The Empathy Psi Defender
OK. I've been planning a guide for a while now. Originally, it was to be just an Empathy guide, but later as I've had time to look at the Psi side of things, I feel able to comment on the build. Especially as there doesn't seem to be a guide out there for it.
To give you a bit of background, Mellenta was my first serious toon, with a couple of others going by the wayside. Psi was chosen because I liked the idea of it rather than any deliberate thought going into it. I'm quite pleased I chose it to be honest. There is a good deal of flexibility in the set, and it is ideal for folks who want to focus on healing initially, and then add a bit of damage later. Just to add, Mel is currently Level 42 and it has taken me a year to get there. I play a fair bit, but not as much as some, but I've been through most of the pre-I5 story arcs, and fought most of the villain groups. I have been on a myriad of teams as well - from pickup teams in the Hollows to reglar teaming with supergroup folks. One of the lessons learned about this build is that early Empathy defending = teaming if you want XP. I never solo'd successfully until I hit 38. However "successful soloing" depends on your description. If you want an Empathy defender that can solo early on, then Psi may not be the best secondary choice. It's beginning powers are mediocre at best.
Powers :
The power choices here reflect one way of building an Empathy Defender. They are not neccessarily the right way! I chose to go for the Hasten + RA focus and not for a build with Stamina. More to be discussed later, but you'll have to alter the slotting slightly if you don't take Hasten.
Empathy
This set is your Primary. All (bar one) are "must have's" but not all need to be slotted heavily. In my opinion, an Empath should focus on these, and focus on the scondaries later. That gives to a "pure" empath at lower levels and a "balanced" empath later. Again, there are folks out there who will maybe pick up one or two of the primary set, and focus instead on other things. This guide will not help you there, and is designed for a player who wants to focus on team play and healing rather than anything else.
Heal Other (Must Have - 6 Slots) :
This is a good single target heal. It is your staple heal for those folks who like to run away from you. Scrappers, Blasters and herding Tankers. Slot it with six heals and be done. In the early lower levels (pre 6 slotted Hasten & Recovery Aura) you may want to mix reduced END and/or Recharge redux enhancements. Either way, 6 slot this ASAP.
Healing Aura (Must Have - 6 Slots) :
The other staple power in your build. As above, in the later game, 6 slot this for heals. Lower levels may want to put a few END reduxes in there as this power does have a heavy END cost, but it is a superb heal. When using the power always try and position yourself next to the main body of the team. Don;t rely on them staying close, because more often than not, they won't.
Absorb Pain (Must Have (pre 24). Plan to respec out. - 1+ Slots) :
Absorb pain is a two sided coin, and has many uses. Firstly, it is almost essential in the lower levels (pre 20) as it has almost nil END cost, and is another big heal that can keep the tank alive for a few more valuable seconds. Later on, when you have Hasten slotted, Heal Aura and Heal Other recharge quick enough for you not to worry about it, and Adrenalin Boost will keep one team mate alive. In the lower levels, death isn't so bad, so getting yourself killed with AP isn't such a bad loss to the team. later on though, if you need AP, the team is in trouble, and if you kill yourself with it, then the team will likely die without your healing. I respecced out of it at 24, then took it again with the I5 respec (at 41). I never missed it. I also never bothered slotting it. It is a massive heal, and your slots will be better used elsewhere. One final note is that if you kill yourself with AP, you do get debt. This has been fixed in I5 from the "no debt" previously. One to watch out for!
Ressurect (Must Have - 1 Slot) :
In my opinion, Rez is more useful than not. You will find that more often than not, you will lose a team member in a mission. Maybe not every mission, but enough to make this useful. In the Hollows it saves the hospital run, and is a conveniance power now that there is no debt until 10, so teams can afford to be a bit more careless. In the later game though, team members getting one shotted becomes more common. Almost always, it is critical to have them back in the fight as soon as possible. As of I5, rez'd team mates are protected from debt for a certain length of time, so they can't even moan if they get raised and then one-shotted again. In the later game (post 35) it is essentail to get those squishy blasters and/or one shotted squids back into the fray. I have mine slotted with an END redux. Others use Recharge redux, and I may consider adding a fresh slot at 43 with one of each.
