Defender: Difference between revisions
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* [[Electrical Blast]] | * [[Electrical Blast]] | ||
* [[Energy Blast]] | * [[Energy Blast]] | ||
* [[Ice Blast]] (Issue 12) | |||
* [[Psychic Blast]] | * [[Psychic Blast]] | ||
* [[Radiation Blast]] | * [[Radiation Blast]] |
Revision as of 13:16, 1 May 2008
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 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:
Primary: Buff/Debuff
Secondary: Ranged
The Defender has Low Hit Points and Medium Damage.
Power Sets
Primary Power Sets
A Defender's primary power sets are designed specifically for buffing or debuffing. They are:
- Cold Domination (Issue 12)
- Dark Miasma
- Empathy
- Force Field
- Kinetics
- Radiation Emission
- Sonic Resonance
- Storm Summoning
- Trick Arrow
Secondary Power Sets
A Defender's secondary power sets are designed for ranged attacks. They are:
- Archery
- Dark Blast
- Electrical Blast
- Energy Blast
- Ice Blast (Issue 12)
- Psychic Blast
- Radiation Blast
- Sonic Attack
Ancillary Power Pools
Inherent Power
- Vigilance
- Many debuffs from Defender primary powers are unaffected by the target's Resistances.
Strategies
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.
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.
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. Developers have weighed in on this discussion on the official forums to assure players that there is nothing that slows down/quickens attacks because of weapon draw animations.
The unfortunate drawback is that Defenders rarely have much direct impact; because their powers are so powerful when cumulative, they tend to not have much immediate effect on their own. Defeating a higher conning boss or lieutenant for most low-level Defenders can best be compared to pushing rope uphill. While the Defender is often very safe, with their debuffs and buffs, the exchange for this safety is speed.
External Links
- Archetypes documentation on official City of Heroes site
- Official City of Heroes Manual as a zipped PDF file