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Avenger Impressions
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<blockquote data-quote="mlund" data-source="post: 4717068" data-attributes="member: 50304"><p>Defenders come with more Healing Surges than any other role for a reason. They also tend to emphasize taking Constitution as a 2nd or 3rd Stat to help with this. On top of all that, they tend to have options for above-the-curve AC and/or wellsprings of Temporary HP to help them survive drawing a ton of fire.</p><p></p><p>Again, drawing a ton of fire is the Defender's primary responsibility in the party - not hitting things frequently for large amounts of damage. It is a big deviation from previous editions where Fighters and Paladins were characters you could count on for A-Ranked BAB, iterative attacks, and massive weapon damage.</p><p></p><p></p><p></p><p>Not sure what this is supposed to mean. When an ability that is supposed to keep an enemy from moving away or attacking others is so feared that the enemy doesn't attempt to move away or attack others it certainly is <strong>not</strong> dead weight. It may function as a Passive Feature instead of an Active Feature, but it still performs its function quite well</p><p></p><p></p><p></p><p>Actually, it can be quite hard to force the enemy to hold position in an encounter without a natural bottle-neck - even in a dungeon. Additionally, 4E dungeons are typically a far cry from the old AD&D 30'x30' chamber encounters. Beyond that, proper dungeons seem to make up only a small fraction of the encounter areas I run across in campaigns or even RPGA events.</p><p></p><p></p><p></p><p>Except for the whole part about how Defenders are basically defined as a role by powers that <strong>encourage</strong> enemies to swing at them while Avengers come with powers to <strong>discourage</strong> that exact behavior. Meanwhile Avengers lack much serious emphasis on area effect damage that would give them something in common with the Controller role ...</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 4717068, member: 50304"] Defenders come with more Healing Surges than any other role for a reason. They also tend to emphasize taking Constitution as a 2nd or 3rd Stat to help with this. On top of all that, they tend to have options for above-the-curve AC and/or wellsprings of Temporary HP to help them survive drawing a ton of fire. Again, drawing a ton of fire is the Defender's primary responsibility in the party - not hitting things frequently for large amounts of damage. It is a big deviation from previous editions where Fighters and Paladins were characters you could count on for A-Ranked BAB, iterative attacks, and massive weapon damage. Not sure what this is supposed to mean. When an ability that is supposed to keep an enemy from moving away or attacking others is so feared that the enemy doesn't attempt to move away or attack others it certainly is [b]not[/b] dead weight. It may function as a Passive Feature instead of an Active Feature, but it still performs its function quite well Actually, it can be quite hard to force the enemy to hold position in an encounter without a natural bottle-neck - even in a dungeon. Additionally, 4E dungeons are typically a far cry from the old AD&D 30'x30' chamber encounters. Beyond that, proper dungeons seem to make up only a small fraction of the encounter areas I run across in campaigns or even RPGA events. Except for the whole part about how Defenders are basically defined as a role by powers that [B]encourage[/B] enemies to swing at them while Avengers come with powers to [B]discourage[/B] that exact behavior. Meanwhile Avengers lack much serious emphasis on area effect damage that would give them something in common with the Controller role ... - Marty Lund [/QUOTE]
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