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Reader Comments (4)

Posted: Mar 19th 2011 7:20PM (Unverified) said

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Though DC cannot escape the trinity, I like how it has made other roles just as important as a tank and a healer. A Tank cannot stay up without a Healer. A Healer cannot keep healing without a Controller. A Controller cannot survive long at all without a Tank. Add +1 dps to make the encounter go much faster (as a dps role does triple the damage of other roles), and you have 4 man teams for a lot of encounters.

While the variety and equal importance of all classes is awesome, you still actually need each individual role to get through difficult encounters.

Posted: Mar 19th 2011 7:28PM JuliusSeizure said

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Except you've ignored the fact that a solid DPS team member is also vital for hard alerts (and two for raids, along with two of everything else). Without dedicated DPS you won't bring enemies down quickly enough and all the other team members will end up exhausting themselves.

It's not a trinity, it's a ...quatranity? Quaternity? Quartet? Quadrivium?

Posted: Mar 20th 2011 12:35AM ZachDude said

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Hey! I'm in the headline pic! I'm the barbarian. Barbarian Bob is the name! And to MVOP, I'm coming back shortly. Promise ;) So don't kick me from the league.

Posted: Mar 20th 2011 1:01AM tythimo said

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I've done all the hard mode alerts and some of the raids in DCUO. I've really come to see the controller as a blue bar(power) healer as apposed to a green bar(health) healer. Basically controllers and healers focus on maintaining the group's bars (health&power).

This article's description of the endgame is simply incorrect. "the primary roles used in endgame are tank, healer, and crowd control." Crowd control is not the primary focus of controllers(or any class for that matter), their primary goal is to maintain the power levels of the rest of the group. Also seeing how you didn't list DPS on that list makes me wonder how many of the hard-modes/raids you've completed. This game is really more of a quadratic group form with Tanks (Absorbing Damage), Healers (Healing Damage), Controllers(Healing Power), and Damage(Killing the mobs). All of those roles are required for the difficult Hard-Mode Alerts and Raids.

Ultimately the controller class adds another layer of interdependence and while some may see that as a good thing, I find the lack of people willing to play the class and the subsequent greater time spent looking for groups to be too damn annoying.

In my opinion the addition of the controller class is/was not a great idea. Because the class plays much like a healer(that's how the good controllers do it) not that many people want to play the class. I've found many people don't have an interest in maintaining colored bars for group-mates, which leads to few people playing controllers.

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