SELF DEFENCE FOR DEFENDERS
This guide covers a few variations on the same theme - how can a Defender be built as an effective blaster/tanker hybrid?
THE AIM
The advice in here will not produce a min-maxed build, but rather a good approximation to the common character concept of an artillery unit with ranged attacks and good personal defences.
The aim is that you should be able to stand directly in the line of fire and take the alpha for small teams at least, and not have to rely on your burst damage or pre-emptive mezzes like a blaster does.
Teammate buffing, generally considered the forte of the Force Field and Sonic primaries, takes a back seat in these builds, and is not fully developed until later on.
It may be worth noting this in your search comment. On the other hand, many teams may not notice. If you spend much of your career with only Deflection Shield, then the only atacks you fail to block are ranged exotic damage (and END drain) - many teams wont notice the difference too badly before level 30. Similarly with Sonic, the worst spike damage is often Smashing or Lethal, so Sonic Barrier without Sonic Haven will often be enough for the start of your career.
PERSONAL DEFENCES
Force Fields or Sonic as a primary are pretty much mandatory, as this is the only reliable way to get any mez protection. Available at level 12 in both cases. These powers provide no protection vs Sleep, this will always be your weakness.
Dispersion Shield: +12.5% Defence vs All (20% slotted), protection vs immobilise, stun and hold
Sonic Dispersion: +15% Resistance vs S/L/F/C/E/N/T (24% slotted)
Tough and Weave from the Fighting pool provide added protection to stack with these.
Available at level 14 and 20, and require another prerequisite power such as Boxing or Kick.
Tough: +15% Resistance vs S/L (24% slotted)
Weave: +5% Defence vs all (8% slotted)
Epic Shields
At level 44 most Epic set provide a shield power, giving good Smashing lethal resistance and some resistance to exotic damage.
Dark Embrace: +27.5% Resistance vs S/L (44% slotted), +15% Res vs Toxic/Neg (22.5% slotted)
Charged Armor: +27.5% Resistance vs S/L (44% slotted), +20% vs Energy (32% slotted)
Temp Invulnerability: +30% Resistance vs S/L (48% slotted)
Mind over Body: +27.%% Resistance vs S/L (44% slotted), +20% vs Psi (32% slotted)
Set bonuses can provide extra defence or resistance. In my opinion, the best ones worth chasing are the Positional Defence bonuses that come from six-slotting various sets. In practice, these wont kick in until the high 20's, when you have the slots, the influence, and access to all sets e.g. Thunderstrike (6-slotted): +2.5% Defence vs Ranged. Available at level 27 onwards.
Full lists are on Paragon Wiki here:
http://cityofheroes.wikia.com/wiki/C..._Melee_Defense
http://cityofheroes.wikia.com/wiki/C...Ranged_Defense
http://cityofheroes.wikia.com/wiki/C...Effect_Defense
Steadfast Protection IO:
A unique IO that goes in a resistance power, and adds 3% Defence vs All. This works well in Tough, for example.
Other pool powers:
Hover or
Combat Jumping:+2.5% Defence vs All (4% slotted). Recommended.
Stealth: +3.5% vs All, drops to +1.75% Def vs All when you attack. Not recommended
Manouvres: +3.5% Defence vs all (5.6% slotted). Recommended, especially since it helps cap teammate defence for a Force Fielder.
Defender resistance caps at 75%. Its quite easy to exceed this on a Sonic Defender against Smashing and Lethal.
Dispersion + Tough (slotted): 48% vs S/L, 24% vs F/C/E/N/T
Dispersion + Charged Armour: 68% vs S/L, 56% vs Energy, 24% vs F/C/N/T
Defence hits a soft cap at 45%. Its possible to come very close to this value with a Force Field Defender.
Dispersion (slotted) + Hover: 22.5%
Dispersion (Slotted) + Hover + Tough(w Steadfast) and Weave(slotted): 33.5%
Dispersion (slotted) + Hover + Tough(w Steadfast) and Weave(slotted) + Manouvres (slotted): 39% Defence vs All
ACCOLADES
The extra hit points from Fredom Phalanx Reserve Member or Portal Jockey will be most welcome on these builds. If you dont know what Im talking about, read more here on Paragon Wiki:
http://cityofheroes.wikia.com/wiki/CoH_Accolades
LEVELLING
These builds can be slow to come together. Many tools are not available until later on, and the defence and resistance become much more effective once they're stacked.
For this reason, I'd recommend levelling the character up to 20 as a more conventional Defender, and then burning a respec in order to get Stamina and the defence powers required to tank. Typically, another respec may be in order once Epic Shields are available, as Tough may become droppable at this point.
