Static's I6 Guide to Empathy/Electricity Defenders


BrmstoneBalista

 

Posted

Well this is my first attempt at a guide. My main toon is oOStaticOo on the Infinity Server. He is a level 41 Empathy/Electricity Defender. Nobody seems to have a guide out yet for I6 so I thought I might try my hand at it, so here goes.

Primary Power: Empathy

Healing Aura
This power is a AoE heal. It is given to you at 1st level. This is a staple power for all Empaths. Take this in the beginning and three slot it as soon as you can. You'll be spamming heals a lot in the beginning of the game and some later while fighting AV's or bosses.

Heal Other
This is a single target heal. Heals a lot more than Healing Aura does and again is another staple power of the Empathy set. Take this at level two and again three slot it as soon as possible. You'll be using this a lot on Tanks, Scrappers, and Blasters as they start to go yellow or red.

Absorb Pain
Another single target heal. This power heals a ton! Only bad thing about it is it leaves you with little health and an inability to recover health for a short period of time. It has an extremely low endurance cost for such a powerful heal. Lots of people will swear to this power as being a must have. I tend to disagree. This is more of a personal preferrence. I'm not to keen on the idea of losing my health and not being able to recover it, risking the chance that I'll be one-shotted to death, and not being able to heal my team. Not quite sure how you would slot this one as I've never taken it.

Resurrect
This power will raise one of your fallen teamates and restore them to full health and endurance. In the early stages I recommend having this power and then respecing out of it later and just keeping a handful of Awakens with you at all times. In the beginning stages until around level 25 people will be face planting around you left and right. Resurrect will save you a lot of time from having to go to the hospital and running all the way back to the mission. Later, however, most people are more protected and better armed and don't die so much. One slot it with a Recharge Reduction.

Clear Mind
Single target buff. This is a must have power. It will protect your teamates from Hold, Sleep, Immobilize, and Disorient. Great power to have, especially in the later levels as you will be fighting a ton of enemies with those abilities. One slot it with an Endurance Cost Reduction.

Fortitude
Singe target buff. This is an optional power. This power grants the affected player with added defense and accuracy. Great power to have to help your Tank reach his full defense cap. I usually do not add any Accuracy enhances to it as most people now will put one slot of Accuracy in all of their attacks. I recommend three slotting it with Defense Buffs. Mostly used on Tanks and Scrappers since they are the front line of the team and need the added protection.

Recovery Aura
Now we are getting into the "Crack" of Empathy. This is an AoE buff, must have. This will put your teamates endurance recovery at an expedited level. Everybody loves this power. A limitless supply of endurance for 120 seconds. Since I6 has come out they have upped the recharge time on it so you can no longer have it up and running for every battle. You can come close though if you have Hasten. Six slot this bad boy. I have three Recharge Reductions and three Endurance Modifications on mine.

Regeneration Aura
An AoE buff. This is a must have power. This will cause the regeneration of health on your affected teammates to be greatly enhanced, up to 1000%. This will put any player on equal terms with a Regen Scrapper. This power will grant you a breather when it comes to having to spam heals. Now you will have more of an ability to use your secondary powers to help out your team. Six slot this with three Recharge Reductions and three Healing.

Adrenaline Boost
Single target buff. This is another must have power. This is for those players who miss your call for Recovery Aura and Regeneration Aura. This power helps the affected player recover health and endurance as well as giving them faster attacks. Six slot this power with three Recharge Reductions, two Endurance Modifications, and one Health. This will grant the affected player with the same percentage of health regeneration and endurance recovery.

Secondary Power: Electricity

Charged Bolts
You are automatically given this power to start with. Singe target blast. Not a bad power to have. Does minimal damage and has a quick recharge time. Four slot it with one Accuracy and three Damage.

Lightning Bolt
Single target blast. Moderate damage and moderate recharge time. this will be your main blast for damage. Four slot it with one Accuracy and three Damage.

Ball Lightning
AoE blast. This is a decent blast power to have. It's nice for it's AoE, does moderate damage, and has a moderate recharge time. It also has some endurance drain capability, but not much. Slotting this power is different for different users. Usually it is four slotted with one Accuracy and three Damage. I have mine six slotted with one Accuracy, three Damage, and two Endurance Modifications. I like to drain Endurance and every little bit helps in my opinion.

