SOLO Empathy Quest
So how goes the quest? can we get an update?
Just hit 50 on my rad/rad btw. very awesome and very soloable.
Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.
Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.
So how goes the quest? can we get an update?
Just hit 50 on my rad/rad btw. very awesome and very soloable. |
Just hit 20 last night (mmmm... Stamina)
I am having all the familiar issues with certain mob types (mezzers), but also learning the differences between soloing a Blaster and soloing a defender thru these levels.
Tallies ; Levels 1-20, <19 hours, 3 Deaths
I will probably post an extensive walk-thru once I am done to show some of the things I have learned.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.
Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.
First of all, good luck!
Secondly, it's not as hard as some folks make it out to be. My first (and currently only) level 50 character is an emp/elec. Although I designed my empath to be a team player (including the leadership pool), I left enough leeway in power selections and my play style for her to solo as well. She solo'd frequently, even earning the Atlas Medallion on her own as a (blue) litmus test of her mettle.
While the electric set provides enough tools to subdue mobs and pin down bosses through draining their endurance or caging them, delivering enough damage to take them out reasonably quickly is a challenge. Survival is rarely a problem if you keep yourself constantly mobile and out of melee range. Stealth and superspeed (particularly together) also aid in survivability and the ability to adopt a number of combat tactics such that she rarely got hit.
The largest bosses are a bear, particularly those with regenerative and recovery powers. There are some that unless you prepare specifically to fight them, it will be a tactical draw - you can't kill them and (unless you're suicidal) they can't kill you. Preparing for a particular fight might mean bringing a boatload of large damage inspirations just to put your attacks over the top to bring them down once and for all.
Again, good luck. It's not as painful as some folks make it out to be. Indeed, I rather enjoyed (and still enjoy) playing her solo as much as I do on teams. If anything, you'll learn to excel with emp/elec combat tactics that few people of this specific archetype have mastered. Then when you do go back to team play (after 50?), so much the better.
Not not be all doom and gloom, here's a couple things I do like about elec. The biggest not talked about mitigation aspect of /elec is the shock animation your targets go through after you hit them. It's not a lot, but if you keep tossing out blasts you can slow down incoming damage. There are times when end drain becomes a very underrated mitigation tool because it can be a control aspect that gets kind of forgotten about.
|
I found that the slotting of the targeted AoE and PBAoE (e.g., lightning bolt and short circuit in particular) changed over the levels. The question is the balance between endurance modification and damage, while maintaining just enough accuracy to hit reliably. Also early on, recharge speed to produce a non-stop attack cycle that incorporates as much area effect as frequently as possible is a must. These bonuses eventually work their way into the set bonuses, which can be all electric (i.e., efficacy adapter), damage (Targeted AoE or single target range sets) or a frankenslotting of both.
In general, I would suggest that single target attacks be slotted for damage, leaving any endurance modification to some or all of the area effect attacks, particularly short circuit. My experience has been that I often tweaked the balance for these over the levels until arriving at the final 4-6 slot IO sets in the between the mid 20's and early 40's. If you can afford them (and to upgrade them periodically), having IO set doublets/triplets early as possible (beginning at no later than level 22 with level 25 IO's available) helps tremendously.
This. There is a controller-like subduing aspect to a constant barrage of electric attacks that seems to be overlooked, and it is this that has to be taken most advantage of as an emp/elec defender going solo.
I found that the slotting of the targeted AoE and PBAoE (e.g., lightning bolt and short circuit in particular) changed over the levels. The question is the balance between endurance modification and damage, while maintaining just enough accuracy to hit reliably. Also early on, recharge speed to produce a non-stop attack cycle that incorporates as much area effect as frequently as possible is a must. These bonuses eventually work their way into the set bonuses, which can be all electric (i.e., efficacy adapter), damage (Targeted AoE or single target range sets) or a frankenslotting of both. In general, I would suggest that single target attacks be slotted for damage, leaving any endurance modification to some or all of the area effect attacks, particularly short circuit. My experience has been that I often tweaked the balance for these over the levels until arriving at the final 4-6 slot IO sets in the between the mid 20's and early 40's. If you can afford them (and to upgrade them periodically), having IO set doublets/triplets early as possible (beginning at no later than level 22 with level 25 IO's available) helps tremendously. |
I really appreciate build advice like this.
