The following guide comes from my experience playing an emp/elec defender through various releases. Nurse Divine had reached lvl 47 pre-I6 so the build that follows considers the reduced usefulness of 6-slotting. It is what I respec'd into at lvl 50 and how I would have built it, knowing what I know now if I was starting fresh today.
There are two main issues when choosing how to play your empath. One is how much offense to take, and the other is taking the fitness pool or not.
First, any player who has played an empath into the 40's will tell you that when it comes to defense/offense both paths will lead to the same place. Your play will be different until your 30's but after that the other will catch up (if you want it too). Second, while Stamina is nice, it is not necessary for an empath, depending on how you build it. If you see yourself as a blaster who can heal, stamina will greatly help. If you see yourself as a defender who occasionally takes a shot at a baddie when everyone is safe then you don't need it.
Nurse Devine was a concept character, played as a primary support member. There was no way I could do my own missions but I could team with teammates 8 levels above me and not need to be sidekicked. Often, due to the fact that she rarely took aggro, she was the only one left standing when a mission went bad.
One thing to never forget playing an empath is that your number one job is to protect yourself first so that you can protect your team second. It may seem backwards, but if you are dead there is not much you can do for anyone else. If things start to go bad be selfish and run! At least until you get Stealth + SS and haven't taken any aggro.
So here then is the respec'd Nurse D, as I would have built her if I had started post-I6. Note I am not up on all the lastes changes in I6 (or the upcoming release) so there is a chance that some ideas are out of date. If so I will revise the post. I assume that Stealth + SS still renders you non-detectable to all but a few baddie types.
The first thing many will notice is that there was no attack power taken until lvl 24, and even then not slotted until lvl 39. As I have said this was a pure support character, yes she was weak on offense but trust me when I say EVERYONE I teamed with was more than happy to have a REAL healer. Also as will be apparent this character became rather 'controller' like in the later levels. I chose to increase support by damage mitigation, rather than dealing it out myself.
Here are the notes on the build:
Absorb Pain (lvl 4): Some people cry about taking this power because it takes away health and leaves you unable to heal yourself for a few seconds. This power is essential for this type of build. 1) You don't take aggro (very often) 2) once you get up a few levels the hit to your health is insignificant and 3) this power WILL save your team when used correctly.
Resurrect (lvl 8): This was not multi-slotted as the goal is to prevent needing to use it. If you have to revive your whole team it is usually because they are playing like idiots thinking you will bail them out of anything. Let them die and find a better team for yourself.
Hasten (lvl 14): This is left until lvl 14, after we can use DO's
Stealth (lvl 20): With Stealth and SuperSpeed you are all but impossible to detect. This is great for running around and healing/buffing. Watch out for AoE effects though.
Hover (lvl 22): Hover is used for adding another axis to your travel during battle. Is is invaluable on some maps to be able to hover over the fight and heal/buff at will.
Zapp (lvl 24): This is taken only as a pulling tool, used at the right time, or to help out during a boss/AV fight.
Tesla Cage (lvl 28): The "controller" side of this build comes out.
Voltaic Sentinel (lvl 35): This is the one power that "doesn't belong" in the build. I took it just to have a pet but it could easily be swapped out for something else.
Obviously I took the Psychic Mastery pool to continue with the controller theme of this build. Dark was an interesting choice as well.
Whirlwind was again more of a control power, but since you rarely have aggro this could be swapped out for another attack.
This build obviously is not for everyone and does have major issues with being able to solo. Everybody wants you on thier team but sometimes it is hard to get them to do your missions. Still it can be a lot of fun to play with the right personality.
The following guide comes from my experience playing an emp/elec defender through various releases. Nurse Divine had reached lvl 47 pre-I6 so the build that follows considers the reduced usefulness of 6-slotting. It is what I respec'd into at lvl 50 and how I would have built it, knowing what I know now if I was starting fresh today.
There are two main issues when choosing how to play your empath. One is how much offense to take, and the other is taking the fitness pool or not.
First, any player who has played an empath into the 40's will tell you that when it comes to defense/offense both paths will lead to the same place. Your play will be different until your 30's but after that the other will catch up (if you want it too). Second, while Stamina is nice, it is not necessary for an empath, depending on how you build it. If you see yourself as a blaster who can heal, stamina will greatly help. If you see yourself as a defender who occasionally takes a shot at a baddie when everyone is safe then you don't need it.
Nurse Devine was a concept character, played as a primary support member. There was no way I could do my own missions but I could team with teammates 8 levels above me and not need to be sidekicked. Often, due to the fact that she rarely took aggro, she was the only one left standing when a mission went bad.
One thing to never forget playing an empath is that your number one job is to protect yourself first so that you can protect your team second. It may seem backwards, but if you are dead there is not much you can do for anyone else. If things start to go bad be selfish and run! At least until you get Stealth + SS and haven't taken any aggro.
