Empathy/Psi Build advice


FireKitty

 

Posted

I have been playing my Empathy defender a good while now and recently rebuilt him to improve his support functionality by taking away most of his offense. I have no experience of the end game however and I was just hoping someone who has taken a defender to 50 might be able to help me with my choices from 30 up? (yes I do have a long way to go, but never to soon to plan ahead!)
Here is the build on Vel-hagorn


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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Name Vel-hagorn
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Psychic Blast
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01) --> Healing Aura==> EndRdx(1)Heal(3)Heal(3)Rechg(5)Heal(5)Heal(15)
01) --> Mental Blast==> Dmg(1)Acc(25)Dmg(36)Rechg(37)Acc(37)Dmg(46)
02) --> Heal Other==> Heal(2)Heal(7)Rechg(7)Heal(9)EndRdx(9)
04) --> Absorb Pain==> Range(4)Heal(11)Heal(11)Rechg(13)
06) --> Resurrect==> Rechg(6)Rechg(21)Rechg(42)
08) --> Clear Mind==> Rechg(8)Rechg(13)Rechg(43)
10) --> Recall Friend==> Rechg(10)
12) --> Maneuvers==> EndRdx(12)DefBuf(23)DefBuf(45)DefBuf(46)
14) --> Fortitude==> Rechg(14)Rechg(15)Rechg(19)
16) --> Teleport==> EndRdx(16)Range(17)EndRdx(17)Range(31)
18) --> Recovery Aura==> Rechg(18)Rechg(19)Rechg(43)
20) --> Assault==> EndRdx(20)EndRdx(21)
22) --> Will Domination==> Dmg(22)Acc(23)Rechg(34)Rechg(34)Range(34)Dmg(36)
24) --> Swift==> Run(24)Run(25)
26) --> Regeneration Aura==> Rechg(26)EndRdx(27)Rechg(27)Rechg(29)Rechg(40)
28) --> Health==> Heal(28)Heal(29)Heal(43)
30) --> Stamina==> EndMod(30)EndMod(31)EndMod(31)EndMod(37)
32) --> Tactics==> TH_Buf(32)TH_Buf(33)EndRdx(33)EndRdx(33)TH_Buf(46)
35) --> Stealth==> DefBuf(35)DefBuf(36)
38) --> Psychic Wail==> EndRdx(38)DisDur(39)Acc(39)Acc(39)DisDur(40)EndRdx(40)
41) --> Adrenalin Boost==> Rechg(41)Rechg(42)Rechg(42)
44) --> Power Build Up==> Rechg(44)Rechg(45)Rechg(45)
47) --> Temp Invulnerability==> DmgRes(47)Rechg(48)Rechg(48)Rechg(48)
49) --> Total Focus==> Rechg(49)Dmg(50)Dmg(50)Dmg(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
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Posted

The powers seem OK but your slotting is a little off, Ill just go through it and mention things as they come to me so it might get a bit rambly

3 recharges in CM is not needed, it has a long animation and a short recharge unslotted, I have 1rchg in it and have only been bothered by the long animation not the recarge on it.

4 heals under ED is a waste of a slot another recharge would boost your Heals per minute more (especiallly as you dont have hasten).

I do still 6 slot some powers Hasten and Recovery aura, 6 recharge reductions in each these are so essential imho that every second counts but I would have another look at every power you have more than 3 of any type of enhancement and have a good think if the slots couldnt be used more profitably elsewhere.

You dont have any tohit/def buffs in Fort, since ED I have mine 3tohit/3def, there is another thread Here


I have Health but putting extra slots in it seems wasteful, your an empath if your healths low fire off a heal.

AB I have slotted as 3rechg/3heals to give as much help as I can to whoever has it, there is also a thread on that Here and
here you have also left it very late to get.

I took the same epic, didnt get on with temp invulnerability Conserve power is a much more useful power, especially when faced with sappers, you can keep a whole team upright on the tiniest bit of end. Total Focus is a good power though, I love it

Hasten is also still a great power and I would definitely consider getting it.


