Defender: Difference between revisions

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{{TOCleft}}
{{Infobox_AT
|image=[[File:Archetypeicon_defender.png]]
|pri=Buff
|sec=Ranged
|inherent=[[Inherent Powers#Vigilance|Vigilance]]
|hp_base=1017.4
|hp_max=1606.4
|anc_sets=10
|dam_melee=0.550
|dam_range=0.650
|buff_dam_melee=0.100
|buff_def_melee=0.100
|buff_res_melee=0.100
|buff_tohit_melee=0.100
|debuff_dam_melee=0.125
|debuff_def_melee=0.125
|debuff_res_melee=0.100
|debuff_tohit_melee=0.125
|endmod_melee=1.250
|fear_melee=1.490
|heal_melee=133.862
|healself_melee=101.735
|immob_melee=1.490
|kb_melee=2.077
|sleep_melee=1.490
|slow_melee=1.250
|stun_melee=1.490
|taunt_melee=1.030
|threat_melee=1.0
|buff_dam_range=0.125
|buff_def_range=0.100
|buff_res_range=0.100
|buff_tohit_range=0.125
|debuff_dam_range=0.125
|debuff_def_range=0.125
|debuff_res_range=0.100
|debuff_tohit_range=0.125
|endmod_range=1.250
|fear_range=1.490
|heal_range=133.862
|immob_range=1.490
|kb_range=2.077
|sleep_range=1.490
|slow_range=1.250
|stun_range=1.490
|taunt_range=1.030
|threat_range=1.0
|dam_res_max=75%
|dam_res_min=-300%
|stat_res_max=10,001.01%
|stat_res_min=-300%
|stat_prot_max=N/A
|stat_prot_min=N/A
|dam_max=400%
|dam_min=10%
|def_max=175%
|def_min=-100%
|tohit_max=200.35%
|tohit_min=-100%
|rech_max=400%
|rech_min=-75%
|regen_max=2000%
|regen_min=0%
|recov_max=625%
|recov_min=0%
|stealth_max_pve=200 ft
|stealth_min_pve=-180 ft
|stealth_max_pvp=571.5 ft
|stealth_min_pvp=-180 ft
|percep_max=1260.6 ft
|percep_min=0 ft
|rng_max=500%
|rng_min=25%
}}
{{clr|left}}
== Overview ==
== Overview ==
{{TOCright}}
The '''Defender''' tends to help his allies, and attack his foes, from a distance. The Defender excels at powers that assist friends, but can also hinder his enemies. The Defender is able to attack at quite a range, however, the Defender is not built for hand to hand. He might be able to dodge a few attacks, but the Defender won't last for long.
[[Image:archetypeicon_defender.png|left]]
The '''Defender''' tends to help his allies and attack his foes from a distance. The Defender excels at powers that assist friends, but can also hinder his enemies. The Defender is able to attack at range, however, the Defender is not built for hand to hand. He might be able to dodge a few attacks, but the Defender won't last for long.
 
Faction: '''Hero'''


The Defender's power sets are:
The Defender's power sets are:


'''Primary''': Buff/Debuff<br />
'''Primary''': Buff<br />
'''Secondary''': Ranged
'''Secondary''': Ranged


The Defender has Low Hit Points and Medium Damage.
{{ATStats|survive=4|melee=2|ranged=6|control=4|support=10|pets=2}}


== Power Sets ==
== Power Sets ==
 
{{section columns
| heading 1 =
=== Primary Power Sets ===
=== Primary Power Sets ===
| section 1 =
A Defender's primary power sets are designed specifically for buffing or debuffing. They are:
{{Category Listing|Defender Primary}}
{{PMarket Purchase|time}}
{{PMarket Purchase|nature}}


A Defender's primary power sets are designed specifically for buffing or debuffing.  They are:
| heading 2 =
 
* [[Cold Domination]] (Issue 12)
* [[Dark Miasma]]
* [[Empathy]]
* [[Force Field]]
* [[Kinetics]]
* [[Radiation Emission]]
* [[Sonic Resonance]]
* [[Storm Summoning]]
* [[Trick Arrow]]
 
=== Secondary Power Sets ===
=== Secondary Power Sets ===
| section 2 =
A Defender's secondary power sets are designed for ranged attacks. They are:
{{Category Listing|Defender Secondary}}
{{PMarket Purchase|br}}
{{PMarket Purchase|dp}}
{{PMarket Purchase|water}}


A Defender's secondary power sets are designed for ranged attacks.  They are:
| heading 3 =
 
