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Difference between revisions of "Defender"

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(Inherent Power: I13 update: PVP non-resistable debuffs removed)
(Historical: +water, nature)
 
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== Overview ==
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{{TOCleft}}
{{TOCright}}
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{{Infobox_AT
[[Image:archetypeicon_defender.png|left]]
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|image=[[File:Archetypeicon_defender.png]]
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.
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|pri=Buff
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|sec=Ranged
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|inherent=[[Inherent Powers#Vigilance|Vigilance]]
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|hp_base=1017.4
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|hp_max=1606.4
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|pri_sets=12
 +
|sec_sets=12
 +
|anc_sets=8
 +
|dam_melee=0.550
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|dam_range=0.650
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|buff_def_melee=0.100
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|buff_dam_melee=0.100
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|buff_hpmax_melee=0.100
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|buff_tohit_melee=0.100
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|debuff_def_melee=0.125
 +
|debuff_dam_melee=0.125
 +
|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
 +
|res_melee=0.100
 +
|sleep_melee=1.490
 +
|slow_melee=1.250
 +
|stun_melee=1.490
 +
|taunt_melee=1.030
 +
|threat_melee=1.0
 +
|buff_def_range=0.100
 +
|buff_dam_range=0.125
 +
|buff_hpmax_range=0.125
 +
|buff_tohit_range=0.125
 +
|debuff_def_range=0.125
 +
|debuff_dam_range=0.125
 +
|debuff_tohit_range=0.125
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|endmod_range=0.125
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|fear_range=1.490
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|heal_range=133.862
 +
|immob_range=1.490
 +
|kb_range=2.077
 +
|res_range=0.100
 +
|sleep_range=1.490
 +
|slow_range=1.250
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|stun_range=1.490
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|taunt_range=1.030
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|threat_range=1.0
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|dam_res_max=75%
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|dam_res_min=-300%
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|stat_res_max=10,001.01%
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|stat_res_min=-300%
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|stat_prot_max=N/A
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|stat_prot_min=N/A
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|dam_max=400%
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|dam_min=10%
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|def_max=175%
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|def_min=-100%
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|tohit_max=200.35%
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|tohit_min=-100%
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|rech_max=400%
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|rech_min=-75%
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|regen_max=2000%
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|regen_min=0%
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|recov_max=625%
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|recov_min=0%
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|stealth_max_pve=200 ft
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|stealth_min_pve=-180 ft
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|stealth_max_pvp=571.5 ft
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|stealth_min_pvp=-180 ft
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|percep_max=1260.6 ft
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|percep_min=0 ft
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|rng_max=500%
 +
|rng_min=25%
 +
}}
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{{clr|left}}
  
Faction: '''Hero'''
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== 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:
 
The Defender's power sets are:
  
'''Primary''': Buff/Debuff<br />
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'''Primary''': Buff<br />
 
'''Secondary''': Ranged
 
'''Secondary''': Ranged
  
The Defender has Low Hit Points and Medium Damage.
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{{ATStats|survive=4|melee=2|ranged=6|control=4|support=10|pets=2}}
  
 
== Power Sets ==
 
== Power Sets ==
 
 
=== Primary Power Sets ===
 
=== Primary Power Sets ===
 
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*A Defender's primary power sets are designed specifically for buffing or debuffing. They are:
A Defender's primary power sets are designed specifically for buffing or debuffing. They are:
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<ul style="width:50%">{{Category Listing|Defender Primary}}</ul>
 
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{{PMarket Purchase|time}}
* [[Cold Domination]] (Issue 12)
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{{PMarket Purchase|nature}}
* [[Dark Miasma]]
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* [[Empathy]]
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* [[Force Field]]
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* [[Kinetics]]
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* [[Radiation Emission]]
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* [[Sonic Resonance]]
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* [[Storm Summoning]]
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* [[Trick Arrow]]
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=== Secondary Power Sets ===
 
=== Secondary Power Sets ===
 
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*A Defender's secondary power sets are designed for ranged attacks. They are:
A Defender's secondary power sets are designed for ranged attacks. They are:
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<ul style="width:50%">{{Category Listing|Defender Secondary}}</ul>
 
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{{PMarket Purchase|br}}
* [[Archery]]
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{{PMarket Purchase|dp}}
* [[Dark Blast]]
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{{PMarket Purchase|water}}
* [[Electrical Blast]]
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* [[Energy Blast]]
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* [[Ice Blast]] (Issue 12)
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* [[Psychic Blast]]
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* [[Radiation Blast]]
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* [[Sonic Attack]]
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=== Ancillary Power Pools ===
 
=== Ancillary Power Pools ===
 
 
* [[Dark Mastery]]
 
* [[Dark Mastery]]
 +
* [[Electricity Mastery]]
 
* [[Power Mastery]]
 
