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I don't believe there is a way to set all the special procs to be one level, common IO's another, while most are set at, in your case, 30th. Far as I know you'd have to edit the enhancements individually when their level is different from the overall build level. Also in some cases the level of the specials matters when exemping, other times it doesn't. For example the level of your Stealth IO doesn't matter only that the power it is in is active, whereas the LotG increased recharge work as long as they are no more the 3 over your exemplar level even if the power itself is not useable/active.
I generally used to simply go 3 recharge for RA. Nowadays I go 2*Endmod/Rech IO's (a Performance Shifter and Efficacy Adaptor) plus a single level 50 recharge IO. Get's a bit more Endmod out of the same 3 slots at essentially the same level of recharge for RA. I lose about 3 seconds on my downtime and get about an additional 100% (200% up to around 300%) end recovery. I also tend to try to keep the recharge times on Recovery Aura and Regeneration Aura within a few seconds of each other. Lets me fire both Auras and Hasten basically all at once to avoid having to keep my eye on their individual recharges. -
Like everyone else I see and use Trip Mines often.
Only time I've seen Time Bomb used at all, much less with any frequency, was with a group of friends. While 3 to 5 of us (all AR/Dev blasters) were setting Trip Mines, the only one of us to take Time Bomb (to see if it was really that bad ... heh) would set one among one mob, then all of us would open up on any mobs in sight as the Time Bomb went off. Survivors of the Time Bomb/Full Autos would get pulled down a hallway with enough mines to end pretty much everything in sight. Amazing sight and pretty much doable without a Time Bomb used, of course, as 30 to 50+ trips mines along a hall are pretty much the final word anyway. -
A quick response:
Don't spend a lot of time chasing teammates, stick with the leader/main group ... and let Darwin take care of the soloing types. They'll either have the skills and build to solo or not (i.e. practice triage).
Recharge is your best friend, strongly recommend you think about keeping Hasten in any Empath build. You are all click powers in Empathy, only way to speed things up is more recharge. With Hasten and that 70% you now have your Auras will recharge noticeable faster than with just the 70%, not to mention the rest of your buffs.
Only 1 slot in resurrect, even at high recharge it won't really come back fast enough to use on 2 teammates down at once and if they are really dying that fast better to toss a wakie and hit CM +/- HO. Save that rez for when a more critical teammate goes under and needs a combat timely rez to keep the whole team from going under.
Super Speed + stealth IO = plenty of stealth to breeze by 99% of your foes without them having a clue you were there. But yes Stealth (from concealment) stacks with the IO's and for that matter all 3 (Super Speed, IO and Stealth) will stack together.
The build is actually aimed to be good down to level 27 (those IO's will all work to within 3 levels of your exemplar level). Generally I keep the common IO's at level 50, I'd only worry about the set bonuses continuing to work. http://paragonwiki.com/wiki/Exemplar...n_Enhancements -
