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Posts
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Joined
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My name is Alvan, and I approve the goals of this project.
I'd probably go with damages over immobs on Chilblain and Holds over damage on Block of Ice, but that's just me and my obsession with Holding things. And I'm usually uncaring about others, so I'd probably drop the second interrupt reduction from Aid Other (and put it in Blain for more damage). Otherwise I think this looks really nice -
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lol ok what is better to take inki aspect or orbiting death?
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Inky Aspect is more a defensive, Orbiting Debt more an offensive power. It depends which kind of a WS you're going to make. Both assume you're spending time in Human Form and in Melee.
In fact, they support each other, so they might both be worth taking. Pretty much depends what you want. -
Fire:
+ fast ghetto-hold (immob+flashfire)
+ damage
+ imps
Earth
+ Placeable things that combo with Storm's things nicely
+ pooman
So pretty much depends what you want. You've tried Fire/ before so Earth might be the way to go this time. -
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The first thing I saw wrong with the guide is "black and white" rules.
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I am sorry to hear that you find the tone of the guide "wrong". It is meant for people who have an Empath and haven't fully explored the ATs possibilities. The strict black-and-white tone comes from the fact it is actively trying to change a playstyle with a single post, and in my opinion, trying to emphasize how every situation is unique and these might not be the best ways to do things don't fit that purpose, as a regular Healer might think they're doing things right and ignore the advice. In my opinion, once a person grasps the basics, they usually realize that there are situations where the regular rules don't apply (even the Healers realize that they can't heal another Empath who has just used Absorb Pain or in the old days someone who had used MoG). But if they spend 50 levels following the team with Heal Aura on auto and calling themselves master empaths because the green numbers are so high, this will never happen.
This said. I do like the first long post you wrote. It goes into the finer details and offers alternatives. It is sort of the second lecture after the first -
Thank you all for the encouraging comments.
The whole guide idea got started over the SG chat when people were complaining how they hate teaming with bad empaths, and how it's even worse when these said cases think they're the awesome as long as they keep healing... and no-one on the team has seen a single Fortitude or Clear Mind in two missions, even when asked for one (and the Empath has the powers).
If the guide makes some Empath look at his powers and their effects again and realize they have much more to offer than plain heals, my work here is done -
I don't think it'll be Electric armour, as the base idea is to give villains access to hero powersets. Invulnerability or Ice (with Hibernoob getting replaced by hide and the other powers getting heavily modified) being the logical options. As for melee... Fire or Ice maybe. The other's don't really fit.
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Agree with what you're saying, and most of what you've written is almost "empathy pro tips" -area. But one thing...
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Fortitude
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The +damage is almost meaningless when people are slotted up in the later levels.
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As a /devices blaster I disagree on this. While it's true in most cases a small +dmg buff doesn't matter, it can really crank up the kill in teams that are a bit low on their DPS. And for example when in a team with a forcefielder in the mix, you can pretty much safely ignore buffing the tankers with Fort even if they're knee-deep in enemies (unless going against some specific foes...) and focus on the damage-dealers (and yes, the two aren't necessarily exclusive...). But situational changes are something that just need to be learned by each emp individually...
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Welcome to the Basics of Empathing. (PvE)
Warning: Guide might contain opinions.
Quite many Empaths call themselves Healers, but to be truthful.. You are healer until the level where you take your first Buffing power (Fortitude). After that you might heal, but you are awesome because you have awesome buffs.
You prevent people dying by buffing their defense and their regeneration. You keep people doing more damage by buffing their recovery, their recharge, their tohit and their damage. You're a buffer.
Also. You make the call what powers to pick and how to use them. But if you skip Fortitude, don't wonder if people whine. It's the best damn buff, ever. There is no excuse for skipping it. Really. Single Fortitude will save more lives than a Heal.
These are the powers at your disposal and some tips how to use them:
Healing Aura
You're doing it wrong: if you have it on auto and think you're using it awesomely like that as people are getting omg-healed everywhere.
You're doing it right: If you use it situationally to heal off AoE damage dealt to the group. If you're using it to measure if people are in RA range. If you're healing with it when people have taken damage.
Heal Other
You're doing it wrong: ... I have absolutely no idea how you can actively fail at using Heal Other. It's probably the only sure power you have.
You're doing it right: If you use it to heal people after they take damage. If you keep yourself positioned in places where you have good line of sight to all your teammates and they're in range of your Heal Other so you can use it when necessary.
Absorb Pain
You're doing it wrong: If you use it when you have aggro on you. If you use it to heal damage that can be healed with Heal Other and it's recharged. If you only have Absorb Pain and no heal other. (and according to many (not me, I like it)... if you have Absorb Pain)
You're doing it right: If you use it to heal the Kheld that has just been hit by a Quant or Void. If you heal the Tanker that's taken over 50% damage. If you heal people with it when your heal other isn't recharged and your team (but not you) is taking constant damage from a high burst damage source.
