Westley

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  1. As a Fire Controller / FF secondary, you would play a balancing role in any team that you are in. Your fire control gives you a good amount of damage to help your team's offense, and of course all of your secondary powers will help your team's defense. This is a good power combination if you don't want to be strictly a glass cannon blaster, or a goodie-two-shoes defender. You should also be able to solo pretty well, but as for strategy, my guide is meant to provide advice for those that want to solely defend the team. I suggest the Controller Boards for some advice on controlling.
  2. The Combat Handbook - v2.0
    The Rebirth of True Heroes

    I. Introduction

    Hero - A person noted for feats of courage or nobility of purpose, especially one
    who has risked or sacrificed his or her life.
    Source: Dictionary.com

    This manual has one simple purpose: to crystallize and publicize my two year's
    worth of City of Heroes combat experience and the experiences of other brave
    heroes into a good solid guide for gameplay tactics. This guide's first
    version was written after the "Issue 6" crisis; in fact, it was written in
    response to it, and to the coming of the true villains in our midst - the
    player villains. That being said, the handbook was originally NOT a work in
    progress, it was NOT going to be updated, and the points in it were NOT be
    discussed by me after its publication. Upon realization of my own stupidity,
    and being humbled by a few well informed posts, I have decided to revamp and
    update this guide in time for its one year anniversary. Much of the knowledge
    contained in this guide has been seen in many other places before; the purpose
    of this handbook is not to claim ownership of these ideas, but to place them
    all together in one place for ease of use. If any hero has contributed to this
    guide, I will place his name next to his ideas in parentheses like so
    (HeroName). This way, everyone gets the credit that they are due.

    A hero, a true HERO as described in the above definition does NOT complain
    about being powerless, for the true hero's power lies in the strength of his
    heart, does NOT whine, because he knows that there are people worse off than he
    is, and does NOT have the word 'nerf' in his vocabulary, because he accepts
    challenge with a grin, not a frown. This manual is dedicated to all the true
    heroes that are still out there.

    Special Notes: The entire manual will use the pronouns "him and he" to save
    time and space, not to slight the fairer sex. This guide will not cover the
    Epic Archetypes or PvP.


    II. Purpose and Intent - The Five Archetypes

    City of Heroes was designed to be a combat-oriented game. While with each new
    Issue more and more non-combat content is being added, the game at its core is
    a combat game. The five archetypes represent different methods of playstyle.
    Much of the reason why players become upset over changes to the game is that
    they are used to one playstyle or another and the changes affected the
    playstyle they were used to. Tough cookie. In the world of combat there IS no
    playstyle, there is only war, and in war anything goes. The good solider knows
    how to strategize and work with what he has, to be resourceful and cunning.

    However in this game, the designers have explicitly stated that each archetype
    was DESIGNED with one ideal playstyle in mind, one playstyle that compliments
    that archetype better than any other. While players are free to attempt other
    playstyles with their unique builds, these playstyles have been proven time and
    time again to be the most effective:
    <ul type="square">[*]Tankers: Melee combat, valuing defense more than offense. Wins by being
    tougher than the enemy.[*]Scrappers: Melee combat, valuing offense more than defense. Wins by
    destroying the enemy one by one quickly.[*]Blasters: Ranged combat, valuing offense more than defense. Wins by
    destroying the enemy from a distance quickly.[*]Defenders: Ranged combat, valuing defense over offense. Wins by helping his
    team survive the fight.[*]Controllers: Ranged combat, valuing control over enemy's actions. Wins by
    stopping the enemy from doing anything.[/list]
    While there are 'blappers' and 'scrankers' and 'blaptrollers' and
    'blaptankrollers' and every other possible combination out there, these are the
    PURPOSE, the driving force, the Tao of these archetypes. This is what these
    archetypes were made for, these are the IDEAL. You can try to swim upstream,
    and if you are strong in mind and will, can succeed, but if you are a new
    player, going with the flow will get you the greatest deal of success.

    Here are your roles:
    1. Tankers - Your job is simple, take as much of the aggro as you can and
      slowly wear down your enemy to nothingness, by using your greatest strength -
      your godlike ability to survive almost any battle. Tankers are at there best
      when they are in ONE mob of enemies, about 7 or 8, taunting them and making
      them crazy while he is whittling their life down slowly. A tanker is NOT
      invincible however, no hero is meant to be. The tanker is simply the toughest
      hero there is. Your natural gift of Gauntlet helps you to keep the attention of
      the mobs off of your allies.
    2. Scrappers - Your job is more complex than that of a tanker. While you are
      tougher than any other type of hero (except the tankers of course), you can and
      will still fall fairly easily. You were not MEANT to tank, if you were, then
      you would be a TANKER. No, your job and your gift is in your massive melee
      damage. In general melee damage is substantially greater than ranged damage.
      While there are of course exceptions to this rule, your natural gift of
      Critical Hits make you the Great Gladiator.
      You more than anyone else should
      pay CLOSE attention to the movement and position of your character. I will go
      into more detail on movement later in the manual. It is far better for you to
      hit and run, than stand and die. Your teammates would probably agree. And just
      remember that your gift of making Critical Hits works far more effectively on
      Lieutenants and Bosses than minions.
    3. Blasters - Your job is to deal damage, it is that simple. A lot of damage.
      Your gift is your ability to wield that damage from a DISTANCE, saving you the
      pain of the melee attacks, since you are physically weaker than almost any
      other archetype. By keeping your foes far from you, you enhance your own
      survivability, as well as that of your teammates. With your superior firepower
      you ensure that the enemies do not survive long enough to reach you. However IF
      THEY DO, you have a couple more surprises up your sleeve. I will go more into
      Blasters' melee and control powers later on. Your natural gift of Defiance
      gives you that last extra bit of punch to try to help you take out an enemy
      before that enemy takes you out!
    4. Defenders - Your job is to outlast your enemy, by either making him weaker,
      making you stronger, or simply healing yourself from all damage. You are much
      more comfortable in a team, if you weren't, then you'd be a BLASTER. You do
      have some long range punch like the blaster to damage your foes from a
      distance, but your greatest strength lies in your assistance to others, and
      your hindrance to your foes. Since you are the most team-focused archetype,
      your natural gift of Vigilance gives you the energy when you need it the most
      to save your teammates from certain doom.
    5. Controllers - Your job is to utterly dominate the battlefield. Like a great
      commander, you stand back and control the flow of the battle, using tactics and
      the right hold in the right place to seal the deal. You should make use of this
      control wisely, since if you don't, you will fall quickly in battle. You have
      both mass control powers for the main mob of the enemies, as well as single
      target abilities to control enemies that get too close or bosses. Sometimes you
      also have pets that can add to your numbers in a battle. Your natural gift of
      containment gives you a bit of extra punch when you already have and enemy
      under your control.

