ottercubdc

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  1. First a big thank-you to Alty and AbnormalJoe for helping me with judging the contests. And of course a shout-out to Caiged for caging the prize money. Also to those who helped spread the word this evening - thanks! It was especially crazy on Virtue, where we ended up splitting into 2 shards, and had to run back and forth.

    Without further ado, here are the winners. Each received a cool 40 million inf - thanks to our donors!

    JUSTICE

    Best Male - Apep the Destroyer
    Best Female - Dark Lure
    Best Bio/Costume Combination - Cruel Symmetry
    Best Classic Costume - Chrome Omega
    Best Cliche' Costume - Supa Fly Pimpdaddy

    VIRTUE

    Best Male - Omni-versal
    Best Female - iMaid
    Best Bio/Costume Combination - Y2K-Bug
    Best Classic Costume - Major Power
    Best Cliche' Costume - El Santo de Aguilas

    FREEDOM

    Best Male - Fate Spirit
    Best Female - Redtail Hawk
    Best Bio/Costume Combination - Widow Jenkins
    Best Classic Costume - Kid Sovereign
    Best Cliche' Costume - Amish Disco

    It was great fun - I hope you enjoyed it.
  2. Hello, everyone! I just wanted to briefly post the details here for tomorrow's costume contests!

    As a reminder, the events will be open to both heroes and villains, as the contests will be held in Pocket D. There will be one contest per server:

    Justice - 9 pm ET
    Virtue - 10 pm ET
    Freedom - 11 pm ET

    Please be prompt! There is no guarantee that late-comers will be considered.

    When you arrive, please line up along the East wall of the main room of Pocket D. Remember that powers are not allowed. Also take a look at your biography - because one of the five prizes in each contest will be for the best costume/bio combination.

    Each server will have 5 winners, each of which receive 40 MILLION influence/infamy! (This is the one contest that does not count as participation points for the anniversary event.)

    Hope to see you there! Any questions? Send me a PM on the RO boards, or shoot me an ingame tell - @ottercub.
  3. We hope many of you will join us! It will be a great time, and we'd love to have you come join in the fun.
  4. Really strong build, Drummz! Tell me how you end up liking your slotting for Siren's Song - I prefer 2 Acc, but maybe that's overkill.

    Hope to see you on the Test server or something real soon!
  5. Glad to hear you're having fun like I did, Uris!

    Next time I'm on one of my Triumph characters, I'll definitely be looking up a friendly Kin.
  6. Hello, Drummz! Glad you enjoyed the guide.

    My only comment is that I think you're under-slotting your attacks. I know I'm much more of a "Defenders should have a strong attack chain" person, but at the least I encourage you to give appropriate slots to the attacks you do take.

    So some minor tweaking (add a slot of Dmg to Shriek and 1 more each of Acc and Dam in Howl) and you'll be in good shape. Possible places to cut slots in your current build would be Recall Friend, Resurrect and Health. Although if you were planning on putting a IO set for a bonus in Health, I understand why you might want to keep it at 3 slots.

    Just remember that having a few strong attacks can be just as helpful to your team as a strong healing power!
  7. Today is Freedom Villain Thursday!

    You'll find members of RO on their Masterminds from Malicious Multiplicity, their Dominators or Stalkers from World Domination Inc. and their Corruptors from Repeat Offenders

    There's also a new project within World Domination Inc. Wolf Pack: Project Pack Hunter

    You can keep track of what's going on in Repeat Offenders by visiting our Calendar or joining our global channel: Repeat Offenders.
  8. Congratulations in advance to all of the entrants. There is some amazing creativity here. I especially like how a few entrants took very simple things and made them look really cool.

    I hope that there will be a second contest in the future, cuz I will definitely want to try my hand at this!
  9. I just posted a new Kinetics/Dark guide. You can find it here .
  10. OttercubDC’s Kinetics/Dark Defender Guide (v1.0)

    PREFACE

    I wrote this guide based on my experiences with my character, Midnight Lucky on the Freedom server. It was a wild and crazy journey to level 50 as a member of the Pinball Wizards, also teaming with other Repeat Offender network members.

    Please note that because this is based on my experiences, so YMMV. Please take any notes contained herein as suggestions, not imperatives. I have had other experiences with Kinetics, which helped me make some mistakes that I learned from. But as a member of an all-Kinetics SG, so my experience with that powerset is substantial. You’ll see below why my preference has been this build. I can tell you that I’ve used every one of the primary and secondary Defender sets at one time or another with varying degrees of success. I won’t say that this is my favorite AT, bar none – I frequently find new excitement with different characters. But what I loved about this build is the versatility, and the remarkable freedom in power pool choices.

    Also, you are going to find no numbers in this guide. I’m not a numbers-type player. If you’d like that kind of info, please look to Ladioss_Sopp’s excellent guide for specifics on Kinetics. Unfortunately most of the guides out there on Dark Blast don’t have numbers or are very outdated.

    Lastly I’ll point out that this guide is currently compliant through I10. As new issues come out, I will do my best to update this guide if there are any significant power changes.


    CAVEAT

    First of all, as I said in my other guide (for Emp/Sonic Defenders), I must I’m extremely opinionated. I’m not interested in playing a buffbot, nor am I willing to be a “h3al0r” on any team. I’m here to buff and blast. So come along for the ride!


    OVERVIEW

    Kinetics is a unique Defender set, in that it combines both traditional buffs (like Increase Density) and traditional debuffs (Repel), but is mostly made up of powers that debuff the enemy in order to buff you and your allies. You sap their energy and damage potential, allowing your team to be healed, recover endurance, and make mincemeat out of anything that stands in your path. Sounds like fun, doesn’t it?

    Dark Blast is a versatile set that provides you with two possible attack chains – one for single targets, and another for groups (in a cone). While some Defender secondaries are best at a distance (like Psychic Blast), Dark operates best at about mid-range. That meshes well with Kinetics, which is very much a melee set. Standing on the sidelines as a Kin is no fun at all!

    The first challenge you’ll face as a Kin/Dark is endurance. Although you’ll be able to help your teammates with endurance early on, you can’t really help yourself until level 26. So be prepared to slot appropriately at the start of your career (EndRdx slots in attacks, and also in Siphon Power), and then you can respec out of all that later on.

    The other tough part of being a Kin is the need to buff continually. Although it can be a little bit tedious, grab yourself a good guide to keybinds, and it will become second-nature. Just teach your team to pause for buffs every so often, and things will move like clockwork.

    One other positive thing about playing a Kin/Dark? Not many people do, so you can be special! You’ll see a lot of Kin/Electric, Kin/Sonic and even Kin/Psy. But to choose Dark will set you apart. In a city full of heroes, carve your own identity!

    But enough introduction, let’s get onto the powers themselves…


    PRIMARY POWERS – Kinetics

    Transfusion (Level 1): Transfusion is a powerful AoE heal, but it is centered on an enemy. You target the enemy, and assuming you connect (there is a ToHit check), the heal will radiate from him. The challenges with this power? It has to hit and you have to hit the enemy while he is still standing. Don’t forget to get yourself within the heal radius if you need it! Technically this power creates the heal by draining endurance from the enemy, but the amount is very small. The more important side effect is that it reduces the enemy’s regeneration. That makes this power a huge bonus when facing AVs, Monsters and other tough to take down baddies.

    Recommended enhancements: You can get by with slotting 1 Accuracy, and 3 Heal. Early on you might want a slot of Endurance Reduction (EndRdx).

    Siphon Power (Level 1): This is your first big chance to sap something off an enemy to benefit you and your team. Target an enemy, and if you connect, you and those allies around you gain a 25% damage increase (the enemy loses that amount).

    Recommended enhancements: 1 Acc is fine, but I also like 1 EndRdx because it’s a bit costly. A slot of Recharge can also be nice early on when you use this power a lot.

    Commentary: At level 1, you have the choice between these two powers. Honestly, you should have both. So take your pick, and then just pick up the other one at level 2 or 4. If you’re starting your career against tough baddies (i.e. a sewer run), you will probably want Transfusion first. If you plan to start solo, go with Siphon Power.

    Also note that Siphon Power has a really good range, so it’s a great pulling tool. (Siphon Speed is about the same, but pulling by slowing an enemy isn’t really a great idea.)

    Repel (Level 2): This toggle power will violently repel enemies that approach you and send them flying. You lose additional endurance for every enemy repelled.

    Recommended enhancements: What this needs most is EndRdx – 2 or 3 slots.

    Commentary: This is the only power that I ended up not taking in my final build. It’s very situational – how often would a character that operates in melee want to send the enemies away? The two obvious uses are as a panic button (it’s like a personal force field for melee attacks), or if you’re in a PvP area. Personal preference, but I think this one is easy to skip.

    Siphon Speed (Level 6): Target an enemy, and if you connect, you’ll be able to run fast! But more importantly, you increase your recharge rate, and slow your enemy.

    Recommended enhancements: Start with 1 Acc. If you have room later, you can add slots of Slow (up to 3). Those slots will increase the debuff, but also increase your run speed.

    Commentary: The reasons to take this power – it’s like having Hasten (to increase your recharge), and at a very early level you have a built-in travel power like Super Speed. Reasons not to take this power…nope, can’t think of any.

    Increase Density (Level 8): This is a status effect negation/resistance power. It grants an ally some protection from Knockback, Disorient, Hold and Immobilization effects. It also gives your ally moderate (25%) resistance to Smashing and Lethal damage.

