The Art of Defending

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The Art of Defending

-- A beginner's guide to the Defender role --



This article aims to take a step back from typical character building handbooks. Instead of focusing on the intricacies of picking feats and powers, I'll concentrate on how to put your defender into play effectively.

Thanks to ShanFR, you can also read this guide in French: L'art de la défense (PDF).

Also check out part II, The Art of Striking and part III, The Art of Leading.

More than a Meat Shield

Let's start at the core: What does it mean to be a Defender?
As a defender, it is your job to counter and negate enemy attacks. The importance of the role is obvious: If you and your allies are petrified, unconscious or dead, you'll lose the fight, no matter how much damage your group can put out.
If your group takes too much damage, they burn through healing surges too fast. If a group's healing surges are used up before they win the final fight of the day and can take an extended rest, they'll have to flee or risk a TPK.

The classic defender is the frontline of the party, holding of the brutes' and soldiers' attacks, and preventing them from reaching softer targets. This is a valid tactic, of course, embodied by the shield-bearing Fighter and Paladin, but effective defense can be done in other ways as the highly mobile Assault Swordmage shows.


. More than a Meat Shield










I. The Defender Catch-22

To reach this goal, all defenders use a powerful tactic: boost up their own defenses and die-hardness, and then put enemies before a choice. Either attack the defender, or be punished. The key ability of every defender class to work this punishment is their mark.

Again the choices for the foe:

A: Risk a miss against the defender
Concentrate your attacks on the defender. He has high defenses, high hit points and ways to remove or ignore status effects. This makes the enemy's attack likely to have little impact.

B: Soak the punishment
Try to circumvent the defender and attack his softer allies. First of all, the defender imposes a penalty to this attack with his mark. Then, each defender class has individual ways to keep the enemy from reaching the target, staying near the enemy, reducing the attack's effect or punishing the enemy.

A good defender needs to make both A and B painful for the enemy.
If he neglects his defense, he is a liability to the party because it is easier for enemies to render him ineffective with weaken, stun and other effects. He also needs to be healed more often, which drains party ressources.
If he neglects B, he'll be like a stone pillar that enemies can't push over, but they can just walk around him and kill his allies first, then finish him off last.


II. Understand your Defenses

There are 4 defenses to worry about: AC, Fortitude, Reflex and Will. The last three are also called NADs (non-AC defenses). For more information on how to keep your defenses high, check the build handbook for your class on the Character Optimization forum.

AC
Most of the monster attacks you'll have to shake off will be melee attacks. If you check the Monster Manual, you'll see that a very high percentage of melee attacks will be against AC. This also includes opportunity attacks. AC is your highest priority.
The big decision for all defenders (except the swordmage) is: Shield or not? The +2 AC of a heavy shield means that 3 out of 10, rather than 4 out of 10 attacks will hit you. On the other hand, you could wield a reach weapon for better battlefield control, especially as a fighter or warden, or a two-handed weapon for more damage, or two weapons for more attacks (tempest fighter). Each alternative leads to different tactics.
Shield wearers / swordmages should try to achieve an AC of 20 + level. Without a shield, a good AC is 18 + level. Offensive high damage builds like tempest fighters are effective even with a lower AC of around 16 + level.

NADs
Monster attacks that target NADs usually have an attack bonus that is about 2 points lower than attacks against AC. NADs 2 points lower than your AC should suffice then, but the bad news is that it is difficult to get all of your NADs that high. Monster attacks increase by +1 for each monster level, so a 31st level monster will have a +30 higher attack bonus than a 1st level one. Your NADs rise only every second level, so there is a gap of 15 points that you have to fill.
Remember that you can boost two of your ability scores at level 4 and 8 of each tier and all of them at 11 and 21. But even if you raise two abilities that boost different defenses, there will always be one defense that you don't boost. At 30th level, two of your NADs will get a +5 bonus that way, but one only gets +1. You need to fill the remaining 10 / 14 points with feats, your neck slot item, and handpicked other items.

Fortitude
Fortitude attacks often do more than just hit point damage, they weaken, slow, push, poison, petrify and do other nasty effects that can hamper you. For Fighters, Wardens and Strength paladins, their main attack stat will raise this defense, but it's still a good idea to boost it further.

Reflex
Dragon breath and other area effects often target Reflex. It's the least likely to carry nasty side effects, but don't rely on that. Swordmages will have a good Reflex thanks to their Intelligence, and others can carry a shield to boost it.

Will
Monster Manual statistics say that this defense is the least likely to be targeted. But Will attacks are also the one that is most likely to have very nasty effects like daze, stun or even dominate. A party with a dominated defender who starts to hack away at his vulnerable allies has pretty much lost the battle. Don't let that happen to you.
Charisma Paladins will have the best Will defense. Fighters and Swordmages really need to watch out here. Consider Iron Will and similar feats.

Secondary Defenses
What I call "Secondary Defenses" is everything that helps your character reduce the effect of a being hit. Since you're the designated punchbag of the party, you need to make sure that you survive being hit better than your fellow party members. There are a wide selection of class features, powers, feats and items that provide these.
  • (more) hit points
  • temporary hit points
  • healing surges / higher healing surge value
  • self-healing
  • bonuses to saving throws
  • free save rolls (Warden, Paladin's Virtue's Touch, martial feats)
  • resistance against elemental damage or all damage


Debuffing

Another way to defend yourself, and your party members, is not to raise your own defenses but to hand out penalties to monster attacks. Giving a monster a -2 penalty to attacks is the same as raising your own defenses by 2. Conditions you cause with your powers are also powerful ways to hamper enemies, including weaken, daze, stun, blindness etc. See "IV. Reducing Enemy Effectiveness" for more techniques of "Offense as Defense".


III. Understand your Mark

The key class feature of each defender is his marking ability. Each mark has one thing in common: Marked enemies take a -2 penalty to hit when they make an attack that does not include the defender. This does boost the defense of his allies, but alone it is not powerful enough to successfully discourage an enemy from attacking the defender's allies. That is why each class has additional abilities to add more punishment to their marks.

Note that each enemy can only be subject to one mark at a time. If you have more than one defender in the party, they need to coordinate their marks carefully. Refer to chapter VII. for more on that topic.

Paladin - Divine Challenge

Paladins have an easy and straightforward mark: Pick the toughest enemy, stay next to him and he'll take radiant damage if he tries to ignore you.

But while the Paladin has the best defenses from his class abilities, the punishment power of his marking ability is fairly weak in comparison. It only works against one enemy at a time, and tougher enemies like elites and solos have enough hit points to simply ignore the damage from it. As radiant damage it is effective against undead, at least.

Strength Paladins are even worse off because the damage is keyed off Charisma. On the other hand they have powers that allow them to mark multiple enemies, which the Charisma-Paladin lacks (take them!).
Let's hope Divine Power will bring some mark-boosting feats for Paladins, they need them.

Fighter - Combat Challenge and Combat Superiority

The Fighter has two different, but very powerful abilities that make him "sticky". This refers to his ability to punish monsters if they try to move away from him.

Combat Challenge
The first, Combat Challenge, is his marking ability. Unlike the other defenders, a Fighter marks an enemy whenever he attacks, hit or miss. He can mark as many opponents as he can hit each round. For example, a Dragonborn Fighter will automatically mark every enemy in the attack area of his Dragon Breath attack. This gives a fighter effective crowd control through blast, burst and multiattack powers.
The mark lasts until the end of your next turn, at which time you must attack the enemy again if you wish to keep them marked.
In addition, if an adjacent enemy marked by you shifts or attacks someone other than the Fighter, you can make a Combat Challenge attack. This is a melee basic attack and it uses an immediate interrupt action, which means that you can only perform one such attack per round.

Combat Superiority
The second class feature, Combat Superiority, is a boost to his opportunity attacks. First, he receives an attack bonus to opportunity attacks equal to his Wisdom modifier. Second, unlike normal opportunity attacks, a Fighter's opportunity attacks stop enemy movement and prevent the foe from leaving the adjacent square if the attack hits.
Also note that as per standard opportunity action rules, the Fighter can use this power once per each enemy's turn.

Despite their similar name, both powers above are completely separate. They trigger in different situations: Combat Challenge when a marked enemy shifts or attacks an ally, Combat Superiority when any enemy, marked or not, moves away.
Particularly confusing is that since the attack granted by Combat Challenge is not an opportunity action, so it does not gain the Wisdom bonus from Combat Superiority and it also does not stop a shift.

Even though the fighter can punish normal move and shift, some monsters have movement modes that still allow them to get away from a fighter unharmed, such as teleporting.

As the fighter's punishment capability relies on basic attacks and opportunity attacks, it is important to keep your attack and damage high, as well as your Wis score for Combat Superiority.

