Psychic Blast + Bodged respec = Quandry
So if the rumours are true, i8 is tomorrow and Mystie's respec will take place.
I think I'll be taking Psy Tornado. I've seen Mother's Love use it and not only does it have a great animation, but the knockback is great for PvP and arena.
Scream... Hmm... I see both your points, and I've got to go with WonderGran. Scream just wouldn't be worth taking, when I can have something like Tactis, or erm... Stealth or something instead.
I'm still unsure about the Wail. Like the nuke Nuke NUKE!! *drool*, but it drains me of end and I'm not healing for a while afterward... Hmm... Might leave it out.
I'm not going for Scramble Thoughts, as I'm taking Mass Hypnosis and Dominate with Psy Mastery so my 'troller' type powers don't need adding to.
Telekinetic Blast I haven't tried before so I may add that. Will Domination is a fave of mine, so will be keeping that and slotting correctly this time!
So... Here's Mystie. (Please let me know if I've slotted wrong, or would be better off with another power)
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Miss Blue Myst
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Psychic Blast
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01) --> Healing Aura==> Rechg(1) Rechg(3) Rechg(3) Heal(5) Heal(11) Heal(13)
01) --> Mental Blast==> Acc(1)
02) --> Heal Other==> Rechg(2) Rechg(7) Rechg(7) Heal(9) Heal(11) Heal(13)
04) --> Absorb Pain==> Rechg(4) Rechg(5) Heal(9) Heal(19)
06) --> Resurrect==> Rechg(6)
08) --> Clear Mind==> Rechg(8)
10) --> Swift==> Run(10)
12) --> Hover==> EndRdx(12)
14) --> Fly==> EndRdx(14) Fly(15) EndRdx(15) Fly(19) Fly(48) EndRdx(50)
16) --> Fortitude==> Rechg(16) DefBuf(17) TH_Buf(17) Rechg(40) DefBuf(43) TH_Buf(46)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Recovery Aura==> Rechg(22) Rechg(23) Rechg(23) EndMod(31) EndMod(37) EndMod(40)
24) --> Telekinetic Blast==> Acc(24) Acc(25) Dmg(25) Dmg(33) Dmg(34) Rechg(39)
26) --> Regeneration Aura==> Rechg(26) Rechg(27) Rechg(27) Heal(33) Heal(37) Heal(40)
28) --> Will Domination==> Acc(28) Acc(29) Dmg(29) Dmg(34) Dmg(34) Rechg(39)
30) --> Psionic Tornado==> Acc(30) Acc(31) Dmg(31) Dmg(36) Dmg(37) Rechg(39)
32) --> Adrenalin Boost==> Rechg(32) Rechg(33) EndMod(36) Heal(36) Rechg(43) EndMod(43)
35) --> Recall Friend==> IntRdx(35)
38) --> Assault==> EndRdx(38)
41) --> Tactics==> TH_Buf(41) TH_Buf(42) TH_Buf(42) EndRdx(42)
44) --> Dominate==> Acc(44) Acc(45) Hold(45) Hold(45) Rechg(46) Rechg(46)
47) --> Mass Hypnosis==> Acc(47) Acc(48) Acc(48)
49) --> Mind Over Body==> DmgRes(49) DmgRes(50) EndRdx(50)
Few things I'd personally change about slotting.
Absorb Pain, 1 recharge 3 heal if you want to 4 slot that. Hopefully you won't need to spam it and the third heal helps with Tankers imo.
Hover, Fly Speed and not EndRdx. More than one if you can spare them. Bringing me on to...
Fly. Since the end use changes, i'd probably only go 1 EndRdx in it these days, but, depends how much you spam your powers with Fly on.
Fort I'd probably go 3rech 3def, the ToHit is pretty sexy out the box.
Aside from the few slots I'd change it looks like a pretty sweet PvE build you've got there!
(And you'll love TK blast!)
Yup, looking good Mystie - though I agree with Extremus re: hover. It uses next to no endurance, so you'll be fine w/out the end red in it. Re: Wail, I can see why you wouldn't want to take it. Reason I took it on mine is cos she's kinetics, so once you're drained, pop a blue then hit transfusion. Unfortunately, you can't do that, and even whacking RA on afterwards won't help, since it's your recovery ability that's impeded. Good idea to leave the nuke (and, IMO, that goes for any empath).
Fortitude, I think my empath has it 2x recharge reductions 3x defense buffs and 1 to-hit buff. With 2 recharge reductions in, you're looking at an unenhanced (i.e. neither SB nor hasten running) 34.1 seconds to recharge (not bad to say base is 60 seconds). With 3 recharges, you're looking at 30.42 - a little under 4 seconds. I'd rather sacrifice that 3.7 seconds for a bit of extra accuracy. Base accuracy buff on fort is 30% - stick a to-hit buff in there and it's up to 36.9% 3-slotted defense goes up from 30% to 47.21% figures that even an ice tanker would be proud of And 2-slotted for reductions, I find that my empath can comfortably keep 3 team mates perma-buffed with just a few seconds downtime to keep 4 buffed.
And just something else to think about (this may even be going back on what I have previously said) - before you respec, take a look at mental blast. Yes, the damage is still pretty pants (which first offensive power of a defender isn't?) But what made everyone loathe it (the horrendous animation time) is now gone! I tried out mental blast this morning on test server (after downloading, I'm guessing, the final tweaks to I8) the animation time used to activate mental blast is virtually zero - blink, and you miss it. So no more rooted to the spot, trying to hit a bad guy for about 40 damage, whilst you get hammered by 5 others and there's sod all you can do about it. Noooooo, this is now so speedy, it's unreal. It looks about the same as, if not slightly shorter animation time than, telekinetic blast.