Short Circuit
PBAoE blast. This is my bread and butter power for my toon. I love this power. Drains a TON of endurance from enemies. Does minimal damage and has a long recharge time. However, if you slot it with Recharge Reductions it will lower that recharge to a more liveable level. Six slot this power with three Endurance Modifications and three Recharge Reductions. After firing two of these off the baddies will have little to no endurance left.

Aim
A single self buff. For a few seconds your accuracy and damage is improved. With the release of I6 this power becomes kind of pointless. Most people will all ready put an Accuracy in their attacks. It was great pre-ED. Most blasters put all Damage enhances in their blasts and used Aim to boost their Accuracy without having to waste a slot on Accuracy. Don't take it.

Zapp
Single target blast. This is the snipe of Electricity blasting. Long-range attack, heavy damage, moderate recharge time. Very accurate long-range attack. Good for pulling enemies to your group without aggro'ing the whole mob. Optional power to have. I have it and recommend three slotting it with Damage enhancers.

Tesla Cage
Single target hold. This power will hold an enemy inside a fence of electricity. Decent power to have. Drains little endurance, does very minor damage, moderate recharge time, and holds affected foe for a short period. Optional power. I don't have it but if taken I would recommend four slotting it with one Accuracy and three Hold Durations.

Voltaic Sentinel
The "Pet" of electricity. A little ball of electricity that follows you around until it does ten blasts then fades away. This power when taken by a defender is the closest power to actually doing Blaster damage. Like most pets, however, it is uncontrollable and will shoot at anything within range. Drawing aggro to the caster and not the pet. Nice to have around when you happen to get held. The pet will blast away while you wait to get free, sometimes killing the enemy in the process. Optional power. If taken four slot it with one Accuracy and three damage.

Thunderous Blast
PBAoE blast. The "Nuke" of electricity. Does a ton of damage, drains a lot of endurance, and has a long recharge time. Also drains you of all endurance and leaves you unable to recover for 20 seconds. Great power to have. Able to wipe out most of the enemies in a large mob and render the others mostly useless. Must have power. Six slot it with three Damage and three Recharge Reductions.

Power Pools
Choosing power pools is a must for Empathy/Electricity. I will list them all and give you my opinion on each one for the set.

Concealment
This power pool gives you the ability to conceal your self and allies by making you and them invisible to detection and granting a bonus to defense. Optional set. Lot of people like this, some people don't. I don't have it, sometimes wish I did.

Fighting
Set that grants you added melee attacks and defense enhancements. Good pool for Tanks, Scrappers, and the occasional Blapper. Not so great for Controllers and Defenders. While it can be taken, the defense bonus for a Defender really isn't all that great. Don't take it.

Fitness
This set grants the user greater control over your own body. Run faster, jump higher, heal quicker, recover quicker. Great pool to have for a Defender. Health and Stamina are the main reasons why this pool is taken. I have it and have taken Swift, Health, and Stamina. Swift is one slotted with a Run Speed enhance, Health is three slotted with Heals, and Stamina is three slotted with Endurance Modifications. Take this set!! Can't emphasize this enough. Although, there are a lot of people out there who hate the fact that they feel like they "Need" to take this set on every character. You don't have to, but it sure makes life nice.

Flight
Give you the ability to fly through the air with the greatest of ease! LOL. Anyway, this is an optional travel power. It's considered the slowest of all travel powers and drains a lot of Endurance in the process. Great travel power to get you any place you want to go. I have it and have Hover one slotted with a Defense Buff and Fly three slotted with Fly Speed.

Leadership
An excellent buffing pool. A lot of Defenders and Controllers have this power pool. You can increase Defense, Accuracy, and Damage with this set. From what I understand Maneuvers is a waste now and really everybody only takes Assault and Tactics. I don't have it.

Leaping
"Able to leap tall buildings with a single bound...." This is a travel power set. Optional. If taken I recommend Combat Jumping and Super Jump. Combat Jumping will grant you a boost in your jump and give you a boost in your defense. If taken three slot Combat Jumping with three Defense Buffs and one slot Super Jump with a Jump.

Medicine
Power pool that grants the hero the ability to heal and resurrect. If you are playing an Empath.....why are you even looking at this set??? It's interruptable, which sucks, but is basically the ability to Aid Self, Aid Other, Stimulate, and Resusitate. In other words, Healing Aura, Heal Other, Clear Mind, and Resurrect. Don't take it.

