defender/healer build


Amberyl

 

Posted

these are just the powers I was thinking about taking, I tried to get as many healing powers as I could but keep the ele blast powers within a certain theme. Mainly thay are literally only electricalb blasts, nothing controlled, well debately zapp.


I haven't filled in the blanks with slots yet. just curious about what everyone thinks
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: N/A
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Electrical Blast
+---------------------------------------------
01 => Charged Bolts
Empty(1)

01 => Healing Aura
Empty(1)

02 => Heal Other
Empty(2)

04 => Lightning Bolt
Empty(4)

06 => Recall Friend
Empty(6)

08 => Aid Other
Empty(8)

10 => Absorb Pain
Empty(10)

12 => Resurrect
Empty(12)

14 => Clear Mind
Empty(14)

16 => Teleport
Empty(16)

18 => Fortitude
Empty(18)

20 => Aim
Empty(20)

22 => Stimulant
Empty(22)

24 => Zapp
Empty(24)

26 => Recovery Aura
Empty(26)

28 => Regeneration Aura
Empty(28)

30 => Aid Self
Empty(30)

32 => Resuscitate
Empty(32)

35 => Adrenalin Boost
Empty(35)

38 => Thunderous Blast
Empty(38)

41 => Swift
Empty(41)

44 => Health
Empty(44)

47 => Stamina
Empty(47)

49 => Teleport Foe
Empty(49)

01 => Sprint
Empty()

01 => Brawl
Empty()

02 => Rest
Empty()

+---------------------------------------------


Volt Sentinel Reference

Thunder is good, thunder is impressive, but lightning does the work.

 

Posted

I guess I'll start the wailing and gnashing of teeth.

As an empathy defender, you do not need the Medicine pool. You should not take the Medicine pool. I mean it. Don't take any Medicine powers. You will definitely want Stamina earlier on. Since you will not be taking the Medicine pool, you should be able to fit it into your build earlier.

You should pick up Fortitude as soon as it is available at level 12, and make sure someone gets it every time it recharges. It is a fantastic buff. Among other things, it buffs defense, making it less likely that someone will be hit, and therefore less likely that they'll actually need healing.

You do not really need both Heal Other and Absorb Pain, although this is somewhat a matter of taste.

There are multiple excellent guides to Empathy out there. You really, really want to read one of them, and then retry this build from scratch.


 

Posted

I never trust any character with more than one rez power.


 

Posted

Is that a joke build? You've been around this game for years and that's how you'd build an empathy defender? You give us vets a bad name.


 

Posted

You came to the Defnder boards with an idea for a "healer" build? Oy, talk about stirring up the hornets nest!

Well look, pragmatically speaking, by the time you can use a medicine power, you could have used any of your other heals TWICE (damn interupt time). So they're really not worth taking anyway.

Not that Medicine is useless for any OTHER primary. I have it on one of my Kins... seeing as Kin's only heal is an enemy based AoE, it's nice to have a single-target heal (and a rez) available if needed between battles. But since Empathy already HAS two ST heals, an AoE heal, a mez-breaking power, and a rez, all of which are better than the Medicine pool versions? Not needed.

Pick up Hover so you can survey the battle field and find allies in trouble easier. Or Leadership to buff up your crew. Or heck, how about Presence so you can "terrorize" the bad guys and make them not attack, which means no one will need as much healing? Or maybe the stealth pool to give everyone and yourself a little extra defensive edge?

Just... not Medicine.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

The original poster is making a concept character. I think the original poster should just go with whatever powers he wants and play how he likes. The games about fun, some people like teaming with that style of character, and sounds like that's fun for him.

Honestly, I don't think he should try and get advice from the forums. If he attempts to get advice here the concept will be lost. Mostly because the concept's effectiveness in CoH... for lack of better words... sucks. Perhaps you want to specifically ask "What powers would fit the concept" best and avoid "what would be the most useful".


 

Posted

Just say NO! to the Medicine pool. You are an Empath, outside of concept reasons if your team or you "needs" this pool then build(s) and tactics need some serious reexamination.

Take Short Circuit, slot it, use it ... mobs with no endurance are a minimal threat. Pair it with Ball Lightning, some early set IO usage, shut off their recovery and watch them dry up to harmlessness while the team takes target practice. The enhancements used would also likely alter in a later more final build but the frankkenslotting makes the powers quite effective at a level I would normally not yet be using set IO's.

Zapp is entirely optional and doubly so prior to IO's and set considerations.

Take Adrenaline Boost ASAP and slot it ASAP. Simple put it is quite arguable one of the best single target buffs in the game (3 rech, 2 heal and 1 endmod).

