Need Help on Empathy team build


Adeon Hawkwood

 

Posted

Hello folks,

I am exploring stamina-less team builds for my Empath, and I have one here that I would like suggestions on. This is very similar to my current Team build, but I have Stamina instead of the fighting pool. This concept is designed to be in melee range all the time, so I need the fighting pool.

Where I need help is trying to get more recharge, recovery and defense (esp Melee/AoE).

Also, I cannot afford purple sets, so please avoid them in your suggestions.

Thanks for any help

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

Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Dark Mastery

Hero Profile:
------------
Level 1: Healing Aura Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Heal:50(40)
Level 1: Charged Bolts Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(31), Decim-Acc/Dmg/Rchg:40(39), Efficacy-EndMod:50(42)
Level 2: Lightning Bolt Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(31), Decim-Acc/Dmg/Rchg:40(39), Efficacy-EndMod:50(42)
Level 4: Heal Other Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Heal:50(39)
Level 6: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 8: Combat Jumping Zephyr-ResKB:50(A), Zephyr-Travel:50(25)
Level 10: Short Circuit Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod:50(11), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(21), Erad-Dmg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(43)
Level 12: Fortitude RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(15)
Level 14: Tough S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(15), ImpArm-ResDam/EndRdx:40(17), ImpArm-ResDam/EndRdx/Rchg:40(40)
Level 16: Clear Mind Range-I:50(A)
Level 18: Recovery Aura RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Weave LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(21), LkGmblr-EndRdx/Rchg:50(25), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(46), LkGmblr-Rchg+:50(46)
Level 22: Hasten RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Super Jump Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(34)
Level 26: Regeneration Aura RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Tesla Cage BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(29), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(34), Lock-%Hold:30(46)
Level 30: Acrobatics EndRdx-I:50(A), EndRdx-I:50(33)
Level 32: Adrenalin Boost RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 35: Ball Lightning Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(36), Posi-Acc/Dmg/EndRdx:50(36), Posi-Dam%:50(40), Efficacy-EndMod:50(43)
Level 38: Resurrect RechRdx-I:50(A)
Level 41: Oppressive Gloom Acc-I:50(A), Dsrnt-I:50(42), Dsrnt-I:50(50)
Level 44: Dark Embrace ImpArm-ResDam/EndRdx/Rchg:40(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam:40(45), Aegis-Psi/Status:30(45), ImpSkn-Status:30(50)
Level 47: Soul Drain AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(48), AdjTgt-EndRdx/Rchg:50(48), AdjTgt-ToHit/EndRdx:50(48), AdjTgt-ToHit/EndRdx/Rchg:50(50)
Level 49: Swift Run-I:50(A)
------------
Level 1: Brawl Acc-I:50(A)
Level 1: Sprint Clrty-Stlth:50(A), Run-I:50(43)
Level 2: Rest RechRdx-I:50(A)
Level 1: Vigilance
------------
Set Bonus Totals:
2% DamageBuff(Smashing)
2% DamageBuff(Lethal)
2% DamageBuff(Fire)
2% DamageBuff(Cold)
2% DamageBuff(Energy)
2% DamageBuff(Negative)
2% DamageBuff(Toxic)
2% DamageBuff(Psionic)
6.75% Defense(Smashing)
6.75% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
11.8% Defense(Energy)
11.8% Defense(Negative)
6.75% Defense(Psionic)
4.88% Defense(Melee)
12.1% Defense(Ranged)
3% Defense(AoE)
6.3% Max End
8% Enhancement(Heal)
48.8% Enhancement(RechargeTime)
27% Enhancement(Accuracy)
83.9 HP (8.25%) HitPoints
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 7.5%
MezResist(Held) 10.3%
MezResist(Immobilize) 15.8%
MezResist(Sleep) 7.5%
MezResist(Stun) 7.5%
MezResist(Terrorized) 11.9%
9.5% (0.16 End/sec) Recovery
10% (0.42 HP/sec) Regeneration
4.1% Resistance(Fire)
4.1% Resistance(Cold)
1.26% Resistance(Energy)
1.26% Resistance(Negative)
6.13% Resistance(Psionic)

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

 

Posted

I spent quite a while in Mids with this, and to be honest, taking a step back, I'm not sure I could get a much better build without trashing the build completely.

