The following is a list of the updated defensive tactics as applied by the various tactical roles – harrier, charger, keeper, trapper, and seeker. These were revised to work in conjunction with the Updated Combat Powers for August, posted yesterday.

Important to note that any reference to “you,” refers to whomever is using the effect, and that when you’re called upon to target a creature, you can’t be that target. It’s you or the world, basically – though astute players will notice that includes your allies and your enemies in equal measure. But more about targets and ranges later.

Dodge -Harrier
Reduce the damage you take from attacks that miss you to zero.

Resist -Charger
Reduce the damage you take from attacks that target you by half.

Deflect -Keeper
Reduce the damage one creature takes from an attack you block to zero.

Reflect -Trapper
Deal damage to your attacker equal to half the damage you take from one attack you block each turn.

Counter -Seeker
Prevent the secondary effect of one attack you block each turn.

There are some terms here that I use that haven’t necessarily been used consistently in the past, and probably need some clarification. When you see the word “ignore” (not included above, but in previous rules text) it means that whatever effect is being applied, isn’t applied to you or whomever is the ignoring target.

When you see the word “reduce” (referenced several times above) it describes a situation where a numerical effect is being made less effective – either being cut in half, or rendered otherwise ineffective. It doesn’t apply to non-numerical effects – that’s what the “ignore” term is for, mainly. There’s also “prevent,” though.

When you “prevent” an effect, it’s like the effect never even happened, except whatever resources were consumed when it was initiated are still considered spent. Having something prevented is a bad way to go, but tends to be great for the creature or character using the prevention effect.

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