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Posts
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Oh duh! Complete brain freeze on the order of the epic pool powers. I like the CJ idea.
I know the Purples are mega expensive but as this is a fantasy build I plan on subbing them out for more affordable sets when I hit 50 and upgrade over time from there. I freely admit I will likely never get there!
Here is the current version of the build based on suggestions. I still plan on reading your guide more throughly and may make changes based on that. Any suggestions in the meantime are welcome.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds- (A) Apocalypse - Damage
- (3) Apocalypse - Damage/Recharge
- (3) Apocalypse - Accuracy/Damage/Recharge
- (9) Apocalypse - Accuracy/Recharge
- (11) Apocalypse - Damage/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (27) Doctored Wounds - Endurance/Recharge
- (29) Doctored Wounds - Heal/Recharge
- (29) Doctored Wounds - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal
- (A) Unbreakable Constraint - Hold
- (13) Unbreakable Constraint - Hold/Recharge
- (13) Unbreakable Constraint - Accuracy/Hold/Recharge
- (15) Unbreakable Constraint - Accuracy/Recharge
- (15) Unbreakable Constraint - Endurance/Hold
- (A) Efficacy Adaptor - EndMod
- (5) Efficacy Adaptor - EndMod/Recharge
- (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (7) Efficacy Adaptor - EndMod/Accuracy
- (9) Efficacy Adaptor - EndMod/Endurance
- (A) Dark Watcher's Despair - To Hit Debuff
- (7) Dark Watcher's Despair - To Hit Debuff/Recharge
- (23) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (25) Dark Watcher's Despair - Recharge/Endurance
- (25) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Endurance Reduction IO
- (11) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (17) Numina's Convalescence - +Regeneration/+Recovery
- (A) Coercive Persuasion - Confused
- (17) Coercive Persuasion - Confused/Recharge
- (37) Coercive Persuasion - Accuracy/Confused/Recharge
- (39) Coercive Persuasion - Accuracy/Recharge
- (40) Coercive Persuasion - Confused/Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Accuracy/Damage
- (19) Expedient Reinforcement - Accuracy/Damage/Recharge
- (21) Expedient Reinforcement - Endurance/Damage/Recharge
- (21) Call to Arms - Accuracy/Damage/Recharge
- (23) Call to Arms - Endurance/Damage/Recharge
- (A) Endurance Modification IO
- (46) Endurance Modification IO
- (A) Tempered Readiness - Accuracy/Slow
- (31) Tempered Readiness - Damage/Slow
- (45) Tempered Readiness - Accuracy/Endurance
- (45) Tempered Readiness - Range/Slow
- (46) Tempered Readiness - Endurance/Recharge/Slow
- (A) Hecatomb - Damage
- (31) Hecatomb - Damage/Recharge
- (34) Hecatomb - Accuracy/Damage/Recharge
- (36) Hecatomb - Accuracy/Recharge
- (37) Hecatomb - Damage/Endurance
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (27) Glimpse of the Abyss - Endurance/Fear
- (42) Glimpse of the Abyss - Accuracy/Endurance
- (42) Glimpse of the Abyss - Fear/Range
- (42) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (48) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Basilisk's Gaze - Accuracy/Hold
- (36) Basilisk's Gaze - Accuracy/Recharge
- (37) Basilisk's Gaze - Recharge/Hold
- (39) Basilisk's Gaze - Endurance/Recharge/Hold
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Call to Arms - Accuracy/Damage/Recharge
- (34) Call to Arms - Accuracy/Damage
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (40) Basilisk's Gaze - Accuracy/Recharge
- (43) Basilisk's Gaze - Recharge/Hold
- (45) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Decimation - Accuracy/Damage
- (43) Decimation - Damage/Endurance
- (43) Decimation - Damage/Recharge
- (46) Decimation - Accuracy/Endurance/Recharge
- (50) Decimation - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (50) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Hmmm.... definately some good advice in both replies. I admit Mental Blast was a last minute addition as I don't have it in my current lvl 47 build. The one thing I don't know much about it prices as I haven't played CoX since just after IO's came out so I'll definately take a look at your guide on some cheaper ideas.
Thanks.
One quick question though, if I swap out Mind Over Body for say CJ, I then also lose Psionic Tornado. Is this worth it in your opinion? -
My Ill/Rad is approaching lvl 48 and I thought it would be a good time to look for a wishlist lvl 50 build so this is what I came up with. This is a respec build so the order isn't important. The only thing I won't change is the Psionic Mastery even if another epic set is slightly better. :-)
I think I can lose about 7.5% recharge and still have perma PA, so maybe the slotting could be a bit better.
All comments welcome.