    Recommended enhancements: 3 Resist Damage

    Commentary: There are great benefits to using this power – your teammates will really appreciate it. Unfortunately, the recharge is a bit slow, and the duration is very short (about a minute). So I have found that you shouldn’t bother trying to ID every team member every time you stop to buff, unless you’re on a small team. Save it for the times you really need it (e.g. facing an AV, dealing with high-mez enemies, etc.). Also use it as a reactive release to free a teammate who is stunned or held.

    The other challenge is that this power comes far sooner than you realistically need it. Although you’ll face an occasional mezzer in early levels, it’s not until your high teens or early 20s that it becomes commonplace. I think you can easily put this power off until level 16.

    Speed Boost (Level 12): This is a powerful single-target ally buff. The beneficiary receives a big boost to both her endurance recovery and recharge rate. There is a side effect of increased run speed. The duration is about 2 minutes.

    Recommended enhancements: 3 Endurance Modification

    Commentary: Nirvana. This power is (IMHO), the primary reason to play Kinetics. It’s a tremendous buff that solves the most common problem players face in the game – not enough endurance. It’s like Stamina in a can.

    Now there are some whiners out there (mostly melee fighters) who hate it because of the run speed thing. Frankly, I say, “Get over it!” Skipping people in my buff cycle is a pain.

    With the duration on this power, I find you can make it through 2 full battles before needing to reapply.

    Inertial Reduction (Level 18): A PBAoE power that grants Super Jump-like capability to yourself and anyone around you.

    Recommended enhancements: 1-3 Jump

    Commentary: Taking this power allows you a second mode of travel, and is another opportunity to skip a power pool. But there is certainly a valid argument for doing the Leaping pool instead (Acrobatics), so it’s personal preference. Not a must-have power, but I love it.

    The recharge is just right – the power will recycle as it wears off.

    Transference (Level 26): This power operates just like Transfusion, except the endurance drain debuff is substantial, and instead of a heal, it provides endurance to any teammate nearby, including yourself.

    Recommended enhancements: 1-2 Acc, 2-3 Rech (the endurance buff is so large that End Mod slots are just overkill)

    Commentary: This is where things get much easier for you. Now you have a way to recover your lost endurance! In fact, once you have this power, you can set off on your own to solo missions with relative ease (just watch out for mezzers).

    As with Transfusion, you may have to be educating your team that the safest/best place to be in a battle with you around is right in the thick of it. From there, you’ll be providing them with both endurance and hit points. Feel the love.

    Fulcrum Shift (Level 32): Turn the tide of battle as you transfer power (just as you did with Siphon Power) from multiple enemies at once, and receive all of that in return for you and nearby allies. You also radiate a moderate damage buff from yourself (50%) that benefits you and those around you.

    Recommended enhancements: 2 Acc, 2-3 Rech

    Commentary: This is the super-amazing-fantastic buff that makes teammates drool. Everyone rushes in, you activate this power and (assuming you hit, which you will nearly every time), suddenly the whole team is approaching their respective damage caps. The enemy is mincemeat. You laugh. Your team carries you on their shoulders and cheers. Woot!

    The recharge on this power is OK, but slotting for it will help make this available every fight. Make sure you are targeting an enemy roughly between the middle of an enemy group and you. That should give you the maximum potential to get buffs. It will take some getting used to at first, but with time you’ll get the hang of where to position yourself.

    Also note that because the single buff from you is twice that of Siphon Power, you might as well use FS every time. Deciding to respec out of Siphon is common, but I still like to keep it for pulling and having an extra buff.

    SECONDARY POWERS – Dark Blast

    Dark Blast (Level 1): A minor damage Negative Energy ranged attack. There is a slight debuff to the target’s accuracy.

    Recommended enhancements: As with most blast powers that you use often, you want 1 Accuracy, and then fill in 3 Damage slots when you can. You can add a slot of Recharge or Endurance Reduction if desired.

    Commentary: You have to take this power, and it’s decent. The recharge is swift, and the range is good. Keep in mind that –Acc debuff, and use the power on various enemies to spread the debuff around.

    Gloom (Level 2): This is a moderate damage blast that does quick damage over time, but is otherwise like Dark Blast.

    Recommended enhancements: Same as for Dark Blast.

    Commentary: I think Gloom is important (especially early on) to make a decent single-target attack chain. The DoT is isn’t too slow. DB and Gloom will be quite handy to have for a long time.

    Moonbeam (Level 4): A very long range high damage attack that debuffs accuracy.

    Recommended enhancements: 1 Acc, 1 Interrupt Reduction, 3 Dmg.

    Commentary: Although I think that snipe powers have their place (and this one has the longest range of them all, so it’s even better), I don’t see this fitting into a Kin/Dark build. The problem is you’re spending your time in melee range, so a long distance interruptible power isn’t a good choice. I say skip it.

    Dark Pit (Level 10): An AoE stun power (with a ToHit check). Fired from a distance.

    Recommended enhancements: There are lots of ways to slot this, using a combination of Acc, Rech and Disorient. I prefer 2 of each.

    Commentary: Although some people aren’t fond of this power, I think it works beautifully for a Kin/Dark. It makes a good opening power (or second choice after Fulcrum Shift) to keep your enemies from hitting you. They stagger around in a daze (and you can negate the stagger soon enough), leaving you free to blast away. You won’t be able to stun bosses right away, but there are ways to potentially stack the stun (from ancillary/pool powers or IOs).

    Tenebrous Tentacles (Level 16): A cone attack that immobilizes foes in tendrils of dark energy, which cause minor immediate Negative damage followed by damage over time. Debuffs accuracy.

    Recommended enhancements: 2 Acc, 3 Dmg, possibly 1 Immobilize.

    Commentary: This is part one of your cone attack chain. It may seem odd to think of an immobilize power as damage potential, but with all of the buffs you’ll be giving yourself to damage, that minor damage becomes substantial. And as mentioned above, it’s a great way to keep dazed enemies from wandering after you throw in Dark Pit. A great power that is a must-have.

    Night Fall (Level 20): A moderate damage cone attack that debuffs accuracy.

    Recommended enhancements: 2 Acc, 3 Dmg.

    Commentary: And this is part two of your cone attack chain. You can easily cycle back and forth between TT and NF. It’s a very potent combination, and the hallmark of the Dark Blast set. Once you have Fulcrum Shift, you’ll be amazed what you can do!

    Note that the range on both TT and NF is a bit short, but that works well, because you’re already in melee range. The tough part will be finding the best place to position yourself, but with practice you’ll find the sweet spot.

    Torrent (Level 28): This cone attack has very minor damage and an accuracy debuff, but a very potent knockback push.

    Recommended enhancements: 1-2 Acc

    Commentary: As with Moonbeam, this is a type of power that has its place, but not really in a Kin/Dark build. Pushing enemies away (as with Repel) isn’t what you want to happen. That being said, there can be value in using this power as a positioning tool if you’re facing a group that is scattered around. It also can make a nice panic button. A skippable power, IMO.

    Life Drain (Level 35): A single-target moderate damage attack that transfers life force (hit points) from the enemy to you. Debuffs accuracy.

    Recommended enhancements: 1 Accuracy, 2-3 Damage, 2-3 Heal

    Commentary: This will round out a full single-target attack chain for you, in conjunction with DB and Gloom. It’s also a very easy way to heal yourself, far more reliable in combat than Aid Self. You’ll have to decide if you want to slot this primarily for the damage or the heal, and assign 3 slots accordingly.

    Blackstar (Level 38): The nuke – an extreme Negative Energy PBAoE attack. Anyone left standing after the power goes off will suffer a severe accuracy debuff. This drains you of all endurance for some time, and will shut down all your toggled powers.

    Recommended enhancements: 3 Damage, 3 Recharge. If you find you use this less often, swap a Recharge with a slot of ToHit Debuff. This is a good place to use Hamidon enhancements so you can just enhance everything.

    Commentary: Although a nuke is very situational, I think that with a set like Kinetics, it is far more worthwhile. The key to having a nuke is knowing when to use it. You do not pull this out when wading into a group of 3 minions – wait until you’re in a good-sized group of 8 or more. Use this just after you have fired off Fulcrum Shift for maximum effect. Also makes a nice “polish off the leftovers maneuver.”

    Another key point is inspirations. I NEVER use this power unless I have a blue in my inventory or I’m teaming with a fellow Kin. Because then all you have to do is pop that blue pill, target an enemy that’s still standing, hit Transference and you’re back to normal. You want to be back in the game immediately, ready to buff/heal/blast if needed. As soon as you see that your team is in shape, you can turn your toggles back on. And although the timing is tricky, if a Kin teammate hits Transference just as you’re hitting Blackstar, you can potentially not see a change in your endurance bar, and your toggles will stay up. It’s hard to do, but definitely possible.

    And don’t forget the power of multiple nukes – even against a group that’s +3 or 4, two or three nukes used in succession should wipe out everything.

    Blackstar is also popular because it doesn’t scatter any survivors, or cause them to stagger. They just stay put in a state where they can scarcely hit you. Lock and load your single-target blasts and take them out. It’s a beautiful thing.

    POOL POWERS

    This is a brief discussion of the various power pools, and my thoughts on their viability with a Kinetics/Dark build. Most of these I would say are going to be based on your personal preference, play style, and character concept. As you’ll see below, there are a few powers that I think are must-haves. Beyond that, the choice is up to you.

    I’m sure if you’re reading this guide you’re familiar by now with when you can select these powers, but just in case… You can select your first pool power at level 6. You can take the third power in a set only if you have one of the first two, and you can pick that up at level 14. You can take the last power in a set only if you have any two of the first three powers, and you can pick that up at level 22. Ultimately you can select powers from up to four different pools.

