What offprints a guardian from other defensive attitude constructs is that it isn't really a defender at all, at least not in the sense that it have important ability to avoid or absorb attacks. Rather, a defender is a fictional character designed to do attacking their complaints too great a threat. A typical phantasy defender would be a pikeman or town guard. Although their defences may not be exceeding (they may even be lacking!) they utilize range to do their place too unsafe to attack.
Not all game systems will necessarily back up defender builds. To do an effectual guardian, you necessitate abilities that let you to assail in response to enemy actions. Some guardians, such as as the aforesaid pikemen, might utilize range to hit foes as they close. Other defenders are more than close-range warriors, relying on abilities that let them to counter-attack their enemies. Magically inclined defenders may be able to debar enemy onslaughts back upon them, recoil the harm they sustain, or even absorb enemy onslaughts to authorise their ain actions.
A defender construct rarely stand ups alone, unless it have abilities to redirect the onslaughts of enemies. Otherwise, a defender volition necessitate to have got an offense presence capable of dropping enemies before they acquire to do their attacks, or cogent defences that will negate enemy assaults and let the fictional character to reciprocate. The defender construct is paired well with either the defender or crusher builds; the former makes a enemy that is not only hard to assail but also likely to hit back, making such as assaults a foolish proposition. The latter may not counter as many attacks, but enemies cognize that to hit at such as an opposition is to ask for its powerful offenses.
Just as the method of defence can change between guardians, so too will you desire to make up one's mind how to utilize your abilities. Some guardians, particularly those with a defender bent, specialise in drawing onslaughts onto themselves by using their defender abilities to hit back when foes onslaught their allies. More offensively-minded defenders are just the opposite; they utilize the menace of a reciprocated discourtesy to maintain foes off of themselves, or driblet enemies as they approach, freeing them up to concentrate on their discourtesy duties.
Since the end of a defender is defence through superior offense, abilities that tin weaken or neutralize oppositions quickly are much favored. The combination of a defender and neutralizer construct can be very effective, allowing the fictional character to significantly debilitate or even despatch enemies who assault its position. This supplies a greater threat, as a neutralizer's powerfulnesses can go forth an enemy too weak to finish its onslaught even if it doesn't fall.
The defender is a more than hard construct to play than a army tank or protector, but can be highly effectual when used well. Your end is to do the enemy not desire to assail by turning it against itself. Bear in mind, though, that when conflict is joined in an RPG, the enemies will be attacking. Bash not presume that the menace alone will be sufficient; focusing on obtaining strong abilities that let you to drop those enemies who diagnostic test your resolve, or cogent defences that give you the border in a conflict of attrition.