EDIT: This build is for solo play so all powers were picked with that in mind.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds- (A) Apocalypse - Damage
- (3) Apocalypse - Damage/Recharge
- (3) Apocalypse - Accuracy/Damage/Recharge
- (9) Apocalypse - Accuracy/Recharge
- (11) Apocalypse - Damage/Endurance
- (11) Apocalypse - Chance of Damage(Negative)
- (A) Doctored Wounds - Heal/Endurance
- (27) Doctored Wounds - Endurance/Recharge
- (29) Doctored Wounds - Heal/Recharge
- (29) Doctored Wounds - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal
- (A) Unbreakable Constraint - Hold
- (13) Unbreakable Constraint - Hold/Recharge
- (13) Unbreakable Constraint - Accuracy/Hold/Recharge
- (15) Unbreakable Constraint - Accuracy/Recharge
- (15) Unbreakable Constraint - Endurance/Hold
- (17) Unbreakable Constraint - Chance for Smashing Damage
- (A) Efficacy Adaptor - EndMod
- (5) Efficacy Adaptor - EndMod/Recharge
- (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (7) Efficacy Adaptor - Accuracy/Recharge
- (7) Efficacy Adaptor - EndMod/Accuracy
- (9) Efficacy Adaptor - EndMod/Endurance
- (A) Dark Watcher's Despair - To Hit Debuff
- (17) Dark Watcher's Despair - To Hit Debuff/Recharge
- (23) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (25) Dark Watcher's Despair - Recharge/Endurance
- (25) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (A) Coercive Persuasion - Confused
- (39) Coercive Persuasion - Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Recharge
- (40) Coercive Persuasion - Confused/Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Accuracy/Damage
- (19) Expedient Reinforcement - Damage/Endurance
- (21) Expedient Reinforcement - Accuracy/Damage/Recharge
- (21) Expedient Reinforcement - Endurance/Damage/Recharge
- (23) Recharge Reduction IO
- (A) Endurance Modification IO
- (46) Endurance Modification IO
- (A) Tempered Readiness - Accuracy/Slow
- (31) Tempered Readiness - Damage/Slow
- (45) Tempered Readiness - Accuracy/Endurance
- (45) Tempered Readiness - Range/Slow
- (46) Tempered Readiness - Endurance/Recharge/Slow
- (A) Hecatomb - Damage
- (31) Hecatomb - Damage/Recharge
- (34) Hecatomb - Accuracy/Damage/Recharge
- (36) Hecatomb - Accuracy/Recharge
- (37) Hecatomb - Damage/Endurance
- (37) Hecatomb - Chance of Damage(Negative)
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (27) Glimpse of the Abyss - Endurance/Fear
- (42) Glimpse of the Abyss - Accuracy/Endurance
- (42) Glimpse of the Abyss - Fear/Range
- (42) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (48) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Basilisk's Gaze - Accuracy/Hold
- (36) Basilisk's Gaze - Accuracy/Recharge
- (37) Basilisk's Gaze - Recharge/Hold
- (39) Basilisk's Gaze - Endurance/Recharge/Hold
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (43) Basilisk's Gaze - Chance for Recharge Slow
- (A) Call to Arms - Accuracy/Recharge
- (33) Call to Arms - Accuracy/Damage
- (33) Call to Arms - Damage/Endurance
- (33) Call to Arms - Accuracy/Damage/Recharge
- (34) Call to Arms - Endurance/Damage/Recharge
- (34) Call to Arms - Defense Bonus Aura for Pets
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (43) Basilisk's Gaze - Accuracy/Recharge
- (43) Basilisk's Gaze - Recharge/Hold
- (45) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (50) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (50) Ragnarok - Chance for Knockdown
- (A) Decimation - Chance of Build Up
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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The following guide comes from my experience playing an emp/elec defender through various releases. Nurse Divine had reached lvl 47 pre-I6 so the build that follows considers the reduced usefulness of 6-slotting. It is what I respec'd into at lvl 50 and how I would have built it, knowing what I know now if I was starting fresh today.
There are two main issues when choosing how to play your empath. One is how much offense to take, and the other is taking the fitness pool or not.
First, any player who has played an empath into the 40's will tell you that when it comes to defense/offense both paths will lead to the same place. Your play will be different until your 30's but after that the other will catch up (if you want it too). Second, while Stamina is nice, it is not necessary for an empath, depending on how you build it. If you see yourself as a blaster who can heal, stamina will greatly help. If you see yourself as a defender who occasionally takes a shot at a baddie when everyone is safe then you don't need it.
Nurse Devine was a concept character, played as a primary support member. There was no way I could do my own missions but I could team with teammates 8 levels above me and not need to be sidekicked. Often, due to the fact that she rarely took aggro, she was the only one left standing when a mission went bad.
One thing to never forget playing an empath is that your number one job is to protect yourself first so that you can protect your team second. It may seem backwards, but if you are dead there is not much you can do for anyone else. If things start to go bad be selfish and run! At least until you get Stealth + SS and haven't taken any aggro.