It is possible to vastly improve the recharge, but at the expense of your defences, and overall toggle end cost. Had to chuck in a Dark Consumption to find a way to get end back. Short of plugging a Miracle and Numina unique in there, I don't see that as an improvement.

This is what I can get, with the bracketed numbers being the difference between your build and mine.

+13.5% recovery (+4%)
+87.5% recharge (+39%)
41% resist to S/L (-23%)
22% resist to Neg/Toxic (-1%)
22/18% def to S/L/Psi (+5%/+1%)
18% def to Fire/Cold (+5%)
22% def to En/Neg (0%)
20% def to Melee (+5%)
22% Def to ranged (0%)
18% def to AoE (+5%)

Knockback protection covered (Mag 4) (-4)
Mez protection w/Acrobatics (same)
Stealth in Sprint (Same)
Toggles use: 1.25 end/sec (+0.4)
Recover (outside RA): 1.98 end/sec (64% used running toggles - ouch!) (+0.04!)
Auras back in: 50 seconds (-17 seconds)
Hasten back in: 6 seconds (-15 seconds)
Fort back in: 17 seconds (-2 seconds)

So, at the cost of (I think) another 3 LoTG's, I can scrape out a bit more than an SO recharge in everything. Is it worth it? I doubt it.

Small benefits to the build would include slotting 3 membranes in Fort, and extra EndMod in AB, and that's about it! Going Purple is probably the only way to make significant improvement, and even then it would be horribly expensive because you have no cheap sets to slot purples in (Immobs/Sleeps/Confuses)

Anyway - here's the build:

Code:
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Hope this helps, although I doubt it will.

-H


 

Posted

Wow !

Thanks Laughing_Man, I didnt really think the build was solid.
Figured there were a few major things I over-looked.

I also spent some more time with this build and took the extra slot in sprint over to Fort and put a LoTG in it. Grabbed another LotG somewhere and tweaked something else to get the recharge over 60% which cost me almost nothing in effectiveness.

I do agree with the idea of running only the epic toggle, would give me back 3 powers which could be Maneuvers, Health and Stamina. Health being a great spot for the Unique recovery/regen IOs. But one thing I forgot to mention is that this build is also going to be a merit hunter/Posi friendly build. You may notice the odd power choices before level 22. I wanted at least 10% Defense and 20% resistance S/L, so tough kinda has to stay for that to happen.

Thanks for taking time to look at this build Laughing_Man


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

 

Posted

Here is an option to consider.

What was lost: Boxing is no longer as good of an attack (but it never was great to begin with). ~2% melee defense, 4% Sm/Le defense. Swift (a big blow, maybe too big, although some extra run speed bonuses from slotting performance shifters help some). The end mods in the single target attacks (not huge, but also not insignificant). The status resist specials. 18% global Accuracy.

What was gained: A minor .09 net end recovery (recovery - end use). 14% more global recharge. 4 more max end. 2% more Sm/Le resists. Fortitude, Regen Aura, AB, and Soul Drain are slotted more appropriately. 9% more max HPs (~92 more HPs). 1% ranged defense, 3% En/Neg Def. Dark Consumption (which should solve end issues between RAs).

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

Click this DataLink to open the build!