Swordmage - Aegis of Shielding
The Shielding Swordmage has a straightforward mark like the Paladin. Once per round, it reduces the damage of one attack by the marked opponent against an ally. Unlike the Paladin, the swordmage can put his mark on the biggest brute and then walk off to fight other enemies. It does not offer much for battlefield tactics, but it is very effective at keeping your rogue / ranger / barbarian / warlord friend alive.
At higher levels, you can boost your aegis with feats to mark several opponents and get better at crowd control, rather than just focusing on one opponent.

Swordmage - Aegis of Assault
Assault Swordmage tactics are more tricky. Like the Shielding version, you mark the enemy and then you are free to walk away. If that enemy then attacks an ally, you can teleport back to your opponent and smack him with a basic attack. Since this is an immediate reaction, you can't prevent that your ally is hurt, you can only punish it. Like the fighter, you need high attack bonus and damage to make this effective.
Unlike the fighter, you are "reverse-sticky". Your opponent is free to run away from you, but you'll always be back to pester him. There are two ways to use this power:
Annoy the artillery: Go for mobile, ranged combatants like lurkers, artillery, controllers or skirmishers. These don't want you next to them, as they will draw opportunity attacks if they try to use a ranged power or try to run away. With your mark, you'll always catch up to them. This works best if there is another defender in your party.
Always get the flank: Against a big bad guy, you won't want to run off, but rather stay close and help bringing him down. Big bad guys often don't move much except for shifts. But even if the big bad manages to shift out of a flank, if he starts whacking your ally you get a free teleport to pick a new spot next to him and regain the flank.

Warden - Nature's Wrath
The Warden's mark is about crowd control: Similar to the Fighter, he doesn't need to waste an action on it, and even better, he can mark each adjacent enemy once per turn, where the fighter needs a burst power. On the other hand, the Warden is not as good at disrupting movement as the fighter is.
The Warden's tactic is "mark as many as you can get".
No matter how many enemies you have marked, you only get one immediate action per round, so you can only use either Warden's Fury or Warden's Grasp once. Usually, you'll want to use the Fury because it does damage, and the rogue will love you for the combat advantage. The Grasp is handy to keep a skirmisher away from the wizard, though.


IV. Reducing Enemy Effectiveness

Kill them
A dead enemy can't attack the party. As defender, it's your job to go for the toughest enemy first, especially if that's the one with the highest damage potential. Leave the easy kills for strikers and controllers. Still, if you're able to take down a tough enemy all on your own, you help the party a lot, so keep your damage output up.
Many defender classes like Fighters, Wardens and Assault Swordmages rely on weapon attacks to deliver their punishment (B above). For them, keeping their damage output up is a key priority.

Status effects
A weakened enemy deals less damage. A dazed enemy can't attack and move (caution: it can still charge). An immobile or restrained enemy can't go after your squishies. These and other status effects help a lot in your job. Make sure to have an effective selection of powers that debuff enemies.

Hinder their movement
A lot of enemies, especially skirmishers, rely on their mobility to get to squishies in your party. Use your mark effects and status effect powers to hinder their mobility. This is a specialty of polearm wielders (often fighters, sometimes swordmages)

Pushes, shoves and slides
Powers which push, shove and slide monsters or allies don't look like much when you see them on paper. With your first character, you'll probably skip them and go for something with direct effect that's more easy to measure, like higher damage, extra attacks or healing. Powers with forced movement are situational in comparison, but if you can use them at the right moment, they can turn a losing situation into a tactical advantage.
For a defender, pulls are very effective. You can drag the monster away from the ally it is pounding on and force it within your area of control. An example for this kind of power is the Swordmage at-will Lightning Lure and the 7th-level Fighter encounter power Come and Get It.
Push powers are very handy if there are terrain hazards like a lava pit or a Wizard's Wall of Fire. If you're fighting next to a cliff, a simple at-will like Tide of Iron is deadly. A second use for push powers is to move the foes' defense line to get closer to the weaker targets.

Soak damage from allies
This is a Paladin specialty. Take half our all damage that was meant for an ally. Most 4th edition characters are tough enough in their own right, so this will be an emergency measure, even though an effective one. If, for example, a dragon has a powerful breath weapon that can freeze the whole party, it's effective if the character best equipped to deal with that (you) takes the hit for the team so everyone else remains in the game.

Boost ally defenses
If you're a secondary leader, this is an effective tactic to add to punishment. Your mark just in itself is only a -2 penalty to enemy attacks, and often not enough to make enemy attacks fail on an ally. Especially if you wear a shield, your AC will often be 4 to 5 points higher. If you can boost ally defenses, the gap closes, and foes are more likely to concentrate their attacks on you.


V. Battlefield Positioning

A defender shapes the battlefield not with fancy powers but by sheer presence. His ability to withstand attacks and hamper enemy movement means that the front line is defined by where the defender is. At the start of combat, it is the defender who decides where the heat of the battle will be by deciding his position.

Front line
The defenders, together with other tough melee characters like barbarians or warlords, form a front line that does not let enemies through, while ranged characters like a bow ranger or warlock shoot from behind. This works best in terrain like narrow dungeon corridors. As long as the front line does not get overwhelmed, this is a solid setup.

Surrounded
This risky tactic means that the defender charges straight ahead into the enemies, and tries to get as many around himself as possible. This assumes fairly open territory, and a large number of weaker enemies. With good defenses and close burst powers, a defender can hold himself quite well in this situation. The main advantage is that he can bind a large number of enemies and deal a big amount of distributed damage. Blaster wizards will love the well-packed enemy square.
The danger of such a setup is that if the defender goes down, nobody will be able to come to his rescue, so be sure of how much you can soak.

Back with the squishies
This is a typical position of the second defender, if the group has one. While the first one runs off to a surrounded position, or flanking with the rogue, you make sure that no monster can break through and munch on the wizard. While this is an important position, chasing the lurker is less glorious than moving down the minions at the front or taking the brute head-on.

Everybody flanking
Here we have the sort of unorganized mess that fights get into when a small group fights a small group and everyone tries to gang up on everyone. Defenders should make sure they put their high defenses against the enemy that can deal the most damage. If you can mark multiple enemies, use this power to concentrate as many enemies on yourself as possible so other party members can act freely. In addition, try to block enemy skirmishers to reap opportunity attacks, and provide flanking to your strikers.

All against the big boss
The situation with one large enemy in the middle and the group around him is typical for solo fights. As for positioning, this is pretty straight-forward: Make sure you are always right next to the critter, and keep your allies at distance to avoid breath weapons and other close blast attacks.


VI. Dealing with Enemies by Monster Role

You can find an introduction to monster roles in the DMG p. 54. The roles ordered by priority: If it's high on the list, it's a monster you will want to concentrate on in most combats.

Solos
If you face a strong solo, immediately mark it and get adjacent. Check your daily and encounter powers for status effects and other debuffs, self-buffs, party buffs, and effects that last a whole encounter. Make sure you get an attack bonus from items, flanking or the leader, and hit it with the big guns. If this is a boss fight for the adventure, don't hesitate to throw action points to fire several dailies at once.
Lower-level solos are less of a threat, but still require you to stay adjacent all the time to limit its mobility and ranged options and draw its attacks.

Elites
Elites have higher damage and disruption potential than standard monsters, so always concentrate on them. Keep them busy so the rest of your party can clear the cannon fodder, than bring them down as a group.

Melee Leaders
These will usually be beefed up brutes and soldiers with effects that boost their allies. Identify and engage them quickly and take them down first to make all other opponents easier targets.

Soldiers
Soldiers are in many ways the mirror of defenders on the monster side. Many soldier monsters even have marks. If your party outnumbers the opposition, head up to the soldier and keep him occupied until he goes down, while your allies take down his friends.
If the party is outnumbered, think twice: If you occupy the soldier, the soldier also occupies you, and soldiers can be hard to take down. One way to deal with this is to engage the soldier and take him down quickly with the help of a striker, then you're free to go after squishier targets.
A second method is to push the soldier or shift around him so you can get both him and other enemies with multi-attack and burst powers.

Brutes
Brutes have a lot of hp, and can deal a lot of damage in melee, even though they don't hit very well. In short, brutes are very dangerous to the party wizard, but if the defender blocks them in melee he can take them down quickly, possibly with some help of the striker.

Ranged Leaders
These can be especially nasty, as they can hit fairly high every round, boost their allies, and are hard to reach. Your best chance is to keep all other monsters occupied with yourself to allow your strikers to get him.

