Difference between revisions of "User:Rigel Kent/Defenders Demystified"
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{| | {| | ||
| rowspan="2" | [[File:Archetypeicon defender.png]] | | rowspan="2" | [[File:Archetypeicon defender.png]] | ||
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− | [[Defender]]s, as an archetype, suffer from two harsh metagame realities. First, they're an unpopular archetype, with few online on any given server at any given time, relative to the other four core hero archetypes. Because archetype popularity correlates with perceptions of damage output, many players seem to consider Defenders to be poor damage dealers. Second, a single primary power set, [[Empathy]], is about as popular as all the other primary power sets combined. This feeds into distorted gameplay perceptions, among many players, such as the dreaded "are you a healer?" types of recruitment messages, which, in turn, drive up the popularity of Empathy. | + | [[Defender]]s, as an archetype, suffer from two harsh metagame realities. First, they're an unpopular archetype, with few online on any given server at any given time, relative to the other four core hero archetypes. Because archetype popularity correlates with perceptions of damage output, many players seem to consider Defenders to be poor damage dealers. Second, a single primary power set, [[Empathy]], is about as popular as all the other primary power sets combined, with some Empaths going so far as to avoid taking secondary powers as well. This feeds into distorted gameplay perceptions, among many players, such as the dreaded "are you a healer?" types of recruitment messages, which, in turn, drive up the popularity of Empathy. |
This guide is intended to look past the popular notions about specific Defender powers that are often misunderstood, and to suggest alternative uses for those powers based on the hard numbers. In this way, the Defender archetype can be seen to be a versatile jack-of-all-trades, usually capable of filling any needed team role, either by themselves, or indirectly, by assisting other team members to take on multiple roles. | This guide is intended to look past the popular notions about specific Defender powers that are often misunderstood, and to suggest alternative uses for those powers based on the hard numbers. In this way, the Defender archetype can be seen to be a versatile jack-of-all-trades, usually capable of filling any needed team role, either by themselves, or indirectly, by assisting other team members to take on multiple roles. | ||
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=== Cold Domination === | === Cold Domination === | ||
{| | {| | ||
+ | | rowspan="2" | [[File:ColdDomination Frostwork.png]] | ||
+ | | ''The perception: Frostwork is a defensive buff, so should only be used on the Tanker. | ||
+ | |- | ||
+ | | ''The reality: Tankers rarely need more help surviving; use Frostwork to protect Controllers, Defenders, and Kheldians instead. | ||
+ | |- | ||
+ | | rowspan="2" | [[File:ColdDomination Benumb.png]] | ||
+ | | ''The perception: Slow recharging single-target debuffs like Benumb are only useful in PvP. | ||
+ | |- | ||
+ | | ''The reality: Benumb applies a -62.5% damage debuff, valuable against archvillains and giant monsters, and its -500% regeneration debuff makes it nearly required to defeat some archvillains. | ||
+ | |- | ||
| rowspan="2" | [[File:ColdDomination Sleet.png]] | | rowspan="2" | [[File:ColdDomination Sleet.png]] | ||
| ''The perception: Sleet is just a no-damage version of Ice Storm. | | ''The perception: Sleet is just a no-damage version of Ice Storm. | ||
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|- | |- | ||
| ''The reality: Combined with Tar Patch and Darkest Night, Twilight Grasp can stack to cripple a target's damage, even an archvillain or giant monster. | | ''The reality: Combined with Tar Patch and Darkest Night, Twilight Grasp can stack to cripple a target's damage, even an archvillain or giant monster. | ||
− | | | + | |- |
− | + | | rowspan="2" | [[File:DarkMiasma DarkestNight.png]] | |
− | + | | ''The perception: Darkest Night's debuffs don't do much, and anchored debuffs don't last long anyway. | |
+ | |- | ||
+ | | ''The reality: Darkest Night's debuffs are modest, but they stack well with other Dark Miasma powers, cover a wide radius, and it's not hard to anchor a target that's likely to survive a while. | ||
+ | |- | ||
| rowspan="2" | [[File:DarkMiasma HowlingTwilight.png]] | | rowspan="2" | [[File:DarkMiasma HowlingTwilight.png]] | ||