FORCE FIELDS OR SONICS?
Force Field is the better defensive set.
It provides some defence against untyped Psi attacks, which includes the sleep attack used by Rikti Mentallists and Tsoo Ink men. As Defence rather than Resistance it also avoids secondary effects such as debuffs or END drain. A defence based build can provide around 80% damage mitigation for the user quite easily.
A Sonic based Resistance build will provide more like 50% damage mitigation, and none against Psi attacks. It does however, offer great resistance debuffs in the form of Sonic Siphon and Disruption Field, making it a nice mix of offence and defence.
SECONDARY POWERS
Any secondary will work.
Dark Blast adds some nice accuracy debuffs to stack with any defence for a Force Field set, or layered Def/Res Sonic set.
Single target blasts are often required to bump up Ranged Defence via the Thunderstrike set, but generally no more than three are required. Dark could substitute the Stupefy set in Dark Pit (+3.13% vs Ranged) and Electrical Blast could
put Blood Mandate in Voltaic Sentinel (+3.75% vs Ranged) to more than cover their lack of a third single target attack.
With Sonic, a more defensive secondary is probably better. Dark provides to Hit Debuffs, Energy provides the nebulous mitigation of knockback, Psi provides its grab-bag of knockdowns, recharge debuffs and sleeps to assist here. Sonic/Rad or Sonic/Sonic would be very aggressive builds, for example, perhaps too much so for the aims of this exercise.
EXAMPLE BUILDS
At the time of writing, Cosmika is level 26 and Adam Zorn is level 12, so much of these builds are theoretical. However, Cosmika definitely shows signs of the plan coming together. Having Tough and Sonic Dispersion certainly makes her play
differently from a blaster as I can buzz groups of Warwolves in Striga without fear, having plenty of time to flee straight up if things start to go bad.
Adam is currently still pre-level 20-respec, so his build is purely a theoretical exercise to date.
EXAMPLE BUILD 1 - COSMIKA
Cosmika is a Sonic/Energy Defender, an attempt at creating a classic "Cosmic Energy" powered character. Regular exposure to cosmic energy from her ship's core allow her to fly, increase her durability and strength, fire concussive force blasts and transmute atomic density to make allies tougher or enemies weaker.
Her levelling build from 20 to 40 is shown below:
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Cosmika: Level 40 Science Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Energy Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Hero Profile:
Level 1: Sonic Siphon -- Acc(A)
, Acc(9)
Level 1: Power Bolt -- Thundr-Acc/Dmg:39(A)
, Thundr-Acc/Dmg/Rchg:39(3)
, Thundr-Acc/Dmg/EndRdx:39(19)
, Thundr-Dmg/EndRdx:39(37)
Level 2: Power Blast -- Thundr-Acc/Dmg:39(A)
, Thundr-Dmg/EndRdx:39(3)
, Thundr-Dmg/Rchg:39(7)
, Thundr-Acc/Dmg/Rchg:39(29)
, Thundr-Acc/Dmg/EndRdx:39(31)
, Thundr-Dmg/EndRdx/Rchg:39(31)
Level 4: Energy Torrent -- Det'tn-Dmg/EndRdx:39(A)
, Det'tn-Dmg/Rchg:39(5)
, Det'tn-Dmg/Rng:39(5)
, Det'tn-Acc/Dmg:39(7)
, Det'tn-Acc/Dmg/EndRdx:39(9)
Level 6: Sonic Barrier -- S'fstPrt-ResDam/Def+:30(A)
, S'fstPrt-ResDam/EndRdx:30(40)
, RctvArm-ResDam/EndRdx:39(40)
Level 8: Swift -- Flight(A)
