There are a bunch of creature templates I’m working on, based on the “static monster” table I made an age ago. They’re all basically the same stat blocks across the scale, with incrementing health and attacks and stuff. I mean, the main idea is that I can just copy the numbers over and have what I need without creating them from scratch.

You know, a template. *sheepish*

Anyway, it was while writing the standard tactical write-up for each of the roles that I realized an important (but hitherto unstated) distinction in the tactics of the “seeker” type – how it focuses on taking down one target. The combination of high attack bonus and high damage output are designed to eliminate a single target.

I changed the tactical role from “seeker” to “spiker,” in line with (if I remember correctly) the Guild Wars term for a character build fulfilling the exact role. Characters bounce back very quickly in GW and it’s sometimes necessary to lay on a massive amount of damage to put one down for good. You need a “damage spike.”

Then it became clear what the roles really were for, and how the seeker spiker beats the trapper. A trapper uses a combination of tricks, traps, minions, sentries, and raw endurance to outlast opponents, but the spiker is built to chew through the screen quickly and take the trapper down before the traps can do their work.

Keepers are a mobile front line, and the trappers are the second layer behind them. Harriers tease the line, striking swiftly and falling back again before getting drawn in, while chargers break the line and scatter defenders. Spikers serve both as point-defense and artillery, softening up and taking down priority targets.