Biospark: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(40)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(31)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(31)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(39)
Level 6: Boxing -- S'ngH'mkr-Acc/Dmg(A)
Level 8: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(25)
Level 10: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(11), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Dmg(34)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(13), LkGmblr-Def(15), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(46)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/EndRdx/Rchg(40)
Level 16: Clear Mind -- Range-I(A)
Level 18: Recovery Aura -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(19), RechRdx-I(33)
Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
Level 26: Regeneration Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(42), Dct'dW-Rchg(46)
Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(34), Lock-%Hold(39)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Adrenalin Boost -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(33), Mrcl-Heal(46), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc/Rchg(50)
Level 35: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(39), EndMod-I(40)
Level 38: Resurrect -- RechRdx-I(A)
Level 41: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(42), Stpfy-EndRdx/Stun(42), Stpfy-Stun/Rng(43), Stpfy-Acc/EndRdx(43)
Level 44: Dark Embrace -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Dmg/EndRdx/Rchg(48), Erad-Dmg/Rchg(48)
Level 49: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A), Run-I(43)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
------------
Set Bonus Totals:

  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 14.9% Defense(Energy)
  • 14.9% Defense(Negative)
  • 6.75% Defense(Psionic)
  • 3% Defense(Melee)
  • 13.6% Defense(Ranged)
  • 3% Defense(AoE)
  • 10.4% Max End
  • 9% Enhancement(Accuracy)
  • 12% Enhancement(Heal)
  • 62.5% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 20% FlySpeed
  • 179.3 HP (17.6%) HitPoints
  • 20% JumpHeight
  • 20% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 5.5%
  • MezResist(Terrorized) 6.6%
  • 14.5% (0.24 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 5.36% Resistance(Fire)
  • 5.36% Resistance(Cold)
  • 20% RunSpeed


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.

 

Posted

I'd look at acrobatics as expendable. One less toggle in a staminaless build is always a good thing and the kb protection can easily be made up with an extra IO somewhere else.

Also, end cost reduction on fort and recovery aura will be very helpful. At 10 and 26, they can really put you in a bind.


 

Posted

Quote:
Originally Posted by SkeetSkeet View Post
I'd look at acrobatics as expendable. One less toggle in a staminaless build is always a good thing and the kb protection can easily be made up with an extra IO somewhere else.

Also, end cost reduction on fort and recovery aura will be very helpful. At 10 and 26, they can really put you in a bind.
I agree, nothing would make me happier than to find another way to get more protection and drop this toggle from my list.
The KB I can cover with IOs, but not the hold protection.

What would you reccomend to improve overall mezz protection on a build like this ?


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

 

Posted

Thanks for the build sample StratoNexus

I will take a look at this, as well as Laughing_Man's build and see what things I can do with them.

I really appreciate the ideas. Gets my thoughts going in other directions.


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

 

Posted

There really isn't any way to get decent mez protection on an empath (or really any defender that doesn't have a bubble). Acro gives you a little bit but it's such low mag that the only thing it stops is the occasional stray low grade minion hold. Bosses and such will still hold you right through acro, to say nothing of all the stuns and sleeps you'll encounter. Overall, the hold protection ends up being of little practical utility.

Generally I just rely on a combination of making sure I have a couple break frees handy (more if I know going in the enemy is mez heavy) and whatever mez cover I can get from teammates.

If you do drop acro, superspeed is a good candidate to replace it. Aside from the movement convienence, having full invis is a very useful, team/tf friendly thing.


 

Posted

Quote:
Originally Posted by Biospark View Post
I agree, nothing would make me happier than to find another way to get more protection and drop this toggle from my list. The KB I can cover with IOs, but not the hold protection.

What would you reccomend to improve overall mezz protection on a build like this ?
Break Frees and Defense. You can't really get comprehensive mez protection on a squishy anyway so I find that it's preferable to buff up defense so that you get hit by fewer mezs in the first place. Acrobatics is nice to have but on a stamina-less build you're going to be hurting for end so as SkeetSkeet said you're probably better off dropping it, especially if you can buff your defense instead.