Quote:Think my 2 level 50 Emp/Sonic's just rolled over and cried looking at that build.Oh I dunno about that.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Leadership
Power Pool: Speed
Power Pool: Medicine
Power Pool: Concealment
Hero Profile:
Level 1: Healing Aura -- RechRdx-I:50(A)
Level 1: Shriek -- Range-I:50(A)
Level 2: Heal Other -- RechRdx-I:50(A)
Level 4: Absorb Pain -- RechRdx-I:50(A)
Level 6: Resurrect -- RechRdx-I:50(A)
Level 8: Clear Mind -- EndRdx-I:50(A), EndRdx-I:50(15), RechRdx-I:50(15), RechRdx-I:50(17), RechRdx-I:50(19)
Level 10: Scream -- Range-I:50(A)
Level 12: Fortitude -- RechRdx-I:50(A)
Level 14: Maneuvers -- EndRdx-I:50(A)
Level 16: Assault -- EndRdx-I:50(A)
Level 18: Recovery Aura -- EndRdx-I:50(A)
Level 20: Tactics -- ToHit-I:50(A), ToHit-I:50(21), EndRdx-I:50(21), EndRdx-I:50(27)
Level 22: Vengeance -- Range-I:50(A)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Regeneration Aura -- RechRdx-I:50(A)
Level 28: Super Speed -- Run-I:50(A)
Level 30: Aid Other -- RechRdx-I:50(A)
Level 32: Adrenalin Boost -- Range-I:50(A)
Level 35: Stimulant -- RechRdx-I:50(A)
Level 38: Aid Self -- EndRdx-I:50(A)
Level 41: Resuscitate -- RechRdx-I:50(A), RechRdx-I:50(46), Heal-I:50(46), Heal-I:50(46)
Level 44: Stealth -- EndRdx-I:50(A), EndRdx-I:50(45), RechRdx-I:50(45), RechRdx-I:50(45)
Level 47: Grant Invisibility -- EndRdx-I:50(A), EndRdx-I:50(48), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Invisibility -- EndRdx-I:50(A), EndRdx-I:50(50), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl -- RechRdx-I:50(A)
Level 1: Sprint -- Run-I:50(A), Run-I:50(7), Jump-I:50(9), Jump-I:50(9), EndRdx-I:50(11), EndRdx-I:50(11)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I:50(A), RechRdx-I:50(3), Heal-I:50(3), EndMod-I:50(5), Heal-I:50(5), IntRdx-I:50(7)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A), Run-I:50(27), Run-I:50(29), Flight-I:50(29), Flight-I:50(31), Flight-I:50(31)
Level 2: Health -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(19)
Level 2: Hurdle -- Jump-I:50(A), Jump-I:50(23), Jump-I:50(23)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1382;549;1098;HEX;| |78DA6593DB72D250148637A722B49C8B3D0085D08329D848D57B47DB5E74069C8EB| |D55631A3625230626A41DB9F339F5193CBC012EF2AFD29D8119E64BBEF9FFBD1709| |BBF7FD7C43881F6F44247B36B2A653F35C0EA4DB975EA267DD3AB6480A21CA0FCE7| |C7737181817DF26963F9C5597F683E5DECABE713D761DDB7CEBFB96FDB570E90EA5| |275DDF78B8C85D8DC723A32B2D6A4C87CE241DDC5F4FA4EC6782CB9EEC3BB6E3CA4| |27077E9DE3B53E7C61939FEAC7131716CE36CEC7977137FEC995D79EFD004966BF6| |ACA92FBDD9360D7948DF8F51C19FB9106DC2A9F8A9AA56A03E918AB08A20F599548| |C550CCA2495609580FA422A09154F6A81CA3210C80345E017C553BC420A5B5BA4D6| |59AD2355A01533AC3258AD482AC72A077543C502AB0254895225A858E965A036190| |8EC029B942B73B58C319AA4B6A0A25B18633B049BB6DBE1CE0ED43E752AAC2A2781| |AA91AAB1AA21D5A7629D551D9BED51AAC9AA89543D89F7B5508798B2414AE75FA32| |375C238509149E2CD2E726D549F33DA2AB29433386720F082D15691A35C87731D04| |4E196D15D5F8CA5FABF5A812024F4463E878640C4D4567B5B50734F41010D77898D| |5D601435771A4A978B5DA3A6620DE62682A5EAFB68E80677A08881F03DDD5D61AF0| |445791D654BC5FB482C3389F5FC597E732C1E732CAC0BB8F3700DCAD5502A4F2CBA| |33BFF9DA61522BC0236DF05AA8C7D3CF010FE3EB6A211AC9D078AC01F35805FF134| |847F6A00436E84F01F55B7A967| |-------------------------------------------------------------------|
If you can get this guy to 50 before the heat death of the universe without PL or a Level pact, SOLO, I'll be DAMN impressed!
