Rebuilding my Empath


Catwhoorg

 

Posted

I'm currently in the process of attempting to rebuild my Emp/Psy. He was one of my first characters on what has become my main server, and didn't see a lot of play(his anniversary badges go from CoV Year 1, to CoX year 5) until recently (7 levels since friday and rising), I'm trying to decide the best way to go for IOs and such. I'm sitting on multiple vetspecs(I think all of them from month 1-48 are still intact).

So far I've slotted what was cheaply acquired, and I do just fine in large teams. This is the plan I have, tear it apart please, tell me what sets would be better, or for where I have commons, what sets would be best to slot.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(3), RgnTis-Heal/Rchg(5), RgnTis-Heal/EndRdx/Rchg(7), RgnTis-Regen+(31)
Level 1: Mental Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(9), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(15), Entrpc-Heal%(31)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(50)
Level 4: Absorb Pain -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(9), RgnTis-Heal/Rchg(11), RgnTis-Heal/EndRdx/Rchg(15)
Level 6: Resurrect -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(34)
Level 8: Clear Mind -- RechRdx-I(A)
Level 10: Combat Jumping -- Krma-Def/Rchg(A), ULeap-Stlth(17), LkGmblr-Rchg+(37)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(40)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), EndMod-I(43), EndMod-I(46)
Level 20: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(25), AdjTgt-Rchg(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Recall Friend -- EndRdx-I(A)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Heal-I(48), Heal-I(50)
Level 28: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
Level 30: Super Speed -- EndRdx-I(A)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37), Decim-Build%(37)
Level 38: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 44: Dark Embrace -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46), S'fstPrt-ResDam/Def+(46)
Level 47: Soul Transfer -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Teleport -- TSM'n-Rng(A), TSM'n-EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


 

Posted

3 recharges in resurrect is a little overkill.

Id suggest moving one to regen aura, and then add at least one range to recall, if you go to the Shard for the TFs



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

 

Posted

Good call. I hadn't really thought about that, I figured the base range would be enough(Thought it covered the zone). I'll definitely make the switch, I don't use the rez all that much anyway, so could get away with the base slot.


 

Posted

Here's my two and a half cents...

One thing that jumped out at me was zero knockback protection. You can address this cheaply with a couple knockback protection IOs from karma or steadfast protection. Two will cover most situations, 3 or 4 will pretty much guarantee you stay on your feet.

In tactics, you can drop the recharge piece and save a slot from the set you have there.

Recovery aura doesn't really need end mod slotting. The base recovery is more than enough for normal situations and even fully slotted for end mod it can't overcome the -recovery from a nuke.

Three slots saved above can extend adrenalin boost out to six slots where you can benefit from a set of five doctored wounds and one end mod. A single end mod in adrenaline boost is useful to raise the recovery high enough to overcome a nuke.

Regeneration aura is another good place for a set of five doctored wounds.

You can steal a recharge away from soul transfer and resurrect to use for your knockback protection.

A slot can be saved off will domination and psychic scream. Both of those sets will give you just as much bang for the buck at 6. I'd drop the dmg/rng from psychic scream and the chance for buildup from will dom.

In teleport you can slot the endurance/range piece from blessing of the zephyr and either use second slot elsewhere or drop the zephyr knockback protection in it.

Since you don't have stamina, some of the extra slots saved would be well spent reducing endurance cost in powers like fort, recovery aura, rez or cm.


 

Posted

Nice to see a non-Stamina build!

You could make a few tweaks to make it a bit more streamlined, but they're certainly optional. If you're teaming OK now - why change what isn't broken?

I'm not sure I can see where you're going with set bonusses, other than +Recharge. Looks like you have "a bit" of everything....

How's your blue bar?

My stamina-less emp solos a lot of the time, so please take these suggestions with a pinch of salt...

What can go...

- You've hit the cap for 5% recharge bonusses, so a set can come out and be sold to raise money if you need it. I would suggest dropping the armour slots. If you team, you're not likely to see much agro, and the +resist set is valuable to tankers and scrappers, so it might fetch good money. Additionally, the Steadfast protection will fetch a pretty penny and it's not much good to you. Looking at the overall bonusses, you have between 8 & 10% def with your current set up. How useful is that really?

- As has been said already. You can lose a couple of slots from the rez. I would also drop an end redux in there rather than a recharge. If you don't use it that often, having an end redux in there will make it more useful to you in terms of end saved, and on a stamina-less build, that's only good.