    III. Primary, Secondary, and Pool Powers - The Great Confusion

    Remember how I was talking about 'scrankers' and 'blappers' before? Well, they
    are violating the first basic rule built into the game. Listen to this, and
    repeat it as a mantra:

    My primary powers are my PRIMARY powers,
    and my secondary powers are SECONDARY.


    Scrappers were never meant to be tankers, Blasters were sure as HECK never
    meant to be scrappers, and anyone that tells you otherwise is just plain
    confused. A Scrapper was designed to dish out damage, not to take it, and
    blasters were meant to attack from a distance, not up close. Scrappers defense
    was put in there to be a compliment to their offensive attacks, not to replace
    them. Blasters melee and control powers were meant to keep enemies away from
    you or kill them quickly when they get too close. I only pick on these two
    archetypes because they seem to be the only ones that are confused about their
    place in the world. If you really feel the need to play a 'scranker', then play
    a TANKER. If you really feel the need to play a 'blapper', then play a
    SCRAPPER. If you are an experienced player, you can probably make one of these
    unique builds work, but only if you are brave and cunning and have a quick wit.
    Most players would do well by sticking with what their archetype is good at,
    and trying to be the best tanker/scrapper/blaster/defender/controller that they
    can be.

    Along with that, remember that Power Pool powers were meant to be a compliment
    to your character, they were never meant to be relied upon for major support.
    These are nice bonuses that can enhance your current abilities or fill some
    small gaps in them, but they were never meant to make you into something you
    are not, they are far too weak compared to similar primaries and secondaries
    for that.

    IV. Movement and position - How a Little Space Goes a LONG Way

    Issue 6 has brought a problem to my attention. This is a problem that I have
    seen for a long time now, but a problem which has been exacerbated due to the
    global defense reduction and Enhancement Diversification. Most heroes in a
    combat situation, DON'T MOVE. They find a spot where they feel comfortable and
    they stay there. This is a big mistake. In combat, strategy is one part
    planning, one part resources, and one part cunning. While you may have the most
    'uber' build out there, and you may have the best enhancements and teammates,
    if you don't have a good personal strategy and knowledge of your position in
    the battle, you are lost. Your enemies are AI (artificial intelligence) and
    cannot move except in certain pre-defined patterns, why hinder yourself and
    lobotomize your advantage by acting in the same manner??? The following are a
    few movement strategies:

    <ul type="square">[*]The Stance - Staying in one spot and continually firing off your powers. This
    will work in a clutch, but should be only used when solo-ing a Heroic mission
    or hunting easy mobs for badges. Real success comes from moving beyond this
    position.[*]The Dance - This is a strategy that is perfect for the smart scrapper, or the
    blaster or defender with a point blank area of effect attack/buff. A smart
    scrapper will make use of positioning and run into the battle, attack a few
    times, then run out. Rinse and repeat. This works because enemies must stop,
    then prepare to attack you when you get into melee range. You have no such
    hindrance, you can prepare a power before you are in range, then when you are
    in range it will fire off and you can clear out of the area quickly. Also by
    this constant movement, the enemy is confused as to whether to stand and use
    ranged attacks or come after you for melee attacks. The AI is 'programmed' to
    use attacks almost only when they are standing still. You don't have to play
    that same game. AoE attacks and buffs/heals can use this same method to place
    their attack or buff/heal, then run back out of the battle to out-of-melee
    range. Blasters, Defenders and Controllers can make use of the 'melee or
    ranged?' confusion by slowly walking backwards from an enemy. If you get at
    just the right distance between you and the enemy, the enemy won't attack
    because he won't know which method to attack with.[*]The Squeeze - See those walls and those doors? Make use of them! Use them as
    a shield against enemies, by standing up by them. Only about 6 or 8 enemies can
    be within melee range of you at one time, if you stand up to a wall that cuts
    down that number by at least a third. If you see a doorway, use it to force the
    enemies to come through it one by one, and have a tough hero at the door to
    meet them and to ensure that either one or none get through at a time.[*]Knockback - Contrary to popular belief, knockback is NOT simply an annoyance
    to the melee player. An intelligent melee player will use knockback to his
    advantage as another form of DEFENSE. By continually knocking enemies back away
    from you, you lower the number of enemies that are in melee range of you, which
    means that you will take less damage and survive longer. While they are off
    flying, you can get in many more attacks on the enemy's buddies that are still
    breathing down your throat. On top of that, since Issue 7, ragdoll physics have
    been introduced to the game that make the enemies get up slower from being
    knocked down, which means knockback is even MORE effective now than it ever was
    before. Other hero types can also make good use of this if they see an ally or
    themselves in trouble. Philotic Knight's most innovative strategy (as a Force
    Field Defender) was to make the team's tank virtually invincible. The tank
    would taunt the mob around him, the mob would come into melee range and then a
    repulsion bomb would knock them all back. Rinse and repeat for mobs that are
    continually moving and not attacking, while the other teammates blast them into
    nothingness. Using knockback for a scrapper is an awesome method to defending
    YOURSELF by keeping enemies away from you that you are not actively engaged
    with. Knockback can be a great power, IF USED CORRECTLY. It can be a good
    component in a strategy, and can also save lives. If not used correctly, it
    can really annoy tankers and scrappers by knocking away all of their targets.
    So beware the power of 'soft control', and make it your friend, not your enemy.

    (Fulmens) If you are the Scrapper being targeted through [and have yourself
    set to autofollow your target], hit "S" to stop following the person that just
    went flying [because of knockback], and DO NOT SWITCH TARGETS until the person
    you're "forward observing" for finishes the person off. Otherwise, you will get
    annoyed and may find yourself in the next spawn over.

    (PhiloticKnight) You could also just switch targets to the next nearest target
    and start hitting them. The knockbacked target will eventually come back to
    you.