Artillery & Controllers
If the enemy defense line has been taken care of, focus on ranged combatants like artillery and controllers next. With marks and opportunity attacks, you can disturb them very effectively. With their weak melee abilities, they won't have much chance to fight back. As a bonus, artillery and controllers are usually less mobile than strikers or lurkers, so they can't flee as easily once you've nailed them down. If the enemy has a strong back line and a weak front line, and you feel like taking risks, you can try to carve an opening early and engage both the ranged combatants and the front line from behind.

Skirmishers
These are nasty as they have means to evade your mark and your opportunity attacks, and they hit well and high. If you face one, try to block their routes, delay actions if necessary, and hit with attacks that immobilize or stun. Be careful because often their attacks are more dangerous if they have combat advantage.

Lurkers
These are annoying as they deal a good amount of damage and status effects, but are hard to nail down. They'll make it hard for you to attack them with nasty tricks like invisibility, teleports, or stances where they can't attack but also take no damage.
Don't become too entagled with a soldier that a lurker can sneak through. Usually, you will lack the mobility to chase them down. If a lurker is a problem, stay close to your allies, especially the leader, and try to keep it off as good as possible. Try to get your mark on it. If your party has a ranged striker, let him take it down.

Minions
Most defenders are melee types and don't have much in the way of area damage. If your party has a controller, it is best to let him deal with them and concentrate on tougher targets like a brute. Even squishies like a sorcerer can survive it if a minion comes to close, so don't worry unless they gang up in big numbers.
Only if you're dealing with a really large amount of minions, charge right into the fray to keep them in one handy block for the controller to blast. It's also fun time for all those close burst.


VII. Working with your Allies

Other defender - best buddies
Few things help you be a better defender than a meat shield buddy. Two defenders can easily block a 6 square corridor. Two defenders can flank. Or one defender jumps into the fray, while the other stays back to build a front line to shield the ranged combatants.
If the party lacks a second defender, you can still use many of these tactics together with a tough melee combatant like a barbarian or a warlord.
The only difficulty in coordinating two defenders is marks: If you fight a single big bad guy, only one of you can put his mark on the big bad guy.

Leaders - making you tougher
Leaders provide you with healing, take those nasty conditions off, give you extra attacks, move you where you are needed, buff up your attacks and defenses... what's not to like? If there is any other party member you want to rely on, it's your leader.
Learn what your leader can do for you, and work with him. Always communicate tactics in short words with him (don't bog down play by discussing each move for hours, but tell him what you're up to).
And last but not least, watch his back, he'll appreciate it.

Strikers - Your evil twin with a goatie
Strikers do the opposite of you: deal as much damage and strike down as many foes as quickly as possible. If the monsters catch up to them, they're down quickly, so they will rely on you to take the hits for them. Sometimes you'll feel they steal the show, as they'll have higher kill rates and damage numbers. Don't worry, that means they do their job, and you're a professional, you can handle it.
And there is no quicker way to take a big monster down than a flanking striker and defender.

Controllers - Incoming Airstrike
Controllers are usually pretty squishy, and it is part of your job to keep them alive. Make sure that between your controller and the monster, there is always you.
But there are many ways the Controller can help you too: break up enemy defense lines so you have a charge line, clear away pesky swarms and minions, hold up enemies so you can focus on the big guy, and many many more ways.


VIII. Mobility

Being mobile is not as important for you as for the striker, but you still benefit from it. Not every fight will allow for a clear front line setup where your job is to hold the line. There are several ways for a defender to gain mobility.

Charge
A charge allows you to move twice your speed and attack in one turn. In many fights, it's the best thing for your to do in the first round to make sure you engage the enemy quickly. In fact, there are a number of defender builds that are specialized on charging an use it as their main tactic.

Mobility through high defenses
This is somewhat counter-intuitive. A walking can like a fighter in plate and shield shouldn't be very mobile, right? On the battlefield, the main tactic monsters use to keep a character from moving is opportunity attacks. With a high-AC defender (20+level), most monsters have a chance to hit with their opportunity attacks of 25% or even less. It's fun to walk across the battlefield to where you are needed and just watch the monsters fail to stop you. A speed of 5 is faster than you think if you can move from A to B in a straight line.

Drawing the enemy to you
The alternative to walking yourself, make the enemy come to you. A specialty of the Ensnaring Swordmage, but Fighter powers like Come and Get It do the job too.

Teleporting
The best short-range mobility method of all. You just appear at the space you want, and there are very few ways to stop you. Even immobilized, restrained and grab don't help against a teleport. It's also a great way to get to archers who think they are safe behind a chasm.
Teleports are a specialty of Eladrin, especially Fey Chargers, and Assault Swordmages.


IX. Other Things to Consider

Elemental Resistance
You're in the thick of things, so you'll regularly be hit not just by enemy carpet bombing, which will often be elemental damage, but also by friendly fire. Wizards are notorious for this. If your group has a trigger-happy fire wizard, make sure you have a high fire resistance. This can be achieved by items.

Self-Healing
Even if your party has a Leader, you should not rely only on him to be healed up. Their healing powers have daily or encounter limits, and it won't be enough to keep you alive and the foolish striker that got flanked by golems and beaten to a pulp. If your class has self-healing powers, or sources for temporary hit points, use them. And always carry at least three healing potions, they're cheap.

Retreat is an option
A competent party can deal with pretty much any threat, but keep in mind that sometimes, it's best to run from an encounter. Experienced DMs will spice things up with a hard to impossible encounter sometimes to remind the heroes that they are not, in fact, invincible. If more than one party member is down, or if you are on your last healing surge, it's time to get out.
If the party has to run, make sure the skirmishers and controllers escape first. Let the leader give you his last boost and let him go to. Guarding the retreat is your job, you go last.

Controlled retreat
You take the total defense action and a normal move. Your ranged combatants, like the bow ranger, concentrate fire on whichever pursuer is closest.

GTFO
The controller throws a distraction (zone of darkness, wall of fire etc.) and everybody takes a double action to run. It's risky because you grant combat advantage. Make sure that you still have enough hit points left to take one or two opportunity attacks or ranged attacks.
A really interesting read. And I think useful in that it can help open up some good discussion on Defender Role that moves beyond the simplistic view of simply boosting your AC as much as possible.

I see that in a few threads (especially, ahem, Avenger threads). Where AC gets to be this lightning rod of debate. But as you can see from your detailed post, the defender is doing a whole lot more than just being the armored up guy who can't be hit.

For me it's what is fun about the class. It can be so darn tactical. Moving things around push and/or slide ... putting yourself in the right spot to help your strikers or protect your ranged, lighter armored allies, knowing when to use certain powers with certain effects. I've played a lot of fighters/warriors/tanks in a lot of different games, and 4E really makes me happy with how it's made the role so much more interesting.
Good post.
For me it's what is fun about the class. It can be so darn tactical. Moving things around push and/or slide...

I love Defending without even engaging the monster. I threaten the eight squares around me, this is my territory...my domain. You do not enter, pass through, or even toe my domain without getting a "How do ya do" from a big hammer. If you engage any of those in my guard, your domain will become my domain, and then you will be found in violation of my domain, and severe circumstances will follow.

AKA I walk around with a sign on my chest that reads "Trespassers will be bludgeoned to death." ;)
For me it's what is fun about the class. It can be so darn tactical. Moving things around push and/or slide ... putting yourself in the right spot to help your strikers or protect your ranged, lighter armored allies, knowing when to use certain powers with certain effects. I've played a lot of fighters/warriors/tanks in a lot of different games, and 4E really makes me happy with how it's made the role so much more interesting.

Seconded. A good shield Fighter is basically like taking a secondary in Controller/Leader. You get access to a wide range of abilities to move opponents around in a pinch, as well as powers and feats that let you lend some AC help to allies. I really love a few of the powers/feats that gives allies adjacent to you a boost to both AC and REF, which are the two most targeted defenses.

Add to that powers that let push and knock enemies prone with your shield, and you can really mess up the bad guys' plans.
Very good post, I enjoy it. However:

Getting close to the artillery or controllers should always be a priority for defenders,

This is actually striker's work. The job of the defender in such situations is to avoid the others mobs to gang up on the striker. Avengers are the best at it, and warlocks/bowrangers can do by remaining out of harm's way, but rogues, meleerangers and barbarians can and should sneak or charge head on to them, trusting in the defender to avoid excess of attacks on their back.

Another thing you miss in this article is one of the best part of the defender: HP management, both of our beloved tank and of the party as whole. While is clearly the Leader's work to setup the winning tactic for the encounter, the amount of damage the party take, absorb and especially how to distribute it is in the hand of the defenders, in a similar way to the strikers choice of targets.

Choosing to not defend an ally that have still a lot of HP and surges against a low-treat enemy can become lot useful in the following encounters, helping the defender to conserve his main resource that allow him to function properly: HP & surges.