| ''The perception: Howling Twilight is a slow casting PBAoE resurrect that requires an enemy target. | | ''The perception: Howling Twilight is a slow casting PBAoE resurrect that requires an enemy target. | ||
|- | |- | ||
| ''The reality: Howling Twilight does not require a defeated teammate to use. It autohits targets in an AoE, applying a considerable slow debuff and stun. | | ''The reality: Howling Twilight does not require a defeated teammate to use. It autohits targets in an AoE, applying a considerable slow debuff and stun. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:DarkMiasma FearsomeAura.png]] | | rowspan="2" | [[File:DarkMiasma FearsomeAura.png]] | ||
| ''The perception: Fearsome Stare is just a fear effect, and enemies can still attack back if any teammate damages them. | | ''The perception: Fearsome Stare is just a fear effect, and enemies can still attack back if any teammate damages them. | ||
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| ''The perception: Healing Aura should be set to auto-fire to maximize healing per second. | | ''The perception: Healing Aura should be set to auto-fire to maximize healing per second. | ||
|- | |- | ||
− | | ''The reality: Healing Aura is a fast recharging self-heal that makes a Defender significantly less squishy | + | | ''The reality: Damage comes in chunks, not trickles; Healing Aura is a fast recharging self-heal that makes a Defender significantly less squishy, but the radius makes it less useful for healing teammates. |
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:Empathy MindWall.png]] | | rowspan="2" | [[File:Empathy MindWall.png]] | ||
| ''The perception: You can use Clear Mind after a teammate is mezzed to free them. | | ''The perception: You can use Clear Mind after a teammate is mezzed to free them. | ||
|- | |- | ||
| ''The reality: You can also use Clear Mind before a teammate is mezzed to prevent them from getting mezzed. | | ''The reality: You can also use Clear Mind before a teammate is mezzed to prevent them from getting mezzed. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:Empathy Fortitude.png]] | | rowspan="2" | [[File:Empathy Fortitude.png]] | ||
| ''The perception: Fortitude is a defense buff, so should only be used on the Tanker. | | ''The perception: Fortitude is a defense buff, so should only be used on the Tanker. | ||
|- | |- | ||
− | | ''The reality: Tankers rarely need more | + | | ''The reality: Tankers rarely need more help surviving; use Fortitude to buff AoE damage dealers instead. |
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:Empathy RecoveryAura.png]] | | rowspan="2" | [[File:Empathy RecoveryAura.png]] | ||
| ''The perception: Recovery Aura is "too awesome to waste," so stop the team and make sure everyone gathers when you want to use this. | | ''The perception: Recovery Aura is "too awesome to waste," so stop the team and make sure everyone gathers when you want to use this. | ||
|- | |- | ||
| ''The reality: Most teammates will be self-sufficient; you just need the one or two teammates who are running dry within the radius. | | ''The reality: Most teammates will be self-sufficient; you just need the one or two teammates who are running dry within the radius. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:Empathy RegenerationAura.png]] | | rowspan="2" | [[File:Empathy RegenerationAura.png]] | ||
| ''The perception: Regeneration Aura means you'll have to heal your teammates a little less over time. | | ''The perception: Regeneration Aura means you'll have to heal your teammates a little less over time. | ||
|- | |- | ||
| ''The reality: Regeneration Aura is a large regeneration buff comparable to Instant Healing; with a little defense and mez protection, anyone in your team, including yourself, can tank. | | ''The reality: Regeneration Aura is a large regeneration buff comparable to Instant Healing; with a little defense and mez protection, anyone in your team, including yourself, can tank. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:Empathy AdrenalinBoost.png]] | | rowspan="2" | [[File:Empathy AdrenalinBoost.png]] | ||
| ''The perception: Adrenalin Boost is "too awesome to use," so may only get used on the tank, once per mission. | | ''The perception: Adrenalin Boost is "too awesome to use," so may only get used on the tank, once per mission. | ||
|- | |- | ||
− | | ''The reality: Adrenalin Boost's recharge speed buff is | + | | ''The reality: Tankers don't need more survivability, and their toggles don't need to be faster; Adrenalin Boost's recharge speed buff is best for click-intensive teammates -- like other Empaths. |
