Saffron Medic SO Build


Amy_Amp

 

Posted

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Saffron Medic: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
------------
Level 1: Healing Aura
(A) Recharge Reduction
(3) Recharge Reduction
(5) Healing
(11) Healing
(21) Healing

Level 1: Charged Bolts
(A) Accuracy
(9) Accuracy
(37) Damage Increase
(39) Damage Increase
(40) Endurance Reduction
(45) Recharge Reduction

Level 2: Heal Other
(A) Recharge Reduction
(3) Recharge Reduction
(5) Healing
(11) Healing
(21) Healing

Level 4: Lightning Bolt
(A) Accuracy
(9) Accuracy
(25) Damage Increase
(25) Damage Increase
(37) Endurance Reduction
(46) Recharge Reduction

Level 6: Resurrect
(A) Recharge Reduction
(7) Recharge Reduction
(7) Recharge Reduction

Level 8: Clear Mind
(A) Recharge Reduction

Level 10: Hover
(A) Flight Speed
(15) Flight Speed

Level 12: Fortitude
(A) Defense Buff
(13) Defense Buff
(13) Defense Buff
(17) Recharge Reduction
(17) Recharge Reduction

Level 14: Fly
(A) Flight Speed
(15) Flight Speed

Level 16: Swift
(A) Run Speed

Level 18: Recovery Aura
(A) Recharge Reduction
(19) Recharge Reduction
(19) Recharge Reduction
(31) Endurance Modification
(34) Endurance Modification
(36) Endurance Modification

Level 20: Health
(A) Healing

Level 22: Stamina
(A) Endurance Modification
(23) Performance Shifter - EndMod: Level 50
(23) Performance Shifter - Chance for +End: Level 50

Level 24: Assault
(A) Endurance Reduction
(29) Endurance Reduction

Level 26: Regeneration Aura
(A) Recharge Reduction
(27) Recharge Reduction
(27) Recharge Reduction
(33) Healing
(34) Healing
(36) Healing

Level 28: Tactics
(A) Endurance Reduction
(29) Endurance Reduction
(43) Rectified Reticle - Increased Perception: Level 20

Level 30: Hasten
(A) Recharge Reduction
(31) Recharge Reduction
(31) Recharge Reduction

Level 32: Adrenalin Boost
(A) Recharge Reduction
(33) Recharge Reduction
(33) Recharge Reduction
(34) Endurance Modification
(40) Healing
(40) Healing

Level 35: Voltaic Sentinel
(A) Damage Increase
(36) Damage Increase
(37) Damage Increase
(42) Accuracy
(42) Accuracy
(46) Endurance Modification

Level 38: Thunderous Blast
(A) Damage Increase
(39) Damage Increase
(39) Damage Increase
(43) Recharge Reduction
(43) Recharge Reduction
(46) Recharge Reduction

Level 41: Super Speed
(A) Run Speed
(42) Run Speed

Level 44: Dark Consumption
(A) Recharge Reduction
(45) Performance Shifter - EndMod/Recharge: Level 50
(45) Performance Shifter - EndMod: Level 50

Level 47: Ball Lightning
(A) Accuracy
(48) Accuracy
(48) Damage Increase
(48) Damage Increase
(50) Damage Increase
(50) Recharge Reduction

Level 49: Vengeance
(A) Defense Buff
(50) Defense Buff

------------
Level 1: Brawl
(A) Empty

Level 1: Sprint
(A) Empty

Level 2: Rest
(A) Empty

Level 1: Vigilance
------------
Set Bonus Totals:
10% FlySpeed
10% JumpHeight
10% JumpSpeed
20% Perception
10% RunSpeed

------------
Set Bonuses:
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed

Rectified Reticle
(Tactics)
20% Perception

Performance Shifter
(Dark Consumption)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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Posted