Currently, I am at 24, amd will likely hit 25 on my next session. I have generic IOs (all 25) on my powers, and am still debating on when to start the power drain tactics. Up to this point, I have focused on Blaster tactics, using a steady stream of damage from a good attack chain and staying mobile in combat to keep as few villains on me at a time while I pick them off. Air Superiority is what I am using for problematic Villains (Bosses, Lts).
I will come back from time-to-time to let you know how it progresses.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Thanks Perwira,
I really appreciate build advice like this. Currently, I am at 24, amd will likely hit 25 on my next session. I have generic IOs (all 25) on my powers, and am still debating on when to start the power drain tactics. Up to this point, I have focused on Blaster tactics, using a steady stream of damage from a good attack chain and staying mobile in combat to keep as few villains on me at a time while I pick them off. Air Superiority is what I am using for problematic Villains (Bosses, Lts). |
For single traget ranged attack, Thunderstrike starts at level 30 when you reach level 27, recommended in order:
Accuracy/Damage/Recharge
Accuracy/Damage/Endurance
Damage/Endurance/Recharge
Damage/Recharge or Damage/Endurance (deciding between endurance reduction or speeding up the attack chain)
Combined, this gives hefty damage bonuses, very fast recharge, good accuracy and some endurance reduction. The numbers add up much higher than using generic IO's.
A set of four helps with the accuracy and endurance issues (as well as some ranged defense), giving:
* 2: Increases Recovery by 2%.
* 3: Increases Energy and Negative Energy Defense by 2.5%.
* 3: Increases Ranged Defense by 1.25%.
* 4: Improves the Accuracy of all your powers by 7%.
If you have a 5th slot you might consider frankenslotting the Efficacy Adapter triplet End Mod/Recharge/Accuracy or (to address endurance issues) End Mod/End Red.
For the Short Circuit and maybe the Lightning Bolt, you can already slot in Efficacy Adaptors, recommended in order:
Endurance Modification/Recharge/Accuracy
Endurance Modification/Endurance Reduction (this attack does use up a lot of endurance)
Endurance Modification/Recharge
Endurance Modification/Accuracy
Recharge/Accuracy or Endurance Modification/Recharge (deciding whether you are going for faster recharge or perhaps additional accuracy)
A set of four will make you a lot more robust and again address endurance issues:
* 2: Increases maximum Health by 1.13%.
* 3: Increases Recovery by 1.5%.
* 4: Improves your Regeneration by 10%.
Eventually getting all 6 will give you a global 5% recharge speed as well.
Both of these sets run to 50, so you can upgrade their levels as and when you can afford it when you rise levels.
You can get the Efficacy Adaptors now and pick up Thunderstrikes when you get to 27.
Ballpark cost figure: If you are willing to bid low across a few levels (like 27-30 or 30-32) and be patient (allow a few days), you can probably purchase the recipes and salvage and craft a set of 4 Efficacy Adaptors for roughly 1m inf per set, and a set of 4 Thunderstrike (starting at level 30) for roughly 2m inf per set. For four nearly complete sets (two sets of Efficacy Adaptor and two sets of Thunderstrike), that'd be about 6m inf grand total. Double or triple that if you want ready-made IO's (a poor man crafts!). They will hold their value for at least 5-10 levels, and by the time you get to level 37 or so, you might want to upgrade them one time to roughly 40's before maxing to 50's at level 47.
Thanks Perwira,
I actually did not have Efficacy Adapter on my radar, but I got a random drop in a recent mission (from that set) and realized it would be much more useful to Electric Blast than for my Energy/Device Blaster(who only wants proc IOs).
Its coincidence that I was just starting to look at something like what you are suggesting.
The original plan was for thunderstrike on CB and LB, but since I am not going to be a hover blaster, I have been looking at global recharge and melee defense, so Decimation and Entropic Chaos popped up as considerations.
Thanks for giving me more things to look at
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Just something I did with my Emp/Elec defender for giggles. I think with a dual build made for solo play and range defense it could be done without inspires.
Emp/Electric/Power vs. Ghost Widow
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Just something I did with my Emp/Elec defender for giggles. I think with a dual build made for solo play and range defense it could be done without inspires.
Emp/Electric/Power vs. Ghost Widow |
Nicely Done StratoNexus
what is your opinion on the epic choices for Emp/Electric. My initial thought was to go Psychic (for the controller in me I guess), but Electric or Power would be more thematic.