Presence
Gives the hero the ability to become a Tank. Bad idea for a Defender. You can Taunt and cause Fear with this set. It's not as effective as the Tanker or Scrapper Taunt. Don't take it.

Speed
Makes you run REALLY fast. Optional travel power. Second fastest travel power. However, no vertical ability to it what-so-ever. Kinda sucks in places like Terra Volta and Boomtown. Grants the hero stealth while running. Also has Hasten which, in my opinion, is a must have power. I have Hasten six slotted with Recharge Reductions. This power will increase all the recharge times of your powers. Great for getting Recovery Aura, Regeneration Aura, Adrenaline Boost, and Thunderous Blast back faster. Also good for being able to spam heals faster too. No longer perma-able but with it six slotted I can usually have it back up in less than a minute after it wears off. Take this.

Teleportation
Travel power. This is the fastest travel power, also the most endurance draining travel power. Allows you to teleport great distances. I have Recall Friend. Nice to have when you want to get people to the mission door fast to start the mission. Also good to have when things go bad. Run far away, Recall Friend your team to you, and either Rez, Awaken, or Heal what's needed.

Well there you go, my I6 guide to Empathy and Electricity Defenders. Hope this has helped some of you out and cleared anything up that you might have had questions on. If not, let me know and I'll try to edit or answer your questions best I can.

Here is my build if you are wondering.

Healing Aura-3 slotted with Heals
Charged Bolts-4 slotted with 1 Accuracy and 3 Damage
Heal Other-3 slotted with Heals
Lightning Bolt-4 slotted with 1 Accuracy and 3 Damage
Swift-1 slot with Run Speed
Ball Lightning-6 slotted with 1 Accuracy, 3 Damage, and 2 Endurance Modifications
Short Circuit-6 slotted with 3 Endurance Modifications and 3 Recharge Reductions
Hover-1 slot with Defense Buff
Fly-3 slotted with 3 Fly Speed
Hasten-6 slotted with 6 Recharge Reductions
Health-3 slotted with 3 Heals
Stamina-3 slotted with 3 Endurance Modifications
Recovery Aura-6 slotted with 3 Recharge Reductions and 3 Endurance Modifications
Clear Mind-1 slot with Endurance Cost Reduction
Regeneration Aura-6 slotted with 3 Recharge Reductions and 3 Heals
Recall Friend-1 slot with Endurance Cost Reduction
Fortitude-1 slot with Defense Buff
Adrenaline Boost-6 slotted with 3 Recharge Reductions, 2 Endurance Modifications, and 1 Heal
Zapp-1 slot with Damage
Thunderous Blast-4 slots with 3 Damage and 1 Recharge Reduction
Dominate-1 slot with Accuracy

Sorry I didn't go into Epic Pools, but I'm getting cramps and I'll update it later! LOL.


 

Posted

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Absorb Pain
Another single target heal. This power heals a ton! Only bad thing about it is it leaves you with little health and an inability to recover health for a short period of time.

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Actually, no. It doesn't make that big of a hit on your health - it's not a 1:1 exchange of hitpoints (or even 1:2.)

HOWEVER, yes, it is risky to use on occasion. I have AP'd myself to death when the team's gotten hit with unexpected aggro (pets or some such aggroing another group, plus a patrol showing up.) I've hit it, then gotten hit with an attack from an AV leaving me at a sliver of life for - believe it's 30 seconds.

Use it, but not as a primary heal. I tend to think of it as an "Oh *censored!*" heal, if someone's taken a good bit of damage suddenly in that moment where HO isn't up.

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Zapp
Single target blast. This is the snipe of Electricity blasting. Long-range attack, heavy damage, moderate recharge time. Very accurate long-range attack. Good for pulling enemies to your group without aggro'ing the whole mob. Optional power to have. I have it and recommend three slotting it with Damage enhancers.

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Maybe it's the Blaster in me (my 50's an elec/elec blaster,) but bypassing a snipe? Just to have it handy soloing, and in those oddball moments where nobody else *has* one - I always take the snipe. Don't forget the Acc.
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Tesla Cage
Single target hold. This power will hold an enemy inside a fence of electricity. Decent power to have. Drains little endurance, does very minor damage, moderate recharge time, and holds affected foe for a short period. Optional power. I don't have it but if taken I would recommend four slotting it with one Accuracy and three Hold Durations.

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Again, blaster side - acc, definitely. More than one. Same with hold duration. Get that Sorc to stay put, not buff, not heal.