* [[Archery]]
* [[Dark Blast]]
* [[Electrical Blast]]
* [[Energy Blast]]
* [[Ice Blast]] (Issue 12)
* [[Psychic Blast]]
* [[Radiation Blast]]
* [[Sonic Attack]]
 
=== Ancillary Power Pools ===
=== Ancillary Power Pools ===
 
| section 3 =
* [[Dark Mastery]]
* [[Dark Mastery]]
* [[Power Mastery]]
* [[Psychic Mastery]]
* [[Electricity Mastery]]
* [[Electricity Mastery]]
* [[Energy Mastery (Corruptor/Defender)|Energy Mastery]]
* [[Fire Mastery (Blaster/Corruptor/Defender)|Fire Mastery]]
* [[Ice Mastery (Corruptor/Defender)|Ice Mastery]]
* [[Psionic Mastery (Corruptor/Defender)|Psionic Mastery]]
| heading 4 =
=== Patron Power Pools ===
| section 4 =
* [[Leviathan Mastery#Corruptor / Defender|Leviathan Mastery]]
* [[Mace Mastery#Corruptor / Defender|Mace Mastery]]
* [[Mu Mastery#Corruptor / Defender|Mu Mastery]]
* [[Soul Mastery#Corruptor / Defender|Soul Mastery]]
<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
}}


=== Inherent Power ===
=== Inherent Power ===
* [[Inherent Powers#Vigilance|Vigilance]] gives Defenders an endurance discount when teammates are injured and a damage boost when solo or in small teams.


* [[Inherent Powers#Vigilance|Vigilance]]
== Historical ==
* In PvP, some debuffs from Defender primary powers are unaffected by the target's [[Resistance]]s.
{{Historical|type=section|reason=change}}


== Strategies ==
* Defenders have been in the game since [[Issue 0]], originally as a City of Heroes [[archetype]]. Their original primary powersets were Dark Miasma, Empathy, Force Field, Kinetics, Radiation Emission, and Storm Summoning. Their original secondary powersets were Dark Blast, Electrical Blast, Energy Blast, Psychic Blast, and Radiation Blast.
The underlying principle behind Defender play is that of support. No single power of the Defender sets tends to pack a distinct punch on its own, because they're designed to improve the power of a team. What this means is that most Defender attack sets are designed to start with a large number of cumulative attacks.
* Dark Mastery, Electricity Mastery, Power Mastery and Psychic Mastery were added to the game in [[Issue 3]].
* Sonic Resonance, Trick Arrow, Archery and Sonic Attack were added to the game in [[Issue 5]].
* Cold Domination and Ice Blast were [[Power Set Proliferation|proliferated]] to Defenders in [[Issue 12]].
* Assault Rifle and Traps were proliferated to Defenders in [[Issue 16]].
* Dual Pistols was added to the game on March 2, 2010 as an early feature of [[Going Rogue]] to those who prepurchased.
* The [[Patron Power Pools]] were made available to Defenders in [[Issue 18]].
* Beam Rifle and Time Manipulation were added to the game in [[Issue 21]].
* Thermal Radiation and Fire Blast were proliferated to Defenders in Issue 21.
* Water Blast was added to the game on July 10, 2012.
* Nature Affinity was added to the game on August 21, 2012.
* Flame Mastery, Pain Domnination, and Poison were proliferated to Defenders in [[Issue 25]].
* Electrical Affinity was added to the game in [[Issue 26 Page 5|Issue 26, Page 5]].
* Seismic Blast was added to the game in [[Issue 27 Page 3|Issue 27, Page 3]].


This can be seen fairly evidently in Defender secondaries; most of them attack very quickly, and almost all Defender secondaries have a cumulative debuff effect of some variety. This means that a Defender's actual attacks can be stacked together very quickly, and their debuffing effects can be maximized. Therefore, the most potent powers of the Defender are usually at their finest because they can be stacked. Defender play, when solo, is very action-focused; you attack very quickly, and many of your buffs and debuffs recharge very quickly. This speed seems to be so that in a team, you can quickly transfer your attention around to different concerns.
== See Also ==
* [[Archetypes]]
* [[Defender Strategy]]
* [[Offender]]