    (Reptlbrain) Don't just use knockback to knockback, use it to position mobs in
    bunches. Every AT has access to knockback, and it can be so much more useful if
    it puts all the mobs into one place, for existing or future AoEs. This may
    entail squishies running into combat, to get the appropriate angle to slam
    monsters into walls, corners, onto an Earthquake, or into a debuff field.[*]Immobilization/Slow - Blasters and Controllers have a good number of
    immobilization powers that they WASTE by using the power as only another damage
    dealing power. DON'T. Take advantage of the fact that your opponent cannot move
    to back up and make sure that you are not in melee range of him. I've seen way
    too many blasters die while they were using a Ring of Fire on an enemy while
    standing RIGHT NEXT TO HIM. Be smart and use immobilize to your advantage. The
    same goes for Slow powers. It can also be used as a defensive power for your
    allies, to keep an enemy away from the tanker that has bitten off more than he
    can chew, or save that defender with a sliver or life left and an enemy coming
    right for him. Slowing down your enemy or making it so they can't move at all
    is a powerful tool in battle strategy.[*]Aerial Assault - This is a strategy that seems simple enough, but that many
    flying heroes seem to forget in the middle of a battle. If you are out of melee
    range, you will take FAR less damage than if you are in melee range. Make use
    of your flight powers and most enemies look at you helpless, because the AI for
    the most part is not programmed to jump-attack. For a quick defense, just take
    one quick leap into the air, then turn on Hover at the top of your jump to get
    out of melee range quickly. Any 'squishy' hero with the Flight power pool
    should make use of this tactic OFTEN to substantially increase his
    survivability.[*]Line of Sight - A lot of heroes have no idea what this is. Line of sight
    means whether or not your enemy can see you. I'm not talking about looking at
    the game camera, I'm talking about placing yourself in your character or your
    enemies eyes and knowing if they can physically see you. An enemy that cannot
    physically see you cannot attack you. The best way to know if an enemy has
    Line of Sight on you is to press the B button, this key by default (unless you
    changed your keymapping) gives you a first person view like in all those first
    person games (DOOM, Wolf3D, etc.). This way, you know if your enemy can see
    you. If they can't, they can't fire off an attack. Making correct use of line
    of sight can separate a mediocre player from an expert. If you are trying to
    pull a group into melee range, the BEST way to do that is to make use of a
    wall, or a corner. You fire off a power at an enemy, then get out of their line
    of sight. Since they know where they were attacked from but can't see you to
    attack you, they will HAVE to come around that wall or corner. Then they are in
    melee range. Conversely to that, you can possibly save your life a few times if
    you remember to get OUT of an enemy's line of sight to stop from being attacked
    by their ranged attacks. This is a short term solution if you have low life,
    but it has saved my life many times. A caveat to this is that the game's
    mechanics works faster than the graphics, so if you already see the enemy's
    attack icon in the top right corner of your screen, then you've already been
    hit and it's too late to try to 'avoid' the attack. However, a smart player
    won't let themselves be attacked in the first place and will get out of Line of
    Sight before the enemy can even fire off an attack.

    (Reptlbrain) When a spawn is close to any kind of obstruction, defenders'
    (e.g., Freezing Rain) or controllers' (Ice Slick, Quicksand) ranged, targeted
    drops are often a nice opener, since they can be placed by pivoting the
    "camera" without drawing any immediate aggro. The mobs are already debuffed (or
    flopping) before the attack begins. With the animation change on Radiation
    Infection (and Darkest Night?), a similar tactic can be used: apply toggle
    debuff and cut line of sight before it "hits". This of course also pulls most
    or all of the spawn into the debuff field when "the squeeze" happens.
    [*]Cutting the Pie (Fulmens) - This is a variant on "Line of Sight." The classic
    setup is a Controller, three Blasters, and a corner. Controller immobilizes [no
    hold required] the spawn and runs around the corner. Blasters peek out until
    first badguy is visible, annihilate it, and move on to next badguy.[*]Fighting Withdrawal - There is nothing wrong or un-heroic about a strategic
    retreat. In other games, this tactic is known as 'kiting' because it is a
    little like flying a kite. Start retreating by running either backwards and
    firing off your powers while you retreat. This thins out the mob so you have to
    face less at a time, and helps you survive by keeping you out of melee range.
    This tactic is not only for ranged heroes, melee heroes can also stay between
    the retreating heroes and the enemy and still get in a few good swipes as they
    are running. Just remember, hit, then run, hit, then run. Rinse and repeat.[*]Combat Formations - This SHOULD come instinctively to players, but to some it
    doesn't. The archetypes are designed in such a way that one formation is almost
    universally successful: toughies in the front, squishies in the back! This
    should be simple enough to understand, but many don't seem to comprehend this
    very simple strategy. Characters with high HP (Tankers, Scrappers) should be
    where the most damage is (melee range). Characters with the lowest HP
    (Blasters, Defenders, Controllers) SHOULD REMAIN AS FAR BACK AS THEIR POWERS'
    RANGE ALLOWS. No my caps lock was not stuck, I just thought you needed to hear
    that loud and clear. Very simple, very effective. This also includes flying
    squishies, as long as you are out of melee range by any method, you are fine.[*]Combat Formations Revisited (Arcas) - My only edit would be "Characters with
    high defense should be where the most damage is (melee range)." This could be
    any AT depending on the situation. Both my force fielder and my stormer host
    pick-up blaster/defender teams for invincible missions. These groups have the
    advantage of being able to position themselves where ever they prefer. Because
    of the massive stacked aura defenses and the usual large amount of to-hit
    debuff powers. In fact, with the stormer's teams, hurricane tends to make melee
    the preferred location for the team. In City of Heroes, all defense really is is
    raising your team's personal defense (or lowering the accuracy of the enemy) to
    such an extent that they cannot hit you with a high frequency. To me, it's
    never really a question of "are you tough enough to take it" it's a question of
    "are you getting hit or not."[*]Jumping the Fire (Fulmens) - This is a small trick with great results. If you
    are doing a simple blitz, the Tank [or Scrapper] can keep the team safer by
    jumping OVER the spawn and then starting the attack. All those cone attacks
    [Flamethrowers, shotguns, firebreath,etc.] will be pointed away from the rest
    of the team. . .

    (Reptlbrain) Addendum to "Jumping the Fire" (which I have done with a scrapper,
    but only to get a better view of the battle/teammates, not purposely to protect
    them from AoEs, having never thought of that): On knockback heavy teams,
    positioning players on opposite sides of a spawn (if feasible) allows the
    ping-pong effect, keeping mobs mostly corralled for AoEs, and probably adding
    to the mobs' melee-or-range confusion described by the OP.[*] Remember T.G.I.F., Tanks Go In First (Local_Man) - As a Tank, I wait until
    everyone is ready (use the F7 key!), and then I usually go for the biggest bad
    guy on the front line. I hope to clog things up for the baddies behind. If
    there is another Tank on the team, I try to coordinate with him so that I take
    one side, he takes the other. I also try to coordinate with the other tank on
    who will really lead into the first attack, so that the other will follow the
    first one's lead. (As stated above, communications is key. Keybinds can be set
    up for this. I sometimes use /bind [key] "team I have the $target in my sights"
    or something like it.) As a tank, it generally is NOT my role to save a
    squishy, unless there are very few bad guys left. My role is to try to keep the
    bad guys AWAY from the squishies. As a scrapper, I often try to hang out with
    the Tank. I let him go into the front line, then start attacking the bad guys
    orbiting around him. I only go after his target if it looks like he is in
    trouble, otherwise I focus on the others around him. If you have two tanks and
    two scrappers, each pair should be a sub-team. I DO keep an eye on the health
    of the squishies, and run off to help if someone is in trouble. If there are
    more scrappers than tanks, have one scrapper hang back closer to the
    blasters/defenders/controllers specifically to take care of any bad guys who go
    after them. [*] Aura Efficiency (Arcas) - Having a near invulnerable team with tons of
    stacked auras and outside defense (dispersion bubble + triple maneuvers +
    steamy mist, etc.) doesn't do much good if the team formation isn't taking
    advantage of it. Stacked auras are only a bonus when everyone on the team is in
    range of all the auras. You don't always need everyone in a tight cluster, like
    my storm defender who piles the team inside of hurricane. This is definitely
    the case with the previously mentioned tank/scrap front line and ranged rear
    line. But it's a major help on any team when everyone is in range of the
    leadership and aura defense powers or when a acc. metabolism or recovery aura
    fires and hits everyone on the team. The same for healing powers. It's much
    more endurance and battle efficient when a team can take care of all the
    healing with a few auras, than with a lot of time consuming single target heals
    because no one is close enough for the auras. [/list]
    VI. Targeting and Combat Strategies - Oh Those Lovely Reticules!