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Voltaic Sentinel
The "Pet" of electricity. A little ball of electricity that follows you around until it does ten blasts then fades away. This power when taken by a defender is the closest power to actually doing Blaster damage. Like most pets, however, it is uncontrollable and will shoot at anything within range. Drawing aggro to the caster and not the pet. Nice to have around when you happen to get held. The pet will blast away while you wait to get free, sometimes killing the enemy in the process. Optional power. If taken four slot it with one Accuracy and three damage.


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I'll have to look again, I could swear it was time-based, not number-of-blast based.


 

Posted

Just a couple of comments:

Fortitude: Love this power! If you team with people of different levels the acc is golden and the defense is nothing to sneeze at. Fort a tank and you may live longer yourself. When I play my tank, I notice a big difference when I have fort. I have slotted (6 I think) with 3 def and 3 acc.

Recovery Aura: You don't really need that many endurance modifications. I have it slotted with only recharge and it keeps everyone with a full end bar while it lasts, even in full battle. The extra slots you save can be used in...

flight pool/Hover: I have hover 3 slotted with fly. It's great for flying around the battle and healing wayward teammates.


 

Posted

Thanks just started an elec/emp and was looking for something just like this! Great post.


 

Posted

[ QUOTE ]
Just a couple of comments:

Fortitude: Love this power! If you team with people of different levels the acc is golden and the defense is nothing to sneeze at. Fort a tank and you may live longer yourself. When I play my tank, I notice a big difference when I have fort. I have slotted (6 I think) with 3 def and 3 acc.

Recovery Aura: You don't really need that many endurance modifications. I have it slotted with only recharge and it keeps everyone with a full end bar while it lasts, even in full battle. The extra slots you save can be used in...

flight pool/Hover: I have hover 3 slotted with fly. It's great for flying around the battle and healing wayward teammates.

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I have Recovery Aura slotted this way because usually I'm standing right beside the Tank in the middle of the Aggro Short Circuiting away. I don't need slots in hover to heal teammates. My Regen Aura, Healing Aura, and Heal Other will cover that. Usually in between recharge times of Short Circuit I hit either Heal Other or Healing Aura. Most of the time it's not needed after a few blasts of Short Circuit as most of the Mob's endurance has been completely drained and all they are doing is looking at us wipe them out. Plus I don't want to have to worry about the Tanks toggles dropping and the Blaster running out of End to blast. That's just me and people will slot differently and that's okay. Build it how you like, just letting you know how I have my character slotted and why.


 

Posted

I have an emp/elec

i took all my EMP powers, Sjump and acrobatics. combat jump only left me a coupla powers so i am useless at lower levels but i def just heal. I did take TB and my epic is power mastery, took conserve power, power build up ( love this cos it also effects heals like a "buildup" as well as attack(s) total focus, aim, tesla cage, and charged bolts.

i like to TB like a blaster. Conserve power + power buildup + aim, then after being drained, i pop a couple of blues and i am back to healing without probs til my recovery starts back up.

i am primarily built for level 50 AV's and large pack fighting.

still doing great w/ my issue 5 build and slotting.

i put 3 recharges in fort, 2 def buffs, 1 too hitbuff(just for fun)

i also have another emp/elec on a diff account that i took "medicine pool" on and aid other...
for those that dont know and are curious, slotted same as heal other its basically the same amount of heal, but has an interuptablitly factor.


.:Brmstone's BLOG:.

 

Posted

Okay, as promised I said I'd come back and do the update for the Epic Pools. So here goes.

Epic Pools:

Psychic Mastery

Dominate-Single target Hold. Moderate damage and moderate recharge time. This does Psionic damage and holds a foe. If you take this power four slot it with one Accuracy and three Hold Durations.

Mass Hypnosis-AoE hold. Puts a large group to sleep, however if they are disturbed they awaken. If taken I recommend four slotting with one Accuracy and three Sleep Durations.

Mind Over Body-Self toggle. This power gives you defense against Lethal, Smashing, and Psionic Damage. Must have power if you take this set. In the later stages of the game you will need Psionic protection. Three slot it with Damage Resists.

Telekinesis-AoE toggle. Basically this pushes enemies away from you. The more enemies you push, the more it costs you. I don't recommend taking this power.

Dark Mastery

Oppresive Gloom-Self toggle PBAoE. Allows you to use your life force to keep enemies around you disoriented. If taken I recommend four slotting with one Accuracy and three Disorient.

