Emp/Dark/Power pure support build.


Amberyl

 

Posted

i worked on it for a while, i havent tweaked it yet. its abit to expencive right now i have 3 luck of the gambler sets 2+ recharge and defense, thoose two alone is 140m x3 you can imagine the price when im done, but its an easy but expencive way to get recharge.

Personally i dont want it to be more than 500-600m when reciped.

heres the build, the only powers im not sure about is dark, i just took something by reading the description. I hope i can squeeze atleast 80% recharge out of the build somehow.

Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Concealment
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (3) Doctored Wounds - Endurance/Recharge[*] (3) Doctored Wounds - Heal/Recharge[*] (7) Doctored Wounds - Heal/Endurance/Recharge[*] (9) Doctored Wounds - Heal[*] (11) Recharge Reduction IO[/list]Level 1: Dark Blast <ul type="square">[*] (A) Decimation - Accuracy/Damage[*] (5) Decimation - Damage/Endurance[*] (5) Decimation - Damage/Recharge[*] (7) Decimation - Accuracy/Endurance/Recharge[*] (9) Decimation - Accuracy/Damage/Recharge[*] (11) Damage Increase IO[/list]Level 2: Heal Other <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (13) Doctored Wounds - Endurance/Recharge[*] (13) Doctored Wounds - Heal/Recharge[*] (15) Doctored Wounds - Heal/Endurance/Recharge[*] (15) Doctored Wounds - Heal[*] (17) Recharge Reduction IO[/list]Level 4: Absorb Pain <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (36) Doctored Wounds - Endurance/Recharge[*] (36) Doctored Wounds - Heal/Recharge[*] (37) Doctored Wounds - Heal/Endurance/Recharge[*] (40) Doctored Wounds - Heal[*] (40) Recharge Reduction IO[/list]Level 6: Stealth <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (36) Luck of the Gambler - Recharge Speed[/list]Level 8: Resurrect <ul type="square">[*] (A) Recharge Reduction IO[*] (43) Recharge Reduction IO[*] (46) Recharge Reduction IO[/list]Level 10: Clear Mind <ul type="square">[*] (A) Recharge Reduction IO[*] (25) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 12: Grant Invisibility <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (37) Luck of the Gambler - Recharge Speed[/list]Level 14: Fortitude <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (17) Luck of the Gambler - Recharge Speed[*] (40) Defense Buff IO[/list]Level 16: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 18: Recovery Aura <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (19) Efficacy Adaptor - EndMod/Recharge[*] (19) Efficacy Adaptor - EndMod/Accuracy/Recharge[*] (21) Efficacy Adaptor - Accuracy/Recharge[*] (21) Efficacy Adaptor - EndMod/Accuracy[*] (25) Efficacy Adaptor - EndMod/Endurance[/list]Level 20: Health <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (34) Doctored Wounds - Endurance/Recharge[*] (37) Doctored Wounds - Heal/Recharge[*] (46) Doctored Wounds - Heal/Endurance/Recharge[*] (46) Doctored Wounds - Heal[/list]Level 22: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (23) Recharge Reduction IO[*] (23) Recharge Reduction IO[/list]Level 24: Hover <ul type="square">[*] (A) Flight Speed IO[/list]Level 26: Regeneration Aura <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (27) Doctored Wounds - Endurance/Recharge[*] (27) Doctored Wounds - Heal/Recharge[*] (29) Doctored Wounds - Heal/Endurance/Recharge[*] (29) Doctored Wounds - Heal[*] (31) Recharge Reduction IO[/list]Level 28: Stamina <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (31) Efficacy Adaptor - EndMod/Recharge[*] (31) Efficacy Adaptor - EndMod/Accuracy/Recharge[*] (45) Efficacy Adaptor - Accuracy/Recharge[*] (45) Efficacy Adaptor - EndMod/Accuracy[*] (45) Efficacy Adaptor - EndMod/Endurance[/list]Level 30: Super Speed <ul type="square">[*] (A) Run Speed IO[/list]Level 32: Adrenalin Boost <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (33) Doctored Wounds - Endurance/Recharge[*] (33) Doctored Wounds - Heal/Recharge[*] (33) Doctored Wounds - Heal/Endurance/Recharge[*] (34) Doctored Wounds - Heal[*] (48) Recharge Reduction IO[/list]Level 35: Fly <ul type="square">[*] (A) Flight Speed IO[/list]Level 38: Moonbeam <ul type="square">[*] (A) Decimation - Accuracy/Damage[*] (39) Decimation - Damage/Endurance[*] (39) Decimation - Damage/Recharge[*] (39) Decimation - Accuracy/Endurance/Recharge[*] (43) Decimation - Accuracy/Damage/Recharge[*] (48) Damage Increase IO[/list]Level 41: Blackstar <ul type="square">[*] (A) Cloud Senses - ToHit Debuff[*] (42) Cloud Senses - Accuracy/ToHitDebuff[*] (42) Cloud Senses - Accuracy/Recharge[*] (42) Cloud Senses - ToHit Debuff/Endurance/Recharge[*] (43) Cloud Senses - Accuracy/Endurance/Recharge[/list]Level 44: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 47: Temp Invulnerability <ul type="square">[*] (A) Impervious Skin - Resistance/Endurance[*] (48) Impervious Skin - Resistance/Recharge[*] (50) Impervious Skin - Endurance/Recharge[*] (50) Impervious Skin - Resistance/Endurance/Recharge[*] (50) Impervious Skin - Status Resistance[/list]Level 49: Power Build Up <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
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
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]5% DamageBuff(Smashing)[*]5% DamageBuff(Lethal)[*]5% DamageBuff(Fire)[*]5% DamageBuff(Cold)[*]5% DamageBuff(Energy)[*]5% DamageBuff(Negative)[*]5% DamageBuff(Toxic)[*]5% DamageBuff(Psionic)[*]6,75% Max End[*]20% Enhancement(Heal)[*]66,3% Enhancement(RechargeTime)[*]5% FlySpeed[*]61 HP (6%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Confused) 10%[*]MezResist(Held) 10%[*]MezResist(Immobilize) 15,5%[*]MezResist(Sleep) 12,2%[*]MezResist(Stun) 10%[*]MezResist(Terrorized) 21%[*]3% (0,05 End/sec) Recovery[*]50% (2,12 HP/sec) Regeneration[*]6,3% Resistance(Fire)[*]6,3% Resistance(Cold)[*]5% RunSpeed[*]2% XPDebtProtection[/list]------------
[u]Set Bonuses:[u]
[u]Doctored Wounds[u]
(Healing Aura)<ul type="square">[*] MezResist(Terrorized) 2,2%[*] 1,26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Decimation[u]
(Dark Blast)<ul type="square">[*] MezResist(Immobilize) 2,75%[*] 11,4 HP (1,13%) HitPoints[*] 2,25% Max End[*] 6,25% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Heal Other)<ul type="square">[*] MezResist(Terrorized) 2,2%[*] 1,26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Absorb Pain)<ul type="square">[*] MezResist(Terrorized) 2,2%[*] 1,26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Stealth)<ul type="square">[*] 10% (0,42 HP/sec) Regeneration[*] 7,5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Grant Invisibility)<ul type="square">[*] 10% (0,42 HP/sec) Regeneration[*] 7,5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Fortitude)<ul type="square">[*] 10% (0,42 HP/sec) Regeneration[*] 7,5% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
(Recovery Aura)<ul type="square">[*] 11,4 HP (1,13%) HitPoints[*] 1,5% (0,03 End/sec) Recovery[*] 10% (0,42 HP/sec) Regeneration[*] 2,5% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Health)<ul type="square">[*] MezResist(Terrorized) 2,2%[*] 1,26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Regeneration Aura)<ul type="square">[*] MezResist(Terrorized) 2,2%[*] 1,26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)[/list][u]Efficacy Adaptor[u]
(Stamina)<ul type="square">[*] 11,4 HP (1,13%) HitPoints[*] 1,5% (0,03 End/sec) Recovery[*] 10% (0,42 HP/sec) Regeneration[*] 2,5% DamageBuff(All)[*] 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)[/list][u]Doctored Wounds[u]
(Adrenalin Boost)<ul type="square">[*] MezResist(Terrorized) 2,2% (Exceeded 5 Bonus Cap)[*] 1,26% Resistance(Fire,Cold) (Exceeded 5 Bonus Cap)[*] 4% Enhancement(Heal) (Exceeded 5 Bonus Cap)[*] 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)[/list][u]Decimation[u]
(Moonbeam)<ul type="square">[*] MezResist(Immobilize) 2,75%[*] 11,4 HP (1,13%) HitPoints[*] 2,25% Max End[*] 6,25% Enhancement(RechargeTime)[/list][u]Cloud Senses[u]
(Blackstar)<ul type="square">[*] Status Resistance 2,5%[*] 2,25% Max End[*] 6,25% Enhancement(RechargeTime)[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[/list][u]Impervious Skin[u]
(Temp Invulnerability)<ul type="square">[*] MezResist(Sleep) 2,2%[*] 15,3 HP (1,5%) HitPoints[*] 2% XPDebtProtection[*] 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)[*] Status Resistance 7,5%[/list]


