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<blockquote data-quote="Krensus" data-source="post: 4631556" data-attributes="member: 59340"><p>In my opinion, it's important for a defender to dabble in several different areas to be viable. The only one I've played so far is the Fighter, which is arguably the best of the available options, so that's what I'll focus on.</p><p></p><p>A fighter has to hit his mark to actually deal damage, so he does need a good Strength. In order for the mark to have any bite, he has to deal a significant amount of damage or there has to be a severe deterrant to provoking. In my case, I took Dwarven Weapon Training to use a better melee weapon and Shield Push to interrupt an attack that doesn't target me. In this way, I deal near-striker damage, or better than striker damage given the nature of Sneak Attack, Curse, etc., if they provoke from me. Or I negate their standard action by pushing them away. In this way, the defender does tank when it is in the best benefit of the party by overbearing the negative effect side of the equation.</p><p></p><p>It seems to me that a defender also needs to invest in powers with a Controller's theme. By manipulating the battlefield with powers that push, slide, or knock prone enemies, the defender is able to insulate his allies and herd enemies to farther range. Forcing an enemy to take a walk rather than shift to reach an ally essentially eats their turn, leaving the only option left after the fighter's successful OA to charge the ally with a basic attack or to attack the fighter. The enemy can either eat 1d10+10 and get to make a basic attack against a squishy or he can take no damage and face the fighter. By negating the ability to move more than one square and still make a non-basic melee attack, the fighter limits the options of the enemies around him. </p><p></p><p>It is through this elimination of options that the defender, or at least the fighter, contributes to the group. He decides where the fight will occur, blockades passage to the weak, and punishes those who want to break the rules he's dictated.</p></blockquote><p></p>
[QUOTE="Krensus, post: 4631556, member: 59340"] In my opinion, it's important for a defender to dabble in several different areas to be viable. The only one I've played so far is the Fighter, which is arguably the best of the available options, so that's what I'll focus on. A fighter has to hit his mark to actually deal damage, so he does need a good Strength. In order for the mark to have any bite, he has to deal a significant amount of damage or there has to be a severe deterrant to provoking. In my case, I took Dwarven Weapon Training to use a better melee weapon and Shield Push to interrupt an attack that doesn't target me. In this way, I deal near-striker damage, or better than striker damage given the nature of Sneak Attack, Curse, etc., if they provoke from me. Or I negate their standard action by pushing them away. In this way, the defender does tank when it is in the best benefit of the party by overbearing the negative effect side of the equation. It seems to me that a defender also needs to invest in powers with a Controller's theme. By manipulating the battlefield with powers that push, slide, or knock prone enemies, the defender is able to insulate his allies and herd enemies to farther range. Forcing an enemy to take a walk rather than shift to reach an ally essentially eats their turn, leaving the only option left after the fighter's successful OA to charge the ally with a basic attack or to attack the fighter. The enemy can either eat 1d10+10 and get to make a basic attack against a squishy or he can take no damage and face the fighter. By negating the ability to move more than one square and still make a non-basic melee attack, the fighter limits the options of the enemies around him. It is through this elimination of options that the defender, or at least the fighter, contributes to the group. He decides where the fight will occur, blockades passage to the weak, and punishes those who want to break the rules he's dictated. [/QUOTE]
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