(Note: My more astute readers may look at this blog's title and wonder why the last one wasn't named "Controlling Awesome" and the answer is simply YOU CAN'T CONTROL AWESOME!)
Now we turn our attention to Defenders; the meaty, meaty meat-shields that keep the Controllers and Leaders chowing down on the dirt. What makes the Defender Awesome? Good Defenders never die, but the best Defenders go down time and time again to make sure their teams can continue to enjoy the fun side of zero hit points. The Defender looks the dragon in the eyes and says, "Bring it on, scaly." Controllers have pizazz, but Defenders have balls.
Number Five: The Battlemind
"Attack my buddy, will you? TASTE THE WRATH OF BRAINFREEZE!"
The Battlemind is the Psionic defender: a class designed to stop enemies in their tracks with nothing but the power of their minds. A nimble defender, the Battlemind shifts and teleports his way around the map, marking foes and causing their brains to explode (a common theme among the Psionic classes). More specifically, the Battlemind's mark allows him to deal the damage his allies take right back to his enemies. Not exactly sure how it works, but I imagine its rather traumatizing. Poor monster thinks he's getting a snack, but he's really getting a one-way ticket to therapyland.
But it gets better: Fun fact: the Battlemind's attacks use constitution for attack and damage rolls. Do you know what else uses constitution? Your hit point total! This is what makes the Battlemind such a powerful (and awesome) defender. The more hp you stack on the sucker, the harder he hits. I'm not entirely sure how one weaponizes their ability to resist damage, but we'll run with it.
Awesome Powers: Demon Dance, World-Slipping Advance, Living Fortress, Immortal Endurance, Omniscient Strike
Number Four: The Warden
"Silly monsters, your attacks will not work me! I'm the Warden!"
Lets get something out of the way: the Warden is the best Defender. Statistically speaking, at least. You can slow enemies, you can grow to twenty something feet tall, you can give yourself the AC of Jesus, and you can make a a saving throw at the beginning of your turn. Being a Warden and playing it well is one of the best ways to really irritate a DM because the Warden is like The Juggernaut. He will not be stopped and he will kick the crap out of every monster on the field. Even when the DM gets sneaky and uses controller monsters and environmental hazards to try and slow him down, he just makes his extra saves and keeps on going, trusting his ridiculous HP to soak up what his defenses don't stop.
But it gets better: Lets talk about the Warden's mark. Each turn, as a free action, the Warden marks each adjacent enemy. There's no need to make an attack- it just happens. And getting marked by a Warden is kind of like walking into high school wearing goofy, thick glasses. You don't know when its coming, but your pretty much guaranteed to feel the hurt. Wardens have options when you hit their allies: they can either go the traditional route and smack them in the face with their weapon, causing the enemy to grant combat advantage out of pants-wetting terror, or, if the enemy runs out of range, they can slide them a square and slow them for a round. You don't run from a Warden. It just doesn't happen.
Awesome Powers: Weight of Earth, Violent Bolt, Form of the Frenzied Wolverine, Guardian's Wrath, Form of the Erupting Volcano
Number Three: The Paladin
"I'll break your face! For justice and stuff."
The Paladin is a personal favorite. I find the good old righteous crusader to be fun and filled with role-playing potential. Once the Paladin marks you, you stay marked for as long as he stays in your grill. The Paladin is also the only class to start off with access to plate mail; the strongest armor in the game. Don't feel like attacking the Paladin that's got you marked? That's fine, you'll just explode.
But it gets better: What really makes the Paladin a keeper is his ability to work as an off-Leader. The Paladin's Lay on Hands can really pull a party out of some sticky situations when their surges are low. Many of the Paladin's powers also have little buffs built in. You can bolster a nearby ally's defenses or even send a little more health to a struggling friend. Even while beating a beastie's face in, the Paladin still finds time to help a buddy in need.
Awesome Powers: Holy Strike, Fearsome Smite, Unrelenting Punishment, Here Waits Thy Doom, Day of Reckoning
Number Two: The Swordmage
"These aren't the heroes you're looking for."
The Swordmage is lightly armored, darts around the battlefield with amazing speed, and deflects attacks. Give him a radiant sword that glows green, a set of disappointing prequels and what do you have? A Jedi. Making the "Vooom" sounds when you attack is purely optional. The Swordmage may not be the stickiest Defender, but it could very well be the coolest. Seriously, there's a feat that lets you call your sword to you from something like one mile away. That's shenanigans.
But it gets better: Once again, it comes down to the marking. Swordmages mark at range thanks to "maaaagic" (totally not The Force). When the unfortunate victim goes for an ally, The Sworgmage either drags them to itself or pops on over to the beastie and smacks it in the face. Unfortunately, the Swordmage can't do anything if an enemy decides to run away. With its wide selection of teleports, however chase it down, the Swordmage will.
Awesome Powers: Lightning Lure, Booming Blade, Blade of Judgment, Dazzling Display, Obliterating Blaze
Number One: The Fighter
"I've got a weapon for every occasion. Well, except ranged combat, but that's a stupid occasion."
All hail the Fighter, lord of combat. With her mighty array of skills and endless possibilities for weapons, she wades into battle with neither fear nor significant planning. And though her hit points may not be as impressive as the Battlemind or Warden's, the Fighter can still take a great deal of punishment (if the DM happens to be on a crit-streak or something). The Fighter's mark is single target and requires an attack (although, not a hit). Once she got your attention, however, the Fighter can lock you down for even moving away.
But it gets better: Again, it comes down to versatility. The Fighter has so many options these days that its hard to imagine a melee character concept she can't fulfill. You can pull a little extra accuracy with one or two handed weapons, you can fight with a pair of weapons, you can even build a rampaging warrior. And lets not forget the brawler: not only can you hit enemies with your weapons, you can send them to the floor with your fists.
Awesome Powers: Brash Strike, Slash and Pummel, Come and Get It, Indomitable Battle Strike, Titan's Hammer
F THE WARDEN!!!!!!!!!!!!!!!!!
ReplyDeleteHAHAHA! After DMing a while, I went back to being a PC and my group needed a defender, so I chose Warden. Needless to say, the new DM was less than thrilled. I basically replaced the Wizard in my previous group as the main annoyance.
ReplyDeleteI'm not a big fan of the Defender job, I like being sneakier than that, but the Warden class finally made me appreciate how awesome the job can be.
disappointing prequels, you mean. Though RotJ was on its way to badtown (more-so in the dvd remaster)
ReplyDeleteOh that's right, the last three came out first... Bah, silly Star Wars.
ReplyDeleteI appreciated the Yoda grammar reference.
ReplyDelete