Emp/Sonic
The things I see that I'd be wanting to change at this point that don't strike me as quibbling ...
Clear Mind- default slot is plenty and all it really ever needs.
Scream- or rather the lack of it in the build. Personally with the ability to combine to create on demand awakens I'd skip Resurrect (and if I took it it would be much later and likely on one of my builds only) and grab Scream.
Fly- While 3 slotting in a mature build for set bonuses etc. is an option this early I'd be going with just the default slot ... other things such as Air Superiority and Scream would give you far more benefit.
Recovery Aura- I'd have picked this asap. As is it's not horrid or build breaking to have it at 20th but just the same. 3 slots is all you'll need here outside of potential set considerations later.
Rianna Sidhe (Emp/Sonic/Dark)
Reyna Morningdew (Emp/Rad/Dark)
Thanks. I knew I messed up with the Clear Mind slots.
Also was really debating if I should have taken hover over air superiority. Just doesn't seem like I'm able to use it much. Or even skip flight all together and get super speed since hasten is already a given.
Would agree with getting scream. The skippable attack in sonic is shout if anything. It's already been proven that with its horrible animation time, if you can get enough recharge, you are better off just using shriek and scream. And I'd hate to be stuck in shout's animation while a teammate is dying. Not to mention the horrendous over the top sound effect shout has, but that's my own personal peeve.
As to travel, on my own emp/sonic I plan on getting hasten, SS, and hover, which is one of my favorite combo's. When I can fit it in, no stamina means I can.
What would you take in place of shout? Shriek and Scream give you 2 ST attacks - do you use Screech (or whatever the stun is) as a third ST attack?
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I've been playing my Emp/Sonic for about a year or so now so heres my opinion things as far as must haves and what are optional:
Primary:
Healing Aura: Must Have
Heal Other: Must Have
Absorb Pain: Optional
Clear Mind: Must Have
Fortitude: Must Have
Recovery Aura: Must Have
Regeneration Aura: Must Have
Adrenaline Boost: Must Have
For the most part you really should get most of the powers from your primary. The only really optional power is Absorb Pain. Now, the reason I say this is because even when I had the power it was very situational. If your paying attention and you use your buffs correctly then the need for absorb pain becomes less and less needed.
Secondary:
I'm gunna go a little more in-depth here as there are more optional powers
Shriek- Must Have
One of your three major attacks. Quick recharge, short animation, -res. Its awesome. When your team goes against EBs, GMs, and AVs this will help make them drop faster. Only downfall is it's ST.
Scream- Must Have
This is the second of your three major attacks. Another ST but when you stack it with your other powers it really shines. Also this overs more -res increasing your damage potential as well as your teams.
Howl- Must Have
Your first and best cone. - res to all of the targets it hits so this is a really good tool to use to make the baddies fall down and is the 3rd of your major attacks. I have found myself attacking with Shriek - Scream - Shriek - Howl and then repeat.
Shockwave- Optional
Knockback is good and can be a great tool however one of the things I look at from the secondary in this set is the -res and it was far more important to me to place those first. If you have a spot for another attack and want a cone this might feel the need for ya.
Shout- Optional
Having used this for so long I have deemed it just not as useful as Scream. As an empath I don't like getting stuck in the animation. Is not a good thing to be when a friend is near death or past a comfortable point.
Amplify- Optional
I like this power but I had not space for it. Also I have lived well without it.
Siren's Song- Optional
Not a bad power really! It's got potential but in large teams it does not do as well. For soloing putting a mob to sleep is a great tool. However again I had no room for it but its not a bad choice if you have a slot.
Screech- Must Have
Mag 3 stun and it has -res. This is just an awesome tool! It offers you protection from a target cause they get stunned and makes a nice stacking tool when working with other defenders or controllers.
Dreadful Wail- Must Have/Optional
Now, this power to some is optional. For me it was a must have. I did at one point look to drop it but as you can see in my signature I did decide to keep it. It makes a great oh snap button because it has a decent area of effect, offers -res, mag 3 stun but your end bar will crash. So if you don't want a power that will make you crash you can skip it but even with the crash the stun can make up for that so you can pop a blue or two to get back in the game.
This is my opinion on the powers in the main set and I have my own opinion of the power pools. If you want to know what I think about those or a sample build then let me know. Just let me know what powers are a must have for ya.
Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata
Yes exactly what I do anyway ... then again it's not available until level 35 so prior to that it tends to be other things like Howl, vet attack, throw a buff at someone etc. Shout is a nice finisher but getting locked in that animation is problematic at times so while one might take it I'd personally respec out of it once I had screech, slots for it, and was ready to use it in the chain.
A well-played Empath (especially if you can get a Kin speed boosting you or a second empath which you trade adrenalin boosts with) does not need Heal Other. Absorb Pain is a complete no-no. An Empath should be buffing others, shooting their regen through the roof, not spamming their aura and Heal Other.
You should be slotting for massive recharge once you start doing sets. Making your RAs perma (with the help of an adrenalin boost or SB) is what will make you the most awesome team-support Defender ever. If you can trade adrenalin boosts with another Emp, you'll be able to tank, blast, and do team support without feeling overworked.
I agree that a good Empath does not need to spam their Heal Aura or Heal Other but they are good for when spike damage gets through your Fortitude. Also, the Aura is great is Raid type situations. If you have a chance and you see people around that aren't on your team getting whacked toss out a Healing Aura. Also its important to note that Healing Aura heals up the damage you have taken. Damage will eventually get through and Healing Aura and Heal Others are your tools to repair that damage. The trick is not to spam them but to use them effectively like you other powers.
Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata
[ QUOTE ]
A well-played Empath (especially if you can get a Kin speed boosting you or a second empath which you trade adrenalin boosts with) does not need Heal Other. Absorb Pain is a complete no-no. An Empath should be buffing others, shooting their regen through the roof, not spamming their aura and Heal Other.
You should be slotting for massive recharge once you start doing sets. Making your RAs perma (with the help of an adrenalin boost or SB) is what will make you the most awesome team-support Defender ever. If you can trade adrenalin boosts with another Emp, you'll be able to tank, blast, and do team support without feeling overworked.
[/ QUOTE ]
Recharge is great for emps.
But you can't make RAs perma (it requires >500% recharge to do so, and the cap is 500%.) The only way you can have "perma" RAs is if you've got a second emp on the team, in which case you really don't need much recharge at all. (Especially if the two of you are also swapping Adrenalin Boost.)
And if you've got perma-AB and RA, you likely won't need much Healing Aura; you'll be regenerating as much as a regen scrapper, so heals aren't really necessary in most cases except for the teammates you missed with your Regen Aura.
The funniest part of this post was "if you can trade adrenalin boost with another emp, you'll be able to...do team support without being overworked." With good strategy, a single emp can do team support with plenty of time to blast and not be overworked. With a second emp, as long as it's not a rock-the-aura h34lz0r, it should be easy. (Among other things, decent use of fortitude in this case should max out the defense of just about anyone on the team who needs it; between that and judicious application of regen aura, heals should be unnecessary.)
I have spent a while tring to find a Emp/Sonic guide with no luck. And after leveling up yesterday I find that I have prob made a few poor choices already. Any tips for my build so far and where to head from here?
The slotting levels are not exact as I can't remeber when I put them in.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 23 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Hero Profile:
Level 1: Healing Aura <ul type="square">[*] (A) Empty[*] (3) Empty[*] (3) Empty[*] (11) Empty[/list]Level 1: Shriek <ul type="square">[*] (A) Empty[*] (5) Empty[*] (5) Empty[/list]Level 2: Heal Other <ul type="square">[*] (A) Empty[*] (9) Empty[*] (9) Empty[*] (11) Empty[/list]Level 4: Howl <ul type="square">[*] (A) Empty[*] (7) Empty[*] (7) Empty[/list]Level 6: Resurrect <ul type="square">[*] (A) Empty[/list]Level 8: Air Superiority <ul type="square">[*] (A) Empty[/list]Level 10: Recall Friend <ul type="square">[*] (A) Empty[/list]Level 12: Fortitude <ul type="square">[*] (A) Empty[*] (13) Empty[*] (13) Empty[/list]Level 14: Clear Mind <ul type="square">[*] (A) Empty[*] (15) Empty[*] (15) Empty[/list]Level 16: Assault <ul type="square">[*] (A) Empty[/list]Level 18: Fly <ul type="square">[*] (A) Empty[*] (19) Empty[*] (19) Empty[/list]Level 20: Recovery Aura <ul type="square">[*] (A) Empty[/list]Level 22: Hasten <ul type="square">[*] (A) Empty[*] (23) Empty[*] (23) Empty[/list]Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Vigilance