Empathy - How to Buff
"United We Stand, Divided We Fall"
If I have to chase you down to keep you alive, you die.
If I have to chase you down to give you buffs, you don't get buffs.
It's not my job to chase down a chicken with it's head cut off.
If I DO chase you down, chances are someone else, that isn't acting less than optimally team minded, will die.
I have superspeed But there is a limit to how much running back and forth I will do. One person cleaning up, while the others moved on to the next group -- that's understandable on both ends, and I just do my best.
But I'll tell you for sure where I draw the line: That's if the squishy leader of an 8-person team sets the missions on invincible, runs into crowds as if actually invincible, then complains about the heals. If only we had a buff called "Destupify Other".
Thanks! I just created a Empathy/Psychic Blast and was curious to truly how to play my Empath Defender to the fullest. Thanks for the summary of Empathy's buffs.
As a side note, sometimes the buffing priorities get thrown all wonky. The best example I can think of deals with Fortitude and Psi attacks. My /emp troller can hit Power Boost and then Fortitude, and suddenly the (whatever) tanker has a 34% defense against Psi. It doesn't suck.
Overall, I agree with this guide, though. Thanks for posting!
I'm not the droid I'm looking for.
MA Arc ID 8121: Rapp'Mas'Ta's War. The Rikti are trying to incorporate sonic effects into their weapons? THAT can't be good. Maybe we should ask them to stop.
This is a great guide and thanks for sharing your knowledge Psyonico.
My slotting for Ill/Emp diverges a bit with yours. I have Karma:Knockack and Steadfast:Knockback in Fortitude, Combat Jumping, Stealth, Invis and such...on top of the 3 Knockback in Acro.
Seems over the top but lots of bad stuff like that in PvP.
I couldn't agree more on AB though, its benefits are superb, espcially teamed with a Dom or recharge hungry ATs. It's generally not that hard to keep CM on most squishies and an extra on the Melee just in case.
I dropped Recovery Aura from my own build. In my situation, the +HP Aura is much more viable.
Informative read again.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
I would like to point out that for the bind-phobic like me, there is another way to handle powers. Simply go into Options to the Keymapping tab. Down where it says Tray Slot #, I just add NumPad # in the second column as an option, including the Alt and Control additions for the second and third trays. Team member selection is set using Shift+Numpad# the same way.
This way I can use my left hand to handle movement and the additional keys (shift, alt, ctrl) and my right to handle powers selection.
So if I want to use Fortitude, which is on the first tray in slot 8 on Teammate number 5, all I have to hit is Shift+Numpad5, Numpad 8. Barely takes any time at all once you've got the rhythm going. And no typing out long binds to boot.
I confess, though, it's a whole lot easier system to use if you've ever run a cash register at some time in your life. And it makes hitting combos on my DB scrapper a breeze, since they are laid down in rows.
"Home is where, when you have to go there, they have to let you in."
Binds
Ive seen lots of requests on how to set up binds on the Official Forums, so with that in mind, here is my basic bind set up that I use for all of my buffers.
/bind numpad1 unselect$$teamselect 1
/bind numpad2 unselect$$teamselect 2
/bind numpad3 unselect$$teamselect 3
/bind numpad4 unselect$$teamselect 4
/bind numpad5 unselect$$teamselect 5
/bind numpad6 unselect$$teamselect 6
/bind numpad7 unselect$$teamselect 7
/bind numpad8 unselect$$teamselect 8
That simply allows you to target a specified team member by using the number pad keys.
/bind multiply powexec_name clear mind
/bind subtract powexec_name Fortitude
/bind add powexec_name Adrenaline Boost
/bind numpad0 powexec_name Healing Aura
-------
None of the above binds worked for me and i just copy/pasted them.
[ QUOTE ]
* Numpad Healing Binds from _tet_:
NUMPAD1 "+ $$teamselect 1$$powexec_name Heal Other"
NUMPAD2 "+ $$teamselect 2$$powexec_name Heal Other"
NUMPAD3 "+ $$teamselect 3$$powexec_name Heal Other"
NUMPAD4 "+ $$teamselect 4$$powexec_name Heal Other"
NUMPAD5 "+ $$teamselect 5$$powexec_name Heal Other"
NUMPAD6 "+ $$teamselect 6$$powexec_name Heal Other"
NUMPAD7 "+ $$teamselect 7$$powexec_name Heal Other"
NUMPAD8 "+ $$teamselect 8$$powexec_name Heal Other"
[/ QUOTE ]
I got this from a a thread in this section titled "A Compiled List of Binds."
All you would need to do is type in /bind and then paste each line above with it to get the Heal Other power to work.
I have a lvl 26 empath and these binds work wonders. I even went a step further and made binds for each buffing power, i.e. Clear Mind and Fortitude, and eventually Adrenaline Boost.
For those binds I simply combine numpad1-8 with another key, like control and alt. So for clear mind right now I'm using:
/bind lalt+numpad1 "+ $$teamselect 1$$powexec_name Clear Mind"
etc. etc. through numpad8. This will bind it so when you hold the left alt key and hit numpad1, you will cast Clear Mind on teammate #1.
Meanwhile with Fortitude, I use:
/bind lctrl+numpad1 "+ $$teamselect 1$$powexec_name Fortitude"
and of course change "1" to each corresponding teammate for each bind. This will make it so if you hit the left control key with numpad1 you will cast Fortitude on teammate 1.
Lastly, you could alter "lalt" and "lctrl" to be "ralt" and "rctrl" for the right alt and control keys.
The OP's binds are more orderly and probably a few lines shorter than these, but trying each out I would say the above binds are alot quicker to use in combat!