|} | |} | ||
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| ''The perception: Radiant Aura should be set to auto-fire to maximize healing per second. | | ''The perception: Radiant Aura should be set to auto-fire to maximize healing per second. | ||
|- | |- | ||
− | | ''The reality: Radiant Aura is a fast recharging self-heal that makes a Defender significantly less squishy | + | | ''The reality: Damage comes in chunks, not trickles; Radiant Aura is a fast recharging self-heal that makes a Defender significantly less squishy, but the radius makes it less useful for healing teammates. |
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:RadiationPoisoning RadiationInfection.png]] | | rowspan="2" | [[File:RadiationPoisoning RadiationInfection.png]] | ||
− | | ''The perception: Radiation Infection's | + | | ''The perception: Radiation Infection's debuffs don't do much, and anchored debuffs don't last long anyway. |
|- | |- | ||
| ''The reality: Radiation Infection applies a -49% to-hit debuff at the ED softcap (relative to a 50% to-hit base), and it's not hard to anchor a target that's likely to survive a while. | | ''The reality: Radiation Infection applies a -49% to-hit debuff at the ED softcap (relative to a 50% to-hit base), and it's not hard to anchor a target that's likely to survive a while. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:RadiationPoisoning LingeringRadiation.png]] | | rowspan="2" | [[File:RadiationPoisoning LingeringRadiation.png]] | ||
| ''The perception: Lingering Radiation just slows enemies so won't protect the team as well as a heal. | | ''The perception: Lingering Radiation just slows enemies so won't protect the team as well as a heal. | ||
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| ''The perception: Sonic Dispersion is weaker than the single-target Sonic shields, so the Defender will be squishier than the rest of his team. | | ''The perception: Sonic Dispersion is weaker than the single-target Sonic shields, so the Defender will be squishier than the rest of his team. | ||
|- | |- | ||
− | | ''The reality: Sonic Dispersion plus | + | | ''The reality: Sonic Dispersion plus an ancillary pool resistance toggle gives a Defender 66% or more smashing/lethal damage at the ED softcap; other teammates will often leave the bubble and become vulnerable to mez. |
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:SonicDebuff Dispel.png]] | | rowspan="2" | [[File:SonicDebuff Dispel.png]] | ||
| ''The perception: You can use Clarity after a teammate is mezzed to free them. | | ''The perception: You can use Clarity after a teammate is mezzed to free them. | ||
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|- | |- | ||
| ''The reality: Properly aimed, Gale moves enemies a predictable distance in a predictable direction, and can be used as a positioning tool. | | ''The reality: Properly aimed, Gale moves enemies a predictable distance in a predictable direction, and can be used as a positioning tool. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:StormSummoning FreezingRain.png]] | | rowspan="2" | [[File:StormSummoning FreezingRain.png]] | ||
| ''The perception: Freezing Rain is just a no-damage version of Ice Storm. | | ''The perception: Freezing Rain is just a no-damage version of Ice Storm. | ||
|- | |- | ||
| ''The reality: Freezing Rain renders enemies defenseless from a safe distance, applying long lasting recharge speed and damage resistance debuffs, and knocking them down continuously. | | ''The reality: Freezing Rain renders enemies defenseless from a safe distance, applying long lasting recharge speed and damage resistance debuffs, and knocking them down continuously. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:StormSummoning Hurricane.png]] | | rowspan="2" | [[File:StormSummoning Hurricane.png]] | ||
| ''The perception: Hurricane is a stationary safety zone for squishies. | | ''The perception: Hurricane is a stationary safety zone for squishies. | ||
|- | |- | ||
| ''The reality: Hurricane can be used aggressively; it applies a lasting -60% range debuff and -58.5% to-hit debuff at the ED softcap (more than the 50% to-hit base!), even if it only touches an enemy for an instant. | | ''The reality: Hurricane can be used aggressively; it applies a lasting -60% range debuff and -58.5% to-hit debuff at the ED softcap (more than the 50% to-hit base!), even if it only touches an enemy for an instant. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:StormSummoning Tornado.png]] | | rowspan="2" | [[File:StormSummoning Tornado.png]] | ||