- Combat Jumping could lose a slot too. Put the stealth IO in Sprint, then you have a bit more control. The END cost for CJ is also very very small, so the Karma Def/End isn't that useful (and might fetch good money to SR and Ice tanks)

- RA could lose a couple of the +EndMod slots. I've never seen a toon run out of end when under an un-slotted RA. Those extra slots are overkill.

- Absorb Pain could also lose two or three slots. It's a massive heal, and the 4 Regen tissues in there aren't giving you much.

- Three travel powers? Do you really need them? I guess if you PvP the answer is yes, but if not, you have spare slots for powers there.

- I would personally drop a slot from Will Dom, but for no other reason that I don't see a need for it, and I could probably use a slot better elsewhere.

- I would also drop a slot from Scream and replace it with a +Recharge IO. Posi Blast is terrible for getting a power to recharge and Scream is one of the best Psi attacks.

- More slot overkill in Psychic Wail / Obliteration. How often do you really use it?

What Goes In?

- Find some sort of KB protection. It's dead handy.

- Scramble Thoughts is an excellent power. 5 Slotted with Stupefy (cheap) it'll give you +2.5% recovery and +6.25% recharge.

- One single End Mod in AB will allow you to hit blasters who've just nuked and it will let them get some End back.

The build below is similar to yours: It's lost a bit of +Damage in exchange for more +Recharge and +Recovery. There's a few spare slots to play around with as well and I've swapped all the typed defences for just +Def, so you'd need to stay at range to keep the defence bonus. (+78% recharge, 11% recovery)

Almost perma-hasten, with a downtime of 9 seconds at the cost of 2 more LoTG +Recharges and the swap of Assault for Manoevers. The lost damage (by losing assault and the +Damage bonusses) is made up for by TK blast in the attack chain (fast animation, nice soft control).

Apologies if I've murdered your build, just a thought of where you could go if you wanted.

If money becomes no object, Pick up a Miracle +Recovery and stick it in Healing Aura, then start purpling!

Apologies for the long post!!

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(3), RgnTis-Heal/Rchg(5), RgnTis-Heal/EndRdx/Rchg(7), RgnTis-Regen+(17)
Level 1: Mental Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(9), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(15), Entrpc-Heal%(31)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(15)
Level 4: Absorb Pain -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(9)
Level 6: Resurrect -- EndRdx-I(A)
Level 8: Clear Mind -- RechRdx-I(A)
Level 10: Combat Jumping -- Zephyr-Travel(A), LkGmblr-Rchg+(11), Zephyr-ResKB(43)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13), LkGmblr-Rchg+(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Maneuvers -- EndRdx-I(A), LkGmblr-Rchg+(17)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Recall Friend -- EndRdx-I(A)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(48)
Level 28: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33), RechRdx-I(34)
Level 30: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(34), Decim-Dmg/EndRdx(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(40)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), EndMod-I(40)
Level 35: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
Level 38: Psychic Wail -- Oblit-Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg(39), Erad-Dmg/Rchg(39)
Level 41: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45)
Level 47: Scramble Thoughts -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(48), Stpfy-EndRdx/Stun(48), Stpfy-Acc/Rchg(50), Stpfy-Acc/Stun/Rchg(50)
Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A), Empty(45)
Level 2: Rest -- Empty(A), Empty(46), Empty(46), Empty(46)
Level 1: Vigilance





-H


 

Posted

No wonder people are thinking I have no KB, the Karma Def/End is supposed to be the KB prot. Will reply to the rest when I get a few spare moments.


 

Posted

By strange co-incidence I just made a build for my Empath/Psy today, I concentrated on recharge only, attempting to get perma-AB and I wasn't far off without resorting to anything really expensive.

I haven't got many attacks because with Fortitude and CM on the recharges they have I spend most of my time ensuring everyone is buffed. I can keep Fortitude on 6 people and keep CM on all the squishies at all times.