Having a zero surge defender and a full surge con-warlock is of no help in defending the party against the solo brute of the net encounter... So, be careful and think about who and against what you're going to defend.
Actually Play'ng: Nothing. My old party is full of short-sighted racists and sexists (on their own admission), so I left.
Very good summary overall, especially since you note the importance of not merely pumping AC to oblivion. =)
Mirror's most of my thoughts on all these classes; I love defenders
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An honest-to-Kord newbie friendly guide? !

Aside from a few nitpicks (a dazed creature can still charge), formatting issues, and a strange mid-sentence cutoff at the end of the "Boost ally defenses" paragraph, it's all good.

Cha Paladins being good VS large groups of enemies? I haven't seen it yet...they can't multi-DC, and STR Paladins have a decent amount of multi-marking abilities, and better OAs (Our group has no PHB2). Usually what happens after the initial rush is that I mark something, his buddy flanks me, and the rest of the mobs break off to dogpile the striker.

Would be interesting to know y'all's thoughts on a few "troubleshooting" scenarios.

1) You're in a melee heavy party with a few squishies in the "Front line" formation. Enemies ambush the party from behind.

2) You're flanked by four enemies, bloodied, and haven't used your second wind. The nearest healer is 10 squares away.

3) The Striker is cornered and flanked by enemies with damaging auras. Moving to help him will likely put you in the same position.

4) The fight turns for the worse, and you are all about to die. You cannot reach the nearest exit in one turn, but your allies and the monsters can.

If you've already faced a solo today and you're out of powers, run. Remember, you don't have to outrun the dragon, you only have to outrun the wizard.

Hard to do when he has Expeditious Retreat and you're in heavy armor, though. :P

A really interesting read. And I think useful in that it can help open up some good discussion on Defender Role that moves beyond the simplistic view of simply boosting your AC as much as possible.
[...]
For me it's what is fun about the class. It can be so darn tactical. Moving things around push and/or slide ... putting yourself in the right spot to help your strikers or protect your ranged, lighter armored allies, knowing when to use certain powers with certain effects. I've played a lot of fighters/warriors/tanks in a lot of different games, and 4E really makes me happy with how it's made the role so much more interesting.

Third'ed. This isn't 3e where you can just throw a Fighter at a newbie and expect them to instinctively know what to do. At the very least, you have to be paying attention during one other player's turn, if only to record damage to your hit points. Then there's knowing where the monsters are, where the allies are, who has how many hit points, who has what conditions, who to mark, who to defend, who to ignore, how to coordinate your positioning and powers with the other melee'ers...

Defender is probably the most tactical role, after melee Leader. I love it.

Another thing you miss in this article is one of the best part of the defender: HP management,
[...]
Having a zero surge defender and a full surge con-warlock is of no help in defending the party against the solo brute of the net encounter... So, be careful and think about who and against what you're going to defend.

I don't suppose you're a fan of the thirty minute adventuring day?
Great guide, and pretty spot on, as a few others have noted some issues, i won't get into that thanks a bunch, fun read.

Would be interesting to know y'all's thoughts on a few "troubleshooting" scenarios.

1) You're in a melee heavy party with a few squishies in the "Front line" formation. Enemies ambush the party from behind.

2) You're flanked by four enemies, bloodied, and haven't used your second wind. The nearest healer is 10 squares away.

3) The Striker is cornered and flanked by enemies with damaging auras. Moving to help him will likely put you in the same position.

4) The fight turns for the worse, and you are all about to die. You cannot reach the nearest exit in one turn, but your allies and the monsters can.

I like these exercises.

1) with a melee party, engaging is easy. I would think that #1 gets tougher when the party is made up of range squishies that make up the back line. In that case tactical movement (remember strikers should be fairly mobile) becomes the first round order of business. You can move freely through allied squares, so in just one round you can have the party reversed on the monsters. Having the squishies take some damage each fight is decent mitigation, since the defenders HSurges are what determine the workday in most party make-ups. Every PC that takes meaningless light damage other than the defender helps mitigate the defenders need for healing, which is nice, but can't be overdone...

2. If you are terribly concerned, and maybe you are, but in this scenario you still have 2nd wind, and they don't provoke and add to your AC. So you could either shift, shift, AP move to healer. Or shift, move taking only 2 OAs. You could take your 2nd wind, shift, but that leaves you still in combat with all 4, albeit with a new HP total and +2 to AC for next round. With an AP you could total defense as well to gain a +4 total on your AC for that round. There are a few items that have daily uses that grant resistance (cloak, shield, and surely others) that could be combined with an AP. Also in this scenario classes might want this setup, such as a fighter using stances, or an SMage with AoEs, Str pallies with valiant, etc.

3. You are built to help him, while he is built to not be in that sitch. Moving to help him will only replace you in his position if he is let go, meaning that you are doing your job. If he has fallen (and most DMs won't make the trade striker for defender), then it is your job to lead the path for the healer anyways. Again though, the striker should have some kind of mobility that helps them out of this situation, whereas you are pretty much geared for it. Peel them off as soon as possible... Damaging auras suck, but unless you are really good at range kiting (and i have had DMs who straight up didnt allow it... outdoor plains campaign setting + ensnare + party of archers + crazed wizard = angry DM... "oh i didn't mention, they can all fly!") you are going to have to engage them at some point anyways... Otherwise they will move from striker to striker.

4. This is a tough one. I don't know what to do. We had a near TPK (2 striker PCs rolled out 20s on death saving throws to turn the tide at last minute, whew!) where this was the scenario. The monsters were far more mobile than us (heroic tier, think we were 3rd level with a 6 man party), and we had all exhausted our dailies and encounters long before. The monsters harried us (much like light cavalry, since we could not outrun them), and my defender was the slowest (dwarf). All dropped but the cleric and the wiz, as the DM saw them as the least credible threat. Of course, it would end up being the flaming sphere that saved the day (over time damage was kept by the wizard and was highest at end of day). We thought about it a while, and realized that our mistake was at the beginning of the battle (moving in, rather than trying to "pull" the monsters out into more open area that we could control better), but the battle went at least 20 rounds before we had to sound all out retreat, and then it was faaaar too late. I would like to hear what others think on this particular question... as my defender just got swarmed and dropped by half the force while the other half harried the party.
I don't suppose you're a fan of the thirty minute adventuring day?

Somehow, the opposite.
To have a proper set of encounters and survive trough it whitout an extended rest, the party need to know how to use at best their resources. HP/surges, as all of the things the players have at their disposal. The Defender is, IMHO, the one in charge of managing this often overlooked resource.
If it is true that a monster deal the same (sometime more!) damage at full HP as at 1 HP, the same is true for the players. So, you can save the precious HP of the tank by absorbing the damage whit the other characters: it's up to the Defender, and in second place to the Leader, to decide how much risk.

I'm not against the "30-min" workday, but the actual edition is specifically designed whit a stream of encounters interrupted by the short rests. To say, it has happen only once, and the encounter stream was designed whit this in mind, that I disallow my players to take more than one rest between one encounter and the next, and we're playing since the PHB has come to the shelf (20th level now).
However, doing a single medium encounter should not be followed by an extended rest: to put it simple, the game is not designed to do it. (And, btw, if you risk nothing, it is boring.)

I can deal whit an always-extended resting party, by putting Solo Groups at each encounter, so to encourage them to go forward when meeting a normal encounter, or by giving them a time limit. Anyway, it is not happen to me, so I do not really bother
My players do their part, encounter after encounter, and we enjoy the game ^_^

In conclusion, resource management is the main ability required to play the average D&D 4th game.
The Defender manage enemies positioning and damage they deal to the party, not only to itself.
That' the sum of his role, in my modest opinion.
Actually Play'ng: Nothing. My old party is full of short-sighted racists and sexists (on their own admission), so I left.
I would like to hear what others think on this particular question... as my defender just got swarmed and dropped by half the force while the other half harried the party.

I can't quite remember which daily power it was, but I was reading a warden daily the other day and the first thing that went through my head was how great it would be for one of these "last stand" type scenarios. I think it put out a zone that slowed enemies or a zone of difficult terrain.

But yeah, I think I would do my best to "hold them off" while my allies retreated. It's self-sacrifice, but it would fit my tactics for that kind of character.
Very good summary overall, especially since you note the importance of not merely pumping AC to oblivion. =)

But I like pumping my AC to oblivion ...

I like these exercises.

I shall create more then!

1) with a melee party, engaging is easy. I would think that #1 gets tougher when the party is made up of range squishies that make up the back line.

IMHO, if you have a party full of ranged squishies you shouldn't be using Front Line in the first place...it's unreasonable to expect 1-2 defenders to be able to tank every monster for a party of 5-6, unless you're in a 10 foot corridor. Assuming open terrain I'd have the squishies spread out, move around, and focus fire at the edge of their range, so that they wouldn't all die to surprise enemy reinforcements from one direction.