 

Posted

The colours are annoying, but its quite a good team build! i like it! come be my defender! but some of the slotting pre and post 30 have caught my eye. I know your midway but as a 50 empath here are my overall thoughts.

Heal aura 3 rechg 3 heal although i dont spam it i feel there is no need for an end slot and just knowing i can achieve highest healage per second is nice, same could be said for heal other. Bugger the "look at my heal figure aint it a tinsy bit better".

Absorb pain 1 heal SO and you have a 90% of someones hp healed aint that enough? Anymore than 2 i wont see sense in.

Resurrect 3 recharge slots is for omg teams. Maybe if you had higher healage it wont be so bad.

Clearmind 3 rechg is good if you are a proactive buffer like me ie give people clearmind before they fight as quick as you can and as soon as the buff symbol goes add another if possible but preferably whenever you can. I dont want people saying zzz whilst i am zzz'd you know what i mean? oh and dont believe herobuilders figures on this one!

Maneuvers doesnt actually do alot, its like a lazy power as its so low in additional defence most of the time it would help hardly ever in my eyes, so i'd start fitness pool.

Fortitude is an absolute beaut there is enough tohit there to go against +5's with anyway so slotting for tohit buffs does next to nothing, having it 3 rechg'd means you can keep 3 people perma'd. Now with 2 or 3 additional defence slots you are seriously minimising the amount of healing you are required to do. I usually fort the tanker and anyone that would require me to spam heal them so that i dont.

Health do you need it? a couple of heal auras and your back to full health. If hurdle aint worth getting then ok as it buys time but i wouldnt slot it 3 health.

Stamina 4 end mods? should be 3 and if you say 4 to me ill eat a kitten. An extra endurance slot in ldrships is probably worth more than that end mod or better still stealth!

My RA's are 3 rechg'd which is nice, you can afford to stop there, i dont. Sometimes i dont realise how low on end i can be so i have an endurance slot in to knock the cost down so i can use it on lower end. Plus I have 2 heals or mods from playing my tanker under alot of end drain and noticing the difference between nice RA and really nice RA.

Stealth is poo defence you have heal aura for your survivability plus your position in teams matters ie dont stand in the way of attacks. Mine has 1 slot for endurance and i am careful where i stand.

Psychic wail 2 acc 1 end 3 disorient for that moment of despair that never happens. If the teams in a small room (personal no no) with major area of effectage and i cant heal everyone enough at once so i just hit it and pop a blue. Healing through the doorway or superspeed in and out is my norm.

Temp invulnerability 3 dam res you mean and 1 end not 3 rechgs. Its rechgd in 2 secs.

Id suggest maybe vengeance (at 50) instead of maneuvers early through respec, you can slot your epics better too then. Vengeance is sweet!


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Clear Mind doesn't need recharges at all, it's back up again nigh instantly and no problem keeping the team Clear with nothing in the native slot. I tend to jam a range enhancer in there.

Psychic wail doesn't need slotting for disorient duration, theduration on it is already big enough that you can happily use it to create a window to get the team away. Damages rather than disorients will thin the foe's numbers quite happily, or at least soften them up for the rest of the team.

The native ToHit buff in Fortitude is pretty good, and I've never slotted for it - 3 recharge, 3 defence seems to keep everyone happy.

Recharges in rez is a tricky one - once you're out of the hollows it's only Oranbega that's a worry, what with going to prison and all - frankly hospital's never far away.

Absorb pain loves all the heals you can give it - but recharge is dangerous as you'll top yourself before you've noticed you're low. When the tank is struggling, you'll need those three heals in AP.

Personally I'd drop maneuvers, wangle assault in earlier and pick up telekinetic blast at 20. I know you're concentrating on team support, but just having Will Dom and TK Blast together is almost infinitely better than having one or the other - on those occasions you are required to, or are able to blast, you can happily string TK and WD together. TK's knockback is also handy for walloping foes away from both yourself and your fellow squishters.