Which choice would lend itself better to solo-ing ? Which for Teaming ?
just trying to pick your brain (sorta speak)
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
From experience, while psy may not make you solo any FASTER then you were already, mass hypnosis lets you do so in near perfect safety. Just double checked, with 2 acc 2 rech 2 sleep (lv 50 generic IOs) it's perma. I believe my empath did it with SOs+1 acc/mez hami originally. Basically the safe method of soloing became sleep everything, wake them up one at a time with dominate (tesla cage would work too, but I was emp/dark) and single target blast the held guys.
Soloing I don't think power does that much for me, when teaming it's hard to beat a PBU+fort though.
No experience with the other sets so I'll leave discussion of those to the better qualified :P
Nicely Done StratoNexus
what is your opinion on the epic choices for Emp/Electric. My initial thought was to go Psychic (for the controller in me I guess), but Electric or Power would be more thematic. Which choice would lend itself better to solo-ing ? Which for Teaming ? just trying to pick your brain (sorta speak) |
Power Build Up + Short Circuit = whole spawn disabled
PBU + Tesla Cage = enemy held for a long time
PBU + Fort = mega defense for that ally
PBU + Bubbles = mega defense for multiple allies
PBU + Transference = overkill (although maybe vs +4s it might be needed)
PBU + Aim + FS + SC + BL + Thunderous Blast = Sparkly, crackly goodness.
Temp Invlun helps my Kin withstand damage long enough to get off FS and Transfusion.
Soon it gets Force of Nature. As much fun as I have with Repel on my Kin/Elec/Power, FOCE is probably too good for me to pass up (and pop a blue and get my end back with Transference is going to make it virtually painless).
Electric Mastery would be a great fit as well.
Power Sink is a great end recovery tool
SC + PS = whole spawn disabled
Shocking Bolt + Tesla Cage = held boss
Charged Armor looks cool and gives great resists
Psychic Mastery
Mass Hypnosis is a great soloing tool and its radius is enormous, although Sparky could ruin it (which is not an issue if you skip him). The DoT nature of SC and BL can also cause some issues if you are not careful, they are pretty fast DoTs as DoTs go, but if you use SC, you will need to wait a few seconds before using MH.
Dominate + Tesla Cage = held boss
Telekinesis can disable a whole spawn, and with Recovery Aura running you do not have to worry about its end cost.
Mind Over Body is like Charged Armor, although Psi is less common than Energy.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Thanks Guys,
Great feedback.
I overlooked the DoT nature of Short Circuit/Ball Lightning in regards to Mass Hypnosis.
That means I will seriously have to consider Power or Electric mastery now.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Interesting thread.... Only just come across it, but I'm not on here much these days.
My Emp/Psi was pretty much solo'd to 50. Timezone problems unfortunately meant rare teaming opportunities. I think it took a little over 450 hours to get the distance, and that was back in 2004/5. It is doable. Slow, but doable.
One thing I have found now that this toon is also my badger, is that I enjoy soloing the new content and badging for things that are much easier for others.
I also have a solo dual build that drops all the primaries apart from the 3 auras. I have always advocated global recharge as the biggest impacting factor on Empathy. Taking only those three powers, 2/3 of them have massive recharge times.
When those 2 auras are up, you're tough. I've been running FBZ missions for a while now, and am surprised just how little damage is done to me whilst regen aura is up.
Global recharge will increase the availability of everything. Your secondary will be back fast. Just a quick play with mids looks like around a 5 second downtime for SS & BallLight with a 140 second downtime of your big recharge auras.
I don't have Stamina on my Empath, and rely entirely on the auras to keep me topped up. I find myself in a cycle of rampaging through things (as much as an Emp/Psi can) when the Auras are up, then eating insps to keep me alive until they're back.
Geas of the Kind Ones helps here as it provides an emergency buffer for when you're in trouble. And you can use it more often if you have lots of global recharge.
Some ideas:
-Decimation/Entropic chaos in CB & LB (12.5 recharge)
-Posi in Ball Lightning (6.25)
-Doc wounds in heal aura & regen aura (10)
-Obliteration in SC (5)
-1 LoTG in CJ/Hover/Manoevers if you can afford it, or get lucky with Merit rolls. If you're doing a lot of story arcs, those merits will build up. (7.5) (could have more LoTG's - but I don't know if you play the market or not)
-Sting of the Manticore in Zapp (7.5)
-Basilisk Gaze in Tesla Cage & Dominate (15)
-One of the recharge sets in Voltaic Sentinel (6.25)
-Purple sets in Mass Hypnosis and world of confusion (20)
13% Damage buff, 33% global accuracy, 90% recharge buff. Hasten downtime is around 5 seconds.