As a noteworthy exception, Archery does not have a cumulative debuff effect, instead possessing a basic accuracy boost. In the past it was thought that Archery synergized with Trick Arrow, as it was believed attacks from the primary and secondary did not cause any issues regarding re-drawing the weapon. Before Issue 11, Developers weighed in on this discussion on the official forums to assure players that there was nothing that slowed down/quickened attacks because of weapon draw animations. During Issue 11, the animations for both Archery and Trick Arrows had their weapon draw times, as well as many of their 'arrow draw times', removed. Now, a player with either Archery or Trick Arrows will be faster than before (whether they draw their bow before attacking or not), and a player with '''both''' Archery and Trick Arrows will be even faster. The developer, Back Alley Brawler, encouraged people to see the change not as characters being slower if they didn't have both powersets (as each set is now much faster than before), but as a bonus if they did.
== External Links ==
* [http://www.alteredgamer.com/city-of-heroes/5617-coh-city-of-villains-guide-to-the-defender-archetype/ Summary and Analysis of Defender Powersets]
* [http://web.archive.org/web/20121025125321/http://na.cityofheroes.com/en/game_info/archetypes/hero_archetypes.php Archetypes documentation] on official City of Heroes site
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file


The unfortunate drawback is that Defenders rarely have much visible individual impact; because their powers are so powerful when cumulative, they tend to not have much immediate effect on their own. Their Powers are much better at making the entire team stronger. Defeating a higher conning boss or lieutenant while solo for most low-level Defenders can best be compared to pushing rope uphill. A group of defenders, each making the others more powerful is a true sight to behold, and can be much more powerful than many other teams. While the Defender is often very safe, with their debuffs and buffs, the exchange for this safety is speed in soloing.


== External Links ==
{{Navbox Archetypes}}
 
* [http://www.brighthub.com/video-games/pc/articles/5617.aspx Summary and Analysis of Defender Powersets]
* [http://www.cityofheroes.com/gameinfo/archetypes.html Archetypes documentation] on official City of Heroes site
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file


[[Category:Archetypes]]
[[Category:Archetypes]]

Latest revision as of 19:00, 23 February 2024

Defender
Archetypeicon defender.png
Primary Buff
Secondary Ranged
Inherent Vigilance
Base HP 1017.4
Max HP 1606.4
Primary Sets 17
Secondary Sets 15
Epic Power Pools 10
v  d  e


Overview

The Defender tends to help his allies, and attack his foes, from a distance. The Defender excels at powers that assist friends, but can also hinder his enemies. The Defender is able to attack at quite a range, however, the Defender is not built for hand to hand. He might be able to dodge a few attacks, but the Defender won't last for long.

The Defender's power sets are:

Primary: Buff
Secondary: Ranged

Defender Stats
Survivability
4
Melee Damage
2
Ranged Damage
6
Crowd Control
4
Support
10
Pets
2

Power Sets

Primary Power Sets

A Defender's primary power sets are designed specifically for buffing or debuffing. They are:

* Time Manipulation used to require VIP status or purchase on the Paragon Market.
* Nature Affinity used to require purchase on the Paragon Market.

Secondary Power Sets

A Defender's secondary power sets are designed for ranged attacks. They are:

* Beam Rifle used to require purchase on the Paragon Market.
* Dual Pistols used to require VIP status, purchase on the Paragon Market, or purchase of Going Rogue.
* Water Blast used to require purchase on the Paragon Market.

Inherent Power

  • Vigilance gives Defenders an endurance discount when teammates are injured and a damage boost when solo or in small teams.

Historical

This section contains information about changes that took place in Homecoming: City of Heroes/Villains. It is provided for historical purposes.

  • Defenders have been in the game since Issue 0, originally as a City of Heroes archetype. Their original primary powersets were Dark Miasma, Empathy, Force Field, Kinetics, Radiation Emission, and Storm Summoning. Their original secondary powersets were Dark Blast, Electrical Blast, Energy Blast, Psychic Blast, and Radiation Blast.
  • Dark Mastery, Electricity Mastery, Power Mastery and Psychic Mastery were added to the game in Issue 3.
  • Sonic Resonance, Trick Arrow, Archery and Sonic Attack were added to the game in Issue 5.
  • Cold Domination and Ice Blast were proliferated to Defenders in Issue 12.
  • Assault Rifle and Traps were proliferated to Defenders in Issue 16.
  • Dual Pistols was added to the game on March 2, 2010 as an early feature of Going Rogue to those who prepurchased.
  • The Patron Power Pools were made available to Defenders in Issue 18.
  • Beam Rifle and Time Manipulation were added to the game in Issue 21.
  • Thermal Radiation and Fire Blast were proliferated to Defenders in Issue 21.
  • Water Blast was added to the game on July 10, 2012.
  • Nature Affinity was added to the game on August 21, 2012.
  • Flame Mastery, Pain Domnination, and Poison were proliferated to Defenders in Issue 25.
  • Electrical Affinity was added to the game in Issue 26, Page 5.
  • Seismic Blast was added to the game in Issue 27, Page 3.

See Also

External Links