Defenders are Obsolete.
Oh, this rubbish again? You do realize that if we could do this that it would be like the prenerf Regen Scrappers again, right? Imagine a bunch of people running around with regen similar to Regen's panic button, 24/7; more defense than a SR scrapper; endless endurance, full mez protection, and the ability to more or less use their Tier 9 Nuke as a part of their standard attack chain? Because that's what a self-buffing Empath can pull off.
|
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
i support this 100% percent, defenders from I1-I6 where my favorite AT, but i never play them anymore, damage sux, hp sux, theyre primary powers r solo-wise a joke for the most part, soloing with sonic/, ff, empathy,and soo on... its ridiculous, i dont c y anyone would even try to lvl one of these def's anymore, the Cox population is very low soo even if u were brave enough, theres a no garuntee anymore that youll be able to team 24/7 soo some days youll have to endure 1% a lvl everyone 2-4 hours because u cant kill squat
|
I do see people playing defenders whereas your observations say otherwise. Heck, I am planning on starting a new one come I16 so some one will be leveling a defender then.
And I don't notice this "very low population" you are referring too.
And "1% a lvl everyone 2-4 hours" (assuming to mean 1/10 of 1 bub of XP per 2 to 4 hours), really? I got 3 defs at 50 (including an emp), started a 4th, and planning a 5th come I16, I have never seen such a low XP rate. Just what are you fighting and powers (and slotting) you are using?
Yes, Defenders are a good AT when you compare them to what the other hero ATs have to offer, but when you bring Corruptors and to an extent Masterminds into direct competition, their weaknesses start to show - and no, two TFs and a handful of co-op arcs aren't "direct competition." When compared to Corruptors, Defenders have a lower damage mod, lower HP, lower damage cap, don't have Scourge, and lack access to two of the best sets in the game, Fire Blast and Thermal Radiation, all in the name of stronger buffs/debuffs and having access to those powers before Corruptors/Controllers/MMs. The better buff/debuff numbers just aren't worth it, IMO.
|
On the turn of that comment, if Defenders did have Thermal, they would be producing bigger green numbers, offering a higher +res from the shields, higher buff and debuff values for their Tier 7-9. Sure, if you couple it with Fire Blast, you'll have the equilibrium on the Corruptor because the lack of a debuffing secondary effect. For me, however, I dislike having those types of obvious couples, my closest being a Storm/Ice Defender, to which I've only started recently. I like the challenge of coming up with the RP reason for some fairly drastic different power sets, like my Dark/Elec defender. So having a Thermal/Sonic, Thermal/Rad, etc. will be more potent than the just damage dealing secondary of Fire Blast.
Sure, if you are considering that the enhanced buff/debuff values and getting some things at level 12 instead of 20, or 32 instead of 38 not worth it, that's your own deal. However, I'm also aware that there are people that do prefer to get their buff/debuffs earlier than some of their blasts. Also, so people prefer to have the larger buff/debuff values and that is their particular pull. Naturally, you being the player, you get to decide what is more important to you and how you go about things.
As far as lower damage mod, lower HP, lower damage cap, and lacks the double damage, those are just what Defenders have to sacrifice to get the better buff/debuff values. Otherwise, who'd want to play an AT that have equal HP, very slightly higher damage, very slightly higher damage cap, and can also deal double damage (however Defenders would be able to do that). We'd see the exact same stuff over in the Corruptor thread that Defenders would be taking over their job red side. Every AT must pay some price to get what they are better at. I don't want to play Average Joe AT who's only mediocre at everything, I want to be good at something. In order for me to be good at X, I must give up Y. That's simply how life works, including real life.
For giving up certain power sets, certain sets are getting nearly copy/pasted everywhere (Traps/AR for Defender, Archery/TA Corruptors, Rad/ Blasters), so it'll be only a matter of time until Corruptors get FF, Defenders get Thermal, and each AT have their own "heal" set (Pain and Empathy). I'll gladly take a Pain Defender over a Fire Blast Defender, so when we get to Thermal coming over, can I get Pain instead of Fire Blast?
In all honesty, as I've said and will always say, the AT you choose followed by the power sets you choose should work well with your play style. If you're like me and don't want a Fire Blast Defender (though I might make one... maybe), then don't do it. If you hate FF because you believe KB is a sin and the only real thing it offers is the shields, then that's your own bridge to cross. Play what you like, don't play what you don't. Other than Statesman and LR, I can't think of any TF or other challenge that requires a certain type of make up on team. A corruptor will offer a lot to the table, a defender will offer a lot to the table. They're not equal and it's up to you to decide which you like better and I strongly encourage you to play that. Some people might find they like the Defender version of their Corruptor and same with some people playing Defenders.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Powergamers have already left the defender AT in favor of controllers. The defender AT's playerbase mostly looks like this now: concept players, nostalgia players, newbies who minmax heals, whackos who tank with their defenders, and major whackos who actually like vigilance. Controllers can't draw those players away, and Going Rogue won't either.
|
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Its as if nobody even noticed my new post...