* [[Power Mastery]]
 
* [[Psychic Mastery]]
 
* [[Psychic Mastery]]
* [[Electricity Mastery]]
 
  
=== Inherent Power ===
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=== Patron Power Pools ===
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* [[Leviathan Mastery#Corruptor / Defender|Leviathan Mastery]]
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* [[Mace Mastery#Corruptor / Defender|Mace Mastery]]
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* [[Mu Mastery#Corruptor / Defender|Mu Mastery]]
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* [[Soul Mastery#Corruptor / Defender|Soul Mastery]]
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<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
  
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=== Inherent Power ===
 
* [[Inherent Powers#Vigilance|Vigilance]]
 
* [[Inherent Powers#Vigilance|Vigilance]]
  
== Strategies ==
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== Historical ==
The underlying principles behind Defender play are those of support and attack. Defenders' primary set powers are designed to improve the power of a team, either directly or by weakening the foe. Defender support powers come in three flavors. Buffs targeting only others, buffs that target the Defender also, and debuffs that target the enemy. In Defender primary set comparisons, healing powers can be considered buffs, and controlling powers can be considered similar to debuffs. Defender power sets offer different mixes of these, some favoring one extreme or the other, and some offering a varied balance. Sets that feature debuffs and buffs that benefit the Defender will allow for faster and safer solo play, while sets that focus on targeting others tend to have a more immediate and visible benefit for the team, and are greatly in demand for this reason.
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{{Historical|type=section|reason=change}}
  
The Defenders secondary powers are ranged attack sets. While they lack the punch of a Blaster they still contribute team damage and allow for self defense and aggro management. Although they do less damage, Defenders benefit more from the ranged attack secondary effects which are useful in contributing to an overall strategy of enemy debuff or control. This can be seen fairly evidently in Defender secondaries such as Dark Blast which has a cumulative To Hit Debuff effect. The Defender's attacks can be stacked together very quickly leading to significant debuffing effects.
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* 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.
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* Dark Mastery, Electricity Mastery, Power Mastery and Psychic Mastery were added to the game in [[Issue 3]].
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* Sonic Resonance, Trick Arrow, Archery and Sonic Attack were added to the game in [[Issue 5]].
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* Cold Domination and Ice Blast were [[Power Set Proliferation|proliferated]] to Defenders in [[Issue 12]].
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* Assault Rifle and Traps were proliferated to Defenders in [[Issue 16]].
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* Dual Pistols was added to the game on March 2, 2010 as an early feature of [[Going Rogue]] to those who prepurchased.
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* The [[Patron Power Pools]] were made available to Defenders in [[Issue 18]].
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* Beam Rifle and Time Manipulation were added to the game in [[Issue 21]].
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* Thermal Radiation and Fire Blast were proliferated to Defenders in Issue 21.
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* Water Blast was added to the game on July 10, 2012.
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* Nature Affinity was added to the game on August 21, 2012.
  
The most potent powers of the Defender are usually at their finest when they can be stacked or are complimentary effects such as Damage Buff and Resistance Debuff.
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== See Also ==
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* [[Archetypes]]
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* [[Defender Strategy]]
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* [[Offender]]
  
Full use of both a support primary and an attack secondary makes Defender play very action-focused as you quickly transfer your attention around to different concerns. This contrasts with Controller play which features two support sets and rewards a more methodical approach.
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== External Links ==
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* [http://www.alteredgamer.com/city-of-heroes/5617-coh-city-of-villains-guide-to-the-defender-archetype/ Summary and Analysis of Defender Powersets]
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* [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
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* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file
  
While some individual builds can play the prima donna, most Defenders are much better at making the entire team stronger allowing them to achieve more, faster. Defenders are force multipliers, they make everyone else better in addition to their own contribution. A group of defenders, each making the others more powerful, is a true sight to behold, and can be much more powerful than other teams.
 
  
== External Links ==
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{{Navbox Archetypes}}
 
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* [http://www.brighthub.com/video-games/pc/articles/5617.aspx Summary and Analysis of Defender Powersets]
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* [http://www.cityofheroes.com/gameinfo/archetypes.html Archetypes documentation] on official City of Heroes site
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* [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 03:20, 23 January 2021

Defender
Archetypeicon defender.png
Primary Buff
Secondary Ranged
Inherent Vigilance
Base HP 1017.4
Max HP 1606.4
Primary Sets 12
Secondary Sets 12
Epic Power Pools 8
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 requires VIP status or purchase on the Paragon Market.
* Nature Affinity requires purchase on the Paragon Market.

Secondary Power Sets

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

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

Ancillary Power Pools

Patron Power Pools

* Patron Power Pools require villain alignment to obtain.

Inherent Power

Historical

Badge time.png This section contains information about changes that took place in City of Heroes Freedom. 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.

See Also

External Links