It's a personal preference but in this day of combining 3 inspires into 1 I find Resurrect very skippable. If I or my team is dying enough to make this an issue then ...

Fitness can be skipped entirely on an Empath. That said it does make life much easier and less stressful to have in a build. Ditto for travel powers vs using temp powers till later respec (if added even then).

The following isn't necessarily what I'd do but it should be a solid enough build and food for thought. I tend to play offenders and would be looking to get Hasten in the build among other things but it all starts to fall into the realm of preference and playstyle at that point.

And lastly if this is a concept build or regardless if it is or not even .... as Smurphy has said and Professor Backfire has in his sig as I recall then take my build for what its worth for you and have fun.

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

Click this DataLink to open the build!

Emp Electric_first 30 lvls (v1.00.i15 commons): Level 31 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leadership

Hero Profile:
Level 1: Healing Aura -- EndRdx-I(A), Heal-I(3), Heal-I(9), Heal-I(15), RechRdx-I(21)
Level 1: Charged Bolts -- Acc-I(A)
Level 2: Lightning Bolt -- Acc-I(A), EndRdx-I(3), Dmg-I(5), Dmg-I(7), Dmg-I(9)
Level 4: Ball Lightning -- Efficacy-Acc/Rchg(A), P'Shift-Acc/Rchg(5), Efficacy-EndMod/Acc/Rchg(7), P'Shift-EndMod/Acc/Rchg(25), EndRdx-I(29)
Level 6: Swift -- Run-I(A)
Level 8: Recall Friend -- Range-I(A)
Level 10: Short Circuit -- Efficacy-Acc/Rchg(A), P'Shift-Acc/Rchg(11), Efficacy-EndMod/Rchg(11), P'Shift-EndMod/Rchg(15), P'Shift-EndMod(17), Efficacy-EndMod/Acc/Rchg(23)
Level 12: Fortitude -- RechRdx-I(A), RechRdx-I(13), DefBuff-I(13), DefBuff-I(17)
Level 14: Health -- Heal-I(A)
Level 16: Clear Mind -- Range-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
Level 22: Assault -- EndRdx-I(A)
Level 24: Heal Other -- Heal-I(A), Heal-I(25)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Tesla Cage -- Acc-I(A), Acc-I(29)
Level 30: Tactics -- EndRdx-I(A)
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


 

Posted

I sincerely hope that you're gonna have a second build that's actually good. Concept builds are fine and all, but should expect that teams may not want to accomodate your self-imposed shortcomings.


 

Posted

If you want something that still fits the concept of a more "second-row" combatant, while being a touch more effective, try replacing Medicine (which is the crappiest power pool for Empaths) with Leadership. And definitely re-order the powers.

Here's a sample build that sticks to your concept while increasing "defendering" by a factor of 5. Leadership is amazingly powerful on a defender, and you shouldn't be afraid to leverage this fact:

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

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Heal/Rchg(3), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 1: Charged Bolts -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(11), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(39), Entrpc-Heal%(40)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
Level 4: Lightning Bolt -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(40), Entrpc-Dmg/Rchg(40), Entrpc-Dmg/EndRdx/Rchg(42), Entrpc-Heal%(42)
Level 6: Swift -- Run-I(A)
Level 8: Clear Mind -- RechRdx-I(A)
Level 10: Recall Friend -- IntRdx-I(A)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Recovery Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(23), P'Shift-End%(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(43), Mantic-Dmg/ActRdx/Rchg(43), Mantic-Dam%(43)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(36)
Level 26: Regeneration Aura -- Numna-Heal(A), Numna-EndRdx/Rchg(27), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(29), Mrcl-Heal/EndRdx/Rchg(33)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 30: Aim -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 32: Adrenalin Boost -- Numna-Heal(A), Numna-Heal/Rchg(37), Mrcl-Heal/Rchg(37), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(39), Efficacy-EndMod/Rchg(39)
Level 35: Vengeance -- HO:Membr(A), HO:Membr(45), HO:Membr(46)
Level 38: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 41: Resurrect -- RechRdx-I(A)
Level 44: Power Build Up -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
Level 49: Stealth -- HO:Cyto(A), HO:Cyto(50), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:

  • 7.5% DamageBuff(Smashing)
  • 7.5% DamageBuff(Lethal)
  • 7.5% DamageBuff(Fire)
  • 7.5% DamageBuff(Cold)
  • 7.5% DamageBuff(Energy)
  • 7.5% DamageBuff(Negative)
  • 7.5% DamageBuff(Toxic)
  • 7.5% DamageBuff(Psionic)
  • 1.25% Defense(Smashing)
  • 1.25% Defense(Lethal)
  • 2.81% Defense(Fire)
  • 2.81% Defense(Cold)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Melee)
  • 10% Defense(Ranged)
  • 5.63% Defense(AoE)
  • 4.5% Max End
  • 14% Enhancement(Heal)
  • 41.3% Enhancement(RechargeTime)
  • 9% Enhancement(Accuracy)
  • 15% FlySpeed
  • 68.7 HP (6.75%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5.5%
  • MezResist(Immobilize) 2.2%
  • MezResist(Terrorized) 4.4%
  • 9% (0.15 End/sec) Recovery
  • 56% (2.38 HP/sec) Regeneration
  • 5.36% Resistance(Fire)
  • 5.36% Resistance(Cold)
  • 15% RunSpeed
------------
Set Bonuses:
Doctored Wounds
(Healing Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Entropic Chaos
(Charged Bolts)
  • 10% (0.42 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Heal Other)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Entropic Chaos
(Lightning Bolt)
  • 10% (0.42 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Blessing of the Zephyr
(Teleport)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Performance Shifter
(Recovery Aura)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
Efficacy Adaptor
(Recovery Aura)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
Sting of the Manticore
(Zapp)
  • 12% (0.51 HP/sec) Regeneration
  • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
  • 3% DamageBuff(All)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Numina's Convalescence
(Regeneration Aura)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Miracle
(Regeneration Aura)
  • 2.5% (0.04 End/sec) Recovery
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Numina's Convalescence
(Adrenalin Boost)
  • 12% (0.51 HP/sec) Regeneration
Performance Shifter
(Adrenalin Boost)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Positron's Blast
(Thunderous Blast)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)



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Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Quote:
Originally Posted by JGHopkins View Post
these are just the powers I was thinking about taking, I tried to get as many healing powers as I could but keep the ele blast powers within a certain theme. Mainly they are literally only electrical blasts, nothing controlled, well debately zapp.
Hey if you need help with a Mid's build post it up on the scrapper boards, people are much nicer there, provide better constructive criticism, and don't jump down your throat.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Smurphy View Post
The original poster is making a concept character. I think the original poster should just go with whatever powers he wants and play how he likes. The games about fun, some people like teaming with that style of character, and sounds like that's fun for him.

Honestly, I don't think he should try and get advice from the forums. If he attempts to get advice here the concept will be lost. Mostly because the concept's effectiveness in CoH... for lack of better words... sucks. Perhaps you want to specifically ask "What powers would fit the concept" best and avoid "what would be the most useful".
This.


 

Posted

Quote:
Originally Posted by PhiloticKnight View Post
This.
Mmm, not quite. See, like i said, if he uses his existing powers right, then he'll NEVER need to use the medicine pool powers. At all. It'd be 3 or 4 powers that he never uses. And that's kind of a waste.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Yes, a waste for the purpose of FUN.

Fun for some people is being efficient.
Fun for some people is being competent.
And fun for some people is being the opposite of those things.
Fun for some people is picking powers for a concept rather than to "make sense" in gameplay.

Your way of "fun" isn't the only way. You might as well just take away the costumes entirely and make us all look like Illusionists' phantom decoys. Because the costumes don't make us more efficient, and it even WASTES influence to change a costume!

So costumes are a "waste" with your line of thinking.


 

Posted

yeesh I dind't mean to offend anyone O.O
I honestly didn't expect this many replies O.o

I'll take everyone advice into consideration and post a revamp


Volt Sentinel Reference

Thunder is good, thunder is impressive, but lightning does the work.

 

Posted

better? still fits in more with my concept


+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: N/A
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Electrical Blast
+---------------------------------------------
01 => Charged Bolts
Empty(1)

01 => Healing Aura
Empty(1)

02 => Lightning Bolt
Empty(2)

04 => Heal Other
Empty(4)

06 => Recall Friend
Empty(6)

08 => Absorb Pain
Empty(8)

10 => Swift
Empty(10)

12 => Fortitude
Empty(12)

14 => Maneuvers
Empty(14)

16 => Resurrect
Empty(16)

18 => Clear Mind
Empty(18)

20 => Teleport
Empty(20)

22 => Health
Empty(22)

24 => Ball Lightning
Empty(24)

26 => Aim
Empty(26)

28 => Zapp
Empty(28)

30 => Assault
Empty(30)

32 => Recovery Aura
Empty(32)

35 => Regeneration Aura
Empty(35)

38 => Stamina
Empty(38)

41 => Tactics
Empty(41)

44 => Vengeance
Empty(44)

47 => Adrenalin Boost
Empty(47)

49 => Thunderous Blast
Empty(49)

01 => Sprint
Empty()

01 => Brawl
Empty()

02 => Rest
Empty()

+---------------------------------------------


Volt Sentinel Reference

Thunder is good, thunder is impressive, but lightning does the work.

