There’s this entry I wrote ages ago which either mysteriously disappeared or was deleted because I was afraid to share my idea. It turned out that it was the only copy I had of the information, and so when it disappeared, the idea was completely lost. *cue violin music* Today, I finally got around to figuring it out again so I could apply it to the Norvendae classes as I continued to develop them.

Those are the vaguely-defined offense, defense, and support designations for classes. See, I mentioned the leader designation but I used a different link, and then I lost the original article I wrote about the designations. Here, finally, I’m going to talk a bit about them. This comes after thinking and writing about blandness in character powers in LEGO PotC, and meditating on the abilities of Guild Wars 2 professions.

The support role, I determined first. It’s had a lot of development in recent years, with improvements in artificial intelligence and whatnot. The support role features three core abilities: minions, command auras, and single-target buffs. All of these abilities complement each other, and make a support character a one-man army if that’s what he needs to be. His allies can also benefit from all of his powers.

The defense role took a bit more time, but I figured it out after taking some hints from the support role. Defending characters are much more poorly defined in general. The defense role features what I’m calling wards, sentries, and companions. Wards are traps and buffs — “if you’re going to build a wall, put spikes on it.” Sentries punish attackers exclusively. A companion is your right-hand man, and watches your back.

I wrote enough about the role of offense that I made it its own entry.