So you MAY want to beef up mental blast a bit more - you may not. All I know now is that for my defender, it's a power I may be using a bit more (for when my subdue-blast-domination chain is recharging) but unsure yet as to whether to slot it for damage. I'm sure that after a few tinkerings on the test server, I'll make my mind up. At the end of the day, you can number-crunch all you like: this combo does X amount of damage for X amount of endurance, average it out and you 1.324785987 more damage per second for 0.125874598 endurance less so you SHOULD take this combo. How many times have you heard things like that? And how many times does theory translate into reality? Not all your hits will land, so suddenly 'Dr Poindexter's Ultimate Guide to Slamming Your Foes With Psychic Powers' becomes a little uncertain. As we have already talked about, some people like scream, some don't. I myself may even start to consider mental blast as a useable power again. You can crunch numbers til the cows come home - but you have to find a combination of powers that YOU like and that YOU feel comfortable with. Some people ignore the super-duper powers and go for the 'short-but-sweet ones' that don't cause tremendous damage, but eat very little endurance and slot them for damage, acc and recharge reductions.
Have fun finding out what suits you best Mystie!
The 1/6th number was simply for illustration - the idea being that even if the damage to a single minion is small, the cumulative damage has the potential to be huge.
I mentioned tankers and controllers for a reason - they're the ones that stop you from getting aggro, making it safe to help out the team. And you can rest assured that in that situation, doing damage across the whole mob will make a hell of a lot more difference than hitting one minion with subdue.
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]!
Respec done, and I love it!
Only played a few missions so far, but I think I'm going to have to stop getting carried away with all the attacks... Let someone die for the first time in a while, whilst teaming tonight
Thanks for all your help guys
Hahaha - the old adage that 'an empath is there as a buff-and-heal-bot' is officialy dead!! Good on ya Mystie - and even better on ya if the person who died kept running away from the group to attack his/her own set of mobs in spite of your numerous yells not to (come on, I KNOW that you've been there before)
Glad that you like the respec
Just to let you know how I spec'd Mystie in the end...
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Miss Blue Myst
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Psychic Blast
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01) --> Healing Aura==> Rechg(1) Rechg(3) Rechg(3) Heal(9) Heal(11) Heal(13)
01) --> Mental Blast==> Acc(1) Dmg(19) Dmg(19)
02) --> Heal Other==> Rechg(2) Rechg(5) Rechg(7) Heal(9) Heal(11) Heal(13)
04) --> Absorb Pain==> Rechg(4) Heal(5) Heal(7) Heal(46)
06) --> Resurrect==> Rechg(6)
08) --> Clear Mind==> Rechg(8)
10) --> Swift==> Run(10)
12) --> Hover==> DefBuf(12)
14) --> Fly==> Fly(14) Fly(15) EndRdx(15) EndRdx(42) EndRdx(50)
16) --> Fortitude==> Rechg(16) Rechg(17) Rechg(17) DefBuf(43) DefBuf(43) DefBuf(45)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Recovery Aura==> Rechg(22) Rechg(23) Rechg(23) EndMod(31) EndMod(34) EndMod(34)
24) --> Telekinetic Blast==> Acc(24) Acc(25) Dmg(25) Dmg(36) Dmg(36) Rechg(37)
26) --> Regeneration Aura==> Rechg(26) Rechg(27) Rechg(27) Heal(33) Heal(34) Heal(36)
28) --> Will Domination==> Acc(28) Acc(29) Dmg(29) Dmg(37) Dmg(37) Rechg(39)
30) --> Psionic Tornado==> Acc(30) Acc(31) Dmg(31) Dmg(39) Dmg(39) Rechg(40)
32) --> Adrenalin Boost==> Rechg(32) Rechg(33) Rechg(33) EndMod(40) EndMod(40) Heal(43)
35) --> Recall Friend==> IntRdx(35)
38) --> Assault==> EndRdx(38)
41) --> Tactics==> TH_Buf(41) TH_Buf(42) TH_Buf(42) EndRdx(48)
44) --> Dominate==> Acc(44) Acc(45) Hold(45) Hold(46) Rechg(46)
47) --> Mass Hypnosis==> Acc(47) Acc(48) Acc(48)
49) --> Mind Over Body==> DmgRes(49) DmgRes(50) EndRdx(50)
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01) --> Sprint==> EndRdx(1)
01) --> Brawl==>
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
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But it doesn't do 1/6th damage to a minion - not even close to 1/6 - maybe 1/10 or 1/12 if you're lucky. And I've never found the -recharge all that useful. By the time that the minion/lieut/boss has gone through his plethora of attacks, the recharge debuff has worn off. For example, so a Tsoo yellow ink man won't be able to hit you with dominate twice in a row - but instead, he'll hit you with dominate, then a shuriken, then a martial arts move and before you know it, his dominate is back up again. And on a team, the defender's primary role (for empath primary) will be to keep the team buffed/healthy. No, that's not to say that they won't attack, but is a defender really wanting to be drawing agro with a cone attack that really isn't all that powerful? If it put them to sleep (like mass hypno) or disoriented them (like dark pit), then I'd say take it. But to slow their recharge time for a few seconds doesn't, in my eyes, justify taking the power, since you're not actually stopping them from attacking you (like tornado does, whilst they're being knocked down) but rather hitting you with an array of attacks instead of just the same one over.
At the end of the day, it's Mystie's decision on what she wants to take on her respec. But I wouldn't seriously consider scream in the build for the aforementioned reasons.