Difference between revisions of "Defender"
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− | The '''Defender''' | + | 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. |
Faction: '''Hero''' | Faction: '''Hero''' |
Revision as of 03:14, 4 July 2007
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.
Faction: Hero
The Defender's powersets are:
Primary: Buff/Debuff
Secondary: Ranged
The Defender has low hit points and medium damage.
Powersets
Primary Powersets
A Defender's primary powersets are designed specifically for buffing or debuffing. They are:
- Dark Miasma
- Empathy
- Force Field
- Kinetics
- Radiation Emission
- Sonic Resonance
- Storm Summoning
- Trick Arrow
Secondary Powersets
A Defender's secondary powersets are designed for ranged attacks. They are:
Ancillary Power Pools
Inherent Power
Strategies
The underlying principle behind Defender play is that of support. No single power of the Defender set 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 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 owning a basic accuracy boost. In addition, Archery synergises with Trick Arrow, as attacks from the primary and secondary do not cause any issues regarding re-drawing the weapon.
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