Rianna Sidhe of Green Machine
and Tryth. -
And while foes who are mezzed do not have a -defense debuff placed on them per se ... many toggles/powers do get suppressed when you are mezzed resulting in your defense being lowered. My solo emp/sonic/elec build would drop from around 47% (ranged) to around 32% when attempting to do a RWZ challenge with her. Meant the difference between success vs lvl 53's and failure vs 54's as she'd take a bit too much damage during the downtime of the auras vs the 54's.
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Unless you are seriously stretched for playing time ...
roll one of each, play them and sooner or later you'll likely fine one is your preference as it will be the one with increasingly more levels (and playtime) under its belt. -
Heat Loss has both +recovery and +endurance buffs. Only catch (and why folks say use it before hand) is it costs a bit over 15 endurance to cast, which unless you have your +recovery up over +1000% to counter the nuke's crash means you'll have no endurance to use it post nuke until the nukes recovery debuff ends (or you pop a blue for enough end to use HL).
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Here's another build soft-capping */SR (a claws/SR in this specific case). It uses NO IO sets (or uniques such as the steadfast) only generic IO commons plus Nerve Core Paragon. It also demonstrates the how much Incarnate abilities (in this case Nerve Core Paragon) can buff SO/common IO's builds.
As for crucial to hit 45+% ... no I personally don't think if all you are doing is running on teams normal content/missions being a few points shy is "life or death", but it will help your badge hunting for damage taken *wink*. It's life or death if you want to solo AV's, Pylons, +4/x8 spawns of any variety, and do other Silly Scrapper Tricks. But it is SO easy on an SR it's almost neglectful not to.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Soft Cap sans Sets (v1.00.i19 Nerve Core Paragon) : Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- Acc-I(A), EndRdx-I(3), EndRdx-I(3), Dmg-I(25), Dmg-I(34), Dmg-I(39)
Level 1: Focused Fighting -- EndRdx-I(A), DefBuff-I(11), DefBuff-I(13), DefBuff-I(33)
Level 2: Focused Senses -- EndRdx-I(A), DefBuff-I(13), DefBuff-I(34), DefBuff-I(34)
Level 4: Slash -- Acc-I(A), EndRdx-I(5), EndRdx-I(5), Dmg-I(25), Dmg-I(29), Dmg-I(48)
Level 6: Spin -- Acc-I(A), EndRdx-I(7), EndRdx-I(7), Dmg-I(17), Dmg-I(21), Dmg-I(21)
Level 8: Follow Up -- Acc-I(A), EndRdx-I(9), EndRdx-I(9), Dmg-I(31), Dmg-I(31), Dmg-I(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Boxing -- Acc-I(A)
Level 14: Agile -- DefBuff-I(A), DefBuff-I(39)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(39)
Level 18: Focus -- Acc-I(A), EndRdx-I(19), EndRdx-I(19), Dmg-I(23), Dmg-I(29), Dmg-I(50)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- EndRdx-I(A), EndRdx-I(23), ResDam-I(42), ResDam-I(43)
Level 24: Weave -- EndRdx-I(A), EndRdx-I(42), DefBuff-I(42), DefBuff-I(43)
Level 26: Eviscerate -- Acc-I(A), EndRdx-I(27), EndRdx-I(27), Dmg-I(31), Dmg-I(40), Dmg-I(50)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(40)
Level 30: Maneuvers -- EndRdx-I(A), EndRdx-I(33), DefBuff-I(43), DefBuff-I(50)