Or area attacks, for that matter... One dragon fight had the wizard, ranger, cleric, and me (LoHing the ranger) all packed into the entryway. The dragon pushed the warlord away, then came over and blasted us. It wasn't pretty :embarrass

The big question for #1, I think, is who to disengage from the front line (assuming each melee'er is engaging something) and aid the back. The barbarian, because he can charge? The STR cleric, because he can heal? What if you're the closest one, but you've got three guys on you?

3. You are built to help him, while he is built to not be in that sitch. Moving to help him will only replace you in his position if he is let go, meaning that you are doing your job. If he has fallen (and most DMs won't make the trade striker for defender), then it is your job to lead the path for the healer anyways. Again though, the striker should have some kind of mobility that helps them out of this situation, whereas you are pretty much geared for it. Peel them off as soon as possible...

Good call on the mobility and clearing a path for the healer. #3 was written with a "What an idiot, I'm not helping him!" scenario in mind. But interpersonal problems should not enter into battle tactics.

4. This is a tough one. I don't know what to do. [...]

The way I see it, there are three basic scenarios for #4:

1. Stand and fight - Plant yourself squarely between the monsters and the exit, and punish them if they so much as look at your allies while they run away. Of the three options I present, this is the one most inviting the DM to kill your PC.

2. Live to fight - Screw your allies. Double-run - triple-run if you need to - in the direction of the exit. Then make puppy dog eyes at the DM and beg him not to take advantage of the CA you granted.

3. Dare a fight - Move yourself in the opposite direction of your allies, but still closer to the exit, and through marking, running, or both, make yourself a preferred target. Then pray. This gives your DM the most interesting tactical choice.

Optimal option dependent on your party makeup, the terrain, the initiative order, and how much gold your party can spare.

Team Exercises!

For simplicity, the party consists of a fighter (you), a wizard, a rogue, and a cleric, though you can modify it as needed for more interesting answers.

5) The wizard's magic missile has confirmed there is a dragon hiding in the darkness. The rogue has maxed dexterity, but low constitution. Your Reflex defense is in the gutter. Who enters the room first?

6) A half dozen regular enemies are within 2 squares of you. Your Will defense is in the gutter. The wizard asks you for permission to cast Sleep. What do you say?

7) Your party is mobbed by flying enemies. Two are on the wizard, two are on the cleric, two are on you, and the rogue is helping you flank. What should you do? What should all of you do?*

8) There is now a Paladin in your party. You are All Against the Big Boss, and at full HP. He is low on surges, while you are not, but he still has LoH remaining. Assuming the BBEG will always attack the marker if possible, who marks, and when?

*Based on a true story. Four bats surrounded the ranger and two more went after the wizard. The DM then proceeded to roll horrendously on both to-hit and damage, leaving both of them only mildly scratched.
1) You're in a melee heavy party with a few squishies in the "Front line" formation. Enemies ambush the party from behind.

2) You're flanked by four enemies, bloodied, and haven't used your second wind. The nearest healer is 10 squares away.

3) The Striker is cornered and flanked by enemies with damaging auras. Moving to help him will likely put you in the same position.

4) The fight turns for the worse, and you are all about to die. You cannot reach the nearest exit in one turn, but your allies and the monsters can.

I play a fighter with a secondary in magic, so I'll answer twice, once for Sigbert and once for a more generic fighter

1) Move through the line and stand near the most endangered character. Cast burning hands and mark everyone to effectively bump all the squishies by +2. Consider starting a stance to give adjacent allies another +2 AC/Reflex bonus from the shield. If a generic fighter, sweeping blow or some other multi-marking ability.

2) Shielded Sides to negate the flanking; Rain of Steel to hurt them all next turn and then consider whether you want to go for the kill. Sweeping blow, action point (with human bonus to next attack) and Thicket of Blows for the aggressive character, or just second wind if you want to take it easy. At lower levels, maybe Comeback strike and action point the sweeping blow.

3) Open an arcane gate and let him walk through it For a more normal fighter, this one is also easy. Get close, Come and Get It and pull them off him. I can self-heal way better than the striker. If I really can't for some reason, just pull some off him.

4) Assuming this really is the situation, I have no action points and no way to get out at all, Come and Get It and drag the monsters away from the exit. Or thunderwave and knock them away. Or if I have NOTHING left, footwork lure one away. Give a good dying speech.
For simplicity, the party consists of a fighter (you), a wizard, a rogue, and a cleric, though you can modify it as needed for more interesting answers.

5) The wizard's magic missile has confirmed there is a dragon hiding in the darkness. The rogue has maxed dexterity, but low constitution. Your Reflex defense is in the gutter. Who enters the room first?

6) A half dozen regular enemies are within 2 squares of you. Your Will defense is in the gutter. The wizard asks you for permission to cast Sleep. What do you say?

7) Your party is mobbed by flying enemies. Two are on the wizard, two are on the cleric, two are on you, and the rogue is helping you flank. What should you do? What should all of you do?*

8) There is now a Paladin in your party. You are All Against the Big Boss, and at full HP. He is low on surges, while you are not, but he still has LoH remaining. Assuming the BBEG will always attack the marker if possible, who marks, and when?

*Based on a true story. Four bats surrounded the ranger and two more went after the wizard. The DM then proceeded to roll horrendously on both to-hit and damage, leaving both of them only mildly scratched.

5) I am a fighter. My reflex cannot be in the gutter. Assuming I have lost my shield and am cursed with bad reflex I still go in first. I can regenerate, comeback strike, have more hits and better surges than the rogue. My plan is to go in and set up a flank for the rogue if he needs it. The rogue should go in next and deal damage, then the cleric to heal whoever needs it and buff the rogue. The wizard comes in to set up a nasty zone and debuff the dragon.

6) Let me take my turn first so I can pull them all in with Come and Get It, and then take another set of attacks on them with an action point. Then he can give it a go if he likes. Again, though, as a defender, I have made sure I have good NADs. My wisdom is 14+, so my will save is NOT as bad as that.

7) Again, pull them all to you and kill them. Then have the wizard blow you all up with some sort of area effect. The cleric heal whoever needs it and the rogue comes in to pick off one with a flank provided by the fighter.

8) If you are clearly going to win the fight, the fighter marks so your party will have a more even distribution of surges for the next fight. If it's not so clear, then start a moving zone with the paladin hitting and marking, then shifting away, followed by the fighter knocking the BBEG with a Tide of Iron or footwork lure or other enemy-moving item. Then the fighter gets an OA and hopefully stops movement when the BBEG moves to the paladin. Most likely the BBEG will just swing at the fighter and so you get the best possible result -- paladin mark working AND high-surge character being targeted. However this will be a slower combat, so only if you think there's real danger.
Team Exercises!

5) The wizard's magic missile has confirmed there is a dragon hiding in the darkness. The rogue has maxed dexterity, but low constitution. Your Reflex defense is in the gutter. Who enters the room first?

First, the wizard throws a fireball or something like that, and everybody gets out their ranged weapons. Try to do some damage before the thing closes in.

Activate buffs that last an encounter.

Remember that a dragon starts combat with a fear effect against will, then breath against ref.

Depending how big the hall you're in is, it might be better to just stay where you are and try to get the dragon to chase you. Spread out so that it can't catch all with its breath. If you have to go in, of course the fighter goes first, ideally while the others stay out of sight (to avoid the fear effect).


6) A half dozen regular enemies are within 2 squares of you. Your Will defense is in the gutter. The wizard asks you for permission to cast Sleep. What do you say?

Hold that action so I can get out of the area.

7) Your party is mobbed by flying enemies. Two are on the wizard, two are on the cleric, two are on you, and the rogue is helping you flank. What should you do? What should all of you do?*

Get back to back so you can't get flanked, or retreat against a wall. Everybody tries to reduce the number of enemies that can attack them at once. Use blast and other multi-attacks, then concentrate fire and take them down one by one.

8) There is now a Paladin in your party. You are All Against the Big Boss, and at full HP. He is low on surges, while you are not, but he still has LoH remaining. Assuming the BBEG will always attack the marker if possible, who marks, and when?

The Paladin should have the higher defenses, so he marks. The fighter takes over when the pally has no surges left.

But who says the BBEG will always attack the marker?

Also, with higher defenses and more surges by class, it's unlikely that the pally runs out of healing surges first. In my experience he'll run out of LoH before he's out of surges.
Cha Paladins being good VS large groups of enemies? I haven't seen it yet...they can't multi-DC, and STR Paladins have a decent amount of multi-marking abilities, and better OAs (Our group has no PHB2).