Clear Mind (Must Have (post 20) - 1 Slot) :
There's no big need to take this as soon as you can. Plan to have it by Lvl20 when the villains start to mez out your team. Up until then, there are other powers that are more useful. This power has a terrible activation time, and doesn't seem to last that long, but it is extremely useful and seems to remove a large amount of different mez effects (it clears the dizzy effect of using a wakey). One good technique of using this is to ask for team members to hit "zzz" in the chatbar rather than try and cover everyone with it. In a fight, you'll be trying to do ten things at once, and refreshing CM will be low on the list. Accept that you can't keep everyone covered and move on. In smaller teams, this is less of an issue of course. As you can't enhance the status protection, slot this as for Rez. Either 1 End redux or 1 Recharge redux. I'd go for the former as the recharge time on it is farily rapid anyways.
Fortitude (Must have - 4+ Slots) :
This is a biggie. The red head glow is the indicator that that team member will need less looking after for a while. An essential power, this increases damage, accuracy and defence. It is one of the few buffs that didn't go under the developer's knife in I5. I have this slotted for Defence. The number of and amount of slots devoted to this is up to the individual, but with so many AT's having accuracy buffs (Aim and so forth), I let them worry about hitting, and I worry about their defence. Currently this is 6 slotted. 4 Defence and 2 recharge redux. This allows Fortitude to be active on 3-4 team members at a time depending on how much time I can focus on checking to see who has got it. At lower levels, Tanks benefit most from this, but in the later game, it's the squishies who like it. I try and scatter it around a team, giving everyone the benefit for a little while, but a good target is always someone who's health is getting battered. Throw it on them and watch their health remain a little more constant.
Recovery Aura (Must have - 6 Slots) :
Once you get this, life gets a lot easier for 90 seconds of every fight. When it is active, you will never run out of end and I have never seen a team mates blue bar drop into the trouble zone when the blue bubbles are running round them. Take it, then 6-slot it for Recharge Redux as soon as you can. It is well worth making a key bind ior a macro to call for it, as the team need to know you're about to drop it to get close (see more on Keybinding later). If things are too hectic, then get close to the Controllers and Blasters if you can. They are the ones that run out of END the fastest more often than not. This is the jewel of the set.
Regeneration Aura (Don't Bother) :
The numbers behind this just dont seem to add up to the effect it gives. When I first had this power, I was expecting a health version of Regeneration Aura, but it wasn't. In fact I could discern no actual benefit to the health of the team in a fight. Given that it has a dreadful recharge time, it would have to be slotted the same as Recovery Aura for it to be of any use, and that uses up 5 slots that are simply not justified by the alleged recovery rate it gives. I would suggest trying this for yourself on the test server, then sighing with relief that you didn't take it. Avoid!
Adrenalin Boost (Must Have - 5 Slots) :
This power combined with Fortitude will turn any single target into pretty much an unstoppable force (with the exception of going up against the AV's later on). The only downside is that you'll get no recognition for it. The amount of scrappers that congratulate themselves on surviving insurmountable odds when in fact you've been stood there in a withering hail of <insert damage type here> throwing Fort, then AB on them continuously is quite amazing "Wow, I didn't realise my regen was that good!". 5 slotted with recharge Redux + Hasten = Perma AB on any target. If you've got one team member who consistently gets the snot beaten out of them, make sure this is perma-on them, and you'll never have to worry about them again.
Psychic Blast :
Not many folks play this. Well not many that I've seen anyways, and there are precious few guides out there. As an Empath primary, I don't tend to focus on these so much, but at later levels, the animations and special effects do look pretty cool. One of the major benefits is that the Psi set seems to have the longest ranges in the game, which makes you a perfect puller at lower levels. Also, as not many folks choose this set, it does have a nice wow factor sometimes (but this is no reason to actually choose the set if you're a mini-maxer!). Slotted for damage later, and soloing suddenly becomes a lot easier. The following descriptions are based on my desire to play more of a Blaster oriented defender, rather than a debuff/hold, but this can easily be changed by altering the slots. The thought basis behind this goes into trying to develop an attack chain that actually does damage rather than a lot of different attacks with different effects. Also, powers with a long animation time have been removed, as you can't heal while you're animating. It is better to be sat waiting for attacks to recycle, and a finger over the heal button rather than being stuck in a long animation while a team mate gets his face planted.
Mental Blast (Don't Bother) :
Horrendous animation time makes this power unworthy of anything other than a single damage SO and never being used again unless you exemp down. I removed it from the power tray it was so awful. Long animation = reduced flexibility.