 

Posted

/grabs popcorn



 

Posted

OK, just to actually be useful. You could use some Dark Blast attacks. Tenebrous Tentacles are very good.

Empathy early on can pull off "pure support" but as levels go up, your teammates will need to be babysat less and less. Many tanks/scrappers won't even need you, except for extreme situation Fortitude boosts. With a build like that, if you ever team with a Force Field defender you will find yourself not doing much.

Try to fit in at least 3-4 attacks to keep yourself busy.

Simple empathy battle plan:
<font class="small">Code:[/color]<hr /><pre> Empathy algorithm:

1. Does a teammate need healing? If he is at 80%, he can wait a while.
YES: Cast healing power, GO TO 1.
NO: GO TO 2.

2. Is Fortitude / Adrenalin Boost/ Recovery Aura/ Regeneration Aura ready?
YES: Use recharged power. GO TO 1.
NO: GO TO 3.

3. Is a teammate dead?
YES: Revive fallen ally. GO TO 1.
NO: GO TO 4.

4. SHOOT SOMETHING IN THE FACE. GO TO 1.
</pre><hr />

Number 4 comes up surprisingly often in team, and a lot in good ones. It is always wiser to build for diversity than to shoehorn yourself into one tight role.



 

Posted

What he said. "Pure support" is very much overrated. Its your $15 and all, but I do feel obliged to let you know that it isnt the norm for Defenders.
Also, Dark Blast attacks can do lots of To Hit, and provide support that way. Slotted, Tenbrous Tentacles and Nightfall do almost 32% To Hit.

As for your Empathy powers, a couple of suggestions:

1) Get Fortitude six-slotted. The most basic slotting is 3 recharge, 3 def so you can keep it up on 4 people that way.

2) Put some END Mod slotting into Adrenalin Boost. It has a base of +800% Recovery, if you can get this above +1000% (ie +25% End mod slotting) you can give it to a Blaster of fellow defender after theyve nuked and overcome the recovery penality from nuking.

Do all this and you wont need all those slots in Absorb Pain. Treat that as an emergency heal rather than one you need to be up every 8 seconds.


 

Posted

[ QUOTE ]
1) Get Fortitude six-slotted. The most basic slotting is 3 recharge, 3 def so you can keep it up on 4 people that way.


[/ QUOTE ]

So very much agreed, it is well worth losing a global recharge bonus or two to get Fort enhanced for recharge.

I'd also recommend the endmod in AB he mentioned, but it's not as important as fortitude's availability.

More specifically, while I think many of your abilities are overslotted I understand most of them are going for recharge boosting set bonuses, but here are some places where you can free up slots without losing the bonuses.

Clear Mind: Stick a recharge in the base slot and be done with it, you can easily cover a whole team or stack enough to protect from GW without the extra slots. The base slot doesn't even need to be recharge to do this.

Ressurect: While you technically aren't hurting anything by having the extra recharge (it's not nigh unnoticeable like CM,) I feel it is quite frankly overkill, especially with the massive recharge bonuses your build has.

Freeing up two slots from each will let you add your recharge to fortitude with an extra slot left over, I'd recommend putting it in PBU, combining that with fortitude is game breaking good.

Moonbeam: Not so much a slot change here as a suggestion. You may want to switch this to gloom. It's a much more combat usable blast and you can keep the set.


 

Posted

Ok your trying for a nice +recharge build correct? Well I hate to break it to ya but your waaaaaay over the rule of 5 for IO set bonuses. You have 9 sets that give you 5% recharge. Six of those sets are Doctored Wounds. So what you may want to consider is swiching out a set or 4 for Miracle, Numina's, or maybe a Performance Shifter.