| ''The perception: Tornado scatters enemies apart, making further AoE attacks useless. | | ''The perception: Tornado scatters enemies apart, making further AoE attacks useless. | ||
|- | |- | ||
− | | ''The reality: Tornado deals big damage over time against knockback immune targets, such as archvillains and giant monsters. | + | | ''The reality: Tornado deals big autohitting damage over time against knockback immune targets, such as archvillains and giant monsters. |
+ | |- | ||
+ | | rowspan="2" | [[File:StormSummoning LightningStorm.png]] | ||
+ | | ''The perception: Lightning Storm scatters enemies apart, making further AoE attacks useless. | ||
+ | |- | ||
+ | | ''The reality: Lightning Storm deals big damage over time against knockback immune targets, such as archvillains and giant monsters. | ||
|} | |} | ||
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=== Trick Arrow === | === Trick Arrow === | ||
− | |||
{| | {| | ||
| rowspan="2" | [[File:TrickArrow DebuffDamage.png]] | | rowspan="2" | [[File:TrickArrow DebuffDamage.png]] | ||
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=== Archery === | === Archery === | ||
+ | {| | ||
+ | | rowspan="2" | [[File:Archery RainofArrows.png]] | ||
+ | | ''The perception: Defender nukes drain their endurance, leaving them unable to heal the team. | ||
+ | |- | ||
+ | | ''The reality: Rain of Arrows recharges faster than most nukes, and does not drain extra endurance or penalize endurance recovery. | ||
+ | |} | ||
=== Assault Rifle === | === Assault Rifle === | ||
+ | {| | ||
+ | | rowspan="2" | [[File:AssaultWeapons ARFlamethrowerIgnite.png]] | ||
+ | | ''The perception: Defenders can't do much damage with an AoE DoT like Ignite. | ||
+ | |- | ||
+ | | ''The reality: Defenders summon the same Flames entity as Blasters, so the damage is comparable to Blasters. | ||
+ | |- | ||
+ | | rowspan="2" | [[File:AssaultWeapons ARFullAuto.png]] | ||
+ | | ''The perception: Defender nukes drain their endurance, leaving them unable to heal the team. | ||
+ | |- | ||
+ | | ''The reality: Full Auto recharges faster than most nukes, and does not drain extra endurance or penalize endurance recovery. | ||
+ | |} | ||
=== Dark Blast === | === Dark Blast === | ||
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|- | |- | ||
| ''The reality: Properly aimed, Torrent moves enemies a predictable distance in a predictable direction, and the to-hit debuff is nice, too. | | ''The reality: Properly aimed, Torrent moves enemies a predictable distance in a predictable direction, and the to-hit debuff is nice, too. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:DarkCast Blackstar.png]] | | rowspan="2" | [[File:DarkCast Blackstar.png]] | ||
| ''The perception: Blackstar doesn't mez or knock back targets like other nukes, so puts the Defender at risk. | | ''The perception: Blackstar doesn't mez or knock back targets like other nukes, so puts the Defender at risk. | ||
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=== Dual Pistols === | === Dual Pistols === | ||
+ | {| | ||
+ | | rowspan="2" | [[File:DualPistols HailofBullets.png]] | ||
+ | | ''The perception: Defender nukes drain their endurance, leaving them unable to heal the team. | ||
+ | |- | ||
+ | | ''The reality: Hail of Bullets recharges faster than most nukes, and does not drain extra endurance or penalize endurance recovery. | ||
+ | |} | ||
=== Electrical Blast === | === Electrical Blast === | ||
{| | {| | ||
+ | | rowspan="2" | [[File:ElectricalBolt ShortCircuit.png]] | ||
+ | | ''The perception: Short Circuit needs Power Build Up or Power Sink to fully drain endurance from targets. | ||
+ | |- | ||
+ | | ''The reality: Short Circuit inflicts -100% endurance recovery for 10 seconds in addition to its initial drain; if you're soloing or in a low damage team, targets will eventually drain themselves dry. | ||
+ | |- | ||
| rowspan="2" | [[File:ElectricalBolt TelsaCage.png]] | | rowspan="2" | [[File:ElectricalBolt TelsaCage.png]] | ||
| ''The perception: Tesla Cage is just a short-duration, no-damage version of a Controller's hold. | | ''The perception: Tesla Cage is just a short-duration, no-damage version of a Controller's hold. | ||
|- | |- | ||
− | | ''The reality: Tesla Cage | + | | ''The reality: Tesla Cage inflicts -100% endurance recovery for 10 seconds in addition to its hold effect. |
|} | |} | ||
=== Energy Blast === | === Energy Blast === | ||
+ | {| | ||
+ | | rowspan="2" | [[File:PowerBlast NovaBlast.png]] | ||
+ | | ''The perception: Fire off Nova in the middle of the pack to make sure you hit everything. | ||
+ | |- | ||