Subdue (Don't Bother) :
Moderate damage, long activation and a hold that doesn't stop the target attacking. Not really any use unless you want to be different.
Psionic Lance (Nice To Have - 3+ Slots) :
Massive range, tons of damage, and with hasten, a fairly quick recharge. The only thing that lets it down is the animation time. It is the opportunistic attack in the four attack combo that we are building. If you get one of the side effects from the other attacks, then you can slip this one in easily. It works very nicely as your opener in a fight, putting a large dent into the first villain. Initially slotted with Accuracy, add damage slots as you see fit. This power is accessable very early on in the game and if you are looking for early damage, then pick it quick. My respec options below show it being picked much later, but a respec is always different.
Psychic Scream (Nice to Have - 3+ Slots) :
Not essential, this is a flashy special effect, average damage (for a Defender) and has an overly long activation. However, when slotted for damage (+1 accuracy) it does a pretty impressive amount of damage to the bad guys. It also has a nice Cone area (with a decent range).
Telekenetic Blast (Must Have - 6 Slots) :
This hits hard, knocks back, and has a short activation time. If you hit and knock back a single target with this, you can fire off a Psi Lance before the hapless villain can get back to his feet, doing a very nice combo of damage to a single villain. Very quick activation and a fairly quick recharge (with Hasten) make this one of your staple attacks. Unfortunately, you can't get it until level 16. One of the main reasons why you shouldn't plan to solo until then. Six slot this as soon as time permits. I have this slotted for 1 accuracy, and 4 damage currently, but as I'm not a big damage freak, I may add a knockback in there just for fun.
Will Domination (Must Have - 6 Slots) :
This is the second of your staple attacks. Not only does it do decent damage, but it will sleep your opponent. Here we begin to build the true soloer ans you can now face 2 targets. Will dom the first, let him snooze while you TB + Psi Lance the other. Then Will Dom him and turn your TB + Psi Lance back on the original target. Two targets perma locked down if you're lucky. I still haven't got this fully slotted and am experimenting with Damage, Sleep and Accuracy. Choosing this and TB above and getting them slotted really turned my defender from a "heal bot" into someone that could lay damage down if she needed to.
Psionic Tornado (Don't Bother) :
Again, a terrible activation time ruins perhaps the flashiest power in the set. Damage is awful, and the knockdown just doesn't give you enough time to do anything. Also, it pulls a lot of agro your way, which to be honest, you're not capable of handling. Try it on test, marvel at the special effects, then go back to your live character and sigh with relief again.
Scramble Thoughts (Optional - depending on preference) :
You already have a single target hold that does a good amount of damage with the Will Domination. As the character can chain together TB + WD + PsiScream + PsiLance, this additional hold is not neccessary. If you have a spare slot, and want more controller style capability then take it, but it is not neccessary.
Psychic Wail (Optional) :
Pre - I5, you could run Recovery Aura, then hit a mob with this, take a step back, and within a second or two be ready to throw another attack at your heavily damaged, mezzed-into-next-week survivors. I5 has fixed the "nuke" attacks to flatten your END line regardless of the recoveries you have in place for 8 seconds

. For an Empath this is bad. In team situations, you can no longer have a heal ready after throwing it and soloing it really does not work unles you have a couple of spare blue insps you can chew on straight away aftwerards. I respecced out of this after I5 simply because it was too risky to drop it and then not have any end left to heal the team. After all, as a Defender it is your job to defend. I may pick it up again later, purely for the sheer fun factor of having a nuke that is just soooo much fun to drop. Try on test!
Secondary Sets
Below are the four sets I have chosen for Mel, and my reasoning. I have commented on the others, but the best thing about this build is that save for Speed, there are no other "Must Have" sets, allowing quite a high degree of flexibility regarding travel powers etc.
Speed :
The only set that it a must-have is Speed. Hasten is the presumption upon which this entire build is designed, and getting it as soon as possible and six slotting it for Recharge redux (effectively perma-Hasten) is of paramount importance. Super Speed is a good travel power, and if you decide that it is the only one you need, then perhaps Flight and/or Teleport can be dropped in favour.
Flight :
As this was my first toon, I had to have Flight. There is a lot to be said for hovering out of the range of the mobs and throwing buffs around. I have tried a 6-slotted Hover on test, and it is very quick (as fast as 1 slotted flight) but for getting around, I love my 5 Slotted Flight. It's quick, it's easy, and it's just plain fun. When RA is up, it can even be used in combat. yay me! This is a luxury power unless you are nimble fingered enough to Hover during combat and keep an eye on the team.