 

Posted

Quote:
Originally Posted by SkeetSkeet View Post
There really isn't any way to get decent mez protection on an empath (or really any defender that doesn't have a bubble). Acro gives you a little bit but it's such low mag that the only thing it stops is the occasional stray low grade minion hold. Bosses and such will still hold you right through acro, to say nothing of all the stuns and sleeps you'll encounter. Overall, the hold protection ends up being of little practical utility.
This has not been my experience. While its true there are some holds from baddies that can break through Acro, there are a surprisingly large number of holds that do not break through Acro, even from Lts. and bosses (Gunslingers come to mind immediately, as well as Wisps). Since Acro is just suppressed and no longer shuts off when mezzed, it is even more useful.


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.

 

Posted

Hello Bio.

I am by no means as knowledgeable as most on these forums but I came up with a build based on your desire for a "melee range, team empathy" build.

I noticed you have 1 LotG in your original build so I kept the 1 LotG in the build I came up with.

Since you desired an empath who would be in melee range the majority of the time, I thought it was only prudent to get that melee defense bonus up so the build was built along 2 priorities: recharge, melee defense. I tried to squeeze every extra tenth of recovery I could find as well.

I will add you're gonna have to stock up on blue inspirations BIG TIME. .99 endurance usage/2.04 endurance recovery. Tough times ahead I think. With this in mind, Atlas Medallion & Portal Jockey are an absolute MUST. They'll raise your recovery up to 2.24, which is significant.

Short Circuit may seem underslotted but the difference from 3 to 6 slots is a difference of 53%endurance drain to 76% endurance drain. In either case you'll have to hit critters twice to drain them fully. I thought it were best to use those 3 slots elsewhere.

I'm sure this build can be tweaked even further to be more efficient. This was a first attempt. Maybe 15 mins. of thinking went into it.

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

Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
------------
Level 1: Healing Aura
(A) Doctored Wounds - Heal/Endurance: Level 50
(11) Doctored Wounds - Endurance/Recharge: Level 50
(11) Doctored Wounds - Heal/Recharge: Level 50
(15) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(15) Doctored Wounds - Heal: Level 50


Level 1: Charged Bolts
(A) Decimation - Accuracy/Damage: Level 40
(3) Decimation - Damage/Endurance: Level 40
(3) Decimation - Damage/Recharge: Level 40
(9) Decimation - Accuracy/Endurance/Recharge: Level 40
(9) Decimation - Accuracy/Damage/Recharge: Level 40


Level 2: Heal Other
(A) Doctored Wounds - Heal/Endurance: Level 50
(17) Doctored Wounds - Endurance/Recharge: Level 50
(17) Doctored Wounds - Heal/Recharge: Level 50
(19) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(19) Doctored Wounds - Heal: Level 50


Level 4: Lightning Bolt
(A) Decimation - Accuracy/Damage: Level 40
(5) Decimation - Damage/Endurance: Level 40
(5) Decimation - Damage/Recharge: Level 40
(7) Decimation - Accuracy/Endurance/Recharge: Level 40
(7) Decimation - Accuracy/Damage/Recharge: Level 40


Level 6: Hasten
(A) Recharge Reduction IO: Level 50
(21) Recharge Reduction IO: Level 50
(21) Recharge Reduction IO: Level 50


Level 8: Clear Mind
(A) Range IO: Level 50


Level 10: Combat Jumping
(A) Karma - Knockback Protection: Level 30
(40) Gift of the Ancients - Defense: Level 40
(40) Gift of the Ancients - Defense/Endurance: Level 40
(46) Luck of the Gambler - Recharge Speed: Level 50


Level 12: Fortitude
(A) Gift of the Ancients - Defense/Endurance: Level 40
(13) Gift of the Ancients - Defense/Recharge: Level 40
(13) Luck of the Gambler - Recharge Speed: Level 50


Level 14: Super Speed
(A) Run Speed IO: Level 50


Level 16: Boxing
(A) Touch of Death - Accuracy/Damage: Level 30
(43) Touch of Death - Damage/Endurance: Level 40
(43) Touch of Death - Damage/Recharge: Level 40
(45) Touch of Death - Chance of Damage(Negative): Level 40
(46) Touch of Death - Accuracy/Damage/Endurance: Level 40
(46) Touch of Death - Damage/Endurance/Recharge: Level 40