Please read everybody's response, not just the person your attacking (i'm guilty of this at times as well)
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
I noticed it..
Still off in that Defender secondaries DO synergize, so long as you aren't using something like Fire Blast or Archery.
A no attack "Group-Friendly" Defender is like a "Team Friendly" basketball player who won't dribble, run, or shoot, under any circumstances. "I'm a PASSER."
DestineeFable's Guide to an MSTF run (fixed!)
My latest AE madness
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
<QR>
Reading these is always a treat. Why? Because half the time, when you ask these people why they would exclude one AT over another when they provide a similar benefit (say, Storm or whatever), their explanation is improved performance.
Then I ask "What does 'good performance' mean to you? As an example, what do you expect your 'ideal', nay, perfect ITF team to accomplish?"
"A fast 60 minute run."
And then I laugh.
It doesn't matter how your team is built or what it consists of, the single biggest factor is always going to be the person behind each character. I have yet to ever see that as anything but true.
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
the buff primary also means that 1: our damage is competing with TANKERS, not scrappers, because of the relative survivability and 2: we can leverage damage enhancement more strongly.
I solo my Defenders just fine, thank you. And the AT power is pretty useful really. None of the hero powers are earth shattering. We can do everything a Corruptor can do and then some, too. You're acting like red numbers are the alpha and omega of all value in any AT. News flash: It's not. Controllers are usually too busy controlling and choking down blues to use their buff powers to full effect, even if they had the slots to spare on getting them fully kitted out. MM's have even lower buff numbers, and even if they aren't massively end-heavy like the 'trollers are, they have an army of idiot pets to herd; they generally don't have time to buff the whole team too unless everyone is very patient. ...Which brings their damage output up to about where ours is... Laughable times two doesn't necessarily equal amazing. I can't seem to get my controllers to substantially out-DPS my main, who is a FF Defender. The Kin Defender. They're probably going to be a better teammate, especially since so many /Kin 'trollers are 'lolhotfeet' and get everyone killed with their immobilizes. I hear this all the time, and it's no more true now than it was before. If teammates are plowing along, mildly scuffed up but pretty much otherwise unhurt by the huge amount of stuff that is not damaging them, that's a good job of Defending. I sometimes have to pull out the stops when it hits the fan. A couple people in the red and i'm cracking recharge boosters, dropping the kitchen sink. I don't want to be flatlining my blue when i'm doing that, and I have better things to do with my slots on those powers than putting them in end redux. See, that word 'but' means "I do not like Power Proliferation". Cold is no longer monopolized with i16. Viva la difference. It's not like Controllers even slot or use those powers in the same way as Defenders do. You say 'there is nothing that makes a Defender better" but there is; they have it as a Primary and have bigger buff numbers. The advantage is not insubstantial; the difference between almost softcapping someone's def and getting them about halfway there is pretty huge. Get the memo, you even said it earlier! No, nobody 'omgneeds' buffs. They're an edge; a big one. Godmode is always in demand. Defenders work fine. Get off your panic attack and play the dang game. |
well my concern is solo-play, defender solo play is terrible our AT power is 100% team needed, and now the population of CoX is soo low, i can onlyb play on the Freedom server, because thats the only one where i am guarunteed to actually find other people, i find this ridiculous
well my concern is solo-play, defender solo play is terrible our AT power is 100% team needed, and now the population of CoX is soo low, i can onlyb play on the Freedom server, because thats the only one where i am guarunteed to actually find other people, i find this ridiculous
|
I don't seem to have trouble finding groups on my defender, and im on Liberty server. But yes, our population is dwindling but thats normal.
But yes, my concern is also solo-play. it is my #1 problem right now.
I like to propose a question to the community:
How much benefit do you get to "pimp out" say.. a blaster or a controller? quite alot right? decent survival buff, some defense and some resistance. and a boat load of recharge if you build them that way. Now ask yourself, how much benefit would I get "pimping out" a Defender? Could I solo AV's at a steady rate? could I handle the maximum difficulty with little to zero problems?
