Playstyle

Games are fun only because different people deal with the same situations differently. This is your playstyle. Two important factors manifest from your playstyle: the method of staying alive, and your default activity pattern. For the former (the method of staying alive), there are a few generally successful strategies, which are: HP buffer, AC, CC, Aggro Management, and Kiting. This dictates your response to crises in-game. For instance, a character that depends on a HP buffer to stay alive will likely favor the tactic of staying toe-to-toe with an enemy, entrusting the party's main healer to keep him alive; in comparison, a kiting character will be able to go further solo, but will demand that the build centers on a ranged method of dealing damage, and also that some thought be given to increasing mobility in some manner.

Player activity can be thought of as a measure of micromanagement/button-mashing and active involvement. This is dependent on both your personality as well as the personality that you are trying to create for your character. If you play to relax, then you won't want to create a character that requires lots of buttons to be pressed and stats to be monitored; if your character is meant to be a senseless speed demon, then perhaps you can simplify his options and rely on basically his standard attack chain to blaze through the dungeon with little subtlety.

Does this explain my playstyle or what? Warmer clothes make me feel so lazy.

Archibalde stays alive via AC and Kiting; I created him for slow and lazy solos, so I don't want him to require too much micromanagement - however, I intended for him to also be useful in groups, so he should be set up in such a way that he benefits from increased player activity/attention.

Key Ideas
Staying alive: HP, AC, CC, Aggro Management, Kiting
Player activity: Micromanage/button-mashing, Casual

← Concept: Function