    Concealment:

    This is a pool that can have a couple different uses. If you need to sneak into places or situations, take Stealth. You could also take Grant Invisibility as yet another buff for your teammates – I’ve found this to be a great support power to have in my arsenal (but watch out, it’s got a high endurance cost). I’d say to skip Invisibility – if you want that, take Stealth + Super Speed. Phase Shift is very situational, and was nerfed recently – skip it unless you plan to PvP.

    Fighting:

    I just don’t see this pool as necessary for a Kin. The marginal benefit you get from Tough and Weave doesn’t justify having to take a small melee attack first. Still, you will have powers to burn in your final build, so it’s a thought.

    Fitness:

    To Stamina or not – the eternal question. I have been able to survive without it for 50 levels, and only felt the pinch when soloing before level 26. But keep in mind that I also team regularly with Empaths and Kineticists, and use an ancillary power for further endurance recovery. So in general I recommend taking Stamina to start (and whichever 2 prerequisites you prefer), and then dropping it in a respect after you get Transference.

    Flight:

    Fly is the slowest power, but it’s also the safest. If you’re content with the fact that you’ll always be the last one to arrive at a mission, then it’s no big deal. You don’t really need the extra travel power (since you have access to Siphon Speed and Inertial Reduction), but you may just prefer it. If you go with it, 3 slots for Flight Speed will be best.

    For the first power, Hover can be valuable, especially to give you knockback protection (and with Siphon Speed you can make it a decent movement power in combat). Air Superiority always makes a nice melee power to throw in your build.

    Group Fly is something that can be useful, but tends to be best late in the game for Hamidon raids or traversing the Shadow Shard. If you want it, save it for level 47 or 49.

    Leadership:

    I’m a firm believer that this is a must-have pool for a Kin for the simple reason that the majority of your powers rely on accuracy, making Tactics essential.

    The first power you choose is marginal either way. You can pick a small damage boost with Assault or a small defense bonus with Maneuvers. Either way, don’t waste more than the default slot for Endurance Reduction. I prefer Maneuvers, because you get plenty of damage buffs already.

    After that, you must take Tactics! Everyone will love having this buff to help them reach towards that Accuracy cap. Slot it 1 Endurance Reduction, 3 ToHit.

    And finally Vengeance – one of my favorite powers. Let’s face it, someone is going to hit the pavement. It could be a mob on patrol, it might be an AV that you didn’t see around the corner, or you perhaps you just have a dumb teammate. When someone gets 1 or 2-shotted, you will swoop in to rez them. But just before you do, fire off Vengeance. Suddenly the tide of battle turns in your favor! This is a potent buff to Defense, Accuracy and Damage, with a small AoE Heal as well. Slot this power with 3 Defense, and add other slots (Heal and/or ToHit) if you have room.

    Leaping:

    Super Jump is faster than Fly, but you run the risk of leaping onto a mob of purple bad guys. So if you go this route, travel carefully! And remember that you get virtually the same power with Inertial Reduction. But the argument for going this route is to build up to Acrobatics for the knockback protection. (Personally I’d rather just take Hover.)

    Don’t bother with Jump Kick – it’s a long animation melee attack. If you go this line, take Combat Jumping, and fill the default slot with Defense.

    As the final power, Acrobatics which helps prevent knockback and holds. A great thing to have later in the game.

    Medicine:

    This pool is a waste for Kinetics, as you have a duplicate (and uninterruptible) versions of most of these powers in your primary set. (Transfusion and Increase Density). If you’re anxious to be able to resurrect your teammates, buy some Awakens.

    Presence:

    Quite simply, this pool isn’t really of value at all to you. These powers are mimics of a Tanker’s taunt powers or a Dark hero’s fear powers. Goading enemies into attacking your squishy self is generally not a good idea. But if you really want to access those fear powers, go for it.

    Speed:

    First of all there is a redundant power choice here for a Kin – Hasten. You get the same benefit using Siphon Speed. Although you could argue that the additional boost to your recharge rate is worth it so you can save on slots elsewhere. Personally I felt like it would be a waste.

    Flurry is another lame melee attack power, so…moving on.

    Super Speed is again redundant with Siphon Speed.

    Whirlwind isn’t really worth it for you – it drains endurance like crazy. And knocks everything around, which is the opposite of what you want to happen. Skip it.

    Teleportation:

    First there is Recall Friend, which is always valued on a team. I like having both this and Vengeance to use together.

    Teleport Foe is actually a great power, but I think it isn’t really a match for this build. It can be used as a pulling technique but you have a better option with Siphon Power. It’s also a very common power to use in PvP situations (often unjustly).

    Teleport is ultimately the fastest travel power – but it’s tricky to master. If you do take it, I highly recommend adding Hover, which makes the travel safe. If you want to go beyond your built in travel powers, I think this is the best route. (Also handy to TP into a group for using Fulcrum Shift.)

    Team Teleport might have value for you, again to TP the whole group in for FS goodness. It’s a technique I haven’t tried on a Kin, but it’s worth exploring.

    ANCILLARY POOLS

    At level 41 you can begin adding powers from one of these “epic” pools. You should certainly go with one of them. My suggestions are below:

    Dark Mastery:

    This was the pool I ultimately chose for my build, out of character concept and also because the melee nature of these powers meshed well with being a Kin. It has four very good powers. Dark Consumption is a PBAoE attack that fills your endurance bar – you really don’t need this because of Transference, but could choose to take it as a damage power (slot accordingly). And of course you should take Dark Embrace as your shield (which offers moderate resistance to Smashing, Lethal, Negative and Toxic damage).

    Oppressive Gloom is a PBAoE toggle that disorients which obviously works great with Dark Pit and the fact that you’re in melee range – I highly recommend it for helping to stun bosses.

    Soul Drain increases your Accuracy and Damage which aren’t things you’re in desperate need of. But slotted for damage, it makes an excellent PBAoE attack, great for using just after you hit Fulcrum Shift.

    Electric Mastery:

    Electric Fence is an underwhelming single-target immobilize. Thunder Strike is a high-damage melee attack which causes knockback and disorient (fun to watch). Remember that you could stack the disorient with Dark Pit, so this is a good choice.

    Charged Armor is the shield, which offers moderate resistance to Smashing, Lethal and Energy damage. Power Sink is really great as a PBAoE endurance drain. (Not that you need the endurance boost, but it’s still helpful to take out minions’ abilities.)

    Power Mastery:

    Conserve Power is a fine choice as it reduces the endurance you use for a short time. Power Buildup is the must-have in this set, as the effectiveness of all your heals, slows, stuns and other side effects will be doubled.

    The shield is Temporary Invulnerability – although it only resists Smashing and Lethal damage, it has a much higher resistance percentage. Total Focus is an extreme melee attack that causes knockback and disorient. Again – stacks with Dark Pit, can’t beat it.

    Psychic Mastery:

    Dominate is a great single-target hold power – and what Defender didn’t wish he had a hold? Mass Hypnosis could be very attractive as a method of putting a group to sleep before you rush in for Fulcrum Shift.

    Mind Over Body is probably the most popular shield for Defenders, because it offers not just resistance to Smashing and Lethal damage, but also Psionic. Telekinesis is a tricky power to master – it holds an enemy and then turns them into a repel toy, but it’s certainly easier to use as a tool than Repel.

    TECHNIQUES

    What follows are a few helpful tips and techniques I have found in playing this build. There isn’t much synergy between your two powersets, but knowing what to use when is important. Of course YMMV, particularly based on the enemies you’re facing, if you’re low on endurance, etc.

    1. Leading the Alpha Strike

    As a Kineticist, assuming you have the proper support (i.e. some defense buffs, a Tank to grab aggro, etc.), then you can head right in and nuke.

    First, be clear with your team that you’re going to nuke. Unless you are teaming with a fellow Kin, have a blue pill on the ready. Target an enemy in the middle of the group and hit Fulcrum Shift. If someone can subdue the group first with a sleep power like Mass Hypnosis that will make things safer for you. Grant Invisibility works, too.

    Immediately after FS, hit Blackstar – don’t hesitate, or your face could hit the floor. Pop that blue pill, target any enemy near you still standing, and hit Transference. Help your team pick off any stragglers with DB and Gloom. And finally, turn back on your toggles when the dust settles or once everything is under control.

    Note that if another teammate is going to nuke instead, you really just follow the same procedure, except you won’t hit Blackstar and you won’t need your blue pill. Make sure the enemy you target for Transference is nearest your teammate who has now been drained of endurance.

    2. Basic Teaming

    In an average team situation, follow this basic gameplan, and you’ll be golden.

    Pre-battle, pass out SB to your team (you should only have to do this every other battle). When needed, apply ID. (If a teammate is taking the alpha strike alone, they definitely need this.)

    Charge into the fray, and get to a place just the center edge of the enemy group. Target an enemy in the middle and hit Fulcrum Shift. Then alternate between TT and NF. Apply Transfusion as needed. Throw in Dark Pit when you can to keep things safe.

    It’s as easy as that! You honestly will be providing an invaluable service to your team. Endurance recovery ahead of time, a big damage buff, immobilization, damage, and disorients. That’s a really potent combination.

    Note that you may have to jump back a bit from the enemy group to get your best setup for the 2 cone powers. With practice you’ll figure out just where you need to be. And once you’ve got them immobilized, you can just stay put!

    3. Pool and epic powers

    As I’ve recommended above, you are usually only running a couple toggles (Leadership buffs). With one slot of Endurance Reduction in each, you’ll probably be OK. But for long travel or recovery periods, shut them off. Protective toggles like Combat Jumping or Tough and Weave also fall in this category. And a note about Sprint – you’d be surprised what an endurance drain it can be when you’re not paying attention. Keep it off unless you’re on a team where recovery buffs are plentiful. (Or slot EndRdx instead of Run Speed in Sprint.)