 

Posted

Id stongly suggest taking the 2 auras the moment they are available, and AB at 32.

Those buffs are very much 'expected' by a team on an appropriate leveled empath



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

cool thats why I'm asking to refine the build while keeping it mostly as what it is, a power armour.


Volt Sentinel Reference

Thunder is good, thunder is impressive, but lightning does the work.

 

Posted

Quote:
Originally Posted by JGHopkins View Post
better? still fits in more with my concept
Better kind of depends on what your concept is supposed to be. If you explain what you hope to do you might get helpful feedback.

There are at least a few things you've done in your last build that I'd be hard-pressed to recommend, but without knowing what your goals are it's hard to see where this is going.


 

Posted

Quote:
Originally Posted by JGHopkins View Post
yeesh I dind't mean to offend anyone O.O
I honestly didn't expect this many replies O.o
It reeks of a troll post actually. Anybody who has been around awhile, and you have, knows that am Emp build with very few attacks and the medicine pool is going to get responses.


 

Posted

actually i didn't I've only ever really played an emp once, and I don't team very often. My main is extremely straight forward so I never noticed the other powerpools.


and his concept is
it's suppose to a powersuit.

story is this.

The suit was built as an experiment to help aid Paragon City EMS in helping heroes. My character is a paramedic who was asked to participate in the trial. during the first test run a criminal (possibly a terrorist) decided to blow up the building. the suit protected my character but everyoe else involved in the experiment was killed. The project was scrapped since all prototypes were thought destroyed.

It heals/buff by realeasing small specialzed nanites, which nanites are released depends on the effect needed, from healing damaged heroes to increasing the abilities of one to aid them better.

The electricity comes from the suits built in defibrillator, by charging the energy instead of just releasing it he chan send small blasts of electricity, he can also release one massive blast but the suit needs to recharge for a short time after that.

The teleportation is is built in to help remove heroes and citizens from dangerous situations, the suits user can move himself via the cities teleportation system.

the leadership and fitness comes from my characters natural charisma and fitness from working in the EMS field in a difficult city. I.E. knife and gun club


Volt Sentinel Reference

Thunder is good, thunder is impressive, but lightning does the work.

 

Posted

I don't really see how that concept limits you at all, though maybe that's just me.

Power armour+nanites= ANYTHING, if my comics, video game and movie experience teach me right.


 

Posted

Quote:
Originally Posted by Prof_Backfire View Post
I don't really see how that concept limits you at all, though maybe that's just me.

Power armour+nanites= ANYTHING, if my comics, video game and movie experience teach me right.
geez dude lighten up O.o

I've made my decision

empathy/ some electrical blasts with teleportation/leadership/fitness/


Volt Sentinel Reference

Thunder is good, thunder is impressive, but lightning does the work.

 

Posted

OK... welcome to the defender boards. Whether you know it or not, you're sitting on the biggest hot button we have.

To splain...

Imagine two Defenders. One drops every enemy to the "to hit" floor, the other heals every teammate for their entire HP bar every fight.

The "to hit" floor makes your Blasters up to ten times tougher to kill. Depending on the other teammates, it can make them two to ten times tougher to kill. The healer essentially gives everyone twice as many HP, making them twice as tough to kill.

Various Defenders do various things; in many cases they make their teammates more than ten times harder to kill (through resistance, damage debuffs, etc.) So calling Defenders "healers" is sort of like calling Sword scrappers "Defense debuffers". Yes, they do that, but it's not the most effective thing they do.

Looking at Empathy specifically: Your heals will be the main source of mitigation for about the first fifteen levels. Then you start getting the other powers. Fortitude, if slotted for defense [please slot Fort for defense] stops about 40% of incoming damage on the more delicate members of the group. Regeneration Aura gives Instant Healing levels of Regen to most of the group, most of the time. Adrenaline Boost is both wild and crazy.

Pretty much, healing falls behind the capability of the enemies to damage as the levels go up. Conveniently, about the time healing falls behind, you start getting other- very effective- tools to keep your teammates alive.

... and the cry of "We need a healer!" is nearly synonymous with "We suck and we don't know why, so we're going to blame you!"

So, umm, use those nanites wisely.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

The second build looks decent with the power picks. Take the auras and Adre Boost asap though.

You can probably drop a power and get power build up from the power mastery epic pool. Intelligent use of that power will instantly bump up your defender rating by 50%. And if your team really sucks, power build up + vengeance can turn the tide in a pinch.

Personally I prefer mobility on any of my support toons. People that play support typically under-value the ability to move fluidly but it's not a make or break deal.