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Saffron Medic: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
------------
Level 1: Healing Aura
(A) Doctored Wounds - Heal/Endurance: Level 50
(3) Doctored Wounds - Endurance/Recharge: Level 50
(5) Doctored Wounds - Heal/Recharge: Level 50
(11) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(21) Doctored Wounds - Heal: Level 50

Level 1: Charged Bolts
(A) Decimation - Accuracy/Damage: Level 40
(9) Decimation - Damage/Endurance: Level 40
(37) Decimation - Damage/Recharge: Level 40
(39) Decimation - Accuracy/Endurance/Recharge: Level 40
(40) Decimation - Accuracy/Damage/Recharge: Level 40
(45) Thunderstrike - Accuracy/Damage/Recharge: Level 40

Level 2: Heal Other
(A) Doctored Wounds - Heal: Level 50
(3) Doctored Wounds - Heal/Endurance: Level 50
(5) Doctored Wounds - Endurance/Recharge: Level 50
(11) Doctored Wounds - Heal/Recharge: Level 50
(21) Doctored Wounds - Heal/Endurance/Recharge: Level 50

Level 4: Lightning Bolt
(A) Decimation - Accuracy/Damage: Level 40
(9) Decimation - Damage/Endurance: Level 40
(25) Decimation - Damage/Recharge: Level 40
(25) Decimation - Accuracy/Endurance/Recharge: Level 40
(37) Decimation - Accuracy/Damage/Recharge: Level 40
(46) Decimation - Chance of Build Up: Level 40

Level 6: Resurrect
(A) Recharge Reduction
(7) Recharge Reduction
(7) Recharge Reduction

Level 8: Clear Mind
(A) Recharge Reduction

Level 10: Hover
(A) Flight Speed
(15) Flight Speed

Level 12: Fortitude
(A) Red Fortune - Defense/Endurance: Level 50
(13) Red Fortune - Defense/Recharge: Level 50
(13) Red Fortune - Endurance/Recharge: Level 50
(17) Red Fortune - Defense/Endurance/Recharge: Level 50
(17) Red Fortune - Defense: Level 50

Level 14: Fly
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50

Level 16: Swift
(A) Run Speed

Level 18: Recovery Aura
(A) Efficacy Adaptor - EndMod: Level 50
(19) Efficacy Adaptor - EndMod/Recharge: Level 50
(19) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
(31) Efficacy Adaptor - Accuracy/Recharge: Level 50
(34) Efficacy Adaptor - EndMod/Accuracy: Level 50
(36) Efficacy Adaptor - EndMod/Endurance: Level 50

Level 20: Health
(A) Healing

Level 22: Stamina
(A) Endurance Modification
(23) Performance Shifter - EndMod: Level 50
(23) Performance Shifter - Chance for +End: Level 50

Level 24: Assault
(A) Endurance Reduction
(29) Endurance Reduction

Level 26: Regeneration Aura
(A) Doctored Wounds - Heal/Endurance: Level 50
(27) Doctored Wounds - Endurance/Recharge: Level 50
(27) Doctored Wounds - Heal/Recharge: Level 50
(33) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(34) Doctored Wounds - Heal: Level 50
(36) Doctored Wounds - Recharge: Level 50

Level 28: Tactics
(A) Endurance Reduction
(29) Endurance Reduction
(43) Rectified Reticle - Increased Perception: Level 20

Level 30: Hasten
(A) Recharge Reduction
(31) Recharge Reduction
(31) Recharge Reduction

Level 32: Adrenalin Boost
(A) Efficacy Adaptor - EndMod: Level 50
(33) Efficacy Adaptor - EndMod/Recharge: Level 50
(33) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
(34) Efficacy Adaptor - Accuracy/Recharge: Level 50
(40) Efficacy Adaptor - EndMod/Accuracy: Level 50
(40) Efficacy Adaptor - EndMod/Endurance: Level 50