    For your epic shield, keep it on for the duration of a mission if it provides protection against the damage your facing (which means you should know your enemy). So if you’re up against a bunch of CoT Behemoths (who use Fire damage), Temporary Invulnerability isn’t going to help much (but it’s a must when you’re facing Warriors).

    If you have an epic endurance recovery power, use it for when Transference misses. Two of them (Dark Consumption and Power Sink) generate some aggro, so make sure the situation is in control first. It can also be a post-nuke strategy, although you’ll obviously need to pop at least one blue pill to activate it.

    Should you choose to have Grant Invisibility, think of it as any other preventative buff. (Although there are certainly situations where you’re using it strictly for the –Perception aspect.) GI isn’t as helpful nowadays as it once was, but it can certainly make things safer for someone running into nuke.


    PLAYER VS. PLAYER

    Due to the ability to provide speed, leaping and endurance recovery, your Kin is highly desirable as a teammate in PvP, and one of the first targets as well. Although I’m really just a novice with PvP, I wanted to summarize a few key ideas here.

    Soloing in PvP can be very difficult, and isn’t encouraged. Your self-buffs require a ToHit check, which can be tough when facing players that almost certainly have some type of Defense running. Team up with other Defenders (or Controllers) and you can be a real machine.

    On the flip side you can be the ultimate support teammate. Debuff your enemies’ speed, recharge rate, damage, endurance and regeneration with your primary powerset, and kill their accuracy with your secondary.

    As for build strategies, look to your power pools first. You already have the option to travel with Inertial Reduction, which is great for PvP, although if it wears off and you are short on endurance, that’s bad news. The Leaping pool is the king of travel powers in PvP – Combat Jumping will protect you from immobilizes, and Acrobatics from knockback. Next you’ll want to consider the Concealment pool – either running Stealth (and Invisibility if you can) or being on a team that all uses Grant Invisibility. Phase Shift will save you in a tight spot. Leadership powers are also a big bonus – you’ll want Tactics to see those Stalkers who are creeping up on you!

    For your primary, you need most of the same powers you do in PvE. Siphon Speed will be one of your best assets, but don’t underestimate Transfusion and Transference (especially if you have plenty of Tactics on your team). And of course you’ll want to Siphon Power and Fulcrum Shift for ages. (I think SP will be faster and easier to use when facing a single enemy.) Since buffs are often applied on the fly in PvP, you could consider slotting Range into SB and ID.

    As for the Dark powers, the emphasis in PvP is often on single-target attacks. So Dark Blast, Gloom and Life Drain are a must. But immobilizes can be effective if an enemy’s toggles drop, so keep TT. And of course you can use Dark Pit to stack disorients with your teammates or your own ancillary pool powers. And don’t forget what I said about Repel – knocking back any players who skipped Acrobatics is always fun. But Torrent will work even better, as it has the added accuracy debuff!

    FINAL THOUGHTS

    The life of a Kin/Dark is fast-paced and exciting. Once your team understands how you operate, they will fall in love with all of the amazing buffs and debuffs you provide. With time you’ll impress even yourself with the powers at your command. In fact, you find you crave the multiplicative power of teaming with other Kins! And when you do, look up the Pinball Wizards™.

    I just hope you enjoy playing this combination as much as I have. I liked being a little bit different as one of the only people in my SG to pick Dark as a secondary and stick with it for 50 levels. Once on a team my colleague commented, “Wow, that’s probably the best synergy between Kin and Dark I’ve ever seen.” That’s the kind of praise you take to the bank.

    All feedback is welcome and appreciated. I will be attempting to keep this guide revised as new game updates are released. Also feel free to PM me with questions, or let me know if you want to see any of these techniques in action.

    ACKNOWLEDGEMENTS

    Since this was in some ways a celebration of my character reaching level 50, I wanted to take a brief moment to say thank you to the folks have helped me on the long journey, and I want to thank them publicly.

    My thanks go out to all my friends in the Repeat Offenders coalition who helped me along the way. You gave me such pride in being a Defender, and I treasure every chance I get to play alongside you. I’ve spent all 50 levels on Midnight Lucky playing with RO teams (mostly Pinball Wizard teams), and there’s nothing better. For all those nights of buffs, blasting and laughs, I am so very grateful.
  11. [ QUOTE ]
    As far as the Admin Channel spam is concerned, I'm wondering if it would be possible to (almost completely) offload the admin spam onto ... of all things ... The City Map. Everyone's mini-map has two tabs for it ... Zone and City. Most people never look at the City Map, since it's basically just the tram map you see in the PTA stations ... but what if it could show you WHERE the invasion events were occurring? That way instead of needing to backtrack through chat records to find where an event was in progress, you could simply flick over to the City Map Tab on the mini-map and the invasion event(s) would be shown in a slowly glowing on/off red-ish color on the zone under attack.

    Simple. Easy. Intuitive.
    KISS.

    For extra bonus points, you could add the same effect to the maps you see in the PTA tram stations.

    [/ QUOTE ]
    Brilliant. I love it. Gold star for Redlynne!
  12. I know a redname already gave us the long story about the Red warning messages, but I hope this remains a top priority to "fix." It becomes very hard to keep up with team/coalition/global chat windows when you're getting bombarded with red messages every couple minutes. It's especially frustrating when you have extra tabs set (i.e. one for Wentworths) and then it appears you have messages, but you go and see it's just red spam.

    Supremely annoying. I found myself becoming quite irritable and had to just hang it up for the night as I was getting snappish with my team.
  13. Where do I sign up for the double-flaming swords powerset?

    Nice work!
  14. [ QUOTE ]
    [ QUOTE ]
    Well I'll be... I just hit my 666 post mark and my 90 day mark today, and I wanted to break the count in a stylish manor.


    [/ QUOTE ]
    I wanted to make my 10000th post from a fancy mansion, but, alas, it was not to be.

    [/ QUOTE ]
    At least you said it before I did, Foo.
  15. What a wonderful (and LOL funny) guide, HBS. I've been working on a new Earth/Sonic (level 13 named Fjorgyn - theme is that she is the earth goddess of Norse mythology brought to this world by Portal Corp.). This gets me really excited to continue leveling her up. Your advice is gold.

    Thanks so much,

    Excited in Eden
  16. Point taken, Bill. My main point is just that in an already tight build (especially if you go the Stamina route), if you had to put something off, CM would be my first choice. Until the casting/rooted time is reduced or the duration is increased, it's just not the power it once was in early issues.
  17. Thanks for noting the correction on Acrobatics - you are of course correct - it's Hold protection. CJ is the one that protects againts Immob. This will be corrected in the next version of the guide.
  18. This guide is ASTOUNDING in its detail, analysis, and good advice. By compiling this guide, you've done a great service to the CoH community and Controllers in particular. THANK YOU, Enan!

    (And you helped me pick my next one - Mind/TA it is!)
  19. *weep*

    I don't suppose this is all a ruse, and you'll be pulling a Rise of the Phoenix on us?

    No?

    *sob*
  20. This guide is simple but handy, Snake. My Fire/Fire is level 30 right now, and although I don't agree with you on every point, for the most part you're imparting the most important things every Fire/Fire should know! Indeed, patience is key.

    I think you have a small typo in the guide itself - you mention slotting Aid Other, but I think you meant Aid Self as evidenced by your build.

    Myself I've been working on a teleport build which I like (we'll see how it goes for another 20 levels). Generally I TP right into the middle of the pack (or just behind), and do the whole Fire Ball/Fire Breath/Fire Sword Circle combo. At that point suppression is lifted, so if there are more than a few enemies standing I just TP right back out. Works quite well, especially in environments where the geography gives you some hiding places.

    I also can't stress enough how good it is to team with a Fire Controller. If they initiate with Flashfire you can get in right after that with almost perfect safety.

    And of course Defenders and Controllers that can give you buffs (or debuff the enemies) just make it all the easier. I generally team with members of the Pinball Wizards, so I'm constantly hitting the damage cap. It's excellent!
  21. Thanks for doing the heavy lifting in your comments, Monkey.

    And I have to emphasize this strongly - you can be an Emp Offender if you want, and can do well at it with practice. I played an Emp through 50 levels who did PLENTY of offensive work and still managed to keep my team standing, in good health and well-buffed.

    I think I made it pretty clear in the intro to my guide what type of guide it would be. If you're looking for a guide on how to be a strict support-type, look elsewhere.

    But thanks to y'all for at least reading the whole thing.

    Also thanks for the notes on the Leadership powers, Kiss - I definitely will get those added into the next revision.
  22. I have updated my guide, and version 2 is posted. It is I7 compliant (not that either set was really affected in this issue).

    OttercubDC’s Empathy/Sonic Defender Guide (v2.0)
  23. OttercubDC’s Empathy/Sonic Defender Guide (v2.0)

    PREFACE

    I wrote this guide based on my experiences with my main character, Growlin’ Granny on the Freedom server. It was a wild and crazy journey to level 50 as a member of two different SGs, and frequently teaming with a few more. I thought I knew all there was to know for awhile, and then all that changed in my mid 40s.

    Please note that because this is based on my main character, so YMMV. Please take any notes contained herein as suggestions, not imperatives. I have had other experiences with Empathy, which helped me make some mistakes that I learned from. And I’m in an all /Sonic SG, so my experience with that powerset is substantial. You’ll see below why my preference has been this build. I can tell you that I’ve used every one of the primary and secondary Defender sets at one time or another with varying degrees of success. I won’t say that this is my favorite AT, bar none – I frequently find new excitement with different characters. But I found that this was a build that I settled into like a favorite chair.