Level 32: Shockwave -- Acc-I(A), EndRdx-I(33), EndRdx-I(37), Dmg-I(37), Dmg-I(37), Dmg-I(48)
Level 35: Evasion -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(36)
Level 38: Tactics -- EndRdx-I(A), EndRdx-I(46), ToHit-I(46), ToHit-I(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Heal-I(A), Heal-I(45), EndMod-I(45), EndMod-I(45)
Level 47: Combat Jumping -- DefBuff-I(A)
Level 49: Vengeance -- DefBuff-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Nerve Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(15), Heal-I(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(48)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1475;621;1242;HEX;| |78DA6D93DB6EDA401086D7014A219C5CC88904B0D31C08240E4E7BD3AB4A25A9142| |92434EE6D851CB2805BCBB66C9786BB3E4DDFAE8737A08367A08BA805FA76FFF967| |76D6DEED3C5D6618FBFE9649B9B66D0641CFE8FBA6E7713F69F42DEEF4F985E10E4| |2A56D7A4A603A8162F03050EA635D6BB5344B7FA3DC727FCC95B6EB73A56BFAE6D0| |754E942463AC34AFD3EB709B730D8A7F0B6A0BF1920FB81370CDF83A9BDDF381CD9| |F78205F3B23EE7327D4E6836CD7756DEDBD351C859633CC47B31B6E3E723F18595E| |663EF7202847936B676C05D683655BE144BEF2ACBEF6CE7D9CF43A6610727FB20D9| |D35E06FCD5A8C9E698295013A5B53456C5722A888234467962545593186BE743542| |06A1206EC127914F524583BA84CFE08B511731EC22AE8AA02EF610E7882F9095A0A| |C04663D534514D0575A820D59C9A8F969228959CF5511D58A88634417B252B89694| |6AE28E111244D631C2D6B1DE1D4859DCB694C51D1E213E40244F91FC52C481884C9| |B91B1CC0B55C4E6D22BD011F79055C47AAC781649319036E89D6F502AE2E4344203| |1107DF16F9B6C840C08E1A08177C3BD4D80E365656452CBF286ACC80AC5DDAE82E1| |63A46C810A9D0BA15ACA0A8E2823AC2035F8DD6AD9545DF01A12282CEC447C8DAA7| |EAFBE87B59FD0F8AE03B24DF21FACE0817220C389675FABA75FCE03FB28C3529B57| |91049A70445C4262CA1D1B7D170D512482DAAD642692FBEB880F08387D5E28BCB35| |6DAC445B2B8ABEA2BC5A515EAF28372B4A374ECB822245CACFF4E2FA32094FD7EF7| |FD29A84BBCE210A885F624E3D92FE8839F86E72887344AAB0B8FED36E7A766470FC| |49189BC2F841185F15A1028DFF020607E17C| |-------------------------------------------------------------------|
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Am I having a brain meltdown or didn't they change the Pylon's missiles to AoE's vs Ranged typed attacks?
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Works quite well in Dark Regeneration ... with luck and enough mobs it's a plus Endurance situation at times.
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And remember everyone after level 10 has 2 potential builds. Use one for a build you are comfortable with and know how it works even if it's an SO build.
Then take build number 2 and learn with it ... you've always got build number 1 to fall back on.
And last there's the Test server (and/or at times the Beta server) where you can copy and try things all sorts of ways. -
Here's a tweaked version of the build in the first post of the thread for thoughts. Moved a few slots around and changed the choice of Resurrect to Maneuvers to be able to add a LotG +7.5% recharge. Even without replacing Rez and without the Spiritual Incarnate boost Hasten is still only a few seconds off perma. Frankkenslotted Psychic Scream for range to make it a rather huge cone effect since a full set of Posi would yield a 6th 6.25 recharge bonus.