Dark Consumption-Click PBAoE. This will drain the life of all of the enemies around you and transfer it to you in the form of Endurance. It does moderate damage and has a long recharge time. If taken I recommend four slotting with one Accuracy and three Recharge Reductions.

Dark Embrace-Self Toggle. The armor of Dark Mastery. Protects you from Lethal, Smash, Toxic, and Neg. Energy. If taken three slot it with three Damage Resists.

Soul Drain-Self AoE. Allows you to drain the essence of your foes and transfer it to you to increase your Accuracy and Damage. Does moderate damage and has a long recharge. If taken I recommend six slotting it with three Recharge Reductions and three To Hit Buffs.

Electric Mastery

Electric Fence-Single target hold. Immobilizes a foe for a short period of time, drains some endurance, and does minor damage over time. If taken I would recommend four slotting it with one Accuracy and three Immobilization Durations.

Thunder Strike-AoE Blast. A massive attack that will stun and disorient foes. Has a chance of knocking down enemies around selected target. I would recommend taking this power out of this set and six slotting it with one Accuracy, three Damage, one Disorient Duration, and one Knockback Distance.

Charged Armor-Self Toggle. The armor of this set. Protects against Lethal, Smash, and Energy. If taken three slot with three Damage Resists.

Power Sink-PBAoE. Drains endurance from foes around you and transfers it to your endurance. Has a high cost and long recharge time. If taken six slot with three Endurance Cost Reductions and three Recharge Reductions.

Power Mastery

Conserve Power-Self Buff. For 90 seconds you will be able to spend less endurance using your powers. If taken I recommend three slotting it with three Recharge Reductions.

Power Build Up-Self Buff. For 30 seconds you will be able to increase the amount of Damage you do and increase the effects of your secondary abilities. If taken I recommend three slotting it with three Recharge Reductions.

Temp Invulnerability-Self Toggle. The armor of this set. Protects you from Lethal and Smash. If taken I recommend three slotting with three Damage Resists.

Total Focus-Single target attack. Heavy damage and has a high percentage of Disorienting the foe. I would recommend six slotting this attack with one Accuracy, three Damage, and two Endurance Cost Reductions.

Well there you have it. All the Epic Pools listed and described for you to decide what you want to take. I took Psychic Mastery because I wanted Mind Over Body. All are pretty good choices to take. Hope this helps you out even more. Good luck!


 

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Plus I don't want to have to worry about the Tanks toggles dropping and the Blaster running out of End to blast. That's just me and people will slot differently and that's okay. Build it how you like, just letting you know how I have my character slotted and why.

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I guess what I was trying to say is that RA is such a strong power, it works without the end enhancements. I have never had a tank drop toggles or blasters run out of end while it is up. Nor have I ever run out of power myself, healing, blasting and (oops) forgetting to switch from fly to hover, during battle. Most of the other emp guides also bear this out, too. Slot it how you want it but you could use those slots in another power.


 

Posted

Thanks for writing the guide, Static. I do have a different opinon about:

Aim: Aim gives +50% damage boost in addition to a accuracy boost. I need all the damage I can get.

Short Circuit: A minor quibble, but Short Circuit does damage similar to Ball Lightning (its brawl index is similar). If you are teaming with Kin or have some other way to buff your damage BL+SC can make a nice damage-dealing combo. I'm not saying to slot it for damage instead of end drain--just that it has damage potential unlike, say, Tesla Cage.

Similar to the other poster, I love Fortitude, which also increases damage. Empathy doesn't have a lot of ways to increase damage.

Also if you are looking for end draining powers, Zapp drains more than Ball Lightning (though obviously not in area).

I wasn't sure about Regeneration Aura; nice to see your take on it. I may end up taking it after all.


Pinnacle
Glowworm * Brrr * Lilinoe
Protector
Kid Trance * Ms. Impala * Red Helen
Virtue
Pooka Pete

 

Posted

Static, have you tried Telekenisis on test? It is an auto-hit area hold in addition to pushing stuff away. It's big drawback is its end cost (well, that and it takes some practice to get used to the pushing part). Since you have Recovery Aura the end cost may not be a big deal. Just wanted to know if you had tried it or not since I was thinking about it for my Emp/elec (much later).

I think I will probably go with elec app since I like the way Power Sink works with Short Circuit (and it's more thematic for my toon anyway).