    Also, I have steered clear of including hard numbers, as they are not my specialty. If you’d like that kind of info, please look to LadyMage’s excellent guide for specifics.

    Lastly I’ll point out that this guide is currently compliant through I7. There were not any major changes to either powerset in this issue, but I’ve done some changes based on feedback from the previous guide. I also added a section on PvP since I now actually have significant experience in that area!


    CAVEAT

    First of all I must make it clear that I’m extremely opinionated. In particular, I’m loathe to hear the word “healer.” I do not think Empathy is a healer AT – it’s a buff set with heals, and you have a secondary set of blasts that I think you should use judiciously. If you want to hear about playing a “pure Empath,” please don’t read any further, as I will probably disappoint you.


    OVERVIEW

    Empathy is the only Defender set that does not debuff enemies in any way. It is strictly a set designed to enhance the performance of your team, and to repair damage in battle. Within this set we have one of the most sought after buffs, as well as some underappreciated gems. Also unique to Empathy is that there really is no “bad” power. If I had room I’d take every power – I ultimately only skipped one (which I will later be putting in with a respec). But I’ve tried them all and they are indeed good (although there are shortcomings, which I’ll discuss later).

    The big challenges for Empaths are balancing your various roles (prevention, release, heal, blast), keeping your eyes both on the action and on your teammates. Endurance is an issue (as it is with every set), but we’re lucky to have some powers to help ourselves with that. But the big challenge remains dealing with people who want an Empath around so that they can play in an irresponsible manner. Avoid those players at all costs.

    Sonic Attacks is one of the newest Defender secondaries, and it’s full of potential. You get solid attacks in every variety (small, DoT, cone, nuke) as well as a few control powers. The great advantage of Sonic powers is that your damage increases with each blast, as you wear down the damage resistance of your enemies. You may not be the real damage dealer on your team, but every hit you land helps your team take down the other side faster. The other benefit to Sonics is that it’s a combined Energy/Smashing damage set. So although Smashing damage is resisted well in upper levels, the Energy damage is often not.

    A challenge for Sonics is that I think there are powers that just aren’t worth it, which will be discussed below. Also you can not slot for the debuff as you can with other sets like Dark Blast (-ToHit) or Radiation Blast (-Defense).

    As for the two sets complementing each other – well, they don’t. Empathy really has no relation to its secondary, unlike most of the Defender primaries. But I feel that choosing Sonic allows you some real ease in the times that you’re out there solo.


    PRIMARY POWERS – Empathy

    Healing Aura (Level 1): HA is a PBAoE heal, and is one of your standard healing powers. It has the added benefit of healing yourself, which is helpful just about all the time. Hit by a sniper while flying through Founder’s Falls? No problem, just fire off your aura. The one thing to remember is that the amount of this heal is only about half that of Heal Other – you will need both powers. There are times where your situation may require “spam healing” (e.g. battling Devouring Earth fungi). In that case just set this power to auto-fire, so you can forget about it and focus on buffing and blasting.

    Recommended enhancements: First step is to slot this with 3 Heals. After that, add 1-2 slots of Endurance Reduction as needed – it’s a bit costly. Slot at least 1 Recharge, and it will be up at a good rate – 2 is even better (helpful for spam situations).

    Heal Other (Level 1): This is your other standard healing power – a single-target heal for allies. There is only one other power like this which is a guaranteed heal (O2 Boost being the other). As mentioned above, the magnitude of HP restored is twice that of your aura. There are a few situations that might require you putting this on auto-fire, particularly if you’re teamed with the aggro Tank in a Hamidon raid.

    Recommended enhancements: Same slotting as with Healing Aura, although I recommend you stick with just 1 Recharge here until you’ve got slots to burn.

    Commentary: At level 1, you have the choice between these two powers. And I think the choice is simple – pick Aura first. It will help keep you alive in the early levels, and I believe in being mostly selfish until you hit level 10 – take things that help yourself first. But you won’t want to delay on taking Heal Other – it should be taken no later than level 6.

    Absorb Pain (Level 2): This power allows you to heal a substantial number of HP for an ally – three times that for Heal Other. But this strong heal has a cost – you take damage and can not be healed by most means for a short time. (Natural and buffed regeneration will help, however.)

    Recommended enhancements: 3 slots of Heal enhancements is enough. This isn’t likely a power you want to use as often, and the endurance cost is negligible.

    Commentary: This is the only power that I ended up not taking in my final build (but I will respec into it later). It feels very situational to me, and by the time I would want to use it, the team is headed to a full faceplant anyway. Don’t get me wrong – if I had room, I’d have taken it, as the reward outweighs the risk. But I just had other powers I wanted more fervently. I’ve since decided that I could move some things around to make room. So if you have the room, definitely take it. If you tend to not team with other Defenders, it could become a must-have.

    Resurrect (Level 6): Quite simply, this power fully revives a fallen teammate. As soon as the teammate accepts the resurrection request, they can begin using their powers.

    Recommended enhancements: Fill the default slot with Recharge, and that’s it. If you need more recharge in this power, your team’s problem is more likely tactical.

    Commentary: Rez is the power you resort to when things take an unexpected turn – keep it in your back pocket, don’t rely on it for constant use. Unfortunately this power has no added benefit like Mutation does for Radiation Defenders, but it is a guaranteed rez, which is good. I don’t recommend taking this power right away – get some blasts and pool powers first, and perhaps take this in your teens or 20s. The exception is if you plan to run a taskforce, in which case you’ll need to have this power available.

    Clear Mind (Level 8): This is a status effect negation/resistance power. It grants an ally some protection from Sleep, Disorient, Hold and Immobilization effects.

    Recommended enhancements: Again, just one slot for Recharge, and even that isn’t really necessary. You might consider Range instead, as it’s about 10 feet shorter in range than the rest of your buffs.

    Commentary: This would be a wonderful power – if it didn’t take so long to use. The current animation time is 4 seconds, and the power only lasts a short time. So if you’re on a full team, by the time you’ve used CM on everyone, you’d have to start all over again. So I suggest only using it in 2 situations – to either use as pre-battle protection for a team member or two who is most vulnerable to a status attack (like the Tank or a Controller), and/or to use it as a release from a hold or stun. Even that is a bit dangerous – you’re now locked in for 4 seconds that you can’t do anything else. Sadly it’s a power you need to have, so live with the drawbacks while you send a PM to the developers!

    Also, this power comes far too soon in the lineup – you will rarely encounter enemies using status attacks until you’re in your late teens. I recommend not taking this until after level 20. And remember that a healing power will break a Sleep effect, so you can provide release with your early powers. (If every team member carries at least 1 Break Free at all times, you can easily make it to your 20’s without Clear Mind.)

    Fortitude (Level 12): This is a strong single-target ally buff. The beneficiary receives a boost to defense, accuracy and damage. The duration should last through a full battle.

    Recommended enhancements: This is the first power that you really must take immediately and then six-slot. Start with 3 Defense slots – since ED, we all need as much Defense as we can get. Use the other 3 slots for Recharge – once you have SOs you will be able to keep 3 team members buffed at once. You could put a slot for ToHit in there somewhere, but ultimately I switched it out (it’s pretty much redundant with Tactics running).

    Commentary: This is what I think of as the hidden jewel in the set. I think there are far too many players out there who don’t know how good it is to have a purple glow around your head. Use this power often, particularly as a pre-battle buff for the team member in the most danger, or whom you want to make the biggest alpha strike. There are long debates in the forums about whom you “Fort” first and why. For myself, I tend to hit Tanks first, then it goes to the team members whom I see tend to take the most damage, which is often Controllers with AoE powers. And if it’s available, I always follow up Heal Other with Fortitude. If he got hurt, repair the damage and then prevent it from happening again! With time you’ll see who is in the most danger on the team, and thus needs to be fortified first.

    Recovery Aura (Level 18): A PBAoE power that greatly enhances the endurance recovery for yourself and anyone around you.

    Recommended enhancements: Start with 3 slots for Recharge, and you want those in place immediately (so add the 2 slots at level 19). If you have extra slots you can add some for Endurance Modification, but I generally find that the base recovery rate is just fine, particularly once people have SOs.

    Commentary: The crown jewel of the set, and one of the most requested buffs in the whole game. Everyone has endurance issues, so this is essential. Sadly the recharge rate was cut in I6, while the duration was reduced. So even with SOs you’ll only be able to get this up about every third battle. Thus it’s no longer the silver bullet; teaming with others who have recovery powers will help smooth things out. (2 Empaths on one team can generally keep RA up enough to prevent any endurance issues, 3 can make it perma.)

    For the times you solo, this power is essential.

    Regeneration Aura (Level 26): A PBAoE power that grants you and those around you the ability to regenerate HP at up to five times the usual rate.

    Recommended enhancements: Again, start with 3 slots of Recharge. But if you can also fill it with 3 slots of Heal, you’ll see much stronger results.

    Commentary: This is the unsung hero of the set. If your teammates are regenerating HP at a good rate, you’ll spend less time handing out heals, which means you can spend more time on buffing and blasting. For ease of use, just fire this off right after you hit Recovery Aura. This is a power you could hold off taking for a few levels if needed, but you’ll want it in your early 30s. I waited, and in retrospect wish I’d taken it right away.

    This has the same problem of long recharge, short duration that RA does. So get those additional slots of Recharge in place right away. It is also essential for soloing.

    Adrenalin Boost (Level 26): Arguably the most powerful buff in the game. The targeted ally will see a dramatic increase in endurance recovery, HP regeneration and the recharge rate for their powers.