On a much motre minor point - once you've stamina up and running, a second end reduction in teleport is possibly superfluous - slot a third range and challenge people to races along the whole length of IP.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

thanks for the advice guys going to work with it and see what I can do. I think I will definielty respec in hasten.
In general for the Leadership pool do you guys think they are worth taking for a defender of this ilk?


 

Posted

[ QUOTE ]
Clear Mind doesn't need recharges at all, it's back up again nigh instantly and no problem keeping the team Clear with nothing in the native slot. I tend to jam a range enhancer in there.

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As i said with clearmind due to your personal QoL you like to whip out clearmind on all of the unstatus protected in the shortest space of time. Dont believe Herobuilder for action time versus recharge. People play differently so needs are different. I dont wait for "zzz". I am reading buffs, if you no longer have cm ill give to you as soon as i can.

[ QUOTE ]
Absorb pain loves all the heals you can give it - but recharge is dangerous as you'll top yourself before you've noticed you're low. When the tank is struggling, you'll need those three heals in AP.

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Its a percentage heal 2 heals take you over 100% hp heal you cant give more than 100%. 3 health slots is superflous.
Nothing wrong with recharges in it either absorb pain dont get you killed, your team mates/your position/or the fact that you brought aggro onto yourself gets you killed.

[ QUOTE ]
On a much motre minor point - once you've stamina up and running, a second end reduction in teleport is possibly superfluous - slot a third range and challenge people to races along the whole length of IP.

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It takes 2 endurance slots to perma tp about with no endurance loss and still apply buffs inbetween tps, something i do in pvp zones. A still target is a dead target and what am i dead? useless.

[ QUOTE ]
Psychic wail doesn't need slotting for disorient duration, theduration on it is already big enough that you can happily use it to create a window to get the team away.

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well the 3 dazed ones waiting for you to clearmind them before they can get away wont think so, but thats a scenario that basically never happens.

Defender attacks are poo, i much prefer control effects for defenders the lower the action time of them and the higher the duration of them the better. Better to control foes than tickle them in a team imo.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

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Absorb pain loves all the heals you can give it - but recharge is dangerous as you'll top yourself before you've noticed you're low. When the tank is struggling, you'll need those three heals in AP.

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Its a percentage heal 2 heals take you over 100% hp heal you cant give more than 100%. 3 health slots is superflous.
Nothing wrong with recharges in it either absorb pain dont get you killed, your team mates/your position/or the fact that you brought aggro onto yourself gets you killed.

[/ QUOTE ]

Heal percentages are a percentage of your health - therefore the 100% will be 100% of your own hitpoints - as Tankers have far more hp than a Defender the heals will be very useful. You don't really need any Recharges in AP anyway, it has a pretty good recharge and if you need to use it consantly there is something wrong with the team.

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Psychic wail doesn't need slotting for disorient duration, theduration on it is already big enough that you can happily use it to create a window to get the team away.

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well the 3 dazed ones waiting for you to clearmind them before they can get away wont think so, but thats a scenario that basically never happens.

Defender attacks are poo, i much prefer control effects for defenders the lower the action time of them and the higher the duration of them the better. Better to control foes than tickle them in a team imo.

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If Psychic Wail is slotted with Damage enhancements then there won't be any mobs left to kill you or the team, especially combined with Power Build Up from the Power Mastery epic. Also, it is very rare to have 3 members of a team mezzed at once.


 

Posted

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Clear Mind doesn't need recharges at all, it's back up again nigh instantly and no problem keeping the team Clear with nothing in the native slot. I tend to jam a range enhancer in there.

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As i said with clearmind due to your personal QoL you like to whip out clearmind on all of the unstatus protected in the shortest space of time. Dont believe Herobuilder for action time versus recharge. People play differently so needs are different. I dont wait for "zzz". I am reading buffs, if you no longer have cm ill give to you as soon as i can.