+ | | ''The reality: Nova has a decent radius. Firing it off at the edge of a pack will still hit everything, and will send the targets flying in roughly the same direction, reducing scatter. | ||
+ | |} | ||
=== Ice Blast === | === Ice Blast === | ||
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|- | |- | ||
| ''The reality: Defenders summon the same Ice Storm entity as Blasters, so the damage is comparable to Blasters. | | ''The reality: Defenders summon the same Ice Storm entity as Blasters, so the damage is comparable to Blasters. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:IceBlast Blizzard.png]] | | rowspan="2" | [[File:IceBlast Blizzard.png]] | ||
| ''The perception: Defenders can't do much damage with an AoE DoT like Blizzard. | | ''The perception: Defenders can't do much damage with an AoE DoT like Blizzard. | ||
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=== Psychic Blast === | === Psychic Blast === | ||
{| | {| | ||
+ | | rowspan="2" | [[File:PsychicBlast MentalBlast.png]] | ||
+ | | ''The perception: Delete Mental Blast from your power tray; you're forced to take it and the damage is awful. | ||
+ | |- | ||
+ | | ''The reality: Mental Blast can stack -37.5% recharge speed debuffs on a target, great for slowing down bosses' attack chains. | ||
+ | |- | ||
| rowspan="2" | [[File:PsychicBlast PsychicScream.png]] | | rowspan="2" | [[File:PsychicBlast PsychicScream.png]] | ||
| ''The perception: Psychic Scream is a slow casting AoE with a bad damage type. | | ''The perception: Psychic Scream is a slow casting AoE with a bad damage type. | ||
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|} | |} | ||
− | === Radiation | + | === Radiation Blast === |
{| | {| | ||
| rowspan="2" | [[File:RadiationBurst Irradiate.png]] | | rowspan="2" | [[File:RadiationBurst Irradiate.png]] | ||
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|- | |- | ||
| ''The reality: Properly aimed, Shockwave moves enemies a predictable distance in a predictable direction, and the damage isn't shabby. | | ''The reality: Properly aimed, Shockwave moves enemies a predictable distance in a predictable direction, and the damage isn't shabby. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:SonicBlast Sleep.png]] | | rowspan="2" | [[File:SonicBlast Sleep.png]] | ||
| ''The perception: Siren's Song is a slow casting, slow recharging AoE blast. | | ''The perception: Siren's Song is a slow casting, slow recharging AoE blast. | ||
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| ''The perception: Oppressive Gloom only works if you're in melee and taking self-damage all the time. | | ''The perception: Oppressive Gloom only works if you're in melee and taking self-damage all the time. | ||
|- | |- | ||
− | | ''The reality: Oppressive Gloom applies a 17 second stun at the ED softcap, so you can touch an enemy | + | | ''The reality: Oppressive Gloom applies a 17 second stun at the ED softcap, so you can touch an enemy then move away. |
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:DarkMastery DarkEmbrace.png]] | | rowspan="2" | [[File:DarkMastery DarkEmbrace.png]] | ||
− | | ''The perception: Defenders are too squishy to benefit from | + | | ''The perception: Defenders are too squishy to benefit from resistance toggles like Dark Embrace. |
|- | |- | ||
| ''The reality: Dark Embrace plus Tough gives a Defender 66% smashing/lethal and 23% toxic/negative energy damage resistance at the ED softcap. | | ''The reality: Dark Embrace plus Tough gives a Defender 66% smashing/lethal and 23% toxic/negative energy damage resistance at the ED softcap. | ||
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{| | {| | ||
| rowspan="2" | [[File:ElectricityMastery ChargedArmor.png]] | | rowspan="2" | [[File:ElectricityMastery ChargedArmor.png]] | ||
− | | ''The perception: Defenders are too squishy to benefit from | + | | ''The perception: Defenders are too squishy to benefit from resistance toggles like Charged Armor. |
|- | |- | ||
| ''The reality: Charged Armor plus Tough gives a Defender 66% smashing/lethal and 31% energy damage resistance at the ED softcap. | | ''The reality: Charged Armor plus Tough gives a Defender 66% smashing/lethal and 31% energy damage resistance at the ED softcap. | ||
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{| | {| | ||
| rowspan="2" | [[File:PowerMastery TempInvulnerability.png]] | | rowspan="2" | [[File:PowerMastery TempInvulnerability.png]] | ||
− | | ''The perception: Defenders are too squishy to benefit from | + | | ''The perception: Defenders are too squishy to benefit from resistance toggles like Temp Invulnerability. |