    Recommended enhancements: Three slots for Recharge first. If you have slots to spare, you can add in some Heal or Endurance Modification.

    Commentary: It doesn’t take a genius to realize how powerful this one is. But with its long recharge you won’t be able to use it as often. So keep an eye on when it’s available so you can use it right away.

    Who to use this on? You’ll have to keep an eye on your team’s makeup and progress to decide. Personally I tend to use it mostly on Scrappers and Blasters. They want to attack often and quickly at a small cost, and AB is the secret. I especially use it for Blasters who have just used a nuke. That will put them back in the fray much more quickly. But remember that this can also be a pseudo-heal due to the regeneration boost.

    SECONDARY POWERS – Sonic Attacks

    Shriek (Level 1): This power is a quick blast of smashing energy that can debuff the target’s resistance to damage. The damge is minor.

    Recommended enhancements: As with most blast powers that you use often, you want 1 Accuracy, and then fill in 3 Damage slots. You can add a slot of Recharge or Endurance Reduction if desired.

    Commentary: You have to take this power, and it’s not too shabby (heck, be glad it’s not Mental Blast). The damage is indeed minor, but what I like about this power is that it’s fast, and has excellent range. Sonics is the one blast set with no snipe power, and it’s party because Shriek and Scream already have better-than-average distance. Perfect for picking off that runner with a sliver of health.

    Scream (Level 2): This is a moderate damage blast that does quick damage over time, and debuffs damage resistance.

    Recommended enhancements: Same as for Shriek.

    Commentary: This is a power you could skip if you wanted to, but I think it makes a fine part of your attack chain. I’m also a fan of having 3 attacks as soon as you can, and if you skipped this you’d wait awhile. The DoT is very fast (unlike fire powers, for example), and if you lead with another blast, you’ll get more bang for your buck here because of the debuff. As mentioned above, it has very good range. So I like having both Shriek and Scream – very handy for that minion that insists on hanging out on telephone wires.

    Howl (Level 4): A moderate damage cone attack that debuffs damage resistance for all in its wake.

    Recommended enhancements: You’ll want the standard 1-3 slotting for Accuracy-Damage. But add a slot for Range – the set range is a bit short, and just that little boost will make your life a lot easier. A slot of End Reduction is good (this is more costly), while Recharge will keep it available more often (HOs are a real blessing here).

    Commentary: This is without question my favorite power in the set. The radius of the cone is very good, and with a Range enhancer you’ll be able to keep your distance. This is an excellent opening attack, as the whole group is now debuffed for your team. If there is a must-have power for Sonics, this is it. Fill the Damage slots in Howl first, then move onto Scream, and finally Shriek.

    Shockwave (Level 10): This is similar to Gale – it’s an AoE cone that causes knockback, and minor damage. It does NOT debuff resistance.

    Recommended enhancements: If you take this, consider going for 2 slots of Accuracy. It’s easy to miss some enemies in the cone if you don’t. The Damage is minor, and not necessarily worth enhancing – use those slots elsewhere first.

    Commentary: Knockback doesn’t really fit in with this build, so I recommend skipping this power. You’ve got plenty of other attack choices, and knockback is a contentious issue on teams. But it can be used effectively. I have a couple SG members who use it carefully in almost every fight to good effect. Not my personal choice, but you might like it.

    Shout (Level 16): A short-range attack that does superior damage and debuffs resistance to damage.

    Recommended enhancements: 1-3 for Accuracy-Damage. The range is so short, that Range enhancements can help a lot. And this has a hefty cost, so a slot of Endurance Reduction is a must.

    Commentary: I have a real love-hate relationship with Shout. One the one hand, it’s the big damage power but isn’t a snipe, so that’s good. But you have to be quite close to use it, and that’s bad for a squishie. My recommendation is try this out and then decide - it’s not for everyone. I’m a bit of a daredevil, so I’m willing to get some face time with a CoT Behemoth just to shout in his face. But because Defender damage isn’t that substantial, even “superior” damage isn’t all that great. I have it for now, but will likely be dropping it in favor of Air Superiority.

    Amplify (Level 20): Amplify is just like Aim in the other sets - granting you a huge boost to your accuracy, and slightly increasing your damage output. It has a very short duration.

    Recommended enhancements: 3 slots of Recharge, and extra slots for ToHit if you have room.

    Commentary: A standard tool for any Blaster, this is unlikely to find its way into the build of most Defenders. If you’ve got the room, it’s absolutely a worthwhile power to have for your attacks. Personally I just couldn’t fit it in – I usually team with several people who run Tactics, and the small damage boost didn’t seem worth it.

    Siren’s Song (Level 28): This is a cone Sleep power. Slept enemies will be effectively held, unless they are hit with damage or a debuff. This deals minor energy damage as well.

    Recommended enhancements: This is pretty good right out of the box. Put Accuracy in the default slot, and maybe a second one if you aren’t running Tactics. I added a slot for Sleep duration to make sure they stay out of commission long enough for a getaway. The damage is small, and not really worth enhancing unless you have slots to burn.

    Commentary: This is a great power. I know there are a lot of folks out there who think that AoE Sleep powers in higher levels are a waste, as most players also have AoE attacks. First of all – if even a couple minions get hit by this but missed by another player’s attack, it takes them out of the battle and that’s a good thing.

    Secondly, this is the vital must-have power for when you’re solo. An Empath simply can’t take on a group larger than maybe 3 white minions on his/her own. So sing them to sleep, and then pick them off one at a time. I generally will reposition so I can still use Howl on the baddie I’m currently attacking.

    Finally, remember that this does cause a little damage, too. So think of it as your second AoE attack power, with slept enemies being an added bonus.

    Screech (Level 35): A single-target disorient attack that deals minor smashing/energy damage.

    Recommended enhancements: 1 Accuracy, 3 Disorient.

    Commentary: In my previous version of this guide, I ripped on this power, and now I take it all back. Screech is a handy thing to add to your arsenal, particularly if you want to do some PvP (see section below). It has a magnitude 3 disorient, and can be stacked with other disorients – the easiest to obtain would be Oppressive Gloom from the Dark Mastery pool, but there are also some temp powers that can do this as well. If you use this often (as you could in PvP), you could add a Recharge slot or two.

    Dreadful Wail (Level 38): The nuke – an extreme smashing/energy PBAoE attack. Anyone left standing after the power goes off will be disoriented. This drains you of all endurance, and will shut down all your toggled powers.

    Recommended enhancements: 1 Accuracy, 3 Damage, 2 Recharge. If you find you use this less often, swap a Recharge with a Disorient. This is a good place to use Hamidon enhancements so you can just enhance everything.

    Commentary: An Empath using a nuke is certainly a touchy subject. But I will tell you that I’m in favor of taking this power. Yes, it’s situational. But when you use it, it can make a huge difference to your team.

    The key to having a nuke is knowing when to use it. You do not pull this out when wading into a group of 3 minions – wait until you’re in a good-sized group of 8 or more. Also pay attention to what your team is doing – it would be a pity to use this just before your Kinetics teammate fires off Fulcrum Shift. Also watch your team’s health – if they’re mostly in the orange, you’re taking an ill-advised risk by nuking. (Although it can be used as a “polish off the leftovers maneuver.”)

    Another key point is inspirations. I NEVER use this power unless I have a couple blues in my inventory. (I also try to pop some yellow and red beforehand.) You want to be back in the game immediately, ready to buff/heal a teammate if needed. And by all means, get your butt out of the middle of the fray! As soon as you see that your team is in shape, you can turn your toggles back on. I also tend to use RA before nuking, so that as soon as the recovery period returns, I’ll get my endurance back quickly. (The one exception is teaming with Kineticists – if they time Transference just right, you can potentially gain back all your endurance, and even avoid toggles dropping.)

    And don’t forget the power of multiple nukes – even against a group that’s +3 or 4, two or three nukes used in succession should wipe out everything.

    So in summary, I think a nuke is a power that an Empath should use, but with great caution. I’ve considered dropping it from my build numerous times, but then I’m in a mission where it makes all the difference (like speeding up things in a timed outdoor mission), and I resolve to keep it. Maybe this isn’t for you, but personally I enjoy it.

    POOL POWERS

    This is a brief discussion of the various power pools, and my thoughts on their viability with an Empathy/Sonic build. Most of these I would say are going to be based on your personal preference, play style, and character concept. As you’ll see below, there are a few powers that I think are must-haves. Beyond that, the choice is up to you.

    I’m sure if you’re reading this guide you’re familiar by now with when you can select these powers, but just in case… You can select your first pool power at level 6. You can take the third power in a set only if you have one of the first two, and you can pick that up at level 14. You can take the last power in a set only if you have any two of the first three powers, and you can pick that up at level 22. Ultimately you can select powers from up to four different pools.

    Lastly, let me add that you will need to select a travel power just to get around street maps at a decent rate of speed. So plan on taking at least one of the following pools – Flight, Leaping, Speed, or Teleportation.

    Concealment:

    This is a pool that can have a couple different uses. If you need to sneak into places or situations, take Stealth. You could also take Grant Invisibility as yet another buff for your teammates (but watch out, it’s got a high endurance cost). I’d say to skip Invisibility – if you want that, take Stealth + Super Speed. Phase Shift is very situational, and was nerfed recently – skip it.

    Fighting:

    I just don’t see this pool as necessary for Empaths. The marginal benefit you get from Tough and Weave doesn’t justify having to take a small melee attack first, ultimately using up three power slots in an already full build.