When you compare the defender to other ATs you notice that the defender is the hardest archetype to get to a point where increasing the difficulty won't make the game too difficult. A scrapper can bump his difficulty to +2 almost immediately, so can tankers, controllers and the occasional blaster. Defenders can't do it. Archetypes aren't suppose to be balanced around the difficulty increase(and they shouldn't be, but they give us an idea of how easy it is to solo with other archetypes) but you notice that it's very difficult to play a Defender better than the average Joe.
Can you honestly say that your purpled out FF/Dark Defender can out play the same FF/Dark defender that is relying on SO's? No. And thats a problem. Once again it shows that there is no learning curve to most of our primaries thus there is no reward for playing your defender "Forever and Ever" such as myself. Unlike a scrapper who, after playing "forever and ever" has purple IO sets or even none at all but has the stat totals and all the goodies that improve his effectiveness in a group.
Sorry if my composer is off, I just thought of all this and it's late. So I'll make a TL: DR version:
1. IO sets do not give the Defender enough of a boost to make it worth the time and energy spent obtaining those IO's for the bonus, unlike other Archetypes who change their complete build for optimization and to synergize with the IO sets they complete (Fire/Kin | Illusion/Rad | Spines/Dark | Stone/SS | etc.
2. As te number of players on servers go down, the difficulty of playing a Defender increases, as finding teams becomes tougher.
3. An example of the Defender's ability to solo can be gauged agianst other Archetypes simply by seeing how much extra skill is required once you raise the difficulty. A scrapper can boost his difficulty by +1 and see littel to no change in his pattern of play. But a Defender can have a difficult time with just a few more mobs. Certain Primaries are effected differently but as a whole the defender has much more trouble as the difficulty goes up comapred to almost every other AT.
4. Sleepy Time.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
It might just my ideals of always learning, but I find myself learning new things on my Defenders constantly. I have nearly 1 of every support power set on a character somewhere. The one's I've played more often (Empathy with a level 50 and 32 Defenders, Storm with 3 characters over 39 one being 50, FF with a 50 and a 39), I still find new stuff. As I match them up with different power sets, I learn new tricks that I can apply to other ones that didn't have it before. For example, my Storm/Dark (who's 50) has learned several things from my Fire/Storm (42) and my Storm/Sonic (39) that I can transfer back to him and get a better understanding of how to utilize my power sets, both from a primary and secondary standpoint.
Granted, I also learn a lot of just playing the characters themselves, but I get a lot of playing my characters and power sets a lot. As for purple IOing my characters out, I've not really tried too much. I've been more focused on just learning more about my power sets and enjoying playing my characters than I have about min/maxing my characters to perform at an unknown peak performance. I've messed around some with Mids to see various things regarding IOs, but honestly, I'm not here to min/max a character or build the "ideal character" whatever that may be. I'm here to just have fun and learning how to be a better Defender.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
NOTICE: I WAS TIRED WHEN I WROTE THIS, IT MAY SEEM SLOPPY, READ AT YOUR OWN RISK. PLEASE SEE TL: DR AT BOTTOM.
|
How much benefit do you get to "pimp out" say.. a blaster or a controller? quite alot right? decent survival buff, some defense and some resistance. and a boat load of recharge if you build them that way. |
Now ask yourself, how much benefit would I get "pimping out" a Defender? Could I solo AV's at a steady rate? could I handle the maximum difficulty with little to zero problems? |
When you compare the defender to other ATs you notice that the defender is the hardest archetype to get to a point where increasing the difficulty won't make the game too difficult. |
Defenders can't do it. |
Can you honestly say that your purpled out FF/Dark Defender can out play the same FF/Dark defender that is relying on SO's? No. And thats a problem. |
Once again it shows that there is no learning curve to most of our primaries thus there is no reward for playing your defender "Forever and Ever" such as myself. Unlike a scrapper who, after playing "forever and ever" has purple IO sets or even none at all but has the stat totals and all the goodies that improve his effectiveness in a group. |
And yeah, if you set an egg timer for 240 seconds to keep up buffs, then no, your Force Fields/Dark doesn't require a whole lot to master to appear "good".
Now if you introduce Force Bubble herding to the equation...
::
It's still all on the player.
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
Sure, Corruptors have better blasts. On the other hand, Defenders have better buffs.
Since when does any remotely competent player turn down anyone for a team anyway? I'd figure defenders and corrs would be pretty much interchangeable. |
I am curious how much better are the buffs/blasts...exactly. This might sway me one way or the other.
Also yes... as a defender I have often been turned down if I was not a specific type of defender (kinetics or rad for example) on MANY a TF.