So here then is the respec'd Nurse D, as I would have built her if I had started post-I6. Note I am not up on all the lastes changes in I6 (or the upcoming release) so there is a chance that some ideas are out of date. If so I will revise the post. I assume that Stealth + SS still renders you non-detectable to all but a few baddie types.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Nurse Divine
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Electrical Blast
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01) --> Healing Aura==> Heal(1)Heal(5)Heal(5)EndRdx(11)EndRdx(11)EndRdx(40)
01) --> Charged Bolts==> Acc(1)
02) --> Heal Other==> Heal(2)Heal(3)Heal(3)EndRdx(9)EndRdx(9)EndRdx(46)
04) --> Absorb Pain==> Heal(4)Heal(7)Heal(7)
06) --> Recall Friend==> IntRdx(6)
08) --> Resurrect==> Rechg(8)
10) --> Clear Mind==> Rechg(10)
12) --> Fortitude==> Rechg(12)DefBuf(13)DefBuf(13)DefBuf(17)TH_Buf(17)TH_Buf(23)
14) --> Hasten==> Rechg(14)Rechg(15)Rechg(15)
16) --> Super Speed==> Run(16)
18) --> Recovery Aura==> Rechg(18)Rechg(19)Rechg(19)EndMod(21)EndMod(21)EndMod(23)
20) --> Stealth==> EndRdx(20)
22) --> Hover==> Fly(22)Fly(25)Fly(25)
24) --> Zapp==> Acc(24)Dmg(39)Dmg(39)Dmg(39)
26) --> Regeneration Aura==> Rechg(26)Rechg(27)Rechg(27)Heal(29)Heal(29)Heal(31)
28) --> Tesla Cage==> Acc(28)Hold(31)Hold(31)Hold(34)EndRdx(36)EndRdx(43)
30) --> Grant Invisibility==> DefBuf(30)
32) --> Adrenalin Boost==> Rechg(32)Rechg(33)Rechg(33)EndMod(33)EndMod(34)Heal(34)
35) --> Voltaic Sentinel==> Acc(35)EndRdx(36)EndRdx(36)Dmg(37)Dmg(37)Dmg(37)
38) --> Lightning Bolt==> Acc(38)Dmg(40)Dmg(40)
41) --> Dominate==> Acc(41)Rechg(42)Hold(42)Hold(42)Hold(43)EndRdx(43)
44) --> Mass Hypnosis==> Acc(44)Sleep(45)Sleep(45)Sleep(45)Rechg(46)EndRdx(46)
47) --> Telekinesis==> Rechg(47)Rechg(48)Rechg(48)EndRdx(48)EndRdx(50)EndRdx(50)
49) --> Whirlwind==> KB_Dist(49)KB_Dist(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
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The first thing many will notice is that there was no attack power taken until lvl 24, and even then not slotted until lvl 39. As I have said this was a pure support character, yes she was weak on offense but trust me when I say EVERYONE I teamed with was more than happy to have a REAL healer. Also as will be apparent this character became rather 'controller' like in the later levels. I chose to increase support by damage mitigation, rather than dealing it out myself.
Here are the notes on the build:
Absorb Pain (lvl 4): Some people cry about taking this power because it takes away health and leaves you unable to heal yourself for a few seconds. This power is essential for this type of build. 1) You don't take aggro (very often) 2) once you get up a few levels the hit to your health is insignificant and 3) this power WILL save your team when used correctly.
Resurrect (lvl 8): This was not multi-slotted as the goal is to prevent needing to use it. If you have to revive your whole team it is usually because they are playing like idiots thinking you will bail them out of anything. Let them die and find a better team for yourself.
Hasten (lvl 14): This is left until lvl 14, after we can use DO's
Stealth (lvl 20): With Stealth and SuperSpeed you are all but impossible to detect. This is great for running around and healing/buffing. Watch out for AoE effects though.
Hover (lvl 22): Hover is used for adding another axis to your travel during battle. Is is invaluable on some maps to be able to hover over the fight and heal/buff at will.
Zapp (lvl 24): This is taken only as a pulling tool, used at the right time, or to help out during a boss/AV fight.
Tesla Cage (lvl 28): The "controller" side of this build comes out.
Voltaic Sentinel (lvl 35): This is the one power that "doesn't belong" in the build. I took it just to have a pet but it could easily be swapped out for something else.
Obviously I took the Psychic Mastery pool to continue with the controller theme of this build. Dark was an interesting choice as well.
Whirlwind was again more of a control power, but since you rarely have aggro this could be swapped out for another attack.
This build obviously is not for everyone and does have major issues with being able to solo. Everybody wants you on thier team but sometimes it is hard to get them to do your missions. Still it can be a lot of fun to play with the right personality.