Personally i'd drop Absorb Pain like a Hot Potato, with a mini Tactical nuke stuffed inside a White Phosphorus Grenade, and inside of that ..... but thats just me.

your drop that and you have one less overlapping set of set bonuses, six more slots, another power pick to get something to help your team out offensively, or another power pool if your totally set on being a buffer/healer.


 

Posted

miracle are more expencive. one of them enchantments in miracle cost 100m, i cant afford that.

I tryed to 6 slot fortitude but it gimped my recharge no matter how i twist it.

i dont want to do damage at all, i dont have time to do damage when keeping people alive, so i might aswell skip most powers.

Who says you have to be a average defender, if i want damage i log on my fire kin or blaster, i like to keep people alive so i want to make a defender that does excatly that.


 

Posted

Couple things, keeping people alive can be done in more then one way. Even sticking with the "no damage" thing, dark blast has an AoE stun. As an added bonus said stun can take the stupefy set (which as I recall isn't terribly expensive, but it's been a while) for a 6.25% recharge bonus. Yes it's minion only, but the majority of enemies are minions and knocking them out of the fight cuts down on incoming damage significantly.

On a related note, Tenbrous Tentacles is a decent immob. While it won't stop as much damage as a stun, most enemies are less dangerous at range then melee. Plus, you can stack this onto bosses faily easily. And again, theres the Enfeebled Operation set which I suspect is dirt cheap and has a 3.75% recharge bonus.

And also, fortitude is your BEST power for keeping others alive. I want to restate that it's worth losing a global recharge bonus (although I don't think you have to) to max it's personal recharge (losing 5% recharge on non-fort powers to gain 90% on fort seems like a good deal to me.) While it won't be terribly cheap, if you can get your hands on 3 Cytoskeleton Exposure hamis you can max all the relevant aspects of fortitude, so 4 slotting it can bring it to its full potential plus have space for a LotG +Rech IO.

And finally, I didn't really look at your sets the first time other then to notice general trends, I didn't count them and notice you going over the mentioned rule of 5. You're definately going to want to play with your sets to make sure you don't have more then 5 of the same % recharge bonus.


 

Posted

My first assumption was that you wanted lots of global recharge to support the long-cooldown buffs, but with Fortitude and Recovery Aura not being slotted for maximum recharge (none at all in Fortitude) while wasting set bonuses by having more than 5 of one type, I'm not entirely sure what the goal here is.

Also, unless you're just hell-bent on having Grant Invisibility, I'd consider getting a +stealth IO to stack with your superspeed and dropping the concealment pool altogether. With those two power picks you could get Tentacles and Nightfall (which provide better -tohit than Grant Invis provides +def, as well as damage plus immobilization from tentacles). I have it on good authority that two damage procs in Nightfall and three in Tentacles does wonders. Or, if you really want to be the helpless hero type, the leadership pool is generally far more helpful than concealment.


 

Posted

[ QUOTE ]

Who says you have to be a average defender, if i want damage i log on my fire kin or blaster, i like to keep people alive so i want to make a defender that does excatly that.


[/ QUOTE ]

My defenders keep people alive by keeping them at the soft cap defensively or rendering the opponent completely unable to hit the team (with a mixture of tohit debuffs, fears, slows and holds) *AND* I can kill stuff.

Sorry, but if you're *not* able to keep people upright *AND* kill stuff, I wouldn't classify you as an average defender, I'd classify you as a below average defender. I know plenty of empaths who can do what you describe and contribute to the team's dps as well.

Also, a piece of advice: get out of the AE building. You'll discover that defenders can do more than just heal the big rock tanker after he gathers the level 54 baddies.


 

Posted

so you want to keep bonuses that you don't even get because of the rule of five.... I liek your choice of power sets I just think you are really missing some of the benifits that Dark Blast can give you besides damage. Well to each their own....


 

Posted

&lt;QR&gt;
The Holy Trinity of purely specialized Healer, Blaster, Tanker is not always the optimal path.

Neither of the below are optimal, just what I could throw together quickly. Neither are offensive enough for me, personally. However, since less offense was specified as desired, less offense was provided. The offensive variant is only double procced, I didn't have time to figure out optimal slotting for triple procs. However, optimal triple procs are viable and are more effective than double procs, but also likely require a very mature purple build. I'm sure things can be improved and powers and slots could be swapped around. Either could be done with SO's or Commons and still be acceptable.