Level 35: Voltaic Sentinel
(A) Blood Mandate - Accuracy/Damage: Level 50
(36) Blood Mandate - Damage/Endurance: Level 50
(37) Blood Mandate - Accuracy/Endurance: Level 50
(42) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(42) Blood Mandate - Accuracy: Level 50
(46) Blood Mandate - Damage: Level 50

Level 38: Thunderous Blast
(A) Positron's Blast - Accuracy/Damage: Level 50
(39) Positron's Blast - Damage/Endurance: Level 50
(39) Positron's Blast - Damage/Recharge: Level 50
(43) Recharge Reduction IO: Level 50
(43) Positron's Blast - Accuracy/Damage/Endurance: Level 50
(46) Positron's Blast - Chance of Damage(Energy): Level 50

Level 41: Super Speed
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
(42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50

Level 44: Dark Consumption
(A) Recharge Reduction
(45) Performance Shifter - EndMod/Recharge: Level 50
(45) Performance Shifter - EndMod: Level 50

Level 47: Ball Lightning
(A) Positron's Blast - Accuracy/Damage: Level 50
(48) Positron's Blast - Damage/Endurance: Level 50
(48) Positron's Blast - Damage/Recharge: Level 50
(48) Recharge Reduction IO: Level 50
(50) Positron's Blast - Accuracy/Damage/Endurance: Level 50
(50) Positron's Blast - Chance of Damage(Energy): Level 50

Level 49: Vengeance
(A) Defense Buff
(50) Defense Buff

------------
Level 1: Brawl
(A) Empty

Level 1: Sprint
(A) Empty

Level 2: Rest
(A) Empty

Level 1: Vigilance
------------
Set Bonus Totals:
7% DamageBuff(Smashing)
7% DamageBuff(Lethal)
7% DamageBuff(Fire)
7% DamageBuff(Cold)
7% DamageBuff(Energy)
7% DamageBuff(Negative)
7% DamageBuff(Toxic)
7% DamageBuff(Psionic)
3.75% Defense(Fire)
3.75% Defense(Cold)
5% Defense(Energy)
5% Defense(Negative)
10% Defense(Ranged)
4.69% Defense(AoE)
4.5% Max End
18% Enhancement(Accuracy)
50% Enhancement(RechargeTime)
12% Enhancement(Heal)
10% FlySpeed
45.8 HP (4.5%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Immobilize) 7.7%
MezResist(Stun) 1.65%
MezResist(Terrorized) 6.6%
20% Perception
9.5% (0.16 End/sec) Recovery
20% (0.85 HP/sec) Regeneration
8.19% Resistance(Fire)
8.19% Resistance(Cold)
2.84% Resistance(Toxic)
2.84% Resistance(Psionic)
10% RunSpeed

------------
Set Bonuses:
Doctored Wounds
(Healing Aura)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)

Decimation
(Charged Bolts)
MezResist(Immobilize) 2.75%
11.4 HP (1.13%) HitPoints
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)

Decimation
(Lightning Bolt)
MezResist(Immobilize) 2.75%
11.4 HP (1.13%) HitPoints
2.25% Max End
6.25% Enhancement(RechargeTime)
1.58% Resistance(Toxic,Psionic)

Red Fortune
(Fortitude)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)

Blessing of the Zephyr
(Fly)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)

Efficacy Adaptor
(Recovery Aura)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.42 HP/sec) Regeneration
2.5% DamageBuff(All)
5% Enhancement(RechargeTime)

Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed

Doctored Wounds
(Regeneration Aura)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
1.26% Resistance(Toxic,Psionic)

Rectified Reticle
(Tactics)
20% Perception

Efficacy Adaptor
(Adrenalin Boost)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.42 HP/sec) Regeneration
2.5% DamageBuff(All)
5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)

Blood Mandate
(Voltaic Sentinel)
1.5% (0.03 End/sec) Recovery
1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
MezResist(Stun) 1.65%
3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)

Positron's Blast
(Thunderous Blast)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)

Blessing of the Zephyr
(Super Speed)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)

Performance Shifter
(Dark Consumption)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed

Positron's Blast
(Ball Lightning)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)



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Posted

Hello Jade,

Since you didnt post any comments, we are not certain what input you are looking for.
But since I happen to be working an Emp/Electric also, I notice some IO sets that I am targeting.