    Fitness:

    To Stamina or not – the eternal question. I have been able to survive without it for 50 levels, and only felt the pinch post-I6 when soloing. But keep in mind that I also team regularly with Empaths and Kineticists, and use an ancillary power for further endurance recovery. So let me try a few blanket recommendations:

    If you want the Psychic Mastery pool, you need Stamina. If you regularly team without other players who can boost endurance, you need Stamina. If you can’t slot Endurance Reduction in a few of your blast powers, you need Stamina. Otherwise, you can try skipping it, but use the test server to see if you should add it in a respec.

    Flight:

    Fly is the slowest power, but it’s also the safest. If you’re content with the fact that you’ll always be the last one to arrive at a mission, then it’s no big deal. Personally I chose Fly out of concept, and just kept it. Most of my SG are leapers, so I’m the designated person to deal with flying baddies. If you go with it, 3-slots for Flight Speed + 1 Endurance Reduction slot will be best.

    For the first power, I had Hover but will be swapping it out for Air Superiority. I know there are some that like Hover for combat situations, but I’m not one of them.

    Group Fly is something that can be useful, but tends to be best late in the game for Hamidon raids or traversing the Shadow Shard. If you want it, save it for level 47 or 49.

    Leadership:

    I’m a firm believer that this is a must-have pool for Empaths. BUT…it can be very tough to fit in both this pool and the Fitness line. If you have the room, go for it!

    The first power you choose is marginal either way. You can pick a small damage boost with Assault or a small defense bonus with Maneuvers. Either way, don’t waste more than the default slot for Endurance Reduction. (You could slot Defense in Maneuvers, but the base value is so low, enhancements add almost nothing.)

    After that, you must take Tactics! Everyone will love having this buff to help them reach towards that Accuracy cap. Slot it 1 Endurance Reduction, 3 ToHit.

    And finally Vengeance – one of my favorite powers. “But why would an Empath take a power that requires a dead teammate? If you need to use this, U R th3 suxx0r h3alor!” Whatever – let’s face it, someone is going to hit the pavement. It could be a mob on patrol, it might be an AV that you didn’t see around the corner, or you perhaps you just have a dumb teammate. When someone gets 1 or 2-shotted, you will swoop in to rez them. But just before you do, fire off Vengeance. Suddenly the tide of battle turns in your favor! This is a potent buff to Defense, Accuracy and Damage, with a small AoE Heal as well. Slot this power with 3 Defense, and add other slots (Heal and/or ToHit) if you have room.

    Leaping:

    Super Jump is faster than Fly, but you run the risk of leaping onto a mob of purple bad guys. So if you go this route, travel carefully! 2 or 3 slots for Jump are all you need.

    Don’t bother with Jump Kick – it’s a long animation melee attack. If you go this line, take Combat Jumping, and fill the default slot with Defense.

    As the final power, you can grab Acrobatics which helps prevent knockback and immobilization. Neither of those is deadly to you, but if you’re on your back or out of range, it can be hard to keep your team alive.

    Medicine:

    This pool is a waste for Empaths, as you have a duplicate (and uninterruptible) version of each of these powers in your primary set.

    Presence:

    Quite simply, this pool isn’t really of value at all to you. These powers are mimics of a Tanker’s taunt powers or a Dark hero’s fear powers. Goading enemies into attacking your squishy self is generally not a good idea.

    Speed:

    First of all there is an execellent power choice here for an Empath – Hasten. Hasten will allow you to fire off some of your vital click powers more often, as well as attack powers. If you can find room for this power, slot it with 3 Recharge Rate enhancements as soon as you can. This isn’t the must-have it was before ED, but it’s certainly a good idea.

    Flurry is another melee attack power, so…moving on.

    Super Speed is a fast travel power, and can serve you pretty well for quite awhile, although you may find some zones hard to traverse, particularly Skyway City and Terra Volta. (But paired with Stealth, you get virtual invisibility, which is nice.)

    Whirlwind isn’t really worth it for you – it drains endurance like crazy, and you tend to be out of melee range anyway.

    Teleportation:

    First there is Recall Friend, which is always valued on a team, but is a must-have for an Empath. You’ll want it particularly to TP a fallen comrade out of battle to rez him, or perhaps into the middle of your group so you can use Vengeance and then Resurrect.

    Teleport Foe is actually a great power, but I think it isn’t really a match for this build. It can be used as a pulling technique, which is valid for Sonics which has no snipe power. It’s also a very common power to use in PvP situations.

    Teleport is ultimately the fastest travel power – but it’s tricky to master. If you do take it, I highly recommend adding Hover, which makes the travel safe. Team Teleport is a power I have never seen used, presumably because of the endurance drain on the user.

    ANCILLARY POOLS

    At level 41 you can begin adding powers from one of these “epic” pools. You should certainly go with one of them. My suggestions are below:

    Dark Mastery:

    This was the pool I ultimately chose for my build, mostly out of character concept. But it has two very good powers. Dark Consumption is a PBAoE attack that fills your endurance bar – it should be 6-slotted with 3 Recharge, 1 Accuracy and 2 Endurance Modification. And of course you should take Dark Embrace as your shield (which offers moderate resistance to Smashing, Lethal, Negative and Toxic damage). Oppressive Gloom is a PBAoE toggle that disorients (see note above in regards to Screech), while Soul Drain increases your Accuracy and Damage (not necessary if you have the Leadership pool, but it couldn’t hurt).

    Electric Mastery:

    Electric Fence is an underwhelming single-target immobilize. Thunder Strike is a high-damage melee attack which causes knockback and disorient (fun to watch). Remember that you could stack the disorient with Screech. Charged Armor is the shield, which offers moderate resistance to Smashing, Lethal and Energy damage. Power Sink is the must-have – it’s a PBAoE endurance drain.

    Power Mastery:

    Conserve Power is a must – it reduces the endurance you use for a short time. Power Buildup is actually a strong choice. The effectiveness of all your heals will be doubled while under its effects, as well as increasing the secondary effects in powers like Shockwave, Screech and Siren’s Song. The shield is Temporary Invulnerability – although it only resists Smashing and Lethal damage, it has a much higher resistance percentage. Total Focus is an extreme melee attack that causes knockback and disorient. Again – stacks with Screech.

    Psychic Mastery:

    Dominate is a great single-target hold power – excellent if you want to try every role in a Hamidon raid! Mass Hypnosis is pointless for you, as it’s a duplicate of Siren’s Song, but with no damage. Mind Over Body is probably the most popular shield for Defenders, because it offers not just resistance to Smashing and Lethal damage, but also Psionic. Telekinesis is a tricky power to master – it holds an enemy and then turns them into a repel toy.

    TECHNIQUES

    What follows are a few helpful tips and techniques I have found in playing this build. There isn’t much synergy between your two powersets, but knowing what to use when is important. Of course YMMV, particularly based on the enemies you’re facing, if you’re low on endurance, etc.

    1. Leading the Alpha Strike

    This isn’t too common, but perhaps you’re the highest level in your group, you’re teaming with all Defenders, etc. So how do you prep for the big one?

    First, be clear that you’re going to nuke, and examine timing. If you’re with a Kineticist, you should nuke immediately after a Fulcrum Shift (and make sure you buffed that person with Fortitude first). Also make sure you have Leadership (and any other buff) toggles up, and popped at least 1 yellow pill and several red ones. And of course have a couple blue pills on the ready. If the enemies you’re facing are your level or lower, it can be safer to lead off with Siren’s Song, and then move in for the nuke.

    Dive into the fray, and nuke – don’t hesitate, or your face could hit the floor. (Stealth or Invisibility can really make this safer.) Immediately jump back out, pop those blue pills, and heal any damage to your teammates. Help your team pick off any stragglers with Shriek and Scream. And finally, turn back on your toggles when the dust settles or once everything is under control.


    2. Assisting the Alpha Strike

    In most cases you will instead be supporting someone else who’s leading the charge – a Blaster nuke, for example. How do you prep for this?

    First make sure that the one leading the charge has Fortitude, Clear Mind and Adrenalin Boost. If it’s two people, I tend to Fort & CM one, and AB and CM the other.

    If it is a Blaster or Defender nuke, then save AB for that character after the nuke happens, so he/she will recover endurance quickly after the “dead period.”

    Almost simultaneous with the strike, fire off Howl. Then immediately move into a defense mode if needed – heal damage, Fort the person that doesn’t have it, toss out CM if anyone is held, etc. If everything appears under control, use your Shriek and Scream to knock off the stragglers.

    3. Basic Teaming

    In an average team situation, follow a basic priority schedule. First and foremost – buff. An ounce of prevention is worth a pound of cure. Secondly, mitigate or heal damage as required. On a good team you’ll generally spend very little time doing this. Lastly, blast as much as is reasonable, contributing damage, but also debuffing the enemy.

    Pre-battle, you’ll want to toss out AB, Fort and CM as needed, especially in guidelines 1 & 2 above. But in general, focus on buffing the most vulnerable member of your team first. Common candidates include a lowbie who is SK’d up, a Controller (who often lacks protection proportional to the aggro they generate), or a Tank that’s vulnerable to the type of damage you’re facing.

    In the midst of the fray, watch your team’s health out of the corner of your eye. (I like the team window to be under the target window in the upper left.) If one target is taking damage, use Heal Other. But if not, start with a Healing Aura, and then follow up with HO on anyone still hurt. Generally I prefer to follow HO with Fortitude or AB if it’s available, and possibly CM. And as mentioned above, throw out AB for a nuke-dealer.