Low Damage Variant
[u]Click this DataLink to open the build![u]

Moderate Damage Variant
[u]Click this DataLink to open the build![u]


 

Posted

Seriously?? LOL!

Everyone else will state the reasons why the OP is misinformed (wrong).. I will just sit and giggle.


 

Posted

Emp/Dark is an amazing "pure support" build... but you're doing it wrong.

take Dark Pit, Tenebrous Tentacles and Night Fall, use them a lot, team takes a lot less damage, therefore, you are doing more support.

You can even slot TT and NF for to-hit debuffs and make it even better!

also, a pure support empath without leadership? really? drop fly, drop concealment get those 3 powers.

if I were absolutely *forced* to roll a pure support emp/dark, I'd probably go something more along the lines of this

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9)
Level 1: Dark Blast -- Empty(A)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9)
Level 4: Absorb Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(42), Dct'dW-Rchg(43)
Level 6: Resurrect -- RechRdx-I(A)
Level 8: Clear Mind -- EndRdx-I(A)
Level 10: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(11), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Dsrnt-I(34)
Level 12: Fortitude -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(13), RechRdx-I(34), RechRdx-I(37), RechRdx-I(37)
Level 14: Assault -- EndRdx-I(A), EndRdx-I(40), EndRdx-I(46)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Tenebrous Tentacles -- Cloud-ToHitDeb(A), Cloud-Acc/EndRdx/Rchg(21), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/ToHitDeb(31), DampS-Rchg/EndRdx(36), SipInsght-ToHitDeb/EndRdx/Rchg(37)
Level 22: Night Fall -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(23), Cloud-Acc/ToHitDeb(23), Cloud-ToHitDeb(31), DampS-Rchg/EndRdx(36), SipInsght-ToHitDeb/EndRdx/Rchg(36)
Level 24: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(25), AdjTgt-ToHit/EndRdx(25), AdjTgt-ToHit(29)
Level 26: Regeneration Aura -- H'zdH-Heal/Rchg(A), RgnTis-Heal/Rchg(27), Tr'ge-Heal/Rchg(27), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(31)
Level 28: Super Speed -- EndRdx-I(A), Clrty-Stlth(46)
Level 30: Vengeance -- HO:Membr(A), HO:Membr(43), HO:Membr(43)
Level 32: Adrenalin Boost -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(33), H'zdH-Heal/Rchg(33), Dct'dW-Heal/Rchg(33), RgnTis-Heal/Rchg(34)
Level 35: Recall Friend -- Range-I(A)
Level 38: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def(39), RedFtn-Def/EndRdx(39), S'dpty-Def/EndRdx(39)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Temp Invulnerability -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46)
Level 47: Grant Invisibility -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(48), GftotA-Def/EndRdx(48), EndRdx-I(48), LkGmblr-Rchg+(50)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance



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still a good amount of global recharge, and a whole lot better team support


No

Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo

I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

In some games, by building to be "purely" doing just one team role and ignoring all others, you get rewarded by being better at that team role. Talents. Equipment. That kind of stuff. Just keep in mind that this game doesn't have talents, or equipment. Ignoring team roles means precisely that -- you're ignoring team roles.

So as long as you're clear you've got a roleplay/concept character, or you're ignoring team roles because you don't find them fun, both valid reasons to play "pure" support, no problem. We can move on.

Level 6: Stealth
Level 24: Hover
Level 30: Super Speed
Level 35: Fly

That's a lot of travel powers for a support build. If you're going for the Hover/Fly+combat invisibility thing, use a stealth IO instead and free up a power (plus a chunk of endurance per second).

In its place, add a couple of dark blasts. Mez effects are definitely considered support in this game. Dark Pit, well slotted, will render just about all the minions in an entire mission a non-threat -- and it animates fast, too. Tenebrous Tentacles keeps stuff from moving around and takes a nibble out of their accuracy as well. Take both if you can--you can drop Moonbeam to make room.

As for recharge-addicted slotting, 5xStupefy + 1xRechargeIO goes nicely (and cheap!!!) into Dark Pit for a 6.25% recharge bonus plus an easy-to-spam minion removal button. And if a fight's going bad? No problem, stack it and take out the LTs and bosses too.