Anyway for thoughts (and further tweaking no doubt) here it is.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
EmpPsiPsi_LadyMage (v2.00.i20): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 1: Mental Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(7), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(23), Dev'n-Hold%(40)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 4: Absorb Pain -- H'zdH-Heal/Rchg(A)
Level 6: Hover -- LkGmblr-Rchg+(A), Flight-I(13)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 10: Psychic Scream -- Det'tn-Dmg/Rng(A), Det'tn-Dmg/EndRdx/Rng(15), AirB'st-Dmg/Rng(17), Posi-Acc/Dmg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(21), LkGmblr-Rchg+(21)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Telekinetic Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(25), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Dev'n-Hold%(29)
Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(29), P'Shift-EndMod/Rchg(31)
Level 20: Will Domination -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(33), Decim-Dmg/EndRdx(33), Dev'n-Hold%(33)
Level 22: Clear Mind -- Range-I(A)
Level 24: Assault -- EndRdx-I(A)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Rchg(34), Dct'dW-Heal(36), RechRdx-I(36)
Level 28: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dam%(37), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg/EndRdx(37), FrcFbk-Rechg%(39)
Level 30: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(39), GSFC-ToHit/EndRdx(39)
Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(40), Dct'dW-Heal/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42), Efficacy-EndMod/Rchg(43)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Psychic Wail -- Oblit-Dmg(A), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Rchg(45)
Level 41: Dominate -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(46), Dmg-I(46), Dmg-I(46)
Level 44: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 47: Mass Hypnosis -- CSndmn-Acc/Sleep/Rchg(A), CSndmn-Acc/Rchg(48), CSndmn-EndRdx/Sleep(50), CSndmn-Acc/EndRdx(50), CSndmn-Sleep/Rng(50)
Level 49: Maneuvers -- Empty(A)
Level 50: Spiritual Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1395;703;1406;HEX;| |78DA6593396F135110C7C7571C1F391CC7E4B4E323898FD86B2750D120428284B0C| |30A5AC02CF6C65E2938966D10EE6828A92838225150A5A040DC1F80231287902040| |C157E0E839CCBC9967035A6BBDBFB7FF7D33FF79F3DE162EAE78012E1D00CBE0A10| |DADD92CAEE8EB7AADAC371C05AD629442ABE7EA6AD3C0AB98D7CA6DD4F470E2C292| |92CB29C6522EE904804037A2B87C7E7D5DC100AD556D077BEA71AD56D1CB8ADA6C9| |7AA46A9B88C2E2DDF915A556FE8B596D21D78D4CDCD0DE5F08651A9FE3776D3F844| |5DD7CB4334CCEB1A666D568DFAE86ADD28F5F21630ADDE688F6345F3F83F6905F9E| |BD8E198056011AC47197982BDC05823ECFC9DEE802D441CFAAE11DCD7097B6E306E| |12E2DB20A24E6194459A5844F605E8E3ECFD057AEA17CE59700B931C9CC6E9369E0| |EB68328CD810B3BE8A0141D8B2340A1DE18E58EE21B27BFB13A1748F23206192F31| |9B4B96ECBACB6FEE1186EF30EE13461E311E13348CF27094D5B31F61B7C168975C8| |0079D07D819063E93CB2BBC0F49AF216ECF38B7679CDB33C9ED99E4F64C737BCE62| |944F7AF9B8E8E92B5681D055C26BBCFB655AFF16ED5C48A48D4088F385395F5898C| |4202CD266E10C4605641B0329441A46B0E431298D45C8A984B32664EE09D1FF0C44| |786F22626FD21051E929C65B14E3FADE60D4948C9AE2FEC51E92EBEC137A9A7DC0E| |06ECE5FA675F8D13E28F72A789BA4F95B8C6D4219EF3332ED0C1713E7D398E46292| |A28A2424454D2948719746316D54AE2ACA7BF3D62A4E0D9FB8B91F342BFE8B90FAC| |DE810D23F09EFF0B825A46F6217A520A43F303E12329F18415A8EC4AE4D9C5D5ECE| |8242BED9142343788F13145985B2C36F9E12169F319E335E107C4E71FA791DB90EF| |E60DADEFBDCF012CA3E939232298B2665AF49C99B14D5DEFB48C1C2BBFCC5FD8F44| |93BE9A946F26E5BB49C999CCD684C227A1E31AEE7DEE1DD52F7C79FC0701E0FB4A| |-------------------------------------------------------------------|
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Link doesn't work for me (though I'm thinking the issue may be on my end) ...
so data block please. -
Welcome back!, can well remember looking over your guide many moons ago. Much of that advice is still gold.