    When not involved in the above situations (and between, of course), blast away! Howl is your best lead-off, to debuff a large # of enemies at once. Use Shout at short range for the bigger targets. Shriek and Scream can be used at a distance and to pick off stragglers. Shockwave is best in corners or as an “Oh crap!” maneuver. And use Siren’s Song liberally – it does contribute a bit of damage, and any enemy slept is not harming your team. Also a very important note on debuff stacking – all Sonic blasts that have the –RES debuff to stack. However, the stacking only comes when different powers are used. An example:

    Howl-Shriek-Scream – consecutive debuffs stack

    Scream-Scream-Shriek – the first two will not stack, but Shriek will stack on the previous

    The other big decision to make is your RA’s – Recovery Aura and Regeneration Aura. Some players prefer to use them pre-battle. Others advocate waiting until mid-battle, when endurance is waning. And still others say you should save it for post-battle quick recovery. My preference is to just watch my team’s endurance. When it’s clear that the majority are at less than ½ a blue bar, it’s a good time. Assuming things are generally under control, call out your intention (a macro like “RA in 5 seconds” is helpful). Make sure you’re in a position in the middle of several team members (most will instinctually gather to you), and use both auras in immediate succession. If you’re on a team with another Empath, make sure you’re staggering your auras, so you keep the team covered as much as possible. (It takes 3 Empaths for perma-coverage.) Also try and stagger with other recovery powers like Accelerate Metabolism.

    (You’ll notice my focus is on Recovery Aura. Regeneration Aura is something less noticeable to team members, and the timing isn’t always as crucial. But if the whole team is in the orange and you have it available, that’s a good time to use it, in between a couple Healing Auras.)

    4. Faceplants

    Although we may hate to admit it, team members will go down in a fight even with you there. Accidents happen, patrols come strolling by, etc. So what to do next?

    First, take stock of the situation. If the only team members standing are you and a Blaster, you’d probably better run for it. Get as far away as possible, and start TPing corpses to you. Resurrect anyone who has a rez power first. You could wait around for your Rez to come back, but more likely you’ll start handing out Awakens or encouraging others to use them. Once you get to a point where only one man is down, target him and cast Vengeance. Then get him up, and get moving! Use that buff for all its worth.

    If you only have two team members down, then you’ll want to just deal with it right then and there. Again, rez the one with a rez power first, or the one most likely to help the current battle situation. Cast Vengeance on the other. If they can’t be rezzed right away, TP them close to you, or alternatively off to a safe location so they can Awaken.

    When it’s just a single team member, TP the corpse into the midst of your group, and cast Vengeance (so the whole team gets the buff). Rez and buff that team member, then move on.


    5. Positioning

    An Empath can be a bit flexible with position in a battle, but a few things should be kept in mind.

    Generally a good position is “midfield” – easily in LOS for both the front line (Tanks and Scrappers) and the back line (Blasters and Controllers). This gives you the flexibility to use your Healing Aura on either group by moving a bit. You’ll also need to be somewhat closer because of Howl. And use your current position as a way to decide what blast to use. If you’re in close to heal some Scrappers, then it’s a good time to let loose a Shout.

    Another possibility is hovering above the fray. This is especially effective when facing enemies who use ground-based slow powers like Caltrops and Quicksand. Again, your best position when flying above will still be in mid-range.

    If you’re in a situation where you just need to focus your buffing and healing on one team member (e.g. the aggro team in a Hamidon raid), then you will be able to stay at a farther distance.

    For those who choose Shockwave, your chosen position may sometimes be on the opposite side of the melee – knocking back stragglers into the Tank or other major AoE.

    Also a note that I have these preferences based on being a /Sonic Defender. Your secondary can greatly change your positioning tactics (e.g. a /Psychic will probably stay towards the back, as the powers have long range, and there’s little reason to be in melee). If you’re used to hanging back and want to stay there – no problem. You’ll just need to add some Range enhancement to Howl and skip Shout.

    6. Pool and epic powers

    Empaths are usually only running a couple toggles (Leadership buffs). With one slot of Endurance Reduction in each, you’ll probably be OK. But for long travel or recovery periods, shut them off. Protective toggles like Combat Jumping or Tough and Weave also fall in this category. And a note about Sprint – you’d be surprised what an endurance drain it can be when you’re not paying attention. Keep it off unless you’re on a team where recovery buffs are plentiful.

    For your epic shield, keep it on for the duration of a mission if it provides protection against the damage your facing (which means you should know your enemy). So if you’re up against a bunch of CoT Behemoths (who use Fire damage), that Dark Embrace isn’t going to help much (but it’s a must when you’re facing Spectral Demons).

    If you have an epic endurance recovery power, use it for when Recovery Aura is not available. Two of them (Dark Consumption and Power Sink) generate some aggro, so make sure the situation is in control first. It can also be a post-nuke strategy, although you’ll need to pop at least one blue pill to activate it.

    Hasten should be set as your auto-fire power if you have it. You can certainly time it to be used only after you’ve used your RA powers, but I think that can be too much to think about. In a post-I6 world, Hasten’s buff is more like an occasional perk.

    Should you choose to have Grant Invisibility, think of it as any other preventative buff. (Although there are certainly situations where you’re using it strictly for the –Perception aspect.)


    PLAYER VS. PLAYER

    An Empath is highly desirable as a teammate in PvP, and one of the first targets as well. If you talk to my friend Hobo, he can tell you a lot of the ins and outs. But I wanted to summarize a few key ideas here.

    Soloing in PvP can be very difficult, and isn’t encouraged. You can’t do much in the way of self-buffing, and that’s what you really need to be an aggressor. Team up with other Defenders (or Controllers) and you can be a real machine.
    On the flip side you can be the ultimate support teammate, keeping everyone well buffed and healed as they merrily go about taking down opponents. But beware – everyone on the other side is going to be hunting down the “pocket Empath” so you are ALWAYS in grave danger.

    As for build strategies, look to your power pools first. The Leaping pool is the king of travel powers in PvP – Combat Jumping will protect you from immobilizes, and Acrobatics from knockback. You’ll need Super Jump to keep yourself always moving. (Another possibility is to take Hurdle and 3-slot that and CJ with Jump enhancements.) Next you’ll want to consider the Concealment pool – either running Stealth (and Invisibility if you can) or being on a team that all uses Grant Invisibility. Phase Shift will save you in a tight spot. Leadership powers are also a big bonus – you’ll want both Assault and Tactics to see those Stalkers who are creeping up on you!

    For your primary, you need most of the same powers you do in PvE. Absorb Pain isn’t absolutely necessary, but the extra heal can’t hurt. Resurrect isn’t really needed, although if your team strategy is to use combat resurrecting, then keep it. Clear Mind is needed more in PvP than anywhere else – considering slotting it for Range so you can keep your team buffed from afar.

    As for the Sonic powers, the emphasis in PvP is often on single-target attacks. This is where Screech really shines – it should be your lead-off power! Use it to stack disorients with your teammates or your own ancillary pool powers. Shriek, Scream and Shout are all a must. The AoE powers can still work, but will help more as support to your team by debuffing a group. And don’t forget Shockwave – knocking back any players who skipped Acrobatics is always fun!

    FINAL THOUGHTS

    The life of an Empath is a tough one. One the one hand, you have to deal with the idiots out there that still think “Defender = h3al0r.” Then there will be those Defenders who resent all Empaths because of that mentality exists. But if you’re patient and pick your teams right, you’ll find the sweet spot where people appreciate everything you bring to the table. It’s one thing to hear someone say, “Nice heals.” But it’s far better to take out a mass of Carnies with your nuke and hear, “Wow.”

    Sonics is a truly great secondary, and I think the best new powerset in the game. It’s not complicated, the results are good, and you know you’re always adding a debuff to the mix. You just might need to turn down your speakers…

    I just hope you enjoy playing this combination as much as I have. All feedback is welcome and appreciated. I will be attempting to keep this guide revised as new game updates are released. Also feel free to PM me with questions, or let me know if you want to see any of these techniques in action.

    ACKNOWLEDGEMENTS

    Since this was in some ways a celebration of my character reaching level 50, I wanted to take a brief moment to do a little Oscar acceptance speech. A lot of folks have helped me on the long journey, and I want to thank them publicly.

    First and foremost, thanks to my wonderful SG, The Sonic All-Stars. They were constant and loyal companions every weekend from my 30’s to the end. Thanks to SonicPrime (our fearless leader), Tynee Bubbles (my constant companion), Wailing Spirit ([censored] extraordinaire), Hunter Orion (the strong and silent type), Sonic Boy Toy (my fierce protector) and Energizer-Bunni (the SB goddess). You were the best buddies an “old lady” could have.

    Next I must thank all my friends in the Repeat Offenders coalition who helped me along the way. You gave me such pride in being a Defender, and I treasure every chance I get to play alongside you. So a big shout-out to Akari Hayasa, Monkey in all her forms, Ilr, Tormentoso, Satans Spawn, Dawn’s Veil, Teklord and many others that I will probably neglect to mention. Here’s to many more days of wowing the masses with all that we can accomplish when we stand together!

    Also a quick note of thanks to a few gals who helped me through a rough patch in my late 20’s. Boo-boo1, Stormsrage and Shadi’ were my frequent teammates, and showed me that there are great players out there who appreciate everything a Defender can do.

    And finally I’d like to thank the legends of the forums who have imparted so much knowledge to me, particularly LadyMage and Frost. If there is even one nugget of good common sense in this guide, it was because you helped me find it.
  24. I just want to briefly say thanks to the Devs for this event. It was great fun and really felt like a good testing ground. I discovered a newfound interest in PvP. Although it will never supplant PvE in my heart, I finally get what all the fuss is about.
  25. I posted a new idea for Force Bubble - I hope y'all will check it out in the Suggestions forum and give any feedback.