Level 18: Recovery Aura
(A) Recharge Reduction IO: Level 50
(23) Recharge Reduction IO: Level 50
(23) Recharge Reduction IO: Level 50


Level 20: Resurrect
(A) Recharge Reduction IO: Level 50


Level 22: Tough
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
(31) Impervium Armor - Endurance/Recharge: Level 40
(34) Impervium Armor - Resistance/Endurance: Level 40
(34) Impervium Armor - Resistance: Level 40


Level 24: Weave
(A) Red Fortune - Endurance: Level 50
(25) Red Fortune - Defense/Endurance: Level 50
(25) Red Fortune - Defense: Level 50
(34) Red Fortune - Defense/Recharge: Level 50
(37) Red Fortune - Defense/Endurance/Recharge: Level 50


Level 26: Regeneration Aura
(A) Recharge Reduction IO: Level 50
(27) Recharge Reduction IO: Level 50
(27) Recharge Reduction IO: Level 50


Level 28: Short Circuit
(A) Efficacy Adaptor - EndMod/Recharge: Level 50
(29) Efficacy Adaptor - Accuracy/Recharge: Level 50
(29) Efficacy Adaptor - EndMod/Accuracy: Level 50


Level 30: Tesla Cage
(A) Basilisk's Gaze - Accuracy/Hold: Level 30
(31) Basilisk's Gaze - Accuracy/Recharge: Level 30
(31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
(33) Basilisk's Gaze - Recharge/Hold: Level 30


Level 32: Adrenalin Boost
(A) Recharge Reduction IO: Level 50
(33) Recharge Reduction IO: Level 50
(33) Efficacy Adaptor - EndMod/Recharge: Level 50


Level 35: Voltaic Sentinel
(A) Sovereign Right - Accuracy/Damage: Level 50
(36) Sovereign Right - Damage/Endurance: Level 50
(36) Sovereign Right - Accuracy/Endurance: Level 50
(36) Sovereign Right - Accuracy/Damage/Endurance: Level 50
(37) Sovereign Right - Accuracy: Level 30
(37) Sovereign Right - Resistance Bonus: Level 50


Level 38: Zapp
(A) Sting of the Manticore - Accuracy/Damage: Level 50
(39) Sting of the Manticore - Damage/Endurance: Level 50
(39) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50
(39) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50
(40) Sting of the Manticore - Damage/Endurance/Recharge: Level 50


Level 41: Oppressive Gloom
(A) Stupefy - Accuracy/Recharge: Level 50
(42) Stupefy - Endurance/Stun: Level 50
(42) Stupefy - Accuracy/Endurance: Level 50
(42) Stupefy - Accuracy/Stun/Recharge: Level 50
(43) Stupefy - Stun/Range: Level 50


Level 44: Dark Embrace
(A) Impervium Armor - Resistance/Endurance: Level 40
(45) Impervium Armor - Resistance: Level 40
(45) Impervium Armor - Resistance/Endurance/Recharge: Level 40


Level 47: Soul Drain
(A) Obliteration - Damage: Level 50
(48) Obliteration - Accuracy/Recharge: Level 50
(48) Obliteration - Damage/Recharge: Level 50
(48) Obliteration - Accuracy/Damage/Recharge: Level 50
(50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(50) Obliteration - Chance for Smashing Damage: Level 50


Level 49: Maneuvers
(A) Gift of the Ancients - Defense/Endurance: Level 40
(50) Gift of the Ancients - Defense: Level 40