[ QUOTE ]
Absorb pain loves all the heals you can give it - but recharge is dangerous as you'll top yourself before you've noticed you're low. When the tank is struggling, you'll need those three heals in AP.

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I also try and keep CM perma (on squishies and anyone else with CM/ID etc for sure) but I would think that 3 recharge enhancements would recharge the power faster than the animation can complete, I have 1 recharge in it and I am not ever standing around waiting on it to recharge.


 

Posted

[ QUOTE ]
If Psychic Wail is slotted with Damage enhancements then there won't be any mobs left to kill you or the team, especially combined with Power Build Up from the Power Mastery epic. Also, it is very rare to have 3 members of a team mezzed at once.

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yes rare but not impossible, especially with DE sleeps, sapper aoe stun effects from its sap but anyway power build up + psychic wail 3 damage slots would probably only just manage to see an even white con foe dead. Still being an aoe could see a few white cons dead and finish off some other tougher foes.The higher level you face, the less likely the damage and duration would have an impact so thats why i prioritise duration. My concept with defenders is to save people over arresting foes.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

[ QUOTE ]
[ QUOTE ]
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Clear Mind doesn't need recharges at all, it's back up again nigh instantly and no problem keeping the team Clear with nothing in the native slot. I tend to jam a range enhancer in there.

[/ QUOTE ]

As i said with clearmind due to your personal QoL you like to whip out clearmind on all of the unstatus protected in the shortest space of time. Dont believe Herobuilder for action time versus recharge. People play differently so needs are different. I dont wait for "zzz". I am reading buffs, if you no longer have cm ill give to you as soon as i can.

[ QUOTE ]
Absorb pain loves all the heals you can give it - but recharge is dangerous as you'll top yourself before you've noticed you're low. When the tank is struggling, you'll need those three heals in AP.

[/ QUOTE ]

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I also try and keep CM perma (on squishies and anyone else with CM/ID etc for sure) but I would think that 3 recharge enhancements would recharge the power faster than the animation can complete, I have 1 recharge in it and I am not ever standing around waiting on it to recharge.

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My main reasoning on cm 3 rechg is QoL not "need" as a proactive buffer i read buffs, if you have lost the clearmind symbol i want to add it as the last thing i want to be is slept whilst other people need it.
Mine has 3 recharge in it, when i am not hastened i have to wait a tinsy bit for it to recharge after my action time. Its not a need but i like to target cm, target cm, target cm and get say 7 ppl done in as less time as possible. Its the time it takes me to do 7 people I can notice time add up. On my defender i like things "now" add to that any minus recharge my way renders less effective.

More than 1 rechg on cm can be a waste if your the type of defender to wait for someone to ask for cm or space out the buffs.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

[ QUOTE ]
[ QUOTE ]
If Psychic Wail is slotted with Damage enhancements then there won't be any mobs left to kill you or the team, especially combined with Power Build Up from the Power Mastery epic. Also, it is very rare to have 3 members of a team mezzed at once.

[/ QUOTE ]

yes rare but not impossible, especially with DE sleeps, sapper aoe stun effects from its sap but anyway power build up + psychic wail 3 damage slots would probably only just manage to see an even white con foe dead. Still being an aoe could see a few white cons dead and finish off some other tougher foes.The higher level you face, the less likely the damage and duration would have an impact so thats why i prioritise duration. My concept with defenders is to save people over arresting foes.

[/ QUOTE ]

I guess you've never used a Defender nuke then - true they're not as powerful as Blaster nukes but they deserve more credit than you give them.


 

Posted

Tickle

They're effective enough - to use something as archaic as BI, Psychic Wail does 15 BI unslotted, compared to Blaster Nova's 12.5 BI unslotted. Consider also that Psychic damage is less commonly resisted than energy and smashing damage.

Course, the modifier for blaster blasts is a little higher, but don't be underestimating the power of the wail.

