well armored as a Fighter, they tend to be just as well armed. Effective at finding (but not disarming) traps and holding off the enemy until they battle can be joined, they fill they role of "point" very well. Though they can fill the role of tank, they are best suited to the role of Armored Infantry.
Hit them versus their will saves and with Ranged Fighters, and if that doesn't work...run.
"Historically," they are represented by the Norse Viking, the Scottish Highlanders at under William Wallace, and the Norman Invaders. In literature, think Leiber's "Fafhrd," Burrough's "Tarzan" or Howard's "Conan the..." well you get the picture.
Bard - The bard is perhaps the most generalized character class in the game. They have middling hit dice, middling magical ability, and limited access to armor and martial weapons. They have good saving throws, good ability to "Use Magical Devices" (allowing them to use wands to great effect), and good access to skills.
Their fortitude saves are the weakest, and the nature of their generalization might mean that while they should have "OK" combat abilities, they won't stand up well on their own since their primary abilities tend to work at helping boost the capabilities of others. Isolate them with melee fighters and destroy them quickly, before they can buff their companions.
Fantasy role models include the Bards from the Mercedes Lackey Valdemar series, et al.
Cleric - These guys (and gals) are all about the defense. Their buffs work to defend others, their spells tend to work on individuals, they are an Undead's worse nightmare, and their access to Heavy Armor and Shields makes them seem like Armored Ambulances.
Focus on attacks versus Reflex, and take them out quickly. It doesn't matter how hard you hit their companions if these guys are just going to heal them up.
Fantasy role models of these types are myriad, and though there are some historical religious orders which had similar proscriptions on weapons, they seem to be primarily creations of modern fantasy authors and role playing games.
Favored Soul - Much like the Cleric, only with better saves and less armor.
Their lack of armor should be capitalized on by melee and ranged fighters, since their saves will limit the effect of magic, and should be brought down immediately, for the same reason as the Cleric above.
I have never encountered anything quite like the favored soul before playing Eberron Unlimited, and can offer no reference.
Fighter - The fighter can use any weapon (except certain exotic weapons), any armor, and any shield. They are the proverbial tank, and fill this role well. They tend to favor Strength, Constitution, and Dexterity, in that order, like the Barbarian, but may also choose to boost Intelligence scores to take advantage of the wide variety of feats available. Since the Fighter gets so many feats, and is not as restricted on which ones he/she can take as other classes, they represent something of a wild card in combat as they may have gone the Dodge/Mobility/Spring Attack Route, the Power Attack/Cleave/Great Cleave Route, the Ranged Attack Route, or a combination of these or others.
Use magic whenever possible, attacking their will save, or possibly, their reflex.
"Historically" they would be represented by the Samurai, the Roman Legion, and the Knight in Shining Armor.
Monk - Often unarmed and rarely armored, with wild special abilities, these martial artist can be tough. They have decent hit dice, and great saves.
Their abilities rely on both physical attributes and wisdom, and this forced generalization can be exploited to bring them down, and against highly armored opponents, they may have additional trouble.
"Historical" representations include the legendary Shaolin, and other martial artists.
Paladin - The Paladin has traded some of his offensive capability to aid those around them through special abilities and weak divine magics. Regardless, their access to weapons and Heavy Armor allow them to operate as an effective tank and deal massive damage at close range.
The attribute generalization required of Paladins is a slight weak point, since their saving throws and AC get boosted. Take them down after other spellcasters, but before other melee fighters. Hit them against their Reflex save(and maybe Will Save), and with Ranged Fighters.
This archetype can be traced to the Knights of various Holy Orders, especially during the crusades. The Paladin is Sir Percival to the Fighter's Sir Lancelot.
Ranger - Two-handed melee fighter and unparalleled ranged fighter, this guy (or gal) is a serious threat. Access to Divine spells, and the ability to call in reinforcements (in the way of animal friends) make them a high priority for putting down once a tussle begins. They make as good a point as any barbarian, and can sometimes pick off the other side before they close to melee.
Hit them with highly armored melee fighters or against their will saves. Always hit a Ranger when they are down, or when their Diehard feat kicks in, you'll just have to kill them all over again.
"Historical" counterparts include the Apache, Robin Hood, and the Mongol Horde. Literary archetypes include Howard's "Cain" and Tolkien's "Aragorn."
Rogue - Rogues are devilish at range, wicked in close quarters, and murderous with flank attacks.
Keep them to your front, close quickly with heavily armored melee fighters, and attack their will and fortitude saves.
The epitome of the fantasy rogue can be found in the reluctant hero, Bilbo "Burglar" Baggins, though Vlad Taltos of the Jhereg series by Steven Brust would give an excellent example as well, as would Fritz Leiber's "Gray Mouser."
Sorcerer - Having traded the number of spells they have access to is inconsequential in combat, as the sorcerer will simply cast more of what is effective. Like the Wizard class, these arcane spellcasters should be put DOWN as quickly as possible. At higher levels, they are perhaps the greatest danger on the battlefield.
Hit them against Fortitude and Reflex, and with melee and ranged fighters.
In literature, the Sorcerer derives it's arcane powers from innate ability, of simply "knowing," much like the Mages of the Valdemar series by Mercedes Lackey or Eddings' "Polgara" than the tome and ritual bound archetype of the Wizard.
Wizard - These arcane spellcasters (coupled with their sorcerous brethren) are the Bane of the Battlefield. Capable of incredibly effective attacks over huge areas and of killing outright with a single spell, they must be dealt with quickly, while there is still someone alive to deal with them.
Again, hit them against Fortitude and
Reflex, and with melee and ranged fighters--basically, everything you
have. Remember, with great power comes poor hit dice and armor class. Break their Concentration (pun intended), and then break them, preferably into as many pieces as possible.
In Literature, they are best represented by Gandalf the Grey, the Wizards of JK Rowling's wildly popular Harry Potter series, Merlin the Magician, etc.
Special Thanks to everyone who helped with this article by posing their personas.
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