Seems expensive, but the purples are cheap(er) ones and some shrewd marketing as you advance in levels make the pain less. Definitely possible though. Could be improved further with a couple more LoTG's if you make lots of money on the market. Just buy twice what you need and sell the excess for profit.
If you are into a more controllery build, then this looks like it might play quite well. A couple of Devastation chance to hold procs in your single target attacks, coupled with the two single target holds, should leave you quite safe.
I guess this is quite a long term build and something most people try and achieve after they've hit 50. Your objective seems to be to hit 50, so I'm not sure how useful this post is...? However, the Decimations cap out at 40, and the Basilisks cap out at 30, so they can be fitted along the way. Your last 20% of recharge doesn't arrive until level 44-49.
Hope this helps. Apologies if it doesn't and good luck! The best thing about taking your time through the levels (because you have to) is that you get to re-appreciate the content again. And it is good content (IMHO).
-H
Thanks Laughing Man
I appreciate the build advice.
Seems I am on the right track for IOs, cause every single set you named, I have looked at, and considered seriously. You are right about the recharge, I am expecting that I will be 70% global (at best) when I hit 50. The last 20% will be difficult AND expensive.
I am almost 28 right now, so will be picking up Tesla Cage (YaY!) and already have a random drop from Basilisk's gaze set to throw into it (triple, iirc).
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
My experience with soloing empathy is that the game-changing power is Regeneration Aura. You're not unkillable while it's up, but you're a lot harder to kill.
The most important thing I'd do for a solo build is therefore to increase the recharge for Regen Aura. That typically for me means set bonuses and recharge slotting in RA.
As the mezzers get more frequent, you're going to need some defense up your sleeves. That, and using your own mezzes to eliminate mezzing threats, are your best defenses to being mezzed, so ranged defense would be the next set bonus I'd try for.
My emps solo less quickly than my blasters, but I'm perfectly happy soloing them. (The really fun thing to do is to duo empaths, though... Perma-AB Perma-fort is awesome.)
My experience with soloing empathy is that the game-changing power is Regeneration Aura. You're not unkillable while it's up, but you're a lot harder to kill.
The most important thing I'd do for a solo build is therefore to increase the recharge for Regen Aura. That typically for me means set bonuses and recharge slotting in RA. As the mezzers get more frequent, you're going to need some defense up your sleeves. That, and using your own mezzes to eliminate mezzing threats, are your best defenses to being mezzed, so ranged defense would be the next set bonus I'd try for. My emps solo less quickly than my blasters, but I'm perfectly happy soloing them. (The really fun thing to do is to duo empaths, though... Perma-AB Perma-fort is awesome.) |
I have to agree with you Dr_Bot, I picked up Regen Aura at 26 and added 2 slots to it at 27.
Its very handy for soloing,
My IO focus (at this point) is global recharge. I would like to have both RAs up as soon as possible.
Its rather unfortunate that for a set like empathy ( with only 3 usable self powers) that they (Devs) didnt allow these to be made perma (with effort).
As far as defense goes, I am going with the same plan that worked on my blaster with one small difference. Powercell (Energy/Devices) Has Hover+Tough+Weave+Charged Armor (at level 45). This is (2) resist shields and (2) Defense Shields (Hover gives defense, but is cheap and is a good place for Zephyr IOs)
Biospark is going with SS+Celerity and will use CJ+Tough+Weave+(Epic Armor)
This will also yield (2) each of defense and resist sets. Using CJ will help alot since its practically endurance free.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Just something I did with my Emp/Elec defender for giggles. I think with a dual build made for solo play and range defense it could be done without inspires.
Emp/Electric/Power vs. Ghost Widow |
I didn't choose Sparky on my emp/elec build and perhaps I may include him with my first still-pending respecification to speed up some of those long solo 1-on-1 battles just based on what I saw here.
I've been following this thread with immense interest simply because I do plan to respec my 50th level emp to be a bit more effective solo in these types of encounters than she is.
Regarding the comments so about epic powers, I also chose power mastery and it has served well.
So far so good here, Biospark... it's been fun tracking your journey and all the discussion so far.
Nicely done!
I didn't choose Sparky on my emp/elec build and perhaps I may include him with my first still-pending respecification to speed up some of those long solo 1-on-1 battles just based on what I saw here. I've been following this thread with immense interest simply because I do plan to respec my 50th level emp to be a bit more effective solo in these types of encounters than she is. Regarding the comments so about epic powers, I also chose power mastery and it has served well. So far so good here, Biospark... it's been fun tracking your journey and all the discussion so far. |
Hello Again Perwira,
I will probably take Sparky as well, unless I decide to go with Psychic Mastery (leaning away from it at the moment).