------------
Set Bonus Totals:
10.5% DamageBuff(Smashing)
10.5% DamageBuff(Lethal)
10.5% DamageBuff(Fire)
10.5% DamageBuff(Cold)
10.5% DamageBuff(Energy)
10.5% DamageBuff(Negative)
10.5% DamageBuff(Toxic)
10.5% DamageBuff(Psionic)
8.31% Defense(Smashing)
8.31% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
6.44% Defense(Energy)
6.44% Defense(Negative)
6.75% Defense(Psionic)
13.6% Defense(Melee)
6.13% Defense(Ranged)
3% Defense(AoE)
4.5% Max End
3% Enhancement(Stun)
9% Enhancement(Accuracy)
68.8% Enhancement(RechargeTime)
8% Enhancement(Heal)
68.7 HP (6.75%) HitPoints
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 2.75%
MezResist(Held) 5.5%
MezResist(Immobilize) 10.5%
MezResist(Sleep) 2.75%
MezResist(Stun) 4.95%
MezResist(Terrorized) 4.4%
17% (0.28 End/sec) Recovery
12% (0.51 HP/sec) Regeneration
10% Resistance(Smashing)
10% Resistance(Lethal)
13.8% Resistance(Fire)
13.8% Resistance(Cold)
10% Resistance(Energy)
10% Resistance(Negative)
10% Resistance(Toxic)
10% Resistance(Psionic)

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


 

Posted

Thanks MileHigh !

30% Melee defense is impressive, and still have recharge over 60%, heck its almost Hasten strength.
You have definitely given me some things to look at.


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

 

Posted

Where's the nuke, man? Between Catch a Breath+Dark Consumption, and no-toggle primary+no-toggle secondary, there's not much of a drawback from the self endurance crash.

Sure, the solo usefulness isn't great, since you have to get some major damage buffage (Aim, Soul Drain, reds, enhancements, IO set bonuses -- all of the above) to one-shot minions with it, but even if it did no damage at all, it's still a "WIN" button when teaming. With the right slotting, you will put targets' endurance at or very close to zero, and turn off their recovery completely for 20 seconds. Even if they have any slivers of endurance left and burn it off as aggro against you, well, hey, you're Empathy, you can take it.

And of course in any sort of Kinetics or multiple Empathy type of team, you will definitely be missing the nuke.

==========

P.S. It takes a mag 4 hold to one-shot hold through Acro. Just a few of those out there, and they're usually melee only, Council Galaxy Archon melee hold (some haxxed overpowered version of Gravity Well) for instance.


 

Posted

Quote:
Originally Posted by Rigel_Kent View Post
Where's the nuke, man? Between Catch a Breath+Dark Consumption, and no-toggle primary+no-toggle secondary, there's not much of a drawback from the self endurance crash.

Sure, the solo usefulness isn't great, since you have to get some major damage buffage (Aim, Soul Drain, reds, enhancements, IO set bonuses -- all of the above) to one-shot minions with it, but even if it did no damage at all, it's still a "WIN" button when teaming. With the right slotting, you will put targets' endurance at or very close to zero, and turn off their recovery completely for 20 seconds. Even if they have any slivers of endurance left and burn it off as aggro against you, well, hey, you're Empathy, you can take it.

And of course in any sort of Kinetics or multiple Empathy type of team, you will definitely be missing the nuke.

==========

P.S. It takes a mag 4 hold to one-shot hold through Acro. Just a few of those out there, and they're usually melee only, Council Galaxy Archon melee hold (some haxxed overpowered version of Gravity Well) for instance.

Thanks Rigel

Yeah my current build has Sparky in it, which is nice, but I have been thinking that having the Nuke for teams would come in handy from time to time, whereas Sparky just seems too slow for most teams. You, Laughing_Man, and Strato have all pointed at Dark Consumption, which I currently dont have, so I am seriously tempted to try this.

So I could drop Health, Stamina, and pickup Thunderous Blast and Dark Consumption
I could drop Sparky and get Aim ?

Off to check MIDS


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

 

Posted

Quote:
Originally Posted by Rigel_Kent View Post

P.S. It takes a mag 4 hold to one-shot hold through Acro. Just a few of those out there, and they're usually melee only, Council Galaxy Archon melee hold (some haxxed overpowered version of Gravity Well) for instance.
Are you sure on this? Did it get changed? Red Tomax is showing mag 2 protection from Acro. City of Data could be outdated or inaccurate on this.