I have taken Stamina, but it is easily switchable for more attacks if you feel the need.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Neuro-Surgeon: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 4: Absorb Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Swift -- Run-I(A)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(23)
Level 12: Fortitude -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(13), GftotA-Def/Rchg(13), S'dpty-Def/Rchg(15), GSFC-ToHit/EndRdx(15), AdjTgt-ToHit/EndRdx(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Recovery Aura -- EndMod-I(A), EndMod-I(19), EndMod-I(19), RechRdx-I(21), RechRdx-I(21), RechRdx-I(23)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(43), Efficacy-EndMod/Rchg(45), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(46)
Level 22: Resurrect -- RechRdx-I(A)
Level 24: Clear Mind -- RechRdx-I(A)
Level 26: Regeneration Aura -- Heal-I(A), Heal-I(27), Heal-I(27), RechRdx-I(36), RechRdx-I(36), RechRdx-I(40)
Level 28: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(34)
Level 32: Adrenalin Boost -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), Dct'dW-Heal(33), Dct'dW-Heal/Rchg(33), Efficacy-EndMod/Rchg(34), Numna-Heal/Rchg(43)
Level 35: Recall Friend -- Range-I(A)
Level 38: Tactics -- GSFC-Build%(A), Rec'dRet-Pcptn(50)
Level 41: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Sleep/EndRdx(42), FtnHyp-Acc/Rchg(43)
Level 44: Mind Over Body -- S'fstPrt-ResKB(A), ResDam-I(46), ResDam-I(46), S'fstPrt-ResDam/Def+(50)
Level 47: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(48), CoPers-Acc/Conf/Rchg(48), CoPers-Conf/EndRdx(48), CoPers-Conf%(50)
Level 49: Vengeance -- RedFtn-Def/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance


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Posted

Should have probably mentioned that I duo A LOT with a Dark/Dark scrapper so a few things have to do with buffing her(Assault for instance).

I addressed the KB prot gap above(total misclick on mids that I never noticed) til it was pointed out.

I am right at the 5% recharge bonus cap(5 sets), and I am certainly 6 slotting a lot of things where I don't need the bonus from the 6th slot. So some of those will come out.

I don't need 3 travel powers, SJ/SS is all I use, Teleport is one of those last power picks that I hope makes Shard travel easier as I doing each of those TFs. Recall friend is just a useful support power and I'm usually pretty fast to missions to help get the team together quicker. I like the Stealth in CJ, because of the low end cost, and I usually run SS/CJ in missions for stealthing.

Dropping the rez slots. I've never slotted an Empath before, so a lot of this is trial and error for me. The only problem I ever run into is having two people die at once (usually due to the team splitting), but with being able to make wakies from 3 other inspirations it's not so big of a problem.

Going to play around in mids some more with the suggestions made and see what I come up with.


 

Posted

Here's another build for thought. It's about one solid additional recharge boost (purple set, LotG etc.) from having perma AB with the Auras around 150 seconds recharge. I skipped Resurrect as I just have trouble using a power choice for something an inspire can readily cover, but it should be easy enough to fit in if desired. First thing I'd personally drop is Absorb Pain. I'm to much of an offender by play style and it would tend to get me killed.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Empathy_Psy Blast (v2.00.i16): Level 50 Science Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(23)
Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(7)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(21)
Level 4: Absorb Pain -- Heal-I(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Clear Mind -- Range-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(15)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(15), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(46)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(23), Posi-Dam%(34)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Numna-Heal(50), Numna-Regen/Rcvry+(50)
Level 22: Assault -- EndRdx-I(A)
Level 24: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(34)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(43)
Level 28: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(43)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(36), Efficacy-EndMod/Rchg(37)
Level 35: Scramble Thoughts -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40)
Level 38: Psychic Wail -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Dark Consumption -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45), EndMod-I(46)
Level 44: Dark Embrace -- HO:Ribo(A), HO:Ribo(46)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), M'Strk-Dmg/Rchg(48), FotG-ResDeb%(50)
Level 49: Oppressive Gloom -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


 

Posted

3 travel powers?

Id drop one and get tk thrust.

Will domination, mental blast, and TK thrust are just too good to pass up on a /psy defender.


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Posted

Revised my build. Made some changes, kept some other things I liked from my first attempt. I'm right at the set cap for 5% and 6.25% recharge. Level 42 so far, which is a huge step forward from where it was a week ago. Here's the new build, probably still a few questionable choices, but the build works well for me. It gives me some offense, as well, as allowing me to do my job buffing and healing. It's not solo friendly but I can still get by on non EB missions.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(3), RgnTis-Heal/Rchg(5), RgnTis-Heal/EndRdx/Rchg(7), RgnTis-Regen+(34)
Level 1: Mental Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(9), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(11), Entrpc-Heal%(15)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(34)
Level 4: Absorb Pain -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(9), RgnTis-Heal/Rchg(15), RgnTis-Heal/EndRdx/Rchg(17)
Level 6: Resurrect -- EndRdx-I(A)
Level 8: Clear Mind -- RechRdx-I(A)
Level 10: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(17), ULeap-Stlth(34)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13), EndRdx-I(37)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(43), EndRdx-I(46)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Recall Friend -- EndRdx-I(A), Range-I(40)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(31)
Level 30: Super Speed -- EndRdx-I(A)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), EndMod-I(33)
Level 35: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37), Decim-Build%(37)
Level 38: Psychic Wail -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(40)
Level 41: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 44: Dark Embrace -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46), S'fstPrt-ResKB(46)
Level 47: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), EndRdx-I(50)
Level 49: Soul Transfer -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance



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Posted

Empathy is one of the low damage primaries (your own direct damage, that is). But, like the other low damage primaries, it has a secondary use: you can tank with it.