Teleport :
As "team support" which is what I consider myself, Recall Friend is something that I just couldn't respec out of. There are so many uses... pulling friends across large areas. recalling "lost" friends from multi tiered cave systems and the Thorns' underground cities. Stealthing (see later) to mission points and tp'ing the team there. The most important being recalling dead friends from a fire zone, then raising them and sending them back into battle. In the lower levels of the game, this power can be used to pull entire teams out of trouble. I consider it to be too much of a useful power to leave out of the defender build.
I have tried Teleport as a travel power. Even with it keybound, I still find it tricky in an emergency. Also, as a UK player on US servers, the lag gets sticky sometimes, which leaves me falling. It just doesn't work for me. There's no need to slot recall friend with anything other than a recharge redux or End redux (as you desire), but TP as a travel power needs slotting with either End redux or increased range to make it effective (and fast).
Leadership :
I respecced out of Stealth into Leadership, just to give my new "Blaster-Defender build" a try. So far it seems to be working, and added to Fortitude, my slotted Assault and Tactics add even more to the team performance. Not something I have played around with much yet though. It fits more with the "Defenderish" mold than the "Stealth-and-grab" build I had pre-I5.
Stealth :
This really helped through the lower thirties. Grant Invisibility is a great team mate buff. With Fortitude it makes a huge difference to defence. Invisibility helps you to stealth the "grab-a-glowie" missions and Phase Shift was a nice "get-out-of jail" card. I5 changes (particularly to Phase Shift) and a "need for change" just made me respec out of it.
Choosing four from the above 5 is around where you want to be to be a balanced/pure Empathy defender. The following comments are included more as food for thought, as I have never tried the power sets (on this toon)
Fitness :
You really don't need it. With RA 6 slotted by level 23 you'll have a downtime of around a minute, then 90 seconds of endless END. For the sake of the three powers you'll have to take and the slots you'll use on Stamina it's just not worth it. Live life on the edge!
Presence :
It's just not your job to scare people. Let the tanker do that with his big axe/fist etc. (Unless this is for RP purposes)
Medicine :
No. You will never need this. Plus it doesn't compare to your primaries. Again, RP aside, this is pointless.
Fighting :
If you want to be good at melee, you really did choose the wrong secondary. Don't compound the error with this pool - Roll another toon!
Leaping :
I suppose this could squeeze into your build. Leaping is extremely fun. Extremely. Is it for a Defender build though? I don't think so. Each to her own though.
Respec Options :
I added this bit, because a respec is something you should plan for. Some powers in this build are more useful at certain stages of the game. Absorb Pain for example, can be respecced out at 24 to make room for another attack, changing your hero quite considerably at each step.
I can not recommend enough using the test server to test the build first. You may not discover all the nuances of the build, but you will spot any glaring errors. For example I wanted to have TP back as a travel power, thinking I could slot up Hover, not bother with Flight, and speed up my between-mission travel. I slotted Teleport for range and END reduxes, then tried it on test. I hated it.
I tried max slotting Psi Scream and Psi Tornado, to see if I could get the damage out of the AoE attacks that would make Mel a good blaster. They were rubbish.
Moreso than any other build, you need to bear in mind that you will almost certainly exemp back down to a lower level at some stage in your career. Remember that the power choices you make during your respec, will alter the powers you get when you are busted back down to low level. No travel power? No heals? Argh!
Here is a ling to the Hero Planner. A nice little program that allows you to build your hero offline :
Hero Planner
Team Play :
Time is your greatest enemy. Heals never recharge fast enough, animations never finish quick enough, and you always need RA ten seconds before it refreshes. If anyone dies, though no one says anything the Empath always feels responsible.
This is a team oriented AT. Without a doubt. No one will argue that there are many (perhaps all!) other AT's that solo better than an Empath. Bad low level secondary powers mean that the lower levels (pre 18) are going to be especially painful. Take your pill and swallow it, because the rewards are (for me at least) well worth the pain pre 18. Pre-I5, Empathy defending wasn't too strenuous unless you had that loopy scrapper who charged into everything, agroing left right and centre. Post I5 tactics now require almost a degree of military precision, with little room for error. Still, being a good Empathy defender requires only a modicum of common sense, whereas it's easy to be a bad one. Here are some tips for team play.