    This is another aspect of combat that is almost universally looked over. Most
    heroes just use Tab and attack the first target that they acquire, then attack
    it until it is dead. This is another big mistake. That is what the computer
    does, and don't you want to be smarter than the computer??? There are several
    strategies that you can take with different methods of targeting. There are two
    main methods, and several smaller ones:

    <ul type="square">[*]Focused Attack - All players on the team click the Tanker or Scrapper (if no
    tanker is available) on the team window. Now whenever you fire your powers, the
    powers will hit the toughie's target. This works really well with high level
    mobs that you need to take down one by one, and excellent against bosses. If
    there is a boss that heals or mezzes in any way, you should use this strategy
    to take them out first. Other melee combatants can attack as they please,
    wherever they please. This will draw attention away from the main toughie that
    is focusing the rest of the group's attack. The toughie needs to make sure that
    he keeps a fresh live target at ALL times, otherwise the team will sit there
    doing nothing while the enemies whale on them.[*]Unfocused attack - All players each target a different minion, to take the
    minions out more quickly. Use this when the number of minions is large and when
    there is fear that you could be 'plinked' to death by 1,000 tiny attacks. As
    long as every hero takes on at least one minion alone, they should each be able
    to handle the small aggro they draw. This works best as an aggro management
    strategy when everyone attacks the enemy mobs at ONCE.[*]Aggro Splitting, Unfocused Attack part B (Arcas) - Outside of a tank, you
    rarely want any single hero taking all the aggro completely alone. Try to
    coordinate it so multiple teammates can open a battle, if possible. Aggro
    splitting is key for my scrapper who runs all-tanker/scrapper teams. Everyone
    on those teams is pretty tough individually, but every single one of them would
    die if they tried to take ALL the aggro by themselves. But when they rush in as
    a group, quickly eliminates the bosses, and split the remaining aggro, the
    total damage taken is greatly reduced.[*]Buddy System - This works really well either with sidekicks or without. Each
    team member picks a 'buddy', and they attack enemies as a mini-team. This
    allows your team to follow more subtle or complex strategies, and gives you
    some backup assistance from a close ally.[*]Save Me! - When you see an ally's health meter turn orange or red, and if you
    are not a defender, there is still something you can do about it! Click on them
    in the team menu and fire off your powers. If you are a tanker or scrapper, you
    can click your ally's name, then press F (by default( and more easily get to
    the source of the problem. Hopefully you will have enough power to either
    destroy your teammates would-be assassin, or at least draw him away. Buffs and
    healing also works out well this way. The team window is not just for seeing
    who is on your team, it is also a valuable targeting tool.[*]Targeting Techniques (Arcas) - Many heroes have binds set up to target
    specific teammates. Others simply click on the hero or the name of that hero on
    the team list. I continue to use the old school method of SHIFT-selecting.
    Holding SHIFT and pressing the number keys 1-8 will select the team member in
    that position on the list. Given practice as a chronic assisting blaster, a
    force fielder, a kinetic, or a single target healer, and you can become
    incredibly fast with shift-selecting.[*]Aggroball (Fulmens) - The idea is that one character starts with the aggro
    and then then someone else steals, thus distributing the pain among multiple
    characters. Often a Scrapper/Tank pair can do this nicely- Scrapper takes
    alpha, Tank taunts the villains off them. I've also done it with multiple
    Blasters, one with Phase Shift, and in other situations as appropriate. [*]Shock and Awe (Fulmens) - This is another "PUG" (Pick Up Group)-friendly
    technique, because it's basically what a Blaster does all the time soloing. You
    hit the enemy spawn with all the AoE damage the team can muster and then clean
    up the lieutenants and bosses. There are subtleties to doing this. For one
    thing, most minions take about three AoE attacks to drop - even with buffs- and
    Blasters generally only have one or two. So the multiple Blasters have to hit
    pretty much together. For another thing, the non-knockback attacks have to hit
    first. Think "Burn, then scatter. "[/list]
    VII. Communication -

    A crucial area of combat that I almost completely forgot
    about in my original Handbook was communication. Luckily, alot of heroes have
    stepped forward to provide much of this information.

    (Cyberforce)

    <ul type="square">[*]Talk to one another. Take the time to assess your enemy, develop a strategy,
    organize your attack, and devise a "go command" to start it all. Team leaders
    and experienced players usually know how best to survive. Listen to them. Here
    are some simple rules when on a team:[*]If you don't know, don't do it. Nothing will gain you the ire of your
    teammates faster than jumping into a fight before everyone's ready. You will
    quickly find yourself abandoned to a buttkicking for your lack of restraint.[*] If the team leader says not to do it, don't do it. Team leaders are supposed
    to be looking out for everyone. They tend to be cautious, wishing to slow down
    the pace of the mission often to make sure everybody's on the same page. Don't
    compromise team strategy by disobeying orders.[*]Tell your team what you are doing. If you're a tanker and you need to rest,
    tell the team. If you're a healer and you need to rest, tell the team. If you
    want to level up before the next mission, tell the team. Snap decisions,
    running blindly into battle or engaging hordes of Trolls on your own and
    bringing them running toward your exhausted team is not good RP everybody. [/list]
    (gWrath)