I noticed a few things to comment on.

First, you seem to be trying to get a wide variety of set bonuses as opposed to focusing on 1 or 2 and maximizing them. If this is what you are trying to do, then thats great.
Myself I prefer to determine what effect would best maximize my character.
On my Energy/Device blaster I went after +ranged def ( currently at +37.5%) and that fits well with his Hover blasting tactics. For a secondary effect I went after +regen.

Now on my Empathy defender I am going after +recharge and combined with Hasten trying to maximize this. Since I am going to use superspeed +ranged def is still valuable, but would rather have +melee and +AoE.

The second thing I notice is you are not taking a resist shield (not as a primary pool, like Tough, or as an ancilliary like Dark Embrace). I reccommend getting at least the epic toggle, since it really helps survival and is a place you can drop the Steadfast IO for a +3% Defense to ALL positions.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Empathy just doesn't work for me when I think of technology based medic concepts. Medics don't cast "Cure" "Cura" and "Curaga" on people to heal them, but that's exactly what Empathy looks like. It's also tough to stand out as a concept-first character using an ultra mega popular power set -- hard to tell you apart from power-first characters who just threw together any old generic concept to fill in the bio field.

Empathy also has this weird phenomenon where people feel compelled to load up on so-so powers like Leadership toggles instead of great powers like Tesla Cage. My theory is that empaths have lower standards for pool powers because empathy, while still a very nice set, doesn't approach the game breaking potency of Dark, Storm, Kin, Rad, Cold, or TA (or FF or Sonic either, depending who you ask).

Have you thought about a Traps/Elec defender with Medicine pool? Or Elec/Elec blaster/scrapper/tanker with Medicine pool?


 

Posted

It is true that we don't know much about what your goal is, where you're coming from, etc.

One very specific thing that I noticed was Adrenaline Boost is loaded up with close to 95% Endurance Modification.

Adrenaline Boost with ONE EndMod gets over 1000% - that is, a full end bar in 6 seconds* , or "entirely cancels out the penalty for nuking." I would suggest, in SO terms, that you try one EndMod and two Heal.

* you don't actually get end back that fast, because there's a cap. The point is, you're far past any actual need. Nobody can burn Endurance as fast as unslotted AB recovers it.


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

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

 

Posted

These are just random thoughts for a random build...

I'm not sure why Clear Mind, with its 4-second base recharge, needs 3 slots for recharges while Fortitude gets none.

Hasten could be taken a lot earlier to support the auras and attacks (since you only have two).

Did you take two travel powers for a specific reason? And skip your epic armor?


 

Posted

Quote:
Originally Posted by Happy_Thoughts View Post
These are just random thoughts for a random build...

I'm not sure why Clear Mind, with its 4-second base recharge, needs 3 slots for recharges while Fortitude gets none.
Nobody picked up on the 3 slotted rez either.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
Nobody picked up on the 3 slotted rez either.
With the slotting on Fort and CM it makes sense to slot up the rez. i guess.


Dr. Todt's theme.
i make stuff...

 

Posted

Wow wasn't expecting a reply to the build I was posting it for a friend.

She is not a Tech / Defender I just never changed that setting in Mids she is magic.

On Resurect and Clearmind. You can't have any sets in those and the do 100% of what they do no matter how you slot them So I'm not sure where I went wrong with those.

Are you saying they should have fewer slots? (clearmind / resurrect)

I would have put more into for but Saff wanted a more offensive build so Fort had to take a bit of a hit. And I really don't like any of the defensive set bonuses. None of them.