Tenebrous Tentacles gives you options: 5xPositron's Blast + 1x(Membrane/Centriole/PeroxisomeHO) is sexy but expensive, 4xCloud Senses + 2x(Centriole/PeroxisomeHO) is perhaps even sexier due to being cheap, and both give you a 6.25% recharge bonus. 5xEnfeebled Operation + 1x(Membrane/CentrioleHO) gets you a lower 3.75% recharge bonus in case you're already maxed out on 6.25% bonuses. You can optionally complete the Cloud Senses set if you want more nice bonuses--6xEnfeebled Operation adds 5% movespeed (nice for combat hover) and 3.75% ranged defense.


 

Posted

There are lots and lots of issues with this build. I'm not going to get into the issues of playing a pure support toon, given they've already been done to death on the forum. Instead, I'm simply going to comment upon the glaring mistakes that other people haven't mentioned.

You do not need to three-slot Resurrect. You DEFINITELY shouldn't prioritize those slots above slots in Fortitude. Fortitude is your MAIN way of preventing damage to people. Keep Fortitude on the right people on your team and you shouldn't need to heal very often.

Clear Mind doesn't need three recharges. Make the default slot a recharge and call it a day. You will pretty much never need to stack this on people, since the base magnitude at level 50 is already better than most scrapper and tank mez protections. Again, you should DEFINITELY not have these slots at the expense of Fortitude.

Fortitude NEEDS recharges. You want three recharges, three defense, or anything that gets the equivalent of three recharges plus as much defense as you can manage. (At higher levels, by the way, the tank shouldn't need Fortitude; if he does, his build probably sucks. Slap it on the people who tend to draw too much aggro.)

You've gimped your support ability by not taking Dark Pit (which is a superb stun) and Tenebrous Tentacles (which is an excellent immobilize). Dump Hover and Fly to take them, or drop a travel power and Blackstar. They take nice IO sets, too.


 

Posted

This is what happens when people reply to a guys first post on the controller forum entitled "Fire/Kin Solo Farm Build."

...


 

Posted

Just a horrible horrible build. Going through it is just an endless assault of groans.

To reiterate what others have said, if you want to bore yourself with "pure support", rely on buffs and debuffs - not on relegating yourself to a healbot.


 

Posted

[ QUOTE ]
Also, a piece of advice: get out of the AE building. You'll discover that defenders can do more than just heal the big rock tanker after he gathers the level 54 baddies.

[/ QUOTE ]

LOL WIN!!

The OP seems to focused on HEALING DMG instead of PREVENTING the dmg in the first place. Global Recharge is a waste if its your ONLY form of recharge.

A defenders job is NOT to HEAL. Its to defend. Your attacks do more then just DMG. ALL of the defender attacks provide some typ of secondary Mitigation.

34% Ac DeBuff is no laughing matter in TT.



 

Posted

[ QUOTE ]

34% Ac DeBuff is no laughing matter in TT.




[/ QUOTE ]
Where is that # coming from? TT has base 9.375% ToHit Debuff, which enhances to about 14.8% ED cap. That's not shabby at all and Nightfall stacks easily with it, which seriously neuters the baddies.


 

Posted

I don't get why the concealment pool is such a popular choice for a pve build. Stealth and invis aren't that useful when you can stealth cap yourself vs npcs with super speed and a stealth IO--which can go in sprint so it doesn't even cost you a slot or a power choice.

Phase shift is of marginal utility in pve and grant invis is also marginalized because so many people stealth cap themselves.

Seems to me that the cost of a pool and power slots could be far better spent.


 

Posted

[ QUOTE ]
[ QUOTE ]

34% Ac DeBuff is no laughing matter in TT.




[/ QUOTE ]
Where is that # coming from? TT has base 9.375% ToHit Debuff, which enhances to about 14.8% ED cap. That's not shabby at all and Nightfall stacks easily with it, which seriously neuters the baddies.

[/ QUOTE ]


WHOOPS! Sorry about that I ment in combination with NF its around 30% I belive.


 

Posted

[ QUOTE ]
i dont want to do damage at all, i dont have time to do damage when keeping people alive, so i might aswell skip most powers.

[/ QUOTE ]

*facepalm*


 

Posted

[ QUOTE ]
[ QUOTE ]
i dont want to do damage at all, i dont have time to do damage when keeping people alive, so i might aswell skip most powers.

[/ QUOTE ]

*facepalm*

[/ QUOTE ]
My Emp/Dark/Dark Green Machine laughs at this.


 

Posted

You need recall friend and aid other to be pure.