    <ul type="square">[*]If you need help, ask for help by typing it out or pressing the default
    function key. As a tanker teammate, I can run over there or taunt your target.
    As a blaster or scrapper teammate, I can target you (which in turn targets your
    foe) and blast away. Use the team window or SHIFT+# to choose your teammates.[*]If you're mezzed, type "zzzz". Healers can unmez you or someone can run over
    and hand you a break free.[*]If something's broke, fix it. The standard strategy I see in PUG is the
    simple "run-in and blow everything up" strategy. Teams likes that bc it's
    simple and it works many times. But if you rush in, and get face planted, or
    worse, team-wiped, then it's time to talk some strategy.[*]Speak up and take a few moments when the team forms to explain any key powers
    or tactics. For example, explain what an anchor is and how you should keep it
    alive until all the other mobs are defeated.[*]Change things around to keep things interesting. I play a tank so I'm the one
    who rushes in first. Now, I'm trying to lead spawns through choke points for
    better positioning. With scrappers, we all go in at the same time. When a
    blaster is with me, who has snipe or likes to pull, we try the "double strike"
    where I run toward the mob when he starts his snipe. Ideally, we hit em at the
    same time, sparing the blaster the aggro.[*]Make up cool names for maneuvers and let your teammates know. For example, I
    team with a D3 (called Night's End) who had recall friend. If we needed to make
    a strategic retreat, he would zip out to a safe place, while I hold the line.
    Then I'm tp'd away (hopefully alive). We called this the "Night Express". It
    makes things more interesting and mirrors the comics. Anyone for a "fastball
    special"?[/list]
    (Local_Man) - I use keybinds or macros for advising my team that team buffs are available.
    I have keybinds or macros to tell my team when I need to rest. Keybinds and
    macros have really improved my enjoyment of the game. They allow me to have
    quick access to the powers I need most in an emergency. For example, I usually
    bind any healing power to the "plus" key on the numeric keypad. This allows me
    to flick out my thumb to pop a quick heal anytime it is needed. Keybinds and
    macros let me do quick communications without having to type.


    (Reptlbrain) - The top bar of my power tray is devoted to team combat macros that I need
    instant access to: "Incoming!" "Fall back!*" "Holding $target" "Sapper!" etc.
    This sounds so much better than Run!, and indicates a fighting withdrawal.

    (Su_Lin) - The first thing I think anyone should do upon entering a group, is run an Info
    on each and every member, and take note of level and powersets, including
    pools. Do the same for every new person that joins the group. As a secondary to
    this, it's very important to understand those sets. Take time to skim the
    boards, read guides for other ATs, dig through the Hero Planners, and so on.
    This is stuff you NEED to know; it may make all the difference if tactics,
    communication, et al fail you. If you don't know your defender is Force Field
    instead of Storm Summoning or Kinetics instead of Dark Miasma, or you don't
    know that Force Fields are a defense-buffing set as opposed to a heal/buff or
    debuff set... you're operating on a set of misconceptions. It's important to
    know what your groupmates CAN do, enough about what they can do to have an idea
    what they're GOING to do, and what you can't reasonably expect them to do in a
    fight. If you expect a heal that isn't coming, slows and holds that don't
    exist, ranged knockback from a set that doesn't have it, tanking from a
    scrapper that can't do it, then it's no one's fault but your own when that wipe
    comes. This is a tenet many people overlook, so it may be in best interest if
    you happen to be one of these little-understood sets(my Storm Defender comes to
    mind) to educate others how your powerset works. "I'm going to trap them in the
    corner with Hurricane and you can pound away", etc.


    VIII. Other Game Hints and Tips

    This section is for other strategies and tips to make you a more effective
    player and hero. Anything that doesn't fit in Movement, Targeting, or
    Playstyle Strategies will go here.

    Inspiration Management (Arcas) - There is no larger crime in a team setting
    than walking around with a full inspiration tray. Use those inspirations and
    use them often. If a teammate can use it more than you can, give them the
    inspiration by dragging it over to him. If no one can use it, throw it out. If
    you can't use it right now, but it's taking up space, use it anyway and make
    room for better stuff to come. Always keep at least one open slot, you won't
    receive anything from villains, as well as that life-saving inspiration from a
    teammate, if you have a full tray. There's no time for full-on trading during
    an extreme battle.

    (teflonshugenja)

    <ul type="square">[*]Know your enemy - Tactics can make all the difference in the world, but not
    unless your team knows which ones to use...and when. For example, I have a
    couple Scrappers and a Peacebringer, and when I'm on a team with a Tank I like
    to play Aggroball and Jumping the Fire to help keep things under control. It
    usually works well, especially since I'm not trying to usurp the toughie's job,
    but to complement it. However, against enemies like Nemesis soldiers that are
    heavy on AoE attacks, being close to the primary fire target can be a quick
    trip to the hospital. If you're fighting Crey or Nemesis, be on the lookout for
    Snipers that can start a fight before you're ready. If you're fighting Malta,
    mez or quickly kill Sappers first. If the enemy is heavy on mezzes, protect
    your toggle-Defenders to prevent a slippery slide into trouble. Remember kids,
    knowing is half the battle![*]Be aware of your surroundings - When you enter a room, pause for a second and
    remember what your mother used to tell you about crossing the street when you
    were a kid: look both ways first! Check your flanks and make sure there aren't
    any additional spawns close by that might aggro. If there's a Kheldian in the
    team, scan each group for Quantums and Voids. If you see something dangerous,
    say something.[*]Stay flexible - Just as you shouldn't try to fight Carnies like you fight
    Clockwork, don't stick with a losing strategy. A single wipe can be the result
    of bad luck or a momentary lapse in judgment. Multiple chain deaths are
    another matter. That's a clue that you need to change strategies. If the usual
    charge-in-and-blast-away MO isn't working, try a more cautious approach. Often
    it doesn't take anything exotic to make a seemingly impossible situation into a
    win. Start with line-of-sight pulls. Most of the time, your teammates will
    already know how to best leverage their own abilities to help, once a strategy
    has been decided on.[*]Don't Panic - If things take a turn for the worse - if, for example, a second
    group of enemies adds midway through the fight - don't lose your cool.
    Remember: there is something you can do about it! Not just "you" in the general
    sense, but YOU individually. Think about what tools you have to change the
    battlefield. If you're a Scrapper, for example, you can make a conscious
    decision to focus on occupying a dangerous enemy rather than doing damage, to
    take the pressure off your teammates and let them thin the crowd down to
    something more manageable. If you're a Defender and you're struggling to keep
    the tank up, don't panic, do something by going after the sources of the
    damage, even if all you do is knock them down; if the incoming damage is too
    much to keep up with, then cut it down at the source. If you're a Blaster,
    don't neglect your secondary controls or, if things have already gone too far,
    the Nova. Sometimes it's worth the crash if the alternative is being
    overwhelmed.[*] Don't be afraid to fight defensively - Remember, as long as your teammates
    stay alive, they're doing damage to the enemy. Stay alive long enough and
    eventually, you'll win. Shift to a defensive footing. Fall back to a choke
    point or change your own personal tactics. If there are simply too many foes to
    take all at once, try to Divide and Conquer: split the enemy force in two and
    focus fire on one half. Often it only takes one or two heroes on a defensive
    footing to occupy a large group of enemies they could never hope to defeat on
    their own, but can buy enough time for the team to deal with the rest. It
    doesn't take a tanker to do this - in a pinch, anyone with a handful of Lucks
    and Respites can buy some time. Just be aware of your limits - know how many
    you can take, and for how long, and know when to cut and run. [/list]
    Control Strategies (Local_Man) -