 

Posted

Quote:
Originally Posted by Chazzmatazz View Post
Are you sure on this? Did it get changed? Red Tomax is showing mag 2 protection from Acro. City of Data could be outdated or inaccurate on this.
I know for a fact that with Acro on, the Mag 3 Liquid Nitrogen rounds from Gunslingers will not Hold my Emp/Elec defender.


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.

 

Posted

It's really not that hard unless you are trying to get IOs and all that crap. This is what I run on my empathy.

-Empathy-
ALL THE POWERS!!! lol

-Archery-
Snap shot
Snipe(something like that, just shows how much I use it.)
RoA

-Fitness-
Swift
Health
Stamina

-Flight-
Hover
Fly

-Leadership-
ALL the powers

-Teleportation-
Tp friend

-Power mastery-
Conserve power
Power build up

MY SECRET!
power mastery and fitness fix all my end problems. And the fact Almost everything in Empathy is six slotted(besides things like fort. clear mind, and rez.)

Yep thats it, no IO's really besides that I have numina something lol. and doctored wounds. oh and not to forget the fly maxed out with IOs.

I have never really had a problem with endurance really. Maybe because all I do is heal and not attack unless RA is up.


Pinnacle - The Drunk Server!
MAIN: Desi Boy> Level 51 Fire/Fire Tank
Super Group: C.O.R.E.
Tanking since 05'
Vigilante

 

Posted

Quote:
Originally Posted by Desitre View Post
MY SECRET!
power mastery and fitness fix all my end problems. And the fact Almost everything in Empathy is six slotted(besides things like fort. clear mind, and rez.)

Yep thats it, no IO's really besides that I have numina something lol. and doctored wounds. oh and not to forget the fly maxed out with IOs.

I have never really had a problem with endurance really. Maybe because all I do is heal and not attack unless RA is up.
Your last paragraph explains it all. If you spend most of your time doing nothing, you won't have endurance problems.


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.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Your last paragraph explains it all. If you spend most of your time doing nothing, you won't have endurance problems.
ROFL yep
EDIT: although if i'm in a PuG, I'll be working my rear end off!


Pinnacle - The Drunk Server!
MAIN: Desi Boy> Level 51 Fire/Fire Tank
Super Group: C.O.R.E.
Tanking since 05'
Vigilante

 

Posted

Quote:
Originally Posted by Desitre View Post
It's really not that hard unless you are trying to get IOs and all that crap. This is what I run on my empathy.

-Empathy-
ALL THE POWERS!!! lol

-Archery-
Snap shot
Snipe(something like that, just shows how much I use it.)
RoA

-Fitness-
Swift
Health
Stamina

-Flight-
Hover
Fly

-Leadership-
ALL the powers

-Teleportation-
Tp friend

-Power mastery-
Conserve power
Power build up

MY SECRET!
power mastery and fitness fix all my end problems. And the fact Almost everything in Empathy is six slotted(besides things like fort. clear mind, and rez.)

Yep thats it, no IO's really besides that I have numina something lol. and doctored wounds. oh and not to forget the fly maxed out with IOs.

I have never really had a problem with endurance really. Maybe because all I do is heal and not attack unless RA is up.
I'm just going to assume the above was sarcasm.


 

Posted

Quote:
Originally Posted by Chazzmatazz View Post
Are you sure on this? Did it get changed? Red Tomax is showing mag 2 protection from Acro. City of Data could be outdated or inaccurate on this.
It normally takes a mag 2 mez to affect us. Green Ink Men have some mag 1 stuns, for instance, and those have to stack to affect us. Acro adds 2, so it then takes a mag 4 mez to affect us.


 

Posted

It has been interesting to look at Emp/Electric builds. Some interesting differences to most of the Emp builds I'm more familiar with. Electric Blast has no stun and instead has a hold. Electric blasts are not -def, -resist or -to hit but -end coupled with -recovery. With Short Circuit being the main attack for sapping, the set screams melee not unlike Rad blast/Irradiate.