Indigo, leader of the City of Gaymers
City of Gaymers on Guildportal.com
http://www.guildportal.com/Guild.asp...3&TabID=295104
Because that's what they're missing? Most likely, yes, they do get a lot of benefit when you build for their weaknesses.
|
For the most part, yes. If you are going to maximize the performance of ANY toon, it's going to pull off some amusing things. The current maximum difficulty has never been hard. If you're talking maximum i16 difficulty...things could be more interesting but still doable.
|
Not really. They have the potential to do it right away, just like everyone else. Unfortunately, to do it, they also burn more endurance than everyone else, so it just appears that they can't pull it off as well. Perhaps if Vigilance monitored your own health.
|
And yes, the Defender does infact have that problem of "increasing difficulty to a point where things aren't too difficult". But since you don't agree, then please enlighten me as to which one you think it is. Dominator? no, they've been buffed. Corruptor? Possibly, although they actually have an inheritant that actually helps them, also a slightly enhanced damage modifier.
If your going to say "no it isn't" then please say which one it really is.
What's the situation? Soloing an AV? Well, I don't really take Stone Armor/Ice Melee on a Tank and expect it to ever be the top dog in that situation. Some are just better and when you purposely choose the ones bad at your apparent definition of what is "baseline peformance," you are of course going to find another piece of 'evidence' in your favor. Regardless of whether or not said 'evidence' is truly valid.
|
What? You're saying that Scrappers that "can bump his difficulty to +2 almost immediately" require a lot of training to play successfully? Then on same token, your argument is that there is no learning curve to Defenders...but then refuse to accept that they can do the things you claim they are incapable of. Your definition of 'learning curve' seems a little questionable.
|
A scrapper can bump his difficulty almost immediately after he starts playing, certain powersets doing better than others, but as a whole, the scrapper class and even the tanker and occasional controller and blaster can bump their difficulty almost immediately with very little difference in DPS, kill rate, deaths, and so on. The Defender can do the same thing....
Although he/she will see:
1) a reduction in DPS almost immediately, as the Defender has zero form of mitigation from levels 1-10 for the most part, having to rely on primary abilities to either heal, run away and rest, weaken our enemies so they can't kill us in 3-5 seconds or fix our endurance problem. While we're using our Priamries to keep us alive, we aren't dealing damage, thus everything goes slower. The controller has the Same mitigation as we do from their secondaries, as well as Holds, Immobs, etc, in the form of DoTs. Scrappers and Tankers have toggles so they only have to turn them on once then leave them alone. And the Blaster already has a complete attack chain for the most part and has Defiance as well as the Best Damage-To-Endurance ratio.
2) Due to terrible Damage-to-Endurance we have to rest and wait more often than other classes for our endurance to recover. No matter what difficulty we're on. As we level our endurance problem is slowly fades away due to (Endo-Redux and the almighty Stamina) but the new problem lies within not having any resistance/defense and low HP. But I digress. In short: We defeat enemies slowly -and- have to pay a large endurance cost for it. I wouldn't mind one or the other but not both.
3) Our low HP and lack of any form of Mez control makes us dread fighting many many enemies. In the low levels we rarely ever see bad guys with mezzes but as the levels increase, it seems almost every villain group has something that will immediately shut us down. If you wish I'll make a list, because its quite large. Examples are Freakshow with their sleeps, stuns and their occasional Ressurect which really hurts our endurance. Council with their Grenades /w knockback and disorient, Cryo Bullets (which wouldn't be a problem but we have so few attacks), Tsoo with Hurricane (everybody has trouble with them though), their Spirits with their Disorient, Arachnos with Widows flooring our Recharge and Mu sapping our Endurance, Crabs with disorient etc. The list goes on. And it only gets worse as the Difficulty increases. Controllers can hold enemies that do that and have a Pet later in life that can absorb some of the hate. Blasters have Defiance and once agian just go for "I can out damage you" approach and naturally Scrappers and Tankers have mez protection. We have the occasional knockback from FF and /Energy. -tohit from Dark and Clear Mind.. oh wait we can't use that on ourselves. A simple stun is the equivalent to a hold. A sleep is another way of saying "Free hit on the Defender" which we really can't afford most of the time. Many of our Defenses (which there aren't many of in the first place) are reactive not Proactive and thats the core of the issue here.
And yeah, if you set an egg timer for 240 seconds to keep up buffs, then no, your Force Fields/Dark doesn't require a whole lot to master to appear "good".
Now if you introduce Force Bubble herding to the equation... :: It's still all on the player. |
Lets introduce FF herding into the equation since I haven't seen a FF or a Storm herd in a very long time.