This is also more of a team play build so if the tank is doing his job defense won't matter because she will never be a target. (good tanking beats a high defense)

Now the slotting on AB your right about SO wise I didn't think of it that way. I'll make that change. I've never played an Emp so this build was a bit of a first time for me.

Set bonus wise what I was going for was increased recharge time.
43.8% Enhancement(RechargeTime)
25% Ehancement Accuracy

I figure healing 1200 or 1250 wasn't that big a deal if you can knock another 1 or 2 off the recharge time and simply heal faster.

It is also the reason I 3 slotted the Rez and Clearmind

Leaves about a 20 sec window with hasten, and 10 sec window with AB.

I like to call this an econmy build because we cannot afford the power IO like LotG and stuff. But this one can be completed and be quite effective.
It also gives her some firepower with the Positon Blast IO's.


 

Posted

Clear Mind recharges so fast you only need 1 recharge on it. Put the 2 extra slots on Fortitude for recharge, this way you can keep 2-3 ppl forted at once. I'd slot it with 2 defbuffs and 3 recharge, ideal slotting is 3 membranes (5 red fortunes is good too, as it's not as expensive and gives you +5% global recharge). Fortitude adds tohit and damage so it's a good buff for any toon especially the squishies.

Edit: Put a -KB somewhere.


 

Posted

Adding my voice to the "Add recharge to Fort" choir (in addition to the defense). Fort is your single best team-protecting power and is the cornerstone of the Empathy set and deserves to be cast at maximum frequency. It should be kept on a minimum of 3 characters at all times. Those three slots could come from Recovery aura, which gets no tangible benefit from the end mods you've slotted in them.


 

Posted

The clear mind thing make alot of sense. The reason I 6 sloted RA is to get the recharge bonus from the set. In the IO build. If moving to Fort is a better choice then I can make that adjustment


 

Posted

Quote:
Originally Posted by Rigel_Kent View Post
this weird phenomenon where people feel compelled to load up on so-so powers like Leadership toggles
This made me chuckle... I take it you've never played on a team of Controllers, Corruptors or Defenders with stacked Leadership powers.


 

Posted

Rigel_Kent
And if you note his post had no advice either so I'm not sure why he bothered to post.


 

Posted

My post had no answers because your original post had no questions. Sorry I couldn't be of more help.

Clear Mind is a bit odd when it comes to slotting. It's an excellent power -- I'd argue the best teaming power of the set, although Fortitude has more fans -- yet it doesn't typically get much slotting. The main reason for this is that you can't enhance its actual effect. The other reasons for this is because the duration is quite long and the recharge already sufficiently short, its range is sufficient, and it's not too costly on endurance.

Resurrect, on the other hand, typically gets few or no slots for the usual reason a power gets few or no slots. It's an okay but not great power.

Adrenalin Boost is tricky. You're absolutely right to take it at level 32 and to slot it well. Just fine-tune it with SO slotting before investing in IOs. You might find you need more regeneration, or less recovery, or faster recharge.

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Originally Posted by Panzerwaffen View Post
I take it you've never played on a team of Controllers, Corruptors or Defenders with stacked Leadership powers.
I've played on buff/debuff heavy teams with stacked Leadership. I've played on buff/debuff heavy teams without stacked Leadership. Both steamroll at similar speeds.


 

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Originally Posted by Jade View Post
On Resurect and Clearmind. You can't have any sets in those and the do 100% of what they do no matter how you slot them So I'm not sure where I went wrong with those.

Are you saying they should have fewer slots? (clearmind / resurrect)
The rez recharges fast enough compared to the death rate of teammates that you only need the base slot. The only time you would need it to recharge faster than that would be during a team wipe and even then it won't recharge fast enough when it's 3 slotted.


 

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Thanks for the feedback. I haven't implemented the respec yet. Jade is helping out.

Jade I do like to keep fort on 3 at a time so we'll change that slotting a little.