Foes sent to hospital are less likely to be a problem than disoriented foes.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
If Psychic Wail is slotted with Damage enhancements then there won't be any mobs left to kill you or the team, especially combined with Power Build Up from the Power Mastery epic. Also, it is very rare to have 3 members of a team mezzed at once.

[/ QUOTE ]

yes rare but not impossible, especially with DE sleeps, sapper aoe stun effects from its sap but anyway power build up + psychic wail 3 damage slots would probably only just manage to see an even white con foe dead. Still being an aoe could see a few white cons dead and finish off some other tougher foes.The higher level you face, the less likely the damage and duration would have an impact so thats why i prioritise duration. My concept with defenders is to save people over arresting foes.

[/ QUOTE ]

I guess you've never used a Defender nuke then - true they're not as powerful as Blaster nukes but they deserve more credit than you give them.

[/ QUOTE ]

No obviously i have facing purples and boy did i wish i had more duration on my disorients. Higher the level you face the lower the duration of secondary effects as well as them being harder to kill and it was a case of "boy i wished i had more duration". Again QoL thing i wish people stop trying to convince me of "correct" slotting. You slot to how you play. My absorb pain has 3 recharges in it is that mad? only if i am stupid enough to to stand in the way of aoes etc and use it too often or gain aggro for myself and have no one to help me out.

power build up + 3 damage slotted psychic wail = white minion just about dead

against a +3 minion its a tickle.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

[ QUOTE ]
Tickle

They're effective enough - to use something as archaic as BI, Psychic Wail does 15 BI unslotted, compared to Blaster Nova's 12.5 BI unslotted. Consider also that Psychic damage is less commonly resisted than energy and smashing damage.

Course, the modifier for blaster blasts is a little higher, but don't be underestimating the power of the wail.

Foes sent to hospital are less likely to be a problem than disoriented foes.

[/ QUOTE ]

I know the full power of wail mate, i have it 6 slotted, tested it and thought meh. Against purples ill try to give people the time to escape. Of course i could pop rages but id sooner stock up on break frees or the strength of wills i so love from pvp.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Like all powers, thinking about who you're going to use it on and what effect it is going to have BEFORE use is a good idea.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

Agreed, there is absolutely nothing offensive in the way i play my defender at all, she is all defensive. My immobilise, my hold, my repel, my sleeps and my disorient its all defensive. My defender is defensive.
I dont want to ever say "whoops!" because we have just seen the AV take our tanker down whilst i was busy with my blasting attack chain. With there being nothing but heal aura thats soloable in the primary set i have a just look after the team mindset. Primary set->primary role->my primary goal.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Fair dinkum, I thoroughly respect pure support as a way to play - I've always said there's as many ways to build and play an empath as there are empaths. With the amount of control available in /psi, it's a viable option for a deftroller!

Still say Psychic Wail is absolutely ace damage, mind


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

Lose Psychic Wail hunny!- In my opinion its' end drain is the worst thing in the Psi-set (even when slotted),... tried it for 3 days before consigning it to the trashbin.
Best in Psi-set: Telekinesis blast- 6 slotted with knockbacks for pure entertainment value .
Psi-Tornado for AOE, epic Telekinesis hold is VERY useful and only slighty thirsty when slotted right.
Epic Dominate is pretty darn handy too, as is mass- hypnosis after you can slot it several times. With those combined you can keep mobs either thrown across the room, groups of them pinned in corners (for the scrappers and blasters to pick off), thrown off their feet with tornado or safely in the land of Nod (Mass-Hypnosis.)to be picked off one at a time.
In short you're not gonna have the optimum powerful/useful set i'm sure till you respec near the end and cherry-pick the best ones for your style of defending!.
Manoevours makes the difference, Oh.. and take EVERY empathy power! even absorb-pain, i know it gets a bad rep, but i find i use every power in my empathy set in battle and find them all massively useful.