In the case of Emp/Psi, try to get both Scream and Tornado into the build as early as you can manage. Those stacking recharge debuffs are hellish, and combine nicely with your two primary tanking powers "25' PBAoE Instant Healing With Faster Recharge" and "25' PBAoE mini-Reconstruction With WAY Faster Recharge", and any other layers of defense you may have running, such as OG stunning minions, Scramble stunning an LT or boss of your choice, Tornado splitting the alpha strike against you in half, and a mag 3 stun nuke to fall back on.

Hover, Air Superiority, Provoke and Vengeance are also great for Emp/Psi tanking. Obvious reasons for AirSup, Provoke and Vengeance, less obvious for Hover (but I'll explain below).

As far as powers you might be able to drop to squeeze more tanking powers in: Recall Friend without Vengeance is iffy (Resurrect doesn't care about body placement), Both Heal Other and Absorb Pain is iffy (I take just AP, many other empaths take just HO), Tactics without Vengeance is iffy (with the nuke dropping my toggles, I often just take two Leadership powers as IO mules to open up the un-detoggleable Vengeance), and I'm not sure how much use you're going to get out of Soul Transfer since you get it well after you get all your survival powers.

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Psychic Scream - 60 degree, 60'* cone, 10 target cap, 1.04 psi damage and -62.5%* stackable* recharge for 10 seconds, 12* second recharge and (about) 12 end cost

*s denote awesomeness.

Pure damage slotting priorities: some Accuracy, some Range, high Damage, then as much Recharge and End Discount as you care to squeeze in
Pure tanking/support slotting priorities: some Accuracy, some Range, high Recharge, then as much End Discount and Damage as you care to squeeze in
IOs help, as do Centrioles at high levels. More suited to a mobile tanking or hovertanking playstyle, since cones like to be fired from medium range, not close range.

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Psionic Tornado - 100' range, 20'* radius, 16* target cap, 5 x 0.18 psi damage over time, -37.5% stackable recharge for 10 seconds, 50% chance for knockup* (only initial hit), 20 second recharge and (about) 19 end cost

*s denote awesomeness.

Pure damage slotting priorities: some Accuracy, high Damage, then as much Recharge and End Discount as you care to squeeze in
Pure tanking/support slotting priorities: some Accuracy, high Recharge, then as much End Discount and Damage as you care to squeeze in
Suitable for both melee tanking and hovertanking thanks to an extra wide radius. May indirectly scatter enemies at longer ranges, since half will keep running toward you while the other half are stopped by the knockup. Note that hovertanking makes good use of both Scream and Tornado, though OG becomes clumsy.

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Scramble Thoughts is another option for Emp/Psi/Dark, for Oppressive Gloom stacking. Still a skippable power, but it will help you tank bosses better.

Oppressive Gloom slotting is tricky. The power ticks every 2 seconds (when you see the damage hit you), but defenders have good duration on the stun, so you don't have to keep enemies inside the radius for each and every tick. So slotting depends on your playstyle: 1) if you prefer stationary tanking, OG needs no slotting at all, maybe just a little Accuracy if you hate seeing Misses, but 2) if you prefer mobile tanking, you can "tag" targets with OG's stun then move to new targets, but you need both Accuracy and Stun Duration to pull it off.

==========

Tanking style summary -- add your own twists as you like:
Classic in-your-face melee tanking: open with Tornado to split the alpha, continue Tornado spam, OG toggled all the time, and maybe one Scream after the first Tornado for extra damage and extra time to heal up from the alpha, knock or stun big-sword bosses (or other high melee damage enemies) and nuisance enemies (mezzers, teleporters, buff/debuff/healers) as necessary
Distance debuff-heavy tanking, getting in melee only if necessary: open with Tornado to split the alpha, Scream spam, Tornado spam from a distance if someone is preventing enemies from moving (mez, roots, taunts, etc.), or Tornado spam up close plus OG toggled if they run at you, knock or stun nuisance enemies as necessary
Hover tanking: open with Tornado to split the alpha, Scream and Tornado spam, OG if you have high Hover speed and don't mind dipping up and down between OG range (low) and optimal Scream range (medium-high), knock or stun nuisance enemies as necessary