Pinnacle
Glowworm * Brrr * Lilinoe
Protector
Kid Trance * Ms. Impala * Red Helen
Virtue
Pooka Pete

 

Posted

[ QUOTE ]
Just a couple of comments:

Fortitude: Love this power! If you team with people of different levels the acc is golden and the defense is nothing to sneeze at. Fort a tank and you may live longer yourself. When I play my tank, I notice a big difference when I have fort. I have slotted (6 I think) with 3 def and 3 acc.

Recovery Aura: You don't really need that many endurance modifications. I have it slotted with only recharge and it keeps everyone with a full end bar while it lasts, even in full battle.



[/ QUOTE ]

Could not agree more. I have never touched the electric set but these are the only two things i think you missed the bullseye on.

Also I would make a note of the differences between your sets in in I6 as apposed to before I6 or even I5. Like Fortitude for instane; what affect did the changes to the defense system. Thinsg like that.


 

Posted

I haven't gotten my toon that high yet to take Telekinesis. Basically I don't like Knockback. That way I don't get in trouble with the Tanks and Scrappers in my group. Plus I like keeping all the baddies together so I can sap them with my Short Circuit/Ball Lightning combo. I'm an End Drainer through and through. Love it to death. I get this overpowered sense of pleasure in watching all the bad guys looking at me going, "Huh, wuh, wait.......what happened?" Plus you don't have to heal as much when the enemy can't dish out any damage. Fun fun!!

I have to add in here about Fortitude. I say it's optional because it's great to have, but not a necessity. I do have Fortitude and I have 3 slotted it with Defense Buffs.

Aim again is optional for the user. I understand about the added damage, but I dunno guess I don't care about that as much. Plus it's only for 10 seconds.

Zapp is a Snipe attack, does a hella damage. Better used that way. It's interruptable too, that's why it makes a great long distance first shot to pull an enemy.

Ball Lightning can be slotted a couple of different ways. You can go the traditional 1 Accuracy and 3 Damage; maximized effeciency 1 Accuracy, 3 Damage, and 2 End Mods; or Optional Drain Mode 1 Accuracy, 2 Damage, and 3 End Mods. I like the Drain Mode myself, yes it's not much but after SC goes off it helps drain them that much more so they don't have much left to use. Most of the time after firing off SC and BL 95% of the mob is completely drained and the other 5% get off one shot before I completely drain them with my second SC.

Hope that answers some of your questions.


 

Posted

Well see here's the deal. I played my toon during I3 and I4, then I had to cancel my account while I5, I6, and ED came into play. Came back on about a week or two ago and respec'd to I6 ED compliancy. Couldn't tell you much about the differences from the power sets as I never had them during those Issues to say what's different from them. I used to have all my Heals 6 slotted with Heals, Blasts 6 slotted with Damage, Hasten and Recovery Aura 6 slotted with Recharges, hadn't taken Regeneration Aura yet, and Fortitude was only slotted once with a Defense Buff. So I couldn't honestly tell you the differences much. Sorry.


 

Posted

Okay, after further review and playing I've altered my build just a bit. So I will post the new build for oOStaticOo. I am currently at 44 and just picked up Mind Over Body.

---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Static
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Electrical Blast
---------------------------------------------
01) --> Healing Aura==> Heal(1)Heal(3)Heal(3)Rechg(42)Rechg(43)Rechg(45)
01) --> Charged Bolts==> Acc(1)Dmg(7)Dmg(33)Dmg(34)
02) --> Heal Other==> Heal(2)Heal(5)Heal(5)
04) --> Lightning Bolt==> Acc(4)Dmg(7)Dmg(31)Dmg(34)
06) --> Swift==> Run(6)
08) --> Ball Lightning==> Acc(8)EndMod(9)EndMod(9)EndMod(13)Dmg(29)Dmg(29)
10) --> Short Circuit==> Acc(10)EndMod(11)EndMod(11)EndMod(13)Rechg(25)Rechg(25)
12) --> Hover==> DefBuf(12)
14) --> Fly==> Fly(14)Fly(15)Fly(15)
16) --> Hasten==> Rechg(16)Rechg(17)Rechg(17)Rechg(34)Rechg(36)Rechg(36)
18) --> Health==> Heal(18)Heal(19)Heal(19)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Recovery Aura==> Rechg(22)Rechg(23)Rechg(23)Rechg(36)Rechg(37)Rechg(37)
24) --> Clear Mind==> EndRdx(24)
26) --> Regeneration Aura==> Rechg(26)Rechg(27)Rechg(27)Heal(37)Heal(40)Heal(40)
28) --> Recall Friend==> Range(28)
30) --> Fortitude==> DefBuf(30)DefBuf(31)DefBuf(31)Rechg(43)Rechg(43)Rechg(46)
32) --> Adrenalin Boost==> Rechg(32)Rechg(33)Rechg(33)Heal(40)Heal(42)Heal(42)
35) --> Zapp==> Dmg(35)Dmg(50)Dmg(50)
38) --> Thunderous Blast==> Acc(38)Dmg(39)Dmg(39)Dmg(39)EndMod(46)Rechg(46)
41) --> Dominate==> Acc(41)Hold(50)
44) --> Mind Over Body==> DmgRes(44)DmgRes(45)DmgRes(45)
47) --> Voltaic Sentinel==> Acc(47)Dmg(48)Dmg(48)Dmg(48)
49) --> Resurrect==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------