Now you may have someone in your SG that can herd like a master. What other tricks can this FF/Storm do that other FF/Storms can't do or more clearly, what can they do that a new FF/Storm can't do? I am in -no- way questioning this FF/Stormer. I'm questioning how much time it took that FF/Stormer to learn to Herd and how effective herding actually is. How much time would it take a competent FF/Stormer to figure out that Force Bubble and Force Bolt/Hurricane is capable of knocking enemies into a wall indefinantly. I hate to admit it but a Kinetics can herd. We have Repel. any /Energy defender can herd. Infact, I'm both a Kin/Energy and you know what I do? I herd. So Force Field/Storm and Kinetics can herd. Don't Forget Storm and Kinetic Controllers too. Oh, and Sonics Resonance with Sonic Repulsion.
I'm sorry if i seem harsh but the way you put "Herding" is as if you thought this would be a magical ability that only an amazing FF was capable of.
To answer Gaymer:
Defenders have a damage multiplier of 0.6 and a buff multiplier of 1.0? I haven't seen the buff multipliers in awhile but i think it was either 1.0 or 1.2. I'm leaning on 1.0 though.
Corruptors have a damage multiplier of 0.7 and a buff multiplier of 0.75. While it seems like a downgrade numerically, the Corruptor has Scourge with is able to double his damage naturally. but you knew that already
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
I am curious how much better are the buffs/blasts...exactly. This might sway me one way or the other.
Also yes... as a defender I have often been turned down if I was not a specific type of defender (kinetics or rad for example) on MANY a TF. Indigo, leader of the City of Gaymers |
A agree with backfire. If your being turned down then I wouldn't sweat it.
Although thats an interesting point. Considering that Defenders come in all shapes and colors (meaning they bring a plethora of different effects) depending on what their primary is, certain groups may not want defender X because they already have some form of what Defender X can bring to the table.
Eh, but to be turned down is strange. Thats never happened to me before, except in 1 instance where the team was 4 fire/kin controllers, honestly what more could I have done for the team then as a Kin/Energy Defender
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
I make a point of trying to play with any weird combination of powersets anyone brings onto my team. There are limits, though; for example, if we have a lot of pre-32 Earth Controllers, I will start looking for Blasters and Scrappers.
But generally it's more interesting to try different combos than the same sort of team all the time.
Went on a "too many forcefielders" Task Force recently and experienced some novel benefits: despite a lot of blasting, and occasionally forgetting to rebubble, the FFers managed to keep enough bubbles on everyone to keep us softcapped because we had spare bubblers overlapping. Also, for once the bubblers themselves were covered, instead of being the weakest link defensively.
I have nothing against a team looking to shore up a weakness by bringing in a particular powerset, but refusing to team with certain sets is, far too often, more a reflex or a fetish than a well-thought-out choice.
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
To keep this on topic:
And interesting thing sailboat, is that most classes aren't affected by the "team of alot of the same thing" syndrome. A team of 8 scrappers will deal 8 times the damage of a single scrapper logically no matter waht the powerset combination. A team consisting of 5-6 defenders will start to see deminishing returns. As there are so many roles a Defender can fill out. Controllers, corruptors and partially Masterminds also have this problem. As the more you fill a team with these classes, the less each one is capable of bringing to the team.
Example: a second Kineticist won't do much to raise the damage of a team. A single Kineticist can cap the whole team's damage, so why grab another? Same can be said for Force Field, Sonic, Control sets, etc. Scrappers, Blasters, Brutes, and Tankers on occasion don't have this problem of "Deminishing Returns" So, thats another problem Defenders face but, others face it too.
Defenders though, don't have a back-up role if this occurs. A controller has his/her secondary that plays as support just like the corruptor and mastermind. The Tanker can also play as a Back-up tank. The Defender, on the other hand, doesn't have anything like that. Our secondary is damage but our 0.6 damage multiplier isn't exactly contributing much when you compare it to the sum of the entire team's.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Then you're probably not missing much. All Defenders bring a lot to a team, and a team that doesn't realise that is a bad team.
|
I use to be defendocentric (TM). 90% of my intitial heroes were defenders. They buff, buff they debuff, they heal, they control, they rez, they pick off the stragglers and toss all those unneeded skittles to their teammates.
Some of us don't need the limelight, we just have a job to do and we do it.
Indigo, leader of the City of Gaymers
City of Gaymers on Guildportal.com
http://www.guildportal.com/Guild.asp...3&TabID=295104
A no attack "Group-Friendly" Defender is like a "Team Friendly" basketball player who won't dribble, run, or shoot, under any circumstances. "I'm a PASSER."