So here then is the respec'd Nurse D, as I would have built her if I had started post-I6. Note I am not up on all the lastes changes in I6 (or the upcoming release) so there is a chance that some ideas are out of date. If so I will revise the post. I assume that Stealth + SS still renders you non-detectable to all but a few baddie types.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Nurse Divine
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Electrical Blast
---------------------------------------------
01) --> Healing Aura==> Heal(1)Heal(5)Heal(5)EndRdx(11)EndRdx(11)EndRdx(40)
01) --> Charged Bolts==> Acc(1)
02) --> Heal Other==> Heal(2)Heal(3)Heal(3)EndRdx(9)EndRdx(9)EndRdx(46)
04) --> Absorb Pain==> Heal(4)Heal(7)Heal(7)
06) --> Recall Friend==> IntRdx(6)
08) --> Resurrect==> Rechg(8)
10) --> Clear Mind==> Rechg(10)
12) --> Fortitude==> Rechg(12)DefBuf(13)DefBuf(13)DefBuf(17)TH_Buf(17)TH_Buf(23)
14) --> Hasten==> Rechg(14)Rechg(15)Rechg(15)
16) --> Super Speed==> Run(16)
18) --> Recovery Aura==> Rechg(18)Rechg(19)Rechg(19)EndMod(21)EndMod(21)EndMod(23)
20) --> Stealth==> EndRdx(20)
22) --> Hover==> Fly(22)Fly(25)Fly(25)
24) --> Zapp==> Acc(24)Dmg(39)Dmg(39)Dmg(39)
26) --> Regeneration Aura==> Rechg(26)Rechg(27)Rechg(27)Heal(29)Heal(29)Heal(31)
28) --> Tesla Cage==> Acc(28)Hold(31)Hold(31)Hold(34)EndRdx(36)EndRdx(43)
30) --> Grant Invisibility==> DefBuf(30)
32) --> Adrenalin Boost==> Rechg(32)Rechg(33)Rechg(33)EndMod(33)EndMod(34)Heal(34)
35) --> Voltaic Sentinel==> Acc(35)EndRdx(36)EndRdx(36)Dmg(37)Dmg(37)Dmg(37)
38) --> Lightning Bolt==> Acc(38)Dmg(40)Dmg(40)
41) --> Dominate==> Acc(41)Rechg(42)Hold(42)Hold(42)Hold(43)EndRdx(43)
44) --> Mass Hypnosis==> Acc(44)Sleep(45)Sleep(45)Sleep(45)Rechg(46)EndRdx(46)
47) --> Telekinesis==> Rechg(47)Rechg(48)Rechg(48)EndRdx(48)EndRdx(50)EndRdx(50)
49) --> Whirlwind==> KB_Dist(49)KB_Dist(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
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The first thing many will notice is that there was no attack power taken until lvl 24, and even then not slotted until lvl 39. As I have said this was a pure support character, yes she was weak on offense but trust me when I say EVERYONE I teamed with was more than happy to have a REAL healer. Also as will be apparent this character became rather 'controller' like in the later levels. I chose to increase support by damage mitigation, rather than dealing it out myself.
Here are the notes on the build:
Absorb Pain (lvl 4): Some people cry about taking this power because it takes away health and leaves you unable to heal yourself for a few seconds. This power is essential for this type of build. 1) You don't take aggro (very often) 2) once you get up a few levels the hit to your health is insignificant and 3) this power WILL save your team when used correctly.
Resurrect (lvl 8): This was not multi-slotted as the goal is to prevent needing to use it. If you have to revive your whole team it is usually because they are playing like idiots thinking you will bail them out of anything. Let them die and find a better team for yourself.
Hasten (lvl 14): This is left until lvl 14, after we can use DO's
Stealth (lvl 20): With Stealth and SuperSpeed you are all but impossible to detect. This is great for running around and healing/buffing. Watch out for AoE effects though.
Hover (lvl 22): Hover is used for adding another axis to your travel during battle. Is is invaluable on some maps to be able to hover over the fight and heal/buff at will.
Zapp (lvl 24): This is taken only as a pulling tool, used at the right time, or to help out during a boss/AV fight.
Tesla Cage (lvl 28): The "controller" side of this build comes out.
Voltaic Sentinel (lvl 35): This is the one power that "doesn't belong" in the build. I took it just to have a pet but it could easily be swapped out for something else.
Obviously I took the Psychic Mastery pool to continue with the controller theme of this build. Dark was an interesting choice as well.
Whirlwind was again more of a control power, but since you rarely have aggro this could be swapped out for another attack.
This build obviously is not for everyone and does have major issues with being able to solo. Everybody wants you on thier team but sometimes it is hard to get them to do your missions. Still it can be a lot of fun to play with the right personality.