    <ul type="square">[*]My main is an Illusion/Rad controller, and he uses his pets as the first line
    of "control." Phantom Army is even better than the tanks at taking the Alpha
    strike, so PA goes first, before the tanks. After the tanks go in, it is time
    for AoE holds and debuffs, after the alpha strike is gone and the bad guys'
    attention is focused on the tank or PA.[*]For other kinds of controllers, I usually wait for the tanks to go in, then
    lock down anyone getting past the tanks. I try to line them up for the
    damage-dealers to take out, so if there is a blaster with AoEs, I use AoE
    immobilize. If there are bosses, I may try to hold them, or hold the Lts and
    debuff the bosses.[*]If there is an Illusion or a mind controller on your team, keep an eye out
    for Deceive/Confuse. Try not to take out the bad guys who are Deceived/Confused
    until there is no one else to target. Be Patient and let the Controller use
    Deceive/Confuse before the battle starts, and it can make a big difference in
    the battle. If you have a Defender or Controller on the team with Anchor-based
    debuffs, try to avoid taking out the Anchor, if you can. [/list]
    Alpha Attack Decisions -

    (Reptlbrain) - If the map permits it, the group should also see which approach to
    an enemy spawn will be most effective. Just because you came upon the mobs from
    the southwest doesn't mean you have to attack them from there.

    (Fulmens) - Only one person should be starting any given fight [normally, unless
    you are using an Unfocused attack strategy - PK] and everyone should know who
    that is. Ideally, this would be " a tanker" or "a sniper" if you're pulling. If
    you have someone who goes off by themselves and starts fights, make them the
    official fight starter. It may not be the most optimal person, but it will make
    them happier and it will make you happier too.

    IX. Conclusion - And Final Notes

    I began the first version of this manual about two hours after hearing my
    brother rant about how Issue 6 'ruined' his level 50 Broadsword/Invulnerability
    Scrapper. He had said that he had some small problems with previous Issues but
    that this was too much. As a direct result of this conversation, I felt
    compelled to write this handbook to assist my fellow heroes in not only
    surviving, but prospering in this new, more difficult environment. I see all
    new Issues as challenges and a call to action, and a way to weed out the weaker
    heroes among us from the ones that are willing to work hard for Our Beloved
    Paragon City. In war, as in all the rest of chaotic life, you either adapt and
    learn with the changes, or you stagnate and die. I hope that this guide can
    help you all to grow and become the heroes I know you can be. I leave you now,
    with a word from one of our greatest heroes.

    A hero is an ordinary individual who finds the strength to persevere and
    endure in spite of overwhelming obstacles.

    -Christopher Reeve: former Superman, current Hero

    If you have any new strategies that I may not know about, please feel free to
    post them here. If I like what I see, I will add it to the next version of the
    Handbook and ensure that you get the credit that you deserve. Any
    contributions may be edited for content and/or grammatical errors. Please
    report any such errors that you see to me.

    Good luck to all the True Heroes out there!

    -The Philotic Knight

    Original Version: 10/30/2005
  3. Well the reborn Philotic Knight is now a level 21... it's been a while since I've been above the travel power level, and I just discovered yet another use for an old power. I was playing against some Devouring Earth and I made the lovely and suprising discovery that with Repulsion Field on, SWARMS can only hit you once before they get knocked off of you. I know swarms are a thorn in the side of many, so you might want to consider trying this.

    Rather than being able to sit there and sting you over and over, slowing your recharge speed substantially, with repulsion field on they can't stay on you! And as long as you stay out of melee range, the endurance drain with the power on is almost negligible.
  4. Rather than making up some sort of insult to me or the other powers, you said this.

    [ QUOTE ]
    As for finding better uses for those not-team-friendly powers, well, the thing is I'm so happy with the powers I have and the way I use them, I just don't want to change my ways.

    [/ QUOTE ]

    I appreciate and respect your honesty, it is an oasis in the desert. I only wish more people could think this way instead of thinking that their way is the way everyone should play, and enforcing it on others.

    If you can be just as effective as I am in defending your teammates with your alternate selection of powers , then I commend your efforts. Good luck.
  5. [ QUOTE ]
    Repulsion Field is a notorious endurance-waster.

    [/ QUOTE ]

    Not if you are using it properly. It uses virtually no endurance when you are not actively attacking enemies with it. If you have some good tough members on your team you should NOT be alpha striking with this power, instead you can use it to 'bowl' once in awhile like you USED to be able to use Repulsion Bomb for to save an ally from trouble. Even then, it does not use enough endurance to drop your toggles. The only way this is an 'enduarance muncher' is if you are running around the entire time knocking enemies and/or drawing most of the aggro, which you as a Defender should not be doing.

    [ QUOTE ]
    Repulsion Bomb might be useful for knocking foes off an ally, but only if you can quickly target the ally and call up the power

    [/ QUOTE ]

    Actually, if you didn't notice, in that last couple months or so there has been one major change to this power. You now do not and CANNOT target an ally with it, it is now an enemy-targetted power. What this means is that instead of just a 'save-me' power that is only useable once in a while, you can now use it every time that it recharges to keep a large number of the enemies out of the battle, and the less enemies you face at one time, the less damage is being dealt to your allies. As a Defender, especially as a Force Field Defender, it is your role to prevent and mitigate damage to your allies. This change allows you to do this better and more often than before, since you can now knock many of the enemies away even when they are still far away from your allies. It does with one shot what it would take Force Bolt many shots to accomplish.

    [rant]
    Some have noted that it also has a longer recharge time since the change. Well if the recharge time is longer, that also means that recharge reduction enhancements will have a greater effect than they did before. Let's take a look at that for a minute. I don't know the number so I'll make them up. If it used to take 10 seconds to recharge, then an SO would reduce that by 33%, which would make it come back about 3 seconds faster. If the power takes 30 seconds to come back, that same SO will make it come back about 10 seconds faster. Big difference there. So while it does come back slower, it also means that recharge enhancements will now actually be USEFUL on the power.

    I'd suggest you take a strong look at your powers, and instead of playing the party line and having your allies be annoyed by them, try finding ways to use them that do NOT annoy them. Instead of allowing them to aggro a giant mob and let the mob plink them to death, use your powers to create a 'steam roller' effect, where you ensure that the only enemies near your allies are the enemies that they are atively engaging in combat with. When they are done with those, then more are quickly on their way. By keeping the other enemies busy and away, you are keeping the health bar of your allies green. This way you have the greatest ally damage to enemy damage ratio, favoring your team over the enemy's team.
    [/rant]
  6. This guide was moved over from the regular Defender forums, so I'm going to post all the replies so far here so that we don't lose the discussion.

