Psychic Power Set
I'd say getting the best two single target attacks in Psi (TK Blast and Will Domination) won't steer you far wrong if you would like to do a bit of blasting. Both have quick animation/cast times which is the most important thing as you don't really wanna be stuck in say a Snipe animation if you need to heal that crazy Blaster before he eats floor. Both have decent damage along with o.k'ish secondary effects, one has knockback the other sleep so they can be of some use for helping team mates out of trouble or positioning foes back into the fight/debuffs with TK Blast etc.
Usually (before Mental Blast was looked at) most peoples single target attack chain with Psi is built around Subdue/TK Blast/Will Dom. I cannot vouch if Mental Blast is worth using now as I haven't tested it on my Defender yet, but somehow I doubt it.
For Fly I would slot 2 flight speed and Swift 1 or 2 flight speed. IIRC before the new Swift buff, Fly used to cap out at the 3 SO mark pre-ED, so I doubt that has changed due to the technical restrictions. So if you slot Swift for flight speed I cannot see that slotting more than 2 in Fly would do anything much, also the second one in Swift would be very debatable (useful to boost hover if you use it though I suppose). Personally on my Scrapper I just respec'd I went for 2 in Fly and the default 1 in Swift, he seems to nip about very well and I'm most happy with the speed.
Hope this helps.
First of all, get rid of the 4th heal SO in your heals, it does VERY little, and you have things like fort and RA to slot.
As for attacks, if you're teaming a lot I'd consider the AoE's, at least psychic scream. If you want to solo, or deal single target damage, TK blast, will dom and subdue are your friends.
I've now slotted up MB, it still feels a bit lacklustre but at least doesn't lock you into position for a few seconds. Subdue's still superior but if you need that powr slot, MB is acceptable now.
My Empath cycles Will Dom and TK Blast with Psi Tornado and Psi Scream thrown in when large mobs are afoot, my kineticist only needs WD and TK.
No matter what, take and slot TK and WD. They're really very very good. Those two powers by themselves completely make up for the lack of a BuildUp-type power in /Psi.
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]!
More general build pointers... drop the slots from Health. The bonus to regen is tiny because our hitpoints are hard to see with the naked eye, Heal Aura provides infinitely more health regain than Health does. Doing good on the empathy side of things - as mentioned above, drop the fourth heal SO. With Vigilance, stamina and occasional recovery auras you really shouldn't need the endurance enhancements in heals; I'd personally go with 3 heal and 1-3 recharges. The exception is Absorb Pain - assuming you're using it in emergencies, you can probably drop three slots from it and go with 3 heals, or 2 heals and a recharge. You can max it out to six later in the build.
Likewise, you shouldn't need six slots in fly - 3 flight speed in it will be all you need, as you should be using hover or nothing in combat.
So, where to put those newly available SO slots? Recovery aura needs 3 recharge (and may want 3 endmod later, but they can wait), and Fortitude wants as much slotting as you can spare it (eventually slotted with a mix of defbuff and recharge)
Looks like you're doing good so far, but as you hit higher levels you'll need to concentrate on the buffing side of powers as much as the healing side.
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]!
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Looks like you're doing good so far, but as you hit higher levels you'll need to concentrate on the buffing side of powers as much as the healing side.
[/ QUOTE ]I'd say even more than on healing, in a well working team healing often isn't necessary, at least often, but the buffs still are awesome.
Thanks for the replys. I certainly noticed the healing aspect, it took afew SOs to get up to 90% but then the rest of them did less and less.. I used to have full healing SOs :P I'll loose one. As for slots this picture was taken just after a respect where i put full up on all healing powers and just for the hell of it flight so i could get some speeds early on.
With that said, on my next respec i'll do what you guys said with flight and use the spare slots on regen/recover aura for mad buffs.
Thanks for replys! :O
@Golden Angel
Power Clover - Inv/SS Tanker - Freedom
Arcane Clover - Emp/Psy Defender - Freedom
ur heal other/aura should have 3 heal and 3 recharge if u want to just heal, but if u want to blst like u asked then u should go 3 heal 2 rech 1 end. and again, drop the 3 in health and for fly id go 3 speed, 1 end, then in swift leave it with 1 speed.
I posted up an i8 respec question a while ago. It's got how Mystie's been slotted on it as well... Hope THIS!! helps?!
(Merry Christmas!)
Thanks for the link, Myst.
@Golden Angel
Power Clover - Inv/SS Tanker - Freedom
Arcane Clover - Emp/Psy Defender - Freedom
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Looks like you're doing good so far, but as you hit higher levels you'll need to concentrate on the buffing side of powers as much as the healing side.
[/ QUOTE ]I'd say even more than on healing,
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Depends on who you are teaming with
Decided to pick up the aoe/knockback move. Its not the strongest thing in the world right now but once i slot it up abit it should work out well. Also removed hover (I never use it) to get AS which is working out to be quite a powerful move which i figure will also be handy in pvp.
@Golden Angel
Power Clover - Inv/SS Tanker - Freedom
Arcane Clover - Emp/Psy Defender - Freedom
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Looks like you're doing good so far, but as you hit higher levels you'll need to concentrate on the buffing side of powers as much as the healing side.
[/ QUOTE ]I'd say even more than on healing, in a well working team healing often isn't necessary, at least often
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Depends on who you are teaming with
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Currently leveling an Emp/Psy defender and as of yet i have been putting alot (Read:all) my slots and enhancements into healing. I make a very good healer but in larger groups where i am not the only one healing i have alot more time to deal out damage. So thats my question, what would worthwhile getting in Psychic just for abit of damage i can throw out when i am not busying healing?
General advice on how to not be such a newbie defender most welcome. Also extra love to the person who tells me how many slots i need on flight once i SO them to cap the flight speed. (Also on swift )
Current Powers (Level 26)
@Golden Angel
Power Clover - Inv/SS Tanker - Freedom
Arcane Clover - Emp/Psy Defender - Freedom