Resurrect
You're doing it wrong: When after a teamwipe you use it on a character that doesn't have rez, if there is an option to use it on one that has. If you wait until the combat is over before you resurrect your teammates.
You're doing it right: If you resurrect your teammates as soon as they go down. If you wait before resurrecting because a teammate has Fallout or Vengeance and they're using it. If you resurrect someone after a teamwipe who will benefit in the teamwipe recovery process (another rezzer, someone with speedboost, etc.).
Clear Mind
You're doing it wrong: If you're providing only the tankers with it. If you're not keeping the other person on the team who has a similar power (ID, Clarity, CM...) Clear Minded when going against mobs who do mezzing.
You're doing it right: If you manage to keep the squishies Clear Minded at all times. If you renew their Clear Minds every time you use Fort (<- this will result in bit of an excess use of the power, but at least you keep it on everyone who needs it at all times). If you answer to people's "zzzz"s with using the power, not some witty "well why are sleeping on the job" remark.
Fortitude
You're doing it wrong: You're providing it to a person that doesn't benefit most on your team from it. If you don't use it as soon as it's available. See below.
You're doing it right: If you're using it for what it is for. It's a +def, +tohit, +damage power. If you consider who on the team benefits most from these and use it accordingly. (Usually Tankers, Scrappers and Blasters/Khelds should be on top of your list.) If you keep it on people as much as possible - Most people who advertise on being "Empathy Defenders" have enough recharges on this power (and have Hasten) to keep it on three people simultaneously, so pick three people who need it most and keep it on them.
Recovery Aura
You're doing it wrong: If you're using it only on yourself. If you don't use it on the people on the team who are endurance hogs (you'll see it from the diminishing size of their blue bar). If you use it when people aren't going into combat (short duration, it's wasted on people who are standing around)
You're doing it right: If you keep an eye on the people who need, and try to use it on them. If most of the team needs it, you call people to gather if they're scattered before using it. If you use it mid-combat to help a person counter a near-fatal end-loss if the rest of the team can handle themselves.
Regeneration Aura
You're doing it wrong: If you're providing it only to people who aren't going to be damaged. This is another one of those really-hard-to-mess-up-using powers.
You're doing it right: If you use it on the character who is going to get aggro from a mob. If you take heed from the other RA's "you're doing it right" section and use common sense in applying it.
Adrenalin Boost
You're doing it wrong: If you're firing it at the first target available as soon as it's up.
You're doing it right: If you realize it's a situational power that can benefit many different character types in many different situations. It's an insane +regen, +recovery, +recharge boost with +res(slow) added on top. If the Blaster goes Nuke, this will go a long way in getting him back into action. If the tanker is slowed, this will get him back to aggro-management business. Etc. If there is no situational need for it in the team, you use it on the person who benefits most from it (has long-recharging powers, has need fore +recovery or needs that +regen buff) -
whoa, thread necromancy to the max.
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Having a Stealth IO in superspeed is pretty much the same thing without the need to drop one of the other pools. But this is a matter of preference - some people swear to having phase shift as an emergency exit, I like to think powerboosted Vengeance does the trick if things really turn sour.
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Primary:Empathy
Secondary: Tumble weed
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I've been staring at this for a while, and would like to know what you're trying to say? -
Go Broad Sword. Parry is nice to have on a SR and the attacks pack big enough punch to carry in PvP. Also Quickness negates BS's main weakness quite nicely.
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I'm surprised no-one has commented on these. They look really nice - good alterations to the game-graphics for desired effect. Interested in reading more.
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Each has their plusses and minuses. BS and Katana are pretty much alike, Katana is faster and a bit weaker, BS is slow and heavy. MA looks damn neat. All have their ups and downs, what secondary are you thinking?
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:O *opens jaw in shock* wow, that's damn good! I think we should bow to your new machine
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Thanks
I guess the new computer was a bit of a morale boost (being able to handle bigger pictures without the typical lag improves willingness to draw quite a bit)
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Well, took a while to get into the vibe of things with the new machine, but here is:
Iofiel, the colored version -
There are some logos that get displayed wrong or not at all when used for supergroup base items. The devs have been made aware of this but haven't fixed the problem yet (it has been around for quite long)
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My Elec/Fire blanker, Iofiel
Scanner somehow distorted things - too much contrast. white's too white, black's too black...
Will probably re-scan and digitally color it if I get my computer back into working condition soon enough. -
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grats mate, inf plix
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^- this. -
Argh. Thanks to various reasons, I have to skip the Task Force. Sorry about the short notice.
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Should be able to come to the second team with one of the following:
Lady Argenta (Merc/FF Mastermind), Lady Kat (Emp/Dark Offender)
Depending on what is needed, will need sidekick
Stealth Edit, looked at the server wrong :P