I also like to pimp up the range on the RA so a team doesn't have to be in as tight a gather to get that.

I like a little range on the rez on my pure empath cuz she's so squishy. I've been doing a blaster with a toggle for TOUGH. Can I fit that in, in this build? Or is that another power pool I cant get into? Maybe instead of the Dark comsumption? I dunno.

*runs to the hero creator to see if she can figure it out*

Clear mind is a super fast recharge. Maybe somebody could explain to me what they use the clear mind for. I've been told when somebody rezzes at less then full health they can use it. And when the villains have holds. The pure empath build i have now can keep clear mind on almost everyone all the time if my fingers dont get sore.

Jade thanks for doing the respec and introducing me to the hero creator.

I've got some experience with the blaster powers now and I like what you picked out for those. Voltaic Sentinel should be especially useful. I'm hoping to solo some with this build.

This is my first post on the forum...soooo be kind!!


 

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Originally Posted by Saffron2009 View Post
I also like to pimp up the range on the RA so a team doesn't have to be in as tight a gather to get that.
Just an FYI, Range enhancements do not affect the radius of AOE powers. They usually cannot be slotted in anything other than Targeted AOE powers, like Fireball, and then they only affect the actual range the power can be fired at, not the size of the AOE. When used in cone powers, they do make the cone "larger" simply by increasing its length however.

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I like a little range on the rez on my pure empath cuz she's so squishy. I've been doing a blaster with a toggle for TOUGH. Can I fit that in, in this build? Or is that another power pool I cant get into? Maybe instead of the Dark comsumption? I dunno.
Might be better off slotting IO sets for ranged defense bonus. Blessing of the Zephyr sets are fairly easy to add to any build, and Thunderstrike sets can be added to any ranged single target attack. Tough does not really add much resistance, and it only resists Smashing & Lethal damage.

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Clear mind is a super fast recharge. Maybe somebody could explain to me what they use the clear mind for. I've been told when somebody rezzes at less then full health they can use it. And when the villains have holds. The pure empath build i have now can keep clear mind on almost everyone all the time if my fingers dont get sore.
It is usually a waste to try and keep CM up at all times unless facing unusually mez heavy opponents. I would use it reactively most of the time, and try to keep it up on any other Defenders or Controllers as much as possible. Also, don't forget that Scrappers and Tankers have inherent mez protection and CM is pretty much a waste of time on them.

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This is my first post on the forum...soooo be kind!!
Welcome!


 

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Panzerwaffen has covered it well. Couple more thoughts on Clear Mind, at minimum, I will try to keep it up on teammates who use anchored toggle debuffs such as Darkest Night or Radiation Infection. Even a momentary mez will cause those toggles to drop and the whole team to become more vulnerable and unlike a suppressed power (like Leadership powers for example) the user has to reapply the debuff, their power(s) won't just start working again when the mez effect goes away. Second Clear Mind is also a +perception power, know which teammates you'll want to apply it to when a Night Widow or other foe or effect threatens to blind the team.


 

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Saffron: I'm guessing that you're an Empath playing in the 20's or 30's. I'm going to give a canned response, and I apologize in advance if I'm telling you things you already know.

The game tends to change dramatically somewhere around level 30, maybe a little lower or higher. Your tanks and scrappers are VERY much tougher than your "squishies"- and the incoming damage ramps up dramatically to pose a threat to the "Crunchies".

The result tends to be that if you're thinking in terms of "healing as protection" then the blasters and defenders tend to go from green to black in about four seconds, and you're locked into a game of twitch reflexes that, eventually, you're going to lose.

You may notice that in the 20's and 30's Empathy gets a lot more "proactive" buffs- Fortitude being a classic. Fortitude on 3 other people tends to fix a lot of the squishiness.

