Quick and Dirty Empathy Guide, level 1-20


Aged_Ice

 

Posted

1. Pre-Build Considerations

Disclaimer: This build presumes that you want to primarily be a team support character through level 20. This is not a solo toon, and if you can't find a team it will be nearly impossible to get to level 20 if you build in this manner.

You first need to decide what travel power you want to take, which dictates certain parts of the 1-20 build.

2. The Build

Base Build
1. Healing Aura: your basic Area of Effect heal. Slotting: 3 Heal, 0-3 Recharge, 0-1 Endurance Reduction.
1. Secondary Blast (tier 1). Slotting: 1 Accuracy, 1-3 Damage.
2. Heal Other: your basic targetted heal. Slotting: 3 Heal, 0-3 Recharge, 0-1 Endurance Reduction.
4. Absorb Pain: the uber-heal, damaging you in the process. Slotting: 1-3 Heal, 0-3 Recharge. Taking this power is debated but having the third heal in your bag is very handy. I recommend it.
6. *
8. Resurrection: the name says it all. Slotting: 1 Recharge, 0-1 Endurance Reduction.
10. Clear Mind: prevents/removes status effects from teammates. Slotting: 1-3 Recharge.
12. *
14. *
16. Fortitude. A single target buff that is very nice for any offensive hero. Slotting: 3 Recharge, 0-1 Accuracy Buff.
18. Recovery Aura. The area of effect endurance recovery buff. Slotting: 3 Recharge, 0-3 Endurance Modification
20. *

The basic build is then modified based on the travel power selected. Each travel power suggestion uses 2 power pools, leaving open 2 additional power pools for later exploitation.

The basic build does not use Endurance Reduction enhancements because it assumes you are teaming. Defenders' Granted Power Vigilance ensures that you will rarely get low on endurance, particularly at low level (when fights are short). At higher levels, Recovery Aura will see you through, though an Endurance Reduction slot could easily be added on your toggles or high-endurance buffs if you are fearful of running out of endurance.

The Teleporting Empath

6. Recall Friend. Slotting: 1 Range.
12. Hover. Slotting: 1-3 Fly Speed, 0-3 Defense.
14. Teleport. Slotting: 1-3 Range, 1 Endurance Reduction.
20. open (Suggestion: secondary attack)

Comments: Hover is taken to provide safety while teleporting, so you don't drop out of the sky. Hover can also be a handy way to move around in combat and get a little knockback protection, but it must be 3-slotted for fly for this to be really feasible. The defense bonus is small but can be slotted up if you have the slots to spare. Teleporting is the fastest travel power.

The Jumping Empath
6. Recall Friend. Slotting: 1 Range.
12. Combat Jumping. Slotting: 1 Defense.
14. Super Jump. Slotting: 1 Jump.
20. Acrobatics: Slotting: 1 Endurance Reduction.

Comments: The Jumping Empath has the least slot-intensive of the builds and the best status protection, getting protection from Immobilize and Knockback and (a little) Hold protection. Super Jump is one of the slower travel powers overall and carries a risk of landing in a pack of angry bad guys. There are also certain times at high level when Jumping just won't get you where you need to go.

The Flying Empath
6. Recall Friend. Slotting: 1 Range
12. Hover. Slotting: 1-3 Fly Speed, 0-3 Defense
14. Fly. Slotting: 1-3 Fly Speed, 1 Endurance Reduction
20. Open (suggestion: Secondary attack)

Comments: The flying empath enjoys the most versatile (but slowest) of the travel powers, flight. There are times when Flight is the only thing that will do. However, Hover and Flight work best when slotted, so it is fairly slot intensive. This combo offers only Hover's "ghetto" knockback protection and no other status protection.

The Speedy Empath
6. Hasten. Slotting: 3 Recharge.
12. Recall Friend. Slotting: 1 Range.
14. Superspeed. Slotting: 1 Run Speed, 1 Endurance Reduction.
20. Open (Suggestion: Concealment. Slotting: 1 Endurance Reduction).