1. Screen Setup.
Open the "team" tab and drop it to the bottom right of your screen above your powers tray. Explode the little arrow (when you are in a team) so you can see where everyone is, and what status effects they all have and how healthy they are. Move the Insp tray to the left so everything you need is accessable.
2. Team Setup.
When you are on a team and in a fight, don't even look at the screen. Select your target hero, then the appropriate power from the team tray, keeping a close eye on those red and blue lines. Assume you're the only one watching that and call for END rests (at lower levels) or help for those that are getting continually battered. Get a feel for who's tough, who's not, who needs Fortitude, and who missed the last drop of RA. The fighters will be looking at the screen for targets. You must be looking at their health. When in a mission, you will quickly get a feel for the team and how badly they need your healing. If they don't need healing. Get blasting! But do it slowly, picking off stragglers and with one eye always on that team bar. Your job is to stop them dying. Blast if you can, but not at the expense of a team mate. Watch out for any AoE's you have. You are the last person that needs to pull agro. Likewise, make sure you're outside hte range of enemy AoE's. This is especially important in the 30-40 range when you're going up against AV's and the like.
3. Communicate.
Ask who needs Fortitude. Call for recovery Aura. Tell folks to hit "zzz" when they are held, slept or want Clear Mind. Shout when you are out of end. Ask if anyone has spare blues. Give away your reds, purples and yellows (especially at lower levels). They are no good to you, and could swing the tide of battle. Call for retreat and then run! Once you have Recall Friend and Rez, you can pull the whole team back to a safe part of the mish to rest / awaken / rez as needed. If you die and no one has awakens, guess who has the long run back from Hospital?
4 Buff!
If Fortitude is recharged. Hit someone with it. All too often I am on a team with an Empath, and no one has a red head. Even if you hit the same person, it's a big buff and it needs to be continually recharging. Every time you rest, check Fort. If it's recharged, hit a blaster with it. The same goes for Adrenalin Boost and to a certain extent, Clear Mind. This means you are constantly checking to see who has what and who needs what. Empathy Defending requires a sharp mind and quick thinking, if you want less stress pick another AT!
And please save Recovery Aura for a battle. Another common thing I have noticed is Empath Defenders just dropping RA when it refreshes, then watching the team stand around talking about the best way to handle the next mob as the blue bubbles dissipate.
5. Heal First talk Later...
With Recall Friend, you can pull wayward team mates back and heal them. If the bar goes red. Do it. Worried about a blasters Defiance bar? Heal them now then argue later. If they want to be left alone, then they'll be sure to tell you. When they've died a few times, they are either happy with the debt, or (unlikely) they'll come back to you and ask you to heal them.
5. Key Binds.
At the very least, you should macro or bind your calls for RA. Later in the game, I found binding team select to the number pad (i.e. press 1, selects team member 1) then Fortitude, Clear Mind and Heal Other to "/" "*" and "-" respectively, with Heal Aura on "+" are invaluable in laggy situations where mose clicks dont respond. You can practice the keybinds on the Police Drones. Although the powers dont work, they still go through the motions, and there's no one to laugh at you if you make a mess up! There are many guides to this here, but the one I followed is available
here.
Misconceptions :
Empathy Defenders Are Healers.
Yep. Most of them are. However every person paid their own money to get this game, and can build whatever AT however they like. Want an Empath with 6 slotted Fort and a ton of attacks. That's fine. Don't criticise another Empath's power choice. You are not a heal-bot / trans-bot / anything-bot. You are an Empathy Defender. Be proud and advertise yourself as such.
Only Empath Defenders Can Heal.
I love having other defenders on the team. Many of them can heal. In fact, any AT has the potential to heal with the Medicine aux pool. There has been talk of team leaders booting non Empathy defenders, and I have never experienced this with my non Empathy toons. To be honest, if I were to see that sort of attitude, I'd be speaking to the team leader, but that's just me.
Standing Around.
I've never been accused of this despite doing it a lot

. Better to stand around and keep an eye on things than to get into combat and let someone die. My belief is that an Empath should be support primary and damage secondary. If you are watching team health, buffing with Fortitude, and saving your END for potential bosses etc, then you are not standing around. If the party is having an easy time of it, then by all means blast away, but to be honest, if that's the case, then the team probably doesn't need your skills. If anyone complains, then mention that you're giving them all bonusses via Fortitude.