My Charisma-Pally has HBO, which fixes the OA problem nicely.
The reason that Cha pallies work better against enemy groups are their close burst powers. I just checked the PHB, while Str-Pallies have only one, Cha-pallies have 7. The lowest is a 5th level daily, though, so that only starts at higher levels. The situation might change with PHB2.

Usually what happens after the initial rush is that I mark something, his buddy flanks me, and the rest of the mobs break off to dogpile the striker.

That's why strikers need to stay mobile As a defender, there are only so many enemies you can bind.

Would be interesting to know y'all's thoughts on a few "troubleshooting" scenarios.

1) You're in a melee heavy party with a few squishies in the "Front line" formation. Enemies ambush the party from behind.

Whoever is toughest in the back (Cleric? Staff wizard?) tries to hold them off. The back line uses their mobility to disperse. If the ambush is just a few minion reinforcements, the wizard just blasts them.

2) You're flanked by four enemies, bloodied, and haven't used your second wind. The nearest healer is 10 squares away.

- Use a close burst or similar multi-attack to punish them for ganging up on you.
- Use the second wind
- drink a potion
- Lay on Hands
- teleport away (Eladrin, Shadar-Kai)
- enjoy your attack bonus and use a daily (dragonborn)

If your defenses and hit points are on par for a defender, this should not be a crisis at all.

3) The Striker is cornered and flanked by enemies with damaging auras. Moving to help him will likely put you in the same position.

How can he be cornered *and* flanked?

Tell the striker to delay. Use Lightning Lure / Come and get it / Beckon the Foe to get one or more enemies off him. Tell him to use a multiple shift or similar to get out.

4) The fight turns for the worse, and you are all about to die. You cannot reach the nearest exit in one turn, but your allies and the monsters can.

Move - run - Action point run. That's 19 squares in one turn *in plate mail*. How big *is* that room?
My Charisma-Pally has HBO, which fixes the OA problem nicely.
The reason that Cha pallies work better against enemy groups are their close burst powers. I just checked the PHB, while Str-Pallies have only one, Cha-pallies have 7. The lowest is a 5th level daily, though, so that only starts at higher levels. The situation might change with PHB2.

STR Paladins have six multi-marking, burst, or secondary-attacking powers in the PHB. Considering most of those are encounter powers, I'd say it evens out on paper, but your play experience may be different.

4) The fight turns for the worse, and you are all about to die. You cannot reach the nearest exit in one turn, but your allies and the monsters can.

Move - run - Action point run. That's 19 squares in one turn *in plate armor*. How big *is* that room?

* You've used your action point.
* There are monsters between you and the door.
* You're slowed.
* There is no "exit" and everyone else has 7 move.
...etc.

Getting back to the main topic, is there a thread on this site that gives a good overview of the different monster "roles"? I'm pretty new to the game, haven't read the MM, and DM likes to homebrew anyway. Solos and minions are easily distinguishable on sight, but oftentimes when the DM throws multiple types of monsters at us it becomes "mark the closest one, notice how it hits hard/has a lot of hp/has a multi-hit power, yell for healing, and when it finally dies, mark the next closest one" which isn't very strategic. Especially now that our group has (finally) picked up a second defender it will be important to coordinate marks and such.
* * * UPDATE * * *

- formatting fixed
- New material: "Understand your defenses" and "Understand your mark".
- "Boost allies' ACs" part fixed.
- Chapter reordered
- removed the text for shortening, I'll copy it here for reference:

Enemy roles vs Defender classes

The different marks and tactics of defender classes make each class effective against different types of enemies.

Strength paladins have very high defenses and daily and encounter powers with sizable damage against single targets. These strength work best against single, tough enemies, such as soldier and brute elites or solos.

Charisma Paladins have more burst powers, and their strengths play best against large groups of minions or lower-level grunts.

Fighters come in many varieties. Combat challenge is works well to hamper the mobility of skirmishers. Sword and board builds work well against tough, big hitters. Polearm builds can control the battlefield when there is a pack or lesser foes. Battlerager or Tempest builds work more like strikers and cut their way through the lesser baddies before facing the big one.

Shielding Swordmages work best when flanking a big bad guy with a skirmisher ally: If he hits you, he'll likely miss, and if he hits your ally, he won't do much damage.

Assault Swordmages are unusual in that they work best against controllers and artillery. As these draw opportunity attacks with their ranged powers, they try to get rid of the swordmage when he's next to them, only to call him back when they attack anyone but him.

As for Wardens I haven't seen them in play yet but will update this guide if I have enough data.
Good stuff.

I would recommend any new player to 4th to read this as to better understand the roles of each character in the party. This would help new players to understand that pewpewpew damage is not the only thing to go for.
Getting back to the main topic, is there a thread on this site that gives a good overview of the different monster "roles"? I'm pretty new to the game, haven't read the MM, and DM likes to homebrew anyway. Solos and minions are easily distinguishable on sight, but oftentimes when the DM throws multiple types of monsters at us it becomes "mark the closest one, notice how it hits hard/has a lot of hp/has a multi-hit power, yell for healing, and when it finally dies, mark the next closest one" which isn't very strategic. Especially now that our group has (finally) picked up a second defender it will be important to coordinate marks and such.

This is an important aspect of a Defender IMO. You should really try to learn as much as you can about monster roles, because there are certain enemies that Defenders generally aren't good against. Also, what Defenders are in your party? One thing that's interesting about the Defenders is that different Defenders are good at different things. Personally, I think that the Fighter is the best all-around Defender for a party that has only one Defender, but any combination of two Defender classes leads to some very combinations due to the slight differences in how they work.

Soldier: Typically a Soldier is like a mirror image of the Fighter. They have high AC and FORT, high to hit, low damage, and average HP. Additionally, any enemy that's using a power that marks will probably be a Soldier. Often times it's just the generic -2 to attack anyone other than them, but sometimes they do have nasty effects if you ignore the mark.

As a weapon talent Fighter, I typically try to engage Soldiers when the opportunity presents itself. My high AC means they're more likely to miss me than say, the Cleric in Chain. Additionally, being a weapon talent Fighter means that I'm more likely an opponent with a high AC than someone like a Ranger or Melee Cleric. Dagger Rogues are also good against them due to their high attack mod, so flanking a Soldier with a Dagger Rouge and a Fighter is a good way to take them down. If you're playing a Defender with a much lower attack mod though (Warden with an Axe, for example) then you might want to let the Strikers deal with the Soldier.

Brutes: Typically a Brute acts like a bucket of HP. They have lower defenses, lower to hit, but typically rather high damage, and they have LOTS of HP. They don't hit often, like a Soldier, but they usually hit hard when they do.

Brutes are kind of hard to engage for a lot of Defenders (unless you build something like an extremely high damage Tempest) due to the Fighter's lower damage potential. A Fighter at level 1 with an 18 STR and a Longsword will do 8.5 damage on average. A Ranger at the same level with an 18 DEX and using a Longbow will do 13 damage on average (including Quarry). That's just for basic attacks of course, but you can see the difference. A Brute is best left for the Strikers to deal with as the average Fighter simply doesn't do enough damage to hurt it. So to me, they're not high priority targets. However you can still place yourself in the way of the Brute since you might slow him down, or get him to at least provoke an OA so that you can do some free damage to him while still using you main attack for marking purposes.

Artillery: Artillery do what their name says, meaning they sit back at range and fire at the party. Often times, they're "squishy" targets that are similar to say, a Wizard, in the types of things they can do.

As a Defender, you typically don't have to worry much about them because you'll be too busy with melee enemies. However, if you can get to them, marking them is very good. If they primarily used ranged attacks, they can't do that while next to you without provoking an OA. If you're a Fighter, they can't shift to get away either because you'll hit them with CC. So, if you have a chance to get close, you can often rack up some extra damage as they try to get some distance from you.

Skirmishers/Lurkers: In my games, I haven't fought many of these so I'm not clear on what exactly the difference is. It seems though that they're essentially like a Striker. They're the glass cannons of the enemies and typically show this through high mobility, use of stealth, teleporting, etc...

Defenders can help out the party by locking down some of these dangerous critters. Like the Rogue and Ranger, they typically won't be as robust as some of the other monsters, and are relying on stealth and mobility to keep themselves alive. As a Fighter, you can really mess up their tactics by marking them and limiting their mobility. A Swordmage or Warder can also give them a bad day. The Swordmage, because he can hit them with Aegis and either teleport to them for an attack, or reduce their damage when they attack an ally. The Warden can do it by using his Warden's Grasp power to slide into a bad position, slow them, and then prevent them from shifting when they attack an ally (Close Burst 5 too, so he doesn't have to be next to them when they do it). Paladins can also hit them with DC and do some damage wherever they are when they attack an ally, but they don't have the same ability to control mobility or protect allies from their attacks.


