Attacks and defense/resistance can come in any combination of these damage types, giving the player the ability to customize not only the look of a power, but how that powers works.
Any form of positive emission that can be manipulated and /or projected. Energy will do equal damage to defense and resistance.
Dark force or anti-matter, negative-energy will cause significantly less damage to defense and resistance, but can draw health and endurance from the target back to the wielder.
The weakest damage of all, but will bypass any other defense or resistance. Psionic force can only be countered by equal or greater psionic defense or resistance.
The tanker is not as agile as the battler, nor is he as effective against an entire area of enemies as the controller, but the tanker is a juggernaut of short-range attack and defense/resistance. The tanker has the unique ability to shift his power from irresistible force to an immovable object. The tanker is used to break blockades or form a last line of defense. The key to being a good tanker is knowing when to switch and by how much.
Cutting / Piercing
Swift and penetrating, cutting/piercing does more damage to defenses and less to resistance.
Like energy, Heat does equal damage to defense and resistance, but to a lesser degree. Unique to Heat is a minor damage-over-time effect simulating “burning”.
Similar to Heat, Cold also does less damage than Energy, but adds a “slowing” effect that not only reduces the movement speed of the target, but also their ability to trigger their offensive abilities.