One of the things I did on one of my staminaless Emp builds was place the Heal uniques in Heal Aura and Heal Other. Did it this way to avoid dipping into yet another pool, tight on pool choices already without trying to add Fitness into the mix. Still working on the build live so not totally sure how its going to work but so far so good.

Here's another build for thought. Pretty much zero defense or mez protection. That's what breakfrees and teammates are for. Solo I'd worry about it, teamed *shrug* not so much. And this is from the prospective of an Emp/Rad who was and is quite able to develop scrapperlock and does spend the majority of her time face to face with the bosses ... bet you didn't know Cosmic Burst is a melee attack *grin*

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

Click this DataLink to open the build!

Emp_Elec team (v1.00.i16): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(23), Mrcl-Rcvry+(42)
Level 1: Charged Bolts -- Dev'n-Hold%(A)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Efficacy-EndMod/Rchg(42)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(23), Numna-Regen/Rcvry+(42)
Level 6: Recall Friend -- Zephyr-ResKB(A)
Level 8: Air Superiority -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(31), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(33), Ksmt-ToHit+(33)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Clear Mind -- Range-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Assault -- EndRdx-I(A)
Level 22: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(39), Det'tn-Dmg/EndRdx/Rng(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(31)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(39), Numna-EndRdx/Rchg(43)
Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-%Hold(46)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(36), Efficacy-EndMod/Rchg(46)
Level 35: Resurrect -- EndRdx-I(A)
Level 38: Vengeance -- LkGmblr-Rchg+(A)
Level 41: Oppressive Gloom -- Acc-I(A)
Level 44: Dark Consumption -- Oblit-Dmg(A), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), AdjTgt-ToHit/EndRdx(48), AdjTgt-ToHit/EndRdx/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Dark Embrace -- HO:Ribo(A), HO:Ribo(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


 

Posted

Interesting Build Doomguide

Thanks for posting it.
Is this your current level 50 build ? Or just the Empathy half of your Emp/Rad ?


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

 

Posted

No, this was an Emp/Electric build I created in Mids for the heck of it. I do have multiple Empaths but none currently are /Elec. The Emp/Rad I mentioned is one of two I have in Green Machine, one of the Repeat Offender sg's on Freedom. Much of the actual slotting and set usage for the Empath side is very similar to how I do it on most of my Empaths, though as mentioned the usage of the Heal uniques is a bit of an experiment and only Reyna Morningdew's second build currently has them slotted this way. All of them run without Stamina or Health and have no way to slot the uniques, at least, in their primary builds.

One of my Emps on Pinnacle did get a second build inspired by your solo thread and has managed to solo a lvl 53 Rikti mob in the RWZ sans inspires etc. The 54's, however, have beat the tar out of her so far. More tweaking and more attempts will be had.

When (and not if) I create an Emp/Elec it will likely look very similar to this build.

Reyna Morningdew Emp/Rad/Dark of Green Machine


 

Posted

Quote:
Originally Posted by Doomguide View Post
One of my Emps on Pinnacle did get a second build inspired by your solo thread and has managed to solo a lvl 53 Rikti mob in the RWZ sans inspires etc. The 54's, however, have beat the tar out of her so far. More tweaking and more attempts will be had.

When (and not if) I create an Emp/Elec it will likely look very similar to this build.

Reyna Morningdew Emp/Rad/Dark of Green Machine
Excellent !

I am impressed by this story.
Does your solo build include Tough/Weave ? Or did you use your secondary effects to mitigate damage ?

As a note of reference, my current solo build uses Short Circuit + Powersink as a typical opener on a spawn/villain, but due to the long recharge of Powersink, this is not a very fast moving strategy. I have considered PBU, but the recharge would be even worse.
For Bosses I have Tesla and Shocking Bolt. So, barring multiple Boss groups or high energy resistant mobs (Rikti ) I am pretty confident against most anything I face.


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