Edit: Just wanted to clarify something too. I haven't read through the monster manual because I want to be "surprised" by enemies, and enjoy trying to figure out what they can do (like why when fighting Hobgoblin Soldiers I was sometimes missing with a roll that I previously hit with, as if their AC was changing somehow). So, the above are sort of "my impressions" of what these enemies looks like in combat. There may be things that act like a Soldier to me, that are actually Skirmishers, or vice versa. So, if some of "roles" are wrong, think of it more in terms of the attributes I described. Such as, "weapon talent Fighters are good at taking on high AC enemies with high attack rolls, regardless of roll, because they hit those enemies and the enemies will have difficulty hitting the Fighter compared to the rest of the party".
Seems like a good idea for a thread. A thought, though:

When talking about roles, you mention "X is a high priority" in almost every case (except for minions and I think lurkers). Saying everything is a high priority isn't useful. Unfortunately, each fight requires different priorities, as you allude to. Sometimes you need to chase the skirmishers, sometimes you need to lock down their brute, etc. I would remove all of the "priority" language and just note that different fights will require different tactics. Otherwise, it sounds kinda silly.

Otherwise, I like the analysis. Looks good!
When talking about roles, you mention "X is a high priority" in almost every case (except for minions and I think lurkers). Saying everything is a high priority isn't useful. Unfortunately, each fight requires different priorities, as you allude to. Sometimes you need to chase the skirmishers, sometimes you need to lock down their brute, etc. I would remove all of the "priority" language and just note that different fights will require different tactics. Otherwise, it sounds kinda silly.

I'll try. Maybe I should make a priority checklist? When the fight starts, assess all monsters on the board.

It is absolutely ok to ask your DM in-game questions.
"Does one of these orcs bellow commands?" (leader)
"Does one of them look like he's stronger than the others?" (higher level) "Does one of them look like a spellcaster"? (controller or artillery)
"Which of these looks like it's going to take more than a hit to take down?" (minion)
Also, remember to check for hidden monsters with Perception.

Targets by priority:

1. Solo

2. Elites

3. Anything obviously larger than the rest / anything of a higher level

4. Anything that deals nasty status effects to your party (controller, some lurkers)

5. Anything that boosts the opposition (leaders)

6. Soldiers

7. Brutes

8. Lurkers and Skirmishers

9. Artillery

10. Minions

In very general terms, this should be your priority list as a defender. However, no strategy survives contact with the enemy, so be prepared to adjust to the situation. In many cases, you'll have to take down Soldiers or Brutes, or even minions, before you can concentrate on higher-priority targets. Or a bunch of skirmishers attacks from the opposite direction and the Wizard is in trouble...
I guess I just see defending as too tactically dependent to allow for a priority list. "No plan survives first contact..." doesn't begin to address the variety a Defender is likely to face.

For example, is it more important for a Fighter to deal with the big bad elite on one end of the room or move to tie up the three normal enemies on the other side? If you have a couple AoE folks, the answer is different than if you have a second defender (like a paladin) in the party. And so on.

Priority lists are good for a party to come up with, but they have to be based on the party's capabilities. I would find it hard to build a priority list, especially a new-player-friendly list, that's actually applicable.

On the other hand, more info is better. I think you're right - include priority talks. We can assume that people here are smart enough to talk to their friends about how to actualize these theories.
One can't make up a suggestion for ever possible encounter scenario and party makeup. All we can do is come up with suggestions. Like placing Soldiers over Artillery? The majority of the time, that will be the right call. Usually a Soldier can tear up your squishier party members, while going after the Artillery will leave your party vulnerable.

There will be exceptions to that probably, such as in a surprise scenario where either the party's lines or the enemy's lines are reversed. In those situations, the Defender themselves will have to come up with a plan based on a multitude of factors that only they know.

In the beginning though, you'll probably be seeing encounters that are rather typical in design and the suggestions given above will apply to most of those situations. As you gain more experience with the tactical abilities of the Defender, then you can start tweaking your playstyle to adapt to what's being thrown at you and what your party is capable of throwing back.
Also, what Defenders are in your party? One thing that's interesting about the Defenders is that different Defenders are good at different things. Personally, I think that the Fighter is the best all-around Defender for a party that has only one Defender, but any combination of two Defender classes leads to some very [...] combinations due to the slight differences in how they work.

"Working with a..." (Fighter/Paladin/Swordmage/Warden/Ranged Controller/Druid/Ranged Striker/Melee Striker/Ranged Leader/Melee Leader) could probably comprise an entire article.

"No plan survives first contact..."

True that. It's gotten to the point where I don't bother to really plan anymore, even if the DM is tossing huge plot spoilers my way.

On the other hand, more info is better. I think you're right - include priority talks. We can assume that people here are smart enough to talk to their friends about how to actualize these theories.

This is making the assumption that everyone in the party is on the same page that you are. Some people just play to have fun and don't care about tactics (granted, those aren't the people who are reading this in the first place) ...there's a thin line between "it would make us more effective if you used x when I did y" and "dictating everyone's moves like an overbearing mother hen".

Asking the DM for some general descriptions of monster behavior is a good idea, I will definitely try that.

Also, mkill, a formatting tip: if you don't want to include an explicit "priority list", rearrange the "Dealing with Enemies by Monster Role" in approximate priority order, from Minion to Solo. Having a steady "buildup" of average enemy threat will make the advice in the section easier to remember, rather than jumping around from "yes-no-yes-sometimes-maybe-definitely."

Unfortunately one of the "problems" of the Defender role is that it is most obvious when you are not doing your job:
If the Controller isn't using AoE to control groups of monsters, they last longer and hit the party more often.
If the Strikers aren't focus firing the most dangerous targets, they last longer and hit the party harder.
If the Leader isn't buffing, the PCs hit a little less often and a little less hard.
If the Defender isn't tanking efficiently...sooner or later somebody will die.
Probably someone who didn't even want to take hits in the first place.

One more suggestion to improve this guide: add a bit more regarding the tactics of "how to not die". Charging into a pack of enemies may look like tanking, but if it gets you mobbed and KOed in two rounds it's not smart unless the rest of the party annihilates them all in those two rounds.

Things like:
* When it is OK to be bloodied, when to start worrying
* When to stand and take it, when to yell for a healer, when to disengage and reposition
* When to let an ally get beat on
* When to use your second wind
* When a healing potion is worth it (lower heal value...)
* Is it ever optimal to incur a serious risk of death? Is it ever suboptimal to take actions to heal yourself?
Things like:
* When it is OK to be bloodied, when to start worrying
* When to stand and take it, when to run, when to yell for a healer
* When to let an ally get beat on
* When to use your second wind
* When a healing potion is worth it (lower heal value...)
* Is dying ever OK?

This will change from Defender to Defender, and Level to Level. But I'll answer this from a Level 6 Warden's Perspective.

1) My HP Value is irrelevant, except when I know the monster can put me to negative half in one attack from there. This is because I can use my Daily Utility, Second Wind, Dwarven Armour to get up to full when I go to negatives. Otherwise, when you're hitting about a quarter of your Hitpoints, you should start getting solidly worried. If you are at this value at the start of your turn, you'd want to consider second wind/requesting a heal.

2) Most of the time I'm setting up a situation to maximise our damage and 'fork' the enemies (If they attack me they get punished, if they attack someone else they get punished). If a healer is throwing around free healers (ala Healing Strike) I'll take them whenever, however, I can mostly take care of myself with temporary hit points and healing abilities. I will stand and take it quite often, rather than letting my allies take it. I will run when the encounter looks horrible and we'll decide this. But in character, we'd leave no one behind.

3) I'll let dwarves get beat on, and then the barbarian, but rescue the rogue more than often. If you can take care of yourself to a degree, you can get beat on, as long as I'm minimising the damage taken elsewhere. If you need a creature fished off you, that will take priority too. So if you're a ranged ally and are in the corner, I'll get him off you.

4) Second wind when I'm pushing closer to a quarter, or even just after I go down. This is because I'm a Warden and still can mark enemies during my turn when I second wind. In fact, I'll second Wind, move through OA's to get the best position and then mark, since I'm an Earthstrength

5) Potions are strictly on the "OMG I NEED A HEAL" basis. I have so many other abilities and other healers who can grant much superior. You know this brute hits for about 20 damage extra, will you risk going down because of it? Potion can put you into a safer zone, however I'd rather use a non-consumable more powerful heal first.