Clear Mind becomes a dramatic help in the lategame as well. Level 30 is where you start seeing minions who stun (Crey riot cops, at least) and the amount of knockback, stun, sleep, disorient, hold just keeps going up. You don't need CM on _everyone_ because tank and scrapper mez protection is pretty good. My typical scrapper or tank gets held about four times (not counting Carnies) between getting my mez protection and hitting level 50.

One last bit of "canned advice"- there's a number of ways to build teams, some of which are imported from other games ("tank takes point, clumps badguys, everyone else fires AOE's on the clump") and some of which are fairly unique to this game ("row of force fielded blasters walks forward annihilating everything", or "eight Fire/Rad controllers clear everything with blinding speed in perfect safety", or whatever.) If you want to plan around the tank taking aggro, you can do that; but not everyone does that, nor are they "wrong" for playing differently.


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

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

 

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Excellent help...thanks to Pan.. Doom and Fulmens


 

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In practical terms, Clear Mind is 90 seconds of status effect immunity. Teammates will be released from status effects when it's used, and new status effects won't work.

It's a simple power, but learning to use it efficiently on a team of 8 is surprisingly tough. Sure, you could just spam it on the whole team for every mission, but that stops being fun. Most people who do that just end up ignoring Clear Mind altogether. Instead, start to keep an eye out for 1) which enemies use status effects, 2) what the status effects look like, both visually and in the team buff icon display, 3) which teammates are already immune to mezzes without your help (scrappers, tankers, some others), 4) which teammates are especially vulnerable to mezzes (offensive togglers as Doomguide mentioned), and 5) which teammates also have Clear Mind types of powers (so you can split the work). In this way, you can have a mental triage going: A) which teammates should have constant mez protection, B) which teammates don't need constant mez protection but you should release them from a mez if you see it, and C) which teammates don't need Clear Mind from you at all, either because they already have it themselves or because someone else is Clear Minding them. And you'll also know the missions where you can forget about Clear Mind entirely.

When you can, practice on middle-sized teams (four, more or less). You won't have to keep track of who's supposed to be buffed or not, so you can concentrate on your buffing rhythm.

Extra bonus! My handy dandy keybinds for characters with ally-targeted powers. This makes the ` key at the top left of your keyboard work exactly the same as the TAB key, except for friends instead of enemies.

/bind ` "target_friend_next"

/bind CTRL+` "target_friend_near"

/bind SHIFT+` "target_friend_prev"


Also don't forget SHIFT+1 through SHIFT+8 which are /team_select (default keybind, no need to set it).


 

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Originally Posted by Amy_Amp View Post
Nobody picked up on the 3 slotted rez either.
I 3-slot all my rezzes eventually and recommend it to everybody (not right away; I'd suggest to the OP not taking resurrection at 6 and definitely not slotting it at 7 since those early slots are important elsewhere and TOs won't help the recharge much at all).

If a team starts having trouble (needing you to use the rez once), it's probably going to be rough going (needing you to use the rez again in short order). And even a powerful team can be surprisingly brittle if just one or two key members go down.


Task Forces shouldn't need 8 people to start ... it's not fun.

 

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Quote:
Originally Posted by Lunar_Darkness View Post
I 3-slot all my rezzes eventually and recommend it to everybody (not right away; I'd suggest to the OP not taking resurrection at 6 and definitely not slotting it at 7 since those early slots are important elsewhere and TOs won't help the recharge much at all).

If a team starts having trouble (needing you to use the rez once), it's probably going to be rough going (needing you to use the rez again in short order). And even a powerful team can be surprisingly brittle if just one or two key members go down.
FWIW, I don't find this to be the case at all. I find that by keeping the team well-buffed (Fort on 4ish teammates and regen aura and AB active whenever recharged) they tend to be quite resilliant to the loss of one or two overambitious teammates. I find the slots much more needed for things that keep the team upright (or the baddies at diminished effectiveness). More than one slot for rez tends to be a self-fulfilling prophecy. Also most folks have wakies. This and the insp-combining ability makes taking rez at all justifiably optional.