    Morticane writes:
    [ QUOTE ]
    Regarding "useless" powers, you mentioned in your guide about hanging back. Rad tends to be upclose and thus will counter some of the usefulness of those powers.

    In terms of the guide, it reads like that's that you picked, but there is little info on what people should do if they picked something else, or gave any info on others options. What if I picked powers that you didn't? How would I slot them? How useful are other pool powers in regards to the build? What aren't the other APP power pools picked? Personally speaking, I would have slotted some end red. and recharge in certain attacks versus all of the debuffs.

    [/ QUOTE ]

    ArcticShu writes:

    [ QUOTE ]
    Your assesment of Force Bubble is 100 percent incorrect. It has amazing synergy with the Radiation secondary. All that wonderful AoE damage that Rad does needs many bad guys together to really work. Force Bubble lets you do that. I can effectivly herd close to 15 even lvl minions/lt's and then go through the rad attack chain of irradiate, proton volley, and neutron bomb and wipe all of the baddies out. I run Manuvers and Tactics, as well as stealth. Sure, I have to pop a couple of greens here and there, but the important part is is that all the baddies are far away from me and I can blast at will.

    Also, Repulsion Field is a great Oh $#it power. To many baddies? Repluse them!

    Force Bolt is amazing in PvP as it knocks toggles off. So does Repulsion Field. Want to make someone mad in PvP? Get your team to immobilize one enemy, throw up your Force Bubble up, and watch as his mates squirm while you wreck the hapless soul. Sigh, so much fun.

    [/ QUOTE ]

    MarVin writes:

    [ QUOTE ]
    [ QUOTE ]
    In terms of the guide, it reads like that's that you picked, but there is little info on what people should do if they picked something else, or gave any info on others options. What if I picked powers that you didn't?

    [/ QUOTE ]

    Why on earth would you do such a thing? =P

    As for the top three FF powers being at all useful, well, I think you'll all agree that I'm not the first guy to make the claims I made. As a team player I'm especially sensitive to my teammates' reactions to certain powers, and those three always seem to get the wrong reaction. Repulsion Field is a notorious endurance-waster. Repulsion Bomb might be useful for knocking foes off an ally, but only if you can quickly target the ally and call up the power (and it's not a power you use often enough to keep in an easy-to-reach-and-remember location). Generally by the time I was ready to activate the power, the situation was handled; I had a much easier time defending allies with Force Bolt, an enemy-targetted power I could use when I solo'd (and thus knew exactly where it was).

    I have heard, though, that Force Bubble is extremely useful in PvP -- sorry I didn't mention that. I also neglected to mention Force Bolt's toggle-destroying ability, but to be fair I did sing that power's other praises.

    [/ QUOTE ]
  7. Force Bubble's endurance cost has been FAR reduced from what it was before. Now you can leave it on almost indefinately. One warning with it though is that it draws ALOT of aggro; enemies don't seem to like to be pushed around so remember to stay safe and have at least a couple Lucks or Respites available just in case.

    As far as the other powers beyond the "Power 3", you might want to consider them, they are valuable for keeping your team alive. If you want to play a blaster that can provide defense to your team, which is what most FF Defenders choose to be, then just stick with the big 3. My guide was written for the FF Defender that wants to be primarily a DEFENDER, and so uses his defense buffs in combination with all of the crowd control tools to keep the enemies from attacking at all, or to keep them out of melee range.

    Final note, Fullmens is right, the Core is considered an 'object' not an enemy and thus cannot be detained. You can only detain enemies, not objects or allies.

    Good luck!
  8. Posting here a PM I got from a user. I'll keep the name anonymous unless he/she wants to claim credit, I just thought some people might be able to make use of my answers.

    [ QUOTE ]
    Hi there. I just created a new FF/Elec defender that I've gotten to lvl 9 so far, and I had a couple of questions. I noticed on the boards that you are one of the authorities on FF so I thought I'd come to the source. My main question is about creating macros for my shileds. I read about them in your guide, but I'm not sure how to create a directory for my macros. Also, is it possible to create a bind or macro that will choose the next teammate in line to be bubbled and then automatically do it? Also, if you only had room for either Repulsion Bomb, or Repulsion Field, which would you choose? Thanks in advance.

    [/ QUOTE ]

    [ QUOTE ]
    I noticed on the boards that you are one of the authorities on FF so I thought I'd come to the source.

    [/ QUOTE ]

    Flattery will get you everywhere But I'd hardly consider myself an authority, just very experienced.

    [ QUOTE ]
    I read about them in your guide, but I'm not sure how to create a directory for my macros. Also, is it possible to create a bind or macro that will choose the next teammate in line to be bubbled and then automatically do it?

    [/ QUOTE ]

    Macros cannot be saved, macros are the buttons that will appear on your power tray. Binds however, are almost exactly the same as macros except instead of them creating a button on your power tray, binds bind the commands to a key on your keyboard. I'd reccommend strongly that you read this guide to binds so that you know the nature of the beast that you're dealing with. I could tell you exactly WHAT to do to make some specific binds, but if you know how binds work in general then you can do any binds you want to yourself. Like teaching a man how to fish instead of giving him a fish. For the quick answer on how to create the directory to put binds in, you can put them in ANY directory on your computer that you want to, I usually just create a CoHBinds directory on my main C Drive. What is important is that all the code inside your binds all point to the proper location of the other binds, so it's easier for them to all be together and in a simple location.

    [ QUOTE ]

    Also, if you only had room for either Repulsion Bomb, or Repulsion Field, which would you choose? Thanks in advance.


    [/ QUOTE ]

    Repulsion Field definately, because the bomb can only be used once in a while due to the pretty long recharge time, but the repulsion field can be kept on, and only drains alot of endurance if you are actively bouncing into enemies. However repulsion field can get you alot of aggro, so I'd also reccommend three-slotting Personal Force Field with Recharge enhancements and using the PFF if you ever get into any trouble.

    I hope I was some help, any other questions? I'd really prefer that you post your questions IN my FF Defender guide, because that way other people can also read the questions and the answers and get the most use out of them. Share the knowledge!
  9. Philotic Knight's Mini-Guide to Debt

    In most MMOs, death is a horrifying thing. You could lose your stuff, your skills could degrade, you could even lose your first born child! However, thanks to those handy dandy bracelets all the heroes in Paragon City wear, death is no longer a problem! We defy death! However, while death is no longer assured, the only other thing to be sure of is taxes. And for heroes in Paragon City, taxes take the form of Debt.