Level 10: Power Burst -- Thundr-Acc/Dmg:39(A)
, Thundr-Dmg/EndRdx:39(11)
, Thundr-Dmg/Rchg:39(11)
, Thundr-Acc/Dmg/Rchg:39(15)
, Thundr-Acc/Dmg/EndRdx:39(17)
, Thundr-Dmg/EndRdx/Rchg:39(19)
Level 12: Sonic Dispersion -- TtmC'tng-ResDam/EndRdx:39(A)
, TtmC'tng-ResDam/Rchg:39(13)
, TtmC'tng-EndRdx/Rchg:39(13)
, TtmC'tng-ResDam/EndRdx/Rchg:39(15)
, TtmC'tng-ResDam:39(17)
, TtmC'tng-EndRdx:39(29)
Level 14: Hover -- Flight(A)
, Flight(25)
, Flight(25)
Level 16: Boxing -- Acc(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A)
, EndMod(21)
, EndMod(21)
Level 22: Tough -- TtmC'tng-ResDam/EndRdx:39(A)
, TtmC'tng-ResDam/Rchg:39(23)
, TtmC'tng-EndRdx/Rchg:39(23)
, TtmC'tng-ResDam/EndRdx/Rchg:39(31)
, TtmC'tng-ResDam:39(34)
, TtmC'tng-EndRdx:39(36)
Level 24: Fly -- Flight(A)
Level 26: Disruption Field -- EndRdx(A)
, EndRdx(27)
, EndRdx(27)
Level 28: Power Push -- RechRdx(A)
Level 30: Sonic Haven -- ImpSkn-ResDam/EndRdx:30(A)
, S'fstPrt-ResDam/EndRdx:30(40)
Level 32: Weave -- RedFtn-Def/EndRdx:39(A)
, RedFtn-Def/Rchg:39(33)
, RedFtn-EndRdx/Rchg:39(33)
, RedFtn-Def/EndRdx/Rchg:39(33)
, RedFtn-Def:39(34)
, RedFtn-EndRdx:39(34)
Level 35: Explosive Blast -- Det'tn-Acc/Dmg:39(A)
, Det'tn-Dmg/EndRdx:39(36)
, Det'tn-Dmg/Rchg:39(36)
, Det'tn-Dmg/Rng:39(37)
, Det'tn-Acc/Dmg/EndRdx:39(37)
Level 38: Nova -- C'ngBlow-Dmg/Rchg:39(A)
, M'Strk-Dmg/Rchg:39(39)
, Sciroc-Dmg/Rchg:39(39)
, C'ngBlow-Acc/Dmg:39(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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At level 40 she has:
Resistance: 47% vs Smashing/Lethal, 25% vs Fire/Cold, 27% vs Energy, 23.5% vs Dark/Toxic
Defence: 14.5% vs All, 22% vs Ranged and Energy, 19.5% vs Melee, 18.25% vs AoE
Cosmika does all this without using any expensive orange sets that require magical salvage.
3-slotted Hover is used for flying during combat, to help stay out of range of melee and to turn knockback into knockdown where possible.
Ally resistance is still not maxed out as slots have been sacrificed from Sonic Barrier and Sonic Haven, but still provide 48% Resistance to all damage types - good enough to support a team. The 6% or so missing form a min-maxed buffbot build can easily be made up for with the aggro that can be drawn and taken using Energy Torrent and Explosive Blast to open a fight.
Once Charged Armour is available, Boxing Tough and Weave could be dropped. They still provide half our defence, one expensive way to make this up is to replace two power choices with Manouvres and Tactics six-slotted with Gaussian's Synchronised Fire Control. This gives +2.5% Defence vs Melee, Ranged and AoE, so the two powers provide 8% Defence. It helps that the Steadfast IO is in Sonic Barrier here - losing that and Weave together would be a big hit.
This move would also allow us to pick up Aim or Liquefy, or some other useful ability we've skipped. Maybe Aid Other and Aid Self to improve survivability.
EXAMPLE BUILD 2 - ADAM ZORN
Adam Zorn is a FF/Rad Defender. He is a robot from an advanced Kirby-esque parallel world with quantum field manipulation abilities, allowing him to locally alter reality to bend space, prevent injury to his teammates with "anti-violence fields", increase his own density and project burst of elementary particles.