Reyna Morningdew (Emp/Rad/Dark/Spiritual)
Rianna Sidhe (Emp/Sonic/Elec/Spiritual) both of Green Machine, RO Network.
and many more. -
Quote:As others have said, for Empathy, the priority is recharge followed by more recharge.Hi guys,
I got an Empathy / Energy Blast Defender on the up and I really wanted to get him sorted out, now in terms of slotting Empathy, I'm not too sure, so, what I'll do is I'll list the powers and the slots I was thinking of putting in them, and the IO set that takes my fancy for each of them, and if you could offer me some feedback maybe some pointers that'd be grand.
Healing Aura - 4 slots - Numina's Conv...
Heal Other - 6 slots - 5 Doctored Wounds / 1 common IO Recharge
Absorb Pain - 4 slots - Numina's Conv
Resurrect - 3 slots - Recharge common IO's
Clear Mind - 1 Slot - Reduce Endurance Cost SO or IO
Fortitude - 4 slots - Luck of the Gambler
Recovery Aura - 6 slots - Efficacy Adapter
Regeneration Aura - 5 slots - Doctored Wounds
Adrenalin Boost - 1 slot - Recharge. (Unless adding healing or Endurance based enchancements to it makes a big difference, admitedly, this power I was least sure of what to do with, or rather, had least idea what to do with)
Heal Aura and Heal Other ... 5 Doctored Wounds.
Absorb Pain ... 1 Recharge or maybe 1 Recharge, 2 Heal/Rech frankkenslotted if you have the slots. Skippable if tight on power choices.
Resurrect ... Skippable if tight on power choices (arguably very skippable), I'd go 1 endred if I did take it. Endred over recharge as it's a combat rez if used (otherwise pass the wakie etc.) and worst case it'll be during the 30 or so seconds your Aura's are down and the fight has been very hairy ... 26 end even reduced thru vigilance might get rather expensive and recharge will never get it back fast enough under those circumstances to use on a second downed teammate (they should have long since gotten back in the fight some other way).
Clear Mind ... I generally go 1 range but honestly *shrug* not sure any enhancement here is all that useful over the other possibilities.
Fortitude ... Bazillion different slottings. Lately I like to get two things in here pretty much regardless of other enhancements, 1) a Karma -kb enhancement (either added to or until I have a BotZ -kb somewhere) and 2) a LotG +7.5% recharge.
Recovery Aura ... These days I like 3 slots >> 1 Recharge then frankkenslot 2 Endmod/Rech to max recharge and get a little extra endmod out of it.
Regeneration Aura ... 5 Doctored Wounds. Also always aiming to keep the uptime/downtime on both Recovery and Regeneration Aura as close as possible (makes for one less thing to track/watch as I know both will get recharged then fired off as a package deal).
Adrenaline Boost ... 6 slots >> 5 Doctored Wounds, 1 Endmod/Rech -
The AV solution since you don't seem to be concerned with doing it without inspires, temps etc., is have everyone grab and craft Envenomed Daggers for those hard targets you'd like to nail with -regen.
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Quote:This with a big emphasis. Not the first time I've seen this worry (of needing to suddenly go afk) mentioned by a poster. Many have the same concern, be upfront about it and go ahead and join those teams if you wish as the vast majority will be very understanding about real life and family taking priority.I've been in teams where folk have been AFK for nearly entire TF's, and since they'd explained they might have to run off randomly, no one in the team made a fuss. It wouldn't bother me, and I'd be surprised if it bothered most of the people I team with. There might be some who kick up a fuss, but there's no harm in explaining the above situation, and asking them if it's fine with them.