6) Can't really answer this.
Remember that it might be a lot more important to know when not to take damage, than anything else. The defender should take Most of the Hits but not All. Having a safe zone of HP is very important when there are enemies that can hit the NADs hard. So its very tricky, but its very important to know when to let someone else get hit for a change.
This guide is very close to deserving 1st Defender forum sticky. Among some things others mentioned, formatting is the biggest issue to me. It's readable, but sort of a big mess.

Great thread, Mkill!
This guide is very close to deserving 1st Defender forum sticky.

I agree. Mods? Pretty please...

*** UPDATE ***

- Improved formatting. The guide now has a table of contents, and subheadings are bold all through the article.

- Monster roles ordered by priority: based on suggestions by Xtian.
Minor quibble: under Combat Challenge, you say "(Note that you still can only make one immediate action, such as an opportunity attack, per turn)". An opportunity attack is an opportunity action, not an immediate action, and it works off of different timing rules. I'd rephrase to "(Note that you still can only make one immediate action, such as the attack granted by Combat Challenge, per turn)".

t~
Minor quibble: under Combat Challenge, you say "(Note that you still can only make one immediate action, such as an opportunity attack, per turn)". An opportunity attack is an opportunity action, not an immediate action, and it works off of different timing rules. I'd rephrase to "(Note that you still can only make one immediate action, such as the attack granted by Combat Challenge, per turn)".

t~

Yeah, that's an important point that's often a source of confusion for new players. You get one CC attack (or other immediate action) per round, and then one OA per opponent's turn. This is something that's important to understand because there are some powers in Martial Power that key off opponent's shifting or attacking an ally, but since they use an Immediate Interrupt as the action, you can only do one in place of your normal CC attack.
(and while we're nitpicking)

If he neglects his defense, he is a liability to the party because it is easier for enemies to render him effective with weaken, stun and other effects, and he needs to be healed more often draining party ressources.

Should be "ineffective". There are other typos, but this is the only one that could cause confusion.

Nature's Wrath
The Warden's mark is about crowd control: Similar to the Fighter, he doesn't need to waste an action on it, and even better, he can mark each adjacent enemy as often as he likes

Technically, once per turn as a free action.

No matter how many enemies you have marked, you only get one immediate action per turn,

One per round.
Thanks to everyone for their eagle-eyed error spotting. I made the mistake, probably like many old 3rd edition players, that I never realized opportunity attacks are their own type of action now.

*** UPDATE ***

- Combat Challenge completely rewritten

Is it correct and easy to understand now?

- typo fixed (ineffective)

- Nature's Wrath more precise
- Combat Challenge completely rewritten

Is it correct and easy to understand now?

It's better, but still not entirely correct. The fighter's ability to stop movement is his Combat Superiority feature, and is completely separate from his Combat Challenge feature. He can stop enemy movement even if he does not have them marked, but only on an opportunity attack.

t~
It's better, but still not entirely correct. The fighter's ability to stop movement is his Combat Superiority feature, and is completely separate from his Combat Challenge feature. He can stop enemy movement even if he does not have them marked, but only on an opportunity attack.

*fnark*

I really should not try to write these things from memory when I don't have a book to check. I read the description again now, and fixed it. Hope it works now. Sorry for the confusion.
Don't forget Combat Challenge also lets you make a MBA as an immediate interrupt ("immediate counter" sounds like a Reaction?) when the marked target makes an attack that does not include you. Good way to keep him off the rogue/ranger.
*fnark*

I really should not try to write these things from memory when I don't have a book to check. I read the description again now, and fixed it. Hope it works now. Sorry for the confusion.

Not trying to be nitpicky here, but that section could still use some more work. One of the biggest points of confusion that I see for other Fighters is how Combat Challenge and Combat Superiority work.

I would recommend just changing the section entirely. They're two totally separate abilities that use different actions and key off different triggers, so they should be clearly separated. I would change the "Understanding your mark" section to something like "Understanding stickiness" or "Understanding class abilities". Then, I would just make a "Fighter" section that's split into two sub-sections, one for Combat Challenge and one for Combat Superiority. Place Combat Superiority first, since it doesn't require a mark, and then explain Combat Challenge second while also explaining the Fighter marking mechanic. See the spoiler block below for my suggestions on how to do this.

Show
The Fighter has two different, but very powerful abilities that aid in his "stickiness".

Combat Superiority
The Combat Superiority class feature gives bonuses to a Fighter's opportunity attacks. As with normal OA's you can make one opportunity attack per opponent's turn. Combat Superiority increases the effectiveness of these attacks in two ways.

First, it adds your WIS modifier to the attack roll for each opportunity attack that you make, which means that even a low WIS (12 or 14) makes a Fighter significantly more accurate when he makes OA's.

Second, if it was a move action that provoked the OA, such as an enemy moving out of an adjacent square, then an enemy struck by your OA stops his movement. This means that if an adjacent enemy attempts to move away and you hit him with your OA that the enemy will remain in his original square adjacent to you.

Combat Challenge
Unlike the other Defenders a Fighter marks an enemy whenever he attacks, hit or miss. He can also mark as many opponents as he can hit. For example, a Dragonborn Fighter using his Dragon Breath attack will mark every enemy in the attack area regardless of whether the attack roll was successful hit or not.

This mark lasts until the end of your next turn, at which time you must attack the enemy again if you wish to keep them marked. This mark may also be superseded by other marks and a creature can only be subject to one mark at a time. While marked the creature also takes a -2 penalty to all attacks that do not include the Fighter as a target.

Additionally, if an adjacent enemy marked by you shifts or attacks someone other than the Fighter, you can make a Combat Challenge attack. This is a melee basic attack and it uses an immediate interrupt action, which means that you can only perform one CC per round.


Don't forget Combat Challenge also lets you make a MBA as an immediate interrupt ("immediate counter" sounds like a Reaction?) when the marked target makes an attack that does not include you. Good way to keep him off the rogue/ranger.

This is another good point. One of the advantages that Fighters have over some of the other Defenders, like the Assault Swordmage and the Warden, is that his attacks are interrupts. Thus, you can sometimes kill an enemy with a CC attack and thus negate the attack he was making on your ally. This is very useful for keeping your allies safe, especially towards the end of a fight when enemies are bloodied and might be considering a last ditch attack against a squishy.

Also, remember that OA's interrupt the triggering action as well. This means that the Fighter's ability to stop movement on a successful OA is an interrupt, and thus will return the creature to the square he was in before he moved. Thus, if you hit an adjacent enemy with an OA because he was attempting to move away it will stop his movement (thus wasting the move action) and he will be returned to his original square adjacent to a Fighter. This also works for charges, since they're just a move action combined with an attack.
@DoctorProctor: Thank you. I've taken your draft and rewrote the explanation again. Now, the difference between the two fighter class features, their effects and interaction should be more clear to the reader.

I'm determined to get this right. In my eyes an average fighter build in the hands of an excellent player who knows how to be sticky is a more efficient party member than a DPR monster in the hands of a hack who just whacks whatever monster is the nearest.
@DoctorProctor: Thank you. I've taken your draft and rewrote the explanation again. Now, the difference between the two fighter class features, their effects and interaction should be more clear to the reader.

I'm determined to get this right. In my eyes an average fighter build in the hands of an excellent player who knows how to be sticky is a more efficient party member than a DPR monster in the hands of a hack who just whacks whatever monster is the nearest.

No problem, it looks good. I like a couple of the things you added too, like teleportation not triggering either ability.

I also agree with you on the need for a Fighter to think tactically in order to do his job correctly. While Strikers can be tactical and efficient, they're also relatively easy to play as just a PC who keeps hitting something until it dies and then moves on to the next target.

The Fighter, to me, is the the archetypal Defender that is the most efficient out of all the Defender classes at holding off enemies. Pally and Swordmages can really lock down a single opponent, but have difficulty with multiple enemies. Wardens can deal with the multiple enemies, but don't have as much movement denial ability or interrupt capability as compared to the Fighter. A properly played Fighter can tie up his opponents by denying or punishing movement while still dishing out damage through CC attacks and even possibly invalidate attacks against allies by killing the attacking enemy with the interrupt.

I remember in one of my last fights we were in a room when three Soldiers opened up a side door and were going to join the fight. Since the main fight was going well and I didn't want us getting flanked, I had my Fighter move over to the side to try and stop the Soldiers joining the combat. I was able to hold them off for 4 or 5 rounds (in part because my DM hates provoking OA's and CC attacks from me because I have a nasty habit of killing the guy provoking :D ). Thanks to some healing support I was even able to survive 3 critical hits in successive rounds.

That, to me, is the epitome of being a Defender: Assessing the tactical situation and moving to intercept enemies and protect the party by preventing them from getting to your enemies and absorbing attacks that would have killed some of the weaker party members.
If you've liked this guide, also check out part II, The Art of Striking.
An excellent thread. This should become sticky...
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