At level 40 he'd look like this:
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Adam Zorn: Level 40 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Hero Profile:
Level 1: Deflection Shield -- RedFtn-Def/EndRdx:39(A)
, RedFtn-Def/Rchg:39(36)
, RedFtn-EndRdx/Rchg:39(36)
, RedFtn-Def/EndRdx/Rchg:39(36)
, RedFtn-Def:39(40)
, RedFtn-EndRdx:39(40)
Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg:39(A)
, Dev'n-Dmg/EndRdx:39(3)
, Dev'n-Dmg/Rchg:39(5)
, Dev'n-Acc/Dmg/Rchg:39(9)
, Dev'n-Acc/Dmg/EndRdx/Rchg:39(19)
, Dev'n-Hold%:39(40)
Level 2: X-Ray Beam -- Dev'n-Acc/Dmg:39(A)
, Dev'n-Dmg/EndRdx:39(3)
, Dev'n-Dmg/Rchg:39(5)
, Dev'n-Acc/Dmg/Rchg:39(9)
, Dev'n-Acc/Dmg/EndRdx/Rchg:39(19)
, Dev'n-Hold%:39(23)
Level 4: Force Bolt -- RechRdx(A)
Level 6: Irradiate -- Sciroc-Acc/Dmg:39(A)
, Sciroc-Dmg/EndRdx:39(7)
, Sciroc-Dmg/Rchg:39(7)
, Sciroc-Acc/Rchg:39(15)
, Sciroc-Acc/Dmg/EndRdx:39(25)
, Sciroc-Dam%:39(39)
Level 8: Swift -- Run(A)
Level 10: Electron Haze -- Posi-Acc/Dmg:39(A)
, Posi-Dmg/EndRdx:39(11)
, Posi-Dmg/Rchg:39(11)
, Posi-Dmg/Rng:39(15)
, Posi-Acc/Dmg/EndRdx:39(25)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx:39(A)
, RedFtn-Def/Rchg:39(13)
, RedFtn-EndRdx/Rchg:39(13)
, RedFtn-Def/EndRdx/Rchg:39(17)
, RedFtn-Def:39(17)
, RedFtn-EndRdx:39(23)
Level 14: Recall Friend -- EndRdx(A)
Level 16: Teleport -- Range(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A)
, EndMod(21)
, EndMod(21)
Level 22: Boxing -- Stpfy-KB%:39(A)
Level 24: Tough -- S'fstPrt-ResDam/EndRdx:30(A)
, S'fstPrt-ResDam/Def+:30(27)
, S'fstPrt-ResKB:30(27)
, ResDam(34)
Level 26: Weave -- RedFtn-Def/EndRdx:39(A)
, RedFtn-Def/Rchg:39(29)
, RedFtn-EndRdx/Rchg:39(29)
, RedFtn-Def/EndRdx/Rchg:39(33)
, RedFtn-Def:39(34)
, RedFtn-EndRdx:39(34)
Level 28: Cosmic Burst -- Thundr-Acc/Dmg:39(A)
, Thundr-Dmg/EndRdx:39(31)
, Thundr-Dmg/Rchg:39(31)
, Thundr-Acc/Dmg/Rchg:39(31)
, Thundr-Acc/Dmg/EndRdx:39(33)
, Thundr-Dmg/EndRdx/Rchg:39(33)
Level 30: Insulation Shield -- DefBuff(A)
Level 32: Force Bubble -- EndRdx(A)
Level 35: Neutron Bomb -- Posi-Acc/Dmg:39(A)
, Posi-Dmg/Rchg:39(37)
, Posi-Dmg/Rng:39(37)
, Posi-Acc/Dmg/EndRdx:39(37)
Level 38: Atomic Blast -- Dmg(A)
, Dmg(39)
, Dmg(39)
Level 41: Kick -- Empty(A)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
Defence: +31% vs All, +41% vs Ranged, +34% vs AoE, +33% vs Energy +41% Defence vs Psi
Resistance: 22% Smashing/Lethal, 7% Fire/Cold, 3% Neg
Adam is more expensive than Cosmika. The Devastation sets could well set you back 20 million each, so get fighting some magical enemies from early on!
The Psi Defence they provide will be a godsend in the Rikti War Zone, as it works against the sleep attacks that Mentallists use. Other sleep attacks (Fungoid spores, Freak Tesla Cages) typically come under Ranged attacks, and so are defended against that way.
In this case, Force Bubble is used to keep foes out of melee range, rather than Hover. This wont be used all the time, due to the short range attacks like Cosmic Burst and Irradiate, hence the lack of END Reduction used here.
Ive used Teleport here for concept, Adam Zorn is inherited from another game and always teleported.
Switching to Hover and Fly would not only make Force Bubble less essential (opening up room for Proton Volley or Aim perhaps) but add 2.5% to the Defence figures above, pretty much capping his Ranged and Psi defence.
Atomic Blast could also be dropped in favour of a more regularly used attack - the END crash could be a problem with this build.
Out of the 3 Ranged attacks, Thunderstrike goes in Cosmic Burst because its the least used attack, and therefore makes less use of the Hold Proc, and Thunderstrike gives a better Recharge bonus so that your best attack is up more often.
In the 40's Adam could pick up an armor to stack with Tough. Power Build Up would of course double the defence of his bubbles, effectively capping his own Defence to everything for 15 seconds when used. Medicine would add to his survivability considerably and aid team support, and the chance of being interrupted is reasonably slim with all that Defence. Manouvres would also make sense, capping his defence against Psi and Ranged attacks completely.