I think this is a much better build than my original concept and hope it will help somebody else out who decides to play the Emp/Elec defender. I know I ignored the ED rule of not putting more than 3 of any enhances in one power with Hasten and Recovery Aura, but let's face it any amount of time reduction on these powers only helps. Also keep in mind this toon has been respec'd. I had picked up Resurrect and Recall friend much earlier in the game due to a more team support role until I developed my blasting capabilities. I believe I took Resurrect when it was available and Recall Friend right after that pre-level 20. So please don't go off of the power selection in the guide if you are just building this AT. Later I will post a more team supportive build for those that are in the lower levels.


 

Posted

Nice, like the other posters I will as well laud Fortitude. I recommend picking it up ASAP and not leaving it till 30. 6 slotted with def and recharge to keep it on as many as possible is the way to go! Make tanks hulking monsters of agro control and blasters pin-point accurate and durable machines. Just today I dusted off my old pre-ED emp/elec (my first and still fav character), he is a mess and a respec is more than welcome (of course I have a free one from all the holidays and issues I havent played with him through) so this guide was helpful in seeing how people are playing their emp/elecs post-ED. I would do things a bit differently, but still a nice guide!


 

Posted

Good guide, thanks.

Gave me a lot of ideas for my Empathy/Elec (L26 and rising).

Ex


--
Ex.

Part-Troll, who used to be Excession777, now playing pantomime with people's mindlets.
--

 

Posted

i have a relatively low level emp/elec (lvl 11 and climbing) and i picked the set because i wanted to try a healer and had a concept idea that elec fit (The Defibrillator, hehe.. "CLEAR!!")

thanks for this guide.. without it i probably would not have taken SC and although on a team with bad aggro management it can be a curse, SC on a good team is fantastic.


@VforVegan
The Nauseum (50) Kin/Rad/Psy Defender
Terror Storm (50) Ill/Storm/Ice Controller
Burn Bunny (50) Fire/Kin/Fire Controller
Michael Ebonheart (50) Warshade
Incredible Ism (50) Ill/Emp/Primal Controller
((and too many non-50s to list here...))

 

Posted

I have a question for the Invention Enhancements, I'm really confused about this one. With these new Invention Enhancements, vs the S/O Enhancements, which is better? for exsample I have fly, what is better to slot with?
S/O fly lvl 50+3 or the new Invention Flight Speed lvl 50 that can't be combined?
or another is for Increased Att S/O lvl 53 or Invention Doctored Wounds Recharge lvl 50?
these things got me totally confused, Ugh!!!!


 

Posted

how dated is this info?


 

Posted

It doesn't address inventions but that is about it as far as being out of date. Empathy and Electric haven't changed a lot since I6 AFAIK.

Regarding the earlier poster, from level 30 on up, single-effect IOs are better than SOs. They are still affected by ED cap though. For Fly I use a generic Fly IO and a Fly & Fly/End from one of the Fly sets (I forget the name but it is the common set so it is cheap). I still hit the fly speed ED cap and I get an endurance reduction and I get a set bonus (+1% recovery, I think). The set bonus isn't a big deal but it is essentially free.


Pinnacle
Glowworm * Brrr * Lilinoe
Protector
Kid Trance * Ms. Impala * Red Helen
Virtue
Pooka Pete