Comments: The Speedy Empath is tremendous fun with a few significant drawbacks. Super speed is fast and Hasten, its prerequisite, frees you from having to put a ton of extra recharge enhancements on your basic heals. When combined with Concealment, Super Speed provides you with the equivalent of invisibility. This allows you (with Recall Friend) to penetrate to the end of a mission, teleport your friends to the boss, and end a mission quickly. This is critical in certain task force missions. Concealment also provides some defense, but eats up a power pool choice and uses endurance. Having Concealment also helps prevent you from running into a newly-spawned pack of bad guys and dying immediately. Remember that superspeed offers no vertical movement -- later you may want to take hurdle or combat jumping, at a minimum. This build also lacks status protection.

3. Playstyle

The Empath is inherently reactive, responding to threats to teammates. You should be watching the team status window as much (or more) than the main screen. Heal Other will be your main heal typically. If you need to heal yourself or give everyone a boost/top-off of health, fire off Healing Aura. Save Absorb Pain for tough situations, like when the Tanker is at 1/3 hit points or a squishie is about to die. Don't use Absorb Pain if your health bar is less than 1/2 -- if you do, you are in real danger of getting one-shotted.

I don't put Healing Aura on auto, but many people do. I prefer to save it for when I need it, and the recharge time can sometimes mess you up if you're on auto.

If you have another healer on your team, make sure to tell them that you use Absorb Pain, so they don't waste healing on you during the 10 seconds where you are un-healable.

Ask your teammates to tell you if they're held or slept, etc. so you can fire off clear mind. Clear mind should also be applied proactively to any character who attracts aggro that lacks status protection.

Fortitude is best used on Tankers, Blasters, and Scrappers. It is the best all-purpose buff in the game. With recharge enhancements and/or hasten, you should be able to keep it on 2 players at a time. Try to do so whenever possible. If they don't appreciate your heals, they will certainly appreciate fortitude.

Feel free to use your blasting attacks when you have time. Be wary of attacks that have a long animation/activation, as this will prevent you from firing off a rapid heal. Most of the tier one defender blasts (exception: Psychic) have a fast animation.

Recall friend is very handy but make sure you have permission before using it. It can be irritating to be TP'd before you're done seeing a contact, etc.

Finally, feel free to speak up about team issues (party is separated, controller keeps getting unnecessary aggro, etc.). The party knows a happy empath is a Good Thing.

Post-20 development

You should strongly consider developing your offense during the 20s. At a minimum, consider taking an Area of Effect attack, an attack with a status component (hold, sleep, etc.), and a high damage single target attack. At higher levels, you may be on teams where your healing is not necessary, so in such situations you are there to buff your teammates and contribute offensively. Just remember to avoid powers with a long animation/activation time, so you're not tied up at the wrong time.

By level 32 you should try to work in Regeneration Aura and Adrenaline Boost. These are handy high-end Empathy powers that will see regular use.

Due to Vigilance, this build does not require Stamina, but if you choose endurance-heavy power pools (like Leadership and Fighting), you might need it -- particularly if you also have Hasten and are firing off powers constantly.

You should plan on taking 2 or more of the Ancillary Power Pool powers at levels 41-50. The APP powers generally offer a control or defensive aspect that you don't have in your primary and secondary power sets, and help flesh out your character considerably.


 

Posted

before I became a leaping empath for PvP purposes I was a speedy empath, and did super speed all the way to lvl 49 when I finally said... I WANT VERTICAL MOVEMENT!!! at which point I picked up hover.

I'd like to add that yes there is a downside to accidently landing in a mob with Super Jump, that with two jump SOs in it, it's pretty freakin quick and I wouldn't consider all that much slower than anything else.

If you take conserve power in your epic pool you won't ever need stamina if you slot leadership properly too.

Good guide though ^.^ hopefully we can get some good lowbie empaths now instead of the healing aura on auto and no buffs blender garbage.


 

Posted

Just one change I would make fort at 12. One of the best buffs definetly pick it up A.S.A.P. Travel pre req at 10, fort 12, travel power 14.