My Virtue Projects
AE: 38959 - Invasion of the Dark Realm
[ QUOTE ]
[ QUOTE ]
* Numpad Healing Binds from _tet_:
NUMPAD1 "+ $$teamselect 1$$powexec_name Heal Other"
NUMPAD2 "+ $$teamselect 2$$powexec_name Heal Other"
NUMPAD3 "+ $$teamselect 3$$powexec_name Heal Other"
NUMPAD4 "+ $$teamselect 4$$powexec_name Heal Other"
NUMPAD5 "+ $$teamselect 5$$powexec_name Heal Other"
NUMPAD6 "+ $$teamselect 6$$powexec_name Heal Other"
NUMPAD7 "+ $$teamselect 7$$powexec_name Heal Other"
NUMPAD8 "+ $$teamselect 8$$powexec_name Heal Other"
[/ QUOTE ]
I got this from a a thread in this section titled "A Compiled List of Binds."
All you would need to do is type in /bind and then paste each line above with it to get the Heal Other power to work.
I have a lvl 26 empath and these binds work wonders. I even went a step further and made binds for each buffing power, i.e. Clear Mind and Fortitude, and eventually Adrenaline Boost.
For those binds I simply combine numpad1-8 with another key, like control and alt. So for clear mind right now I'm using:
/bind lalt+numpad1 "+ $$teamselect 1$$powexec_name Clear Mind"
etc. etc. through numpad8. This will bind it so when you hold the left alt key and hit numpad1, you will cast Clear Mind on teammate #1.
Meanwhile with Fortitude, I use:
/bind lctrl+numpad1 "+ $$teamselect 1$$powexec_name Fortitude"
and of course change "1" to each corresponding teammate for each bind. This will make it so if you hit the left control key with numpad1 you will cast Fortitude on teammate 1.
Lastly, you could alter "lalt" and "lctrl" to be "ralt" and "rctrl" for the right alt and control keys.
The OP's binds are more orderly and probably a few lines shorter than these, but trying each out I would say the above binds are alot quicker to use in combat!
[/ QUOTE ]
I tried this and I kept getting an error I removed the "+ $$" from each bind and tried again and now they work, not sure why this happens but thanks for the binds
One question
In all defender team what is the order of giving fortitude?
"If you want to win you must not lose."
"Easiest way to turn defeat into a victory is to put on the enemy's uniform"
"Better strategic retreat than dishonorable defeat"
One question
In all defender team what is the order of giving fortitude? |
The up-front, confident, cautious-but-not-timid, get-in-there debuffer at the fore would usually be priority one. Assuming there is such a player behind a powerset they feel they can do that with on in the all-Defender team. I would expect so, if it's 4 or more people in size. Typically, would tend to be Dark/ Defenders or Rad/, or often a ???/Dark, think I'd say.
Priority two would be Cold/, Sonic/ and FF/ Defenders, I think. They're reinforcing the rest of the team a significant amount, and themselves to a lesser degree. They will appreciate being brought up to equal or similar levels of defense as everyone else.
Third priority targets past that... would probably go for those who spend time actively attacking with their secondary on top of using their primary. TA/A Defenders'd be a prime example, for instance. Basically, gauged by who has the most offensive capacity out of those not covered by my first two priorities...
...And then again, there are so many variables. It's not just gauging powersets, it's gauging the person behind it. That's what can make Empathy engaging to play, as in some sense you need to take note of the manner, behaviour or thought processes that drives peoples actions in the team. The name is quite fitting, thinking about it. You can map a few guidelines, but no two situations or teams are entirely the same, usually, and the best path to pursue in what's placed where varies accordingly.
Another "Depends" answer here.
I'd Fort defenders based on what they were doing. Assuming an active team that has an even spread of blasting defenders, I'd start with an active Kin jumping in with FS, Transfusing, Transferencing, then Rad/Dark/Stormies next, with the remainder last.
In my experience though, having a full (PUG) team of defenders who all like to blast is unusual. There's usually a couple of "hangers-on" who toss the occasional buff/debuff and that's it. No matter what their primary, I'd leave them 'till last. If they're not drawing agro, and not attacking, then Fort is no use to them.
If you're talking about a specific "all-defender" team that regularly plays together though, that's a whole different story. After a couple of missions, you'll have a feel for who is the most in need.
-H
One question
In all defender team what is the order of giving fortitude? |
The ab the emp strategy works particularly well in this set up, you can basically have at least 2 nukes for four engagements, and by the time you are through the 5th or the 6th engagement, you start all over again.
Works pretty good for missions with only bosses in them, EBs are doable, AVs... alpha strikes hurt.
A while back, did 1 blaster 7 emp team, blaster was in damage dealing heaven.
Psy-Kid, Vanguard, Paragon City Search and Rescue
www.pcsar.net
So, a quick technical question if anyone knows the answer. How much you heal on others is depended upon the healers heal power (slotted up) and the healer's health. The more health you have, the more you heal upon your allies. Thus for a controller healer, I like earth epic for the extra health boost from earth's embrace.
What I haven't found written down yet was the regen buffing powers a healer has. If you boost an ally's regen by 800% does it go off of the allies health or off the healer's? If the healer heals himself at 800% and it equals a regen of say 30 health per second. Does that mean the ally heals an extra 30 health per second or does it strictly boost the ally's regen rate against the ally's health?
Thankee in advance to any regen buff scholars out there!
Well, Lady, if you're drinking on the job, I suggest one of the "set it and forget it" ATs. I couldn't play my Empathy one-handed! Too often someone seems intent on hiding around corners, or otherwise out of line-of sight of me, and then promptly going deep red... Not only am I using both hands just to buff and heal, I'm also running back and forth to get line of sight.