One star the fuss-pots and don't ask them again. But, for the decent folk, maybe ask about if they're running SGs? -
If this is going to be truly duo/paired only you can pretty much ditch any recharge in Fortitude, going 3 def and 3 to hit buff. Likewise post AB in particular, and with minimal hassle post Recovery Aura, you can skip all Endred everywhere freeing up a few slots.
As far as having AoE immobilize with Controllers, nice enough but everything will be moving in slow motion with 2 defenders using /Ice (IF they are even moving with stacked Freeze Ray(s)), not much is really going to be running out of anything, least nothing you care about it running away. -
Ice for non-stop Ice Storms and defeating large swarms of targets, sonic if you want to rip the hardest targets to ribbons relatively quickly.
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As others have been saying more or less, build for both unless this is to be some sort of dedicated duo or solo build. No reason not to.
As a member of Green Machine for several years now I've seen some builds with just HA, don't think I've seen one with only HO, though more than a few builds have put it off well into the 20's (My own original GM didn't grab HO until 30th and it remained single slotted on the GM build until very recently, she was pre IO's to 50th). I did recently go thru Praetoria with only HO, figuring as you have that I'd do better with the larger heal and the range. I'd say the 'experiment' was a mixed result. HA would have often helped as much in terms of keeping teammates upright generally ... but personally I sure missed it, particularly when not teamed with fellow Empaths. And both the Praetorian build and GM builds are meant to run with 2 and often 4+ more Empaths around. At that point the +def, RegenA, and AB are generally keeping you upright. And now in the age of IO's even my GM builds tend to have both HA and HO both because the room is there and second where else am I going to fit in my Doctored Wounds sets for all that +recharge I'm aiming at
Anyway here's one Emp/Ice/Power build (no purples) plenty of blasting power, lacks Rez and Absorb Pain though it would be easy enough to swap stuff around and include one or both of them rather than say vengeance, maneuvers, cj, assault, recall, etc. etc.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
EmpathyIceBlast GM build (v1.00.i20 sets): Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Ice Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-EndRdx/Rchg(31)
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(13), Dev'n-Hold%(36)
Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(13), Dev'n-Hold%(36)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-EndRdx/Rchg(42)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(11)
Level 8: Clear Mind -- Range-I(A)
Level 10: Assault -- EndRdx-I(A)
Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(15), LkGmblr-EndRdx/Rchg(15), LkGmblr-Rchg+(36)
Level 14: Super Speed -- Zephyr-ResKB(A), Clrty-Stlth(50)
Level 16: Freeze Ray -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Slow%(21), Lock-EndRdx/Rchg/Hold(37), Lock-%Hold(50)
Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
Level 20: Ice Storm -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dam%(43)
Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(25)
Level 24: Recall Friend -- Winter-ResSlow(A)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(45)
Level 28: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(37), Cloud-%Dam(46)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/Rchg(37), LkGmblr-EndRdx/Rchg(46), LkGmblr-Rchg+(46)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Efficacy-EndMod/Rchg(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(40)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Force of Nature -- RechRdx-I(A), TtmC'tng-ResDam/Rchg(48), Aegis-ResDam/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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I think the only place I ever noted bothersome amounts of knockback on a melee type, an elec/elec scrapper with (at the time) only 4 pts -kb was in Croatoa vs Cabal (or Mary in KHTF). They have enough Stormie types to get annoying that way with Gale in particular. Outside of that the only other time I got a bit bugged by get tossed around on a character with -kb protection was on my Emp/Sonic/Elec Rianna who had 12 points at the time on Test going up against Director 11 and his minelaying horde. Trip Mines everywhere with more than 12 pts kb sent her flying every which way often nearly chained all over the room. Fortunately they toned that down a bit but I think the kb is the same ... just the number of mines and the difficulty of staying out of them got tweaked.