    Most people see Debt as a hindrance, as something to be avoided at all costs, which it is. However, it is also something else. Your 'death' is a hint to the game that you need more help. So what is debt for and what does it do? Debt is the help the game is giving you because your experience and abilities are not up to par to face the challenges you are attempting. Debt helps you in two ways.

    Debt as Educational

    'Dying' tells the game that you have made a mistake, and what is the best way to prevent mistakes in the future? Practice! And that is what debt does, gives you more practice with your character by reducing your xp by half and making you play the character at a slower levelling rate. Are you really in a rush to get to 50? It's not all that it's cracked up to be. Enjoy the game as it is, and if you die too often and incur too much debt, then the game is telling you that something is wrong and you need to change what you are doing! Take this hint and try a different playstyle. The game might even be telling you that you are playing an archetype that is not the right fit for you!

    Debt as Lucrative

    Debt not only halves your xp, it also doubles your influence. Why you might ask? Simple, to buy more and better enhancements to improve your character's abilities! Whether it be by upgrading existing enhancements, buying a few inspirations to help you out more the next time, or deciding to change the way your enhancements are slotted for a different strategy, doubled influence means double the chance to improve your character! See it as a blessing rather than a curse!

    Conclusion

    Debt is the friend of every hero. Instead of truly dying and losing everything, heroes have been blessed with the chance to have 'infinite lives', and to grow and learn from their mistakes. This doesn't mean that you should SEEK debt; most citizens would rather have their heroes standing on two feet fighting crime rather than eating gravel. What it does mean is that you should see debt for what it truly is: A chance to learn something new, and improve both your own skills and the skills of your character. Good luck crimefighters!
  10. I'm a Force Field defender.... I HAD to do it!
  11. [ QUOTE ]
    I wonder - as I do about all the NPC heroes - what are his powers?

    [/ QUOTE ]

    As with all Signature Heroes and Contacts, the great Coyote was blessed with infinite Stamina, and the ability to stand in one place for all eternity without any sleep.
  12. Nice little mini guide, I think it will make a nice complement to my own. I think it would have been perfect if you would have included some mention of positioning as well, but that's just my opinion. Four stars from me.
  13. Westley

    Pretty Please?

    Could we PLEASE get the Defender's Guides and FAQs udated? It hasn't been updated since Issue 5! Well over a month now. Who is in charge of this???
  14. I am a little bit confused. I'm not saying it's a bad thing, I like my Cuppa-fix just as much as the next guy. I could have sworn though that a few months ago there was an announcement that Cuppa was leaving NC Soft and moving onto bigger and better things. Did she decide to stay anyways? Is this some new Cuppa... Cuppa 2.0 or maybe ZombieCuppa? Inquiring minds want to know!


    I guess I missed the memo...
  15. Interesting, I'll have to give some thought to this concept, thank you.
  16. That's a really interesting concept... I like it. One thing that I would do personally though is this. Tenebrous Tentacles seems like sort of the 'signature' power of this build and strategy, so why wouldn't you get it at level 16 when it first becomes available instead of level 22? To make sure that you get most of the other powers earlier, you can then drop the slower single attack until later and push the other powers up a level sooner. I know that after level 14, you level much slower, and so it would be much faster if you were teaming alot and using those tentacles for your team's success for those extra 8 levels rather than just having one more single target power.

    Otherwise I think that's a VERY interesting way to use your secondary offensive power in a defensive way, kind of like how I use electricity to drain endurance. So I took Short Circuit as soon as I could and slotted it fast, and it worked out really well. Nice job man! Keep bringing in the ideas!
  17. That's what I'm talking about! And 'defence'? Come on SS, you're in Baltimore, you know us Americans spell it defenSe like it ought to be spelt!

  18. [ QUOTE ]
    View this from the CoH perspective. Who cares if you are using your attacks proactively versus reactively? The same goal results; you have defended your team. A dead enemy is the surest way of preventing damage.


    [/ QUOTE ]

    I'd disagree to this...

    Scenario: You are the only defender on the team, you've cast your bubbles and everything is fine and dandy, then you face a mob of about 8 reds. You have two choices, and what follows are possible consequences:

    a)You go proactive, so you and your team are able to whittle them down to about 3 or 4 reds left within about 20 seconds. However, a blaster on your team has somehow obtained the aggro of those three reds, and since all your powers are recharging because you've been using them proactively taking down enemies, you have no way to help your ailing teammate. (true story, happened in a team I was in a team once)

    b)You become reactive, and save your powers until your teammates need aggro taken off of them. The enemies are defeated much slower, and there are still about 6 left after 20 seconds of battle, but all of your teammates are in the green and aggro is spread evenly, because you've used your powers to spread said aggro. (this is my normal playstyle)

    I have seen a) happen way too many times. I prefer b) because I feel that my role as a defender means that my purpose is to ensure the livelihood of every member of the team, and aggro management/damage mitigation is what force field defenders do best. The question is not a question of whether to use force or not, the question is whether to use the force as a blaster would, attacking all the enemies you see all the time, or to use your powers 'surgically' as Starshield describes in her guide, striking in just the right places at just the right time to ensure green health bars for all.

    As a defender, I see it as my job to NOT look at the health bar of my enemies, but rather to look at the health bar of my allies.
  19. Actually I want to clarify that, it does NOT use both bubbles with 'one click'. Macros and binds are designed so that you CANNOT use the same thing at the same time with one click, like you can't send two messages to the Broadcast channel or use two powers at the same time with one click of a bind or macro. What this bind DOES do however, is to make the G key 'toggle' between the two bubbles, so that you can click your target, press G, then press it a SECOND time and both shields will be applied. Since powers 'queue' up, you can also press G twice really fast, then WAIT for both the shield animations to complete to get the quickest shielding possible. This little trick earned my supergroup nickname of 'The Fastest Bubbler in the West'.

    I was also not denying in my guide that Offenders can be effective, or that they are not a viable way to play, I was merely pointing out that they are by definition not DEFENDERS. I like to play defenders because I enjoy being the 'good guy' that helps other players. I'd much rather save a teammates life with an aggro-attracting attack that I'd been waiting to use, than to use that attack to kill another mob. I just feel 'better' defending than I do taking down enemies. It's a personal thing, which is why my guide is set up to look at a solely DEFENDER FF build, which uses even it's offensive powers to defend.
  20. Also check out Starshield's FF Guide , I think it is a good second look at a different way to play FF defenders.
  21. Excellent guide SS, and you have made me rethink a few of the pool-ancillary powers. 5 stars from me, and I hope you don't mind if I plug my own guide here too. . I'll reccommend that everyone read this guide along with mine and Bionexus' as a trinity of guides. Bio's for the numbers, mine for the combat strategy, and yours for the unique perspective and playstyle. Your guide opens up my eyes to other possible builds, where I had previously only looked at a strong focus solely on the FF primary, neglecting the other powers open to me. Thank you for that.