But an interesting question came up on a recent WW visit regarding global damage.
Perhaps you (or anyone else) can answer it for me. I decided to socket (2) Lockdown IOs in Tesla cage for 3% global dmg.
It had never occured to me whether this was simply additive OR whether it essentially modified my defender base of 65%
Because IF my base is modified and then my Damage dealing powers multiply off that, 3% becomes closer to 6%.
I have never gone after dmg set bonuses before, just recharge, defense and regen.
So I am curious how it scales ?
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Hello Again Perwira,
I will probably take Sparky as well, unless I decide to go with Psychic Mastery (leaning away from it at the moment). But an interesting question came up on a recent WW visit regarding global damage. Perhaps you (or anyone else) can answer it for me. I decided to socket (2) Lockdown IOs in Tesla cage for 3% global dmg. It had never occured to me whether this was simply additive OR whether it essentially modified my defender base of .65% Because IF my base is modified and then my Damage dealing powers multiply off that, 3% becomes closer to 6%. I have never gone after dmg set bonuses before, just recharge, defense and regen. So I am curious how it scales ? |
But, there is one big difference - the 3% set bonus is *not* subject to enhancement diversification (ED) penalties. So, if you have slotted your set so that combination of IO's gives a 95% bonus, the 3% set bonus ups that to 98% without the ED penalty of diminishing returns, and this applies to all powers. If you tried to add 3% on top of 95% through just the IO's (not the set bonuses), you would only get a small fraction of that 3% bonus.
What this means is that if you focus the IO's within your set and your IO set bonuses for damage, you could easily exceed 100% to as much as 110-115% damage bonus for your attack powers.
The damage cap for a defender at level 21+ is 400%, so no worries about exceeding any caps with your solo build.
Paragon wiki provides a nice table of which sets provide damage bonuses: http://paragonwiki.com/wiki/Category...improve_Damage
(Expedient Reinforcement for Sparky gives 3% to you too, which is worth looking at.)
Thanks Perwira,
I figured it was additive, but wouldnt that have been nice to have Blaster level base damage by adding +35% dmg through IOs.
As it is, the extra damage would still be good.
Expedient Reinforcement looks like an awesome set.
I had not looked at Pet IO sets, since I generally avoid pet-using characters, but it has def, regen, dmg and recharge.
These are all great bonuses for me.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Just a quick progress update for anyone that may be interested
Level 32, 9 Deaths, 60 Hours played (does not include time spent at Wentworths or The IO crafting table. Just active missions plus travel to and from contacts)
Deaths were surprisingly low after Tesla Cage, Hmmmm.....
Level 1-6 ----> No Deaths
Level 7-12 ----> 2 Deaths (Lost Rector, CoT Ruin Mage)
Level 13-18 ----> 1 Death (Vahzlok Abomination pack)
Level 19-24 ----> 4 Deaths (Tsoo Tag-team of Sorcerer+Ink man Mezzer, Elite Bosses (x2), Warrior (Hewer))
Level 25-30 ----> 2 Deaths (Warriors AGAIN! Dang they hit hard, stun, KB, Ouch!)
Level 31-32 ----> 0 Deaths
Additionally the last two deaths occured prior to level 27, so no deaths in the last 5 levels.
I set Biospark up with an initial allowance of 7million Inf, and he has not needed anything else.
Thru budgeting and selling, I have almost a dozen set bonuses already and have 20million in my pocket.
I know its not much, but considering his largest sales were in the 1-2million range, I feel pretty lucky.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Biospark, I really like this thread! I'm looking forward to seeing how you do against higher level baddies....although, I feel fairly confident you'll be able to handle them quite nicely.
Keep up the good work debunking the 'you can't solo the ? AT' myth.
As has been stated by many(most notably Hobo), any AT can be soloed given enough determination, smarts, and moxy.
22-28 is normally where I phase out vet powers as well. You get stamina, you get hasten, you start getting a decent "real" attack chain, and the need for fillers just falls into very low priority.
I never investigated or tested anything beyond that 22-28 range. There was a post by castle years ago, that prompted me to do the minor testing, you could probably poke him to get the information re-iterated. Alternately search back to the when the tables and information started getting leaked by Iakona. It was shortly after that time that it was revealed Sands and similar powers have their own special tables that aren't the same as other powers.