"We need a healer" / "R U a Healer?"
If a team sends you a tell saying they "need" a healer, then approach with care. They probably only want someone who can stop the green bar falling, and often this is to compensate for bad tactics. No amount of healing can save poor teamwork. I tend to give these teams a very small leash, and leave at the first sign of a poor team. (Feel free to try and sort out where the problem lies. I rarely have time!) Of course there are exceptions to this, but my experience is such that "we need a healer" usually = debt.
Final Thoughts...
Empathy defending is rewarding. Saving lives, pulling teamates out of trouble, blasting, buffing, chucking up auras... It is certainly the most interesting AT I have played, though I am not an "I have several 50's" player. Certainly if there is nothing going on or no teams, I can go badge hunting, TP folks to Atlas globe, or spend an hour or so in the Hollows pulling teams from trouble and helping out new players. Almost always, I get tells of thanks from players who were in trouble. I'm no taxi-bot, but don't mind responding to calls for one. I like to RP, exemplar, and am happy to just fly around. Both the Scrapper and Blaster AT's don't seem (to me at least) to have that level of enjoyment. Maybe it's because I do get bored of the mission grind, or perhaps it's because I like the character. Mel is certainly not a "pure" Empath, but neither is she a fully offensive Blaster. I wonder if any defender AT can claim that (perhaps Sonic can now, but again, I'm not qualified to comment)
I think the Psi secondary is an unusual choice, and rare. I still don't get tired of knocking trolls of roof's in the Hollows with Telekenetic Blast. A lot of folks bemoan it, but even if I could respec out of it I don't think I would.
Mellenta L42 Empathy / Psi Defender (Virtue Server)
Below are my choices w/L42 Respec - It would perhaps make a good build for power choices from the ground up, but there are no attacks other than Mental Blast (not shown) until L22!). I think it is a good build for exemping too. Most exemping at later levels is done to complete Task Forces & trials which historically have big teams. Big teams & task forces have enough damage and often require lots of healing, so the Heals are focussed on at early stages (as well as Recall Friend and Flight at 14)
Level 1 : Heal Aura (+Heal 3) (+Heal 3) (+Heal 7) (+Heal 9) (+Heal 11)
Level 2 : Heal Other (+Heal 5) (+Heal 5) (+Heal 7) (+Heal 9) (+Heal 11)
Level 4 : Absorb Pain
Level 6 : Recall Friend
level 8 : Hover
Level 10 : Ressurect
Level 12 : Fortitude (+Def 13) (+Def 13) (+Def 15) (+Def 15) (-Rech 42)
Level 14 : Fly (+Fly 17) (+Fly 17) (+Fly 36) (+Fly 36)
Level 16 : Clear Mind
Level 18 : Recovery Aura (-Rech 19) (-Rech 19) (-Rech 23) (-Rech 23) (-Rech 27)
Level 20 : Hasten (-Rech 21) (-Rech 21) (-Rech 25) (-Rech 25) (-Rech 27)
Level 22 : Telekenetic Blast (+Acc 29) (+Dam 29) (+Dam 31) (+Dam 36) (+Dam 42)
Level 24 : Assault (-End 37) (-End 37)
Level 26 : Tactics (+Acc 37) (-End 39)
Level 28 : Will Domination (+Acc 31) (+Dam 31) (+Dam 34) (+Dam 34)
Level 30 : Vengeance
Level 32 : Adrenalin Boost (-Rech 33) (-Rech 33) (-Rech 33) (-Rech 34)
Level 35 : Psychic Scream (+Acc 40) (+Dam 40) (+Dam 40)
Level 38 : Psionic Lance (+Acc 39) (+Dam 39) (+Dam 42)
Level 41 : Conserve Power (Epic)
It would be easy to drop three of the Concealment powers into this build as straight replacements for Leadership, choosing Grant Invisibility (slotting for defence), Invisibility and either Stealth or Phase shift depending on your preference.
That's it. Comments and thoughts are welcome, but bear in mind that this is not a guide that tells you what the best defender is. Only you can decide that! This is hopefully simply an insight into one method of playing an Empathy Psi defender.
Have fun heroes and keep on plugging away. Together we'll keep the streets of Paragon safe.
-H
P.S. A big thanks to Antanya for her help with getting Mel from 20 - 30. Those were rough days, and your comments and advice form the basis for this guide. Cheers!