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Difference between revisions of "Defender"

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(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 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.
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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
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|sec_sets=12
 +
|anc_sets=8
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|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
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|debuff_dam_melee=0.125
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|debuff_tohit_melee=0.125
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|endmod_melee=1.250
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|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
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|buff_tohit_range=0.125
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|debuff_def_range=0.125
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|debuff_dam_range=0.125
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|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
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|immob_range=1.490
 +
|kb_range=2.077
 +
|res_range=0.100
 +
|sleep_range=1.490
 +
|slow_range=1.250
 +
|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%
 +
|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%
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|rng_min=25%
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}}
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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}}
* [[Dark Miasma]]
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{{PMarket Purchase|nature}}
* [[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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* [[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]]
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* [[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 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.
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{{Historical|type=section|reason=change}}
  
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.
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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]].
 +
* 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.
  
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.
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== See Also ==
 
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* [[Archetypes]]
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.
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* [[Defender Strategy]]
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* [[Offender]]
  
 
== External Links ==
 
== 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]
* [http://www.cityofheroes.com/gameinfo/archetypes.html Archetypes documentation] on official City of Heroes site
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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
 
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file
 
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file
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{{Navbox Archetypes}}
  
 
[[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