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Quote:And at least 2 of my defenders are also Empaths ... recharge, recharge, recharge. My defense is usually teammates, RegenAura boost regeneration (puts me up around 60 hp/sec) and or inspires when I feel the heat is really coming.Elec has better ST damage. And most defenders would go for range def over s/l if they are going for soft cap.
EDIT: Most of them also haven't bothered with side swapping. I do have one Emp/AR/Mace that started in Praetoria and went to the Rogue Isles and let me say that it certainly makes going red for a bit very tempting. Mace for the defense, set bonuses still focused on recharge but Mace is just lovely amounts of +def out of the box ... now toss in a pet for buffing the way an Empath can and OH MY!
EDIT2: In the case of the first to start using Elec Mastery, an Emp/Sonic/Elec >> In Mids, Shriek 100.9 (5 Deci, Apoc proc), Scream 109.08 (the rest of the Apoc+Dev hold proc), EF 95.04 (toxic proc, 2 hold procs and 3 Centrioles). Leaves the range on the attacks nearly identical 80ft, 80ft, and 78ft, damage numbers with Assault running but no vigilance buff (teammates set to 3+) and some global +damage. -
Haven't seen it mentioned in forever and I'm not so sure the mechanic is a set 3 misses. But there was said to be a mechanic that made the mobs flee if they couldn't hit/damage you in "n" amount of time as I recall. What "n" was I've no idea any more if I ever knew. I also suspect it's well mixed in and hard to see with all sorts of other things related to threat, aggro etc. and mob AI.
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Quote:And I couldn't possible agree more with this ...<snip> ... As for the musings in this thread that SR is somehow lacking and should be given more stuff, I say do no want. SR can be softcapped with no set bonuses at all, leaving all your set bonus opportunities for things other than Defense. When every other set out there is scraping together as much Defense as they can get their mitts on, SR is free to do completely different things like +Damage, +Recharage, +HPs, +Regen, you name it. That is the strength of IOing SR.
Super Reflexes is a finely tuned, light weight powerset beautifully simple in its design. I'd hate to see it turned into the all-over-the-map, over-engineered mess that sets like Shield Defense are. And if you think you need Aid Self on SR, you aren't doing it right. On properly built and played SR, the only thing that'll kill you is sudden amounts of massive damage. This is something Aid Self will not help you with, but those free IO opportunities SR gives you will. ... <snip>
Other than the Steadfast and the Glad +3% defense procs not a single set bonus on my claws/SR is devoted to +def, it's all from powers. Outside of the 4 purple sets she has the rest of the set bonuses are almost entirely devoted to +max health and +regen. I have Aid Self on this latest build since the room opened post inherent fitness, but I could count on one hand and likely have fingers left over for the times I felt it definitely made the difference between a hospital run or not, it's as much a set mule for +max health and +regen as it is for Healing. Having the option to use Rebirth now has made Medicine and Aid Self very optional. -
Another vote for keeping Clear Mind. Whether you use it proactively or preemptively (or a mix in between) I'd keep it over Absorb Pain or Resurrection. As an aside I also tend to slot the base with range vs other.
In the Mids I saw Fort has enough recharge from global bonuses (from aiming for perma-PA) to not worry much about recharge in the power itself. While it's nice to have the recharge down to being able to Fort 6 or more the reality is on my defenders I'm usually busy enough that 4 is more typical over the course of a task force or several missions. And I agree with the sentiment that this is a controller first and empath support second. Not that I would skimp on the empath powers (should be enough slots for both Primary and Secondary) but if a choice of one slot came down to the primary vs secondary I'd lean strongly to putting that slot in the primary.
Absorb Pain I have never really taken on my Empaths (6 at 50 and a bunch under that). Some folks love and use it but I don't think any one thinks it's a must have. I do think for me it's main value is late game when I need a MASSIVE sudden heal when a high health aggro holder just got hit hard by a late game AV. As such I wouldn't slot beyond the base unless I really had the extra slot or two and the base slot would likely be a lvl 50 Heal IO.