|- | |- | ||
| ''The reality: Temp Invulnerability plus Tough gives a Defender 70% smashing/lethal damage resistance at the ED softcap. | | ''The reality: Temp Invulnerability plus Tough gives a Defender 70% smashing/lethal damage resistance at the ED softcap. | ||
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|- | |- | ||
| ''The reality: Mass Hypnosis does not alert (aggro) enemies, so can be used to set up debuffs safely before the team charges. | | ''The reality: Mass Hypnosis does not alert (aggro) enemies, so can be used to set up debuffs safely before the team charges. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:PsychicMastery MindOverBody.png]] | | rowspan="2" | [[File:PsychicMastery MindOverBody.png]] | ||
− | | ''The perception: Defenders are too squishy to benefit from | + | | ''The perception: Defenders are too squishy to benefit from resistance toggles like Mind Over Body. |
|- | |- | ||
| ''The reality: Mind Over Body plus Tough gives a Defender 66% smashing/lethal and 31% psionic damage resistance at the ED softcap. | | ''The reality: Mind Over Body plus Tough gives a Defender 66% smashing/lethal and 31% psionic damage resistance at the ED softcap. | ||
− | | | + | |- |
− | + | ||
− | + | ||
| rowspan="2" | [[File:MentalControl Telekinesis.png]] | | rowspan="2" | [[File:MentalControl Telekinesis.png]] | ||
| ''The perception: Enemies fall out of Telekinesis' radius, and it costs too much endurance for a single target hold. | | ''The perception: Enemies fall out of Telekinesis' radius, and it costs too much endurance for a single target hold. |
Latest revision as of 19:21, 9 September 2010
Player Guide Notice |
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This article is a Player Guide. Paragon Wiki takes no responsibility for the content within. Questions and concerns should be posed to the authors of the article using the article's talk page. |
Defenders, as an archetype, suffer from two harsh metagame realities. First, they're an unpopular archetype, with few online on any given server at any given time, relative to the other four core hero archetypes. Because archetype popularity correlates with perceptions of damage output, many players seem to consider Defenders to be poor damage dealers. Second, a single primary power set, Empathy, is about as popular as all the other primary power sets combined, with some Empaths going so far as to avoid taking secondary powers as well. This feeds into distorted gameplay perceptions, among many players, such as the dreaded "are you a healer?" types of recruitment messages, which, in turn, drive up the popularity of Empathy.
This guide is intended to look past the popular notions about specific Defender powers that are often misunderstood, and to suggest alternative uses for those powers based on the hard numbers. In this way, the Defender archetype can be seen to be a versatile jack-of-all-trades, usually capable of filling any needed team role, either by themselves, or indirectly, by assisting other team members to take on multiple roles.
Contents
Inherent Power (Vigilance)
Vigilance offers teamed Defenders an endurance discount on all powers, if used while a nearby teammate is low on HP. The only powers guaranteed to be used with a hurt teammate nearby are powers that heal or resurrect other players. Thus, Vigilance is a de facto endurance discount for powers that heal or resurrect other players, and may or may not benefit other powers, depending on the situation.
In particular, Vigilance doesn't work well with powers and play styles that prevent teammates from getting (and staying) hurt in the first place: defense buffing, regeneration buffing, crowd control status effects, to-hit debuffing, taunting and tanking, etc. If teammates never get (and stay) hurt, a Defender gives up Vigilance's solo damage boost for absolutely no benefit at all.
That said, builds need not rely on situational endurance relief when plenty of always-available endurance relief is built into the game. Endurance inspirations can be bought at any contact, or combined from other inspirations. Invented enhancements often combine endurance discounts with other enhancement types. Stamina greatly increases any Defender's endurance recovery speed. Cold Domination, Kinetics, Radiation Emission, Dark Mastery, Electricity Mastery, and (ironically) Empathy have additional endurance recovery powers available. With so many non-situational ways to stay in the blue, there's no need to tailor your build or play style around Vigilance's highly situational endurance discount.