Need Help on Empathy team build
Ok, With all the input from folks in this thread, I made some adjustments to my team build and
this is what I came up with. Global recharge is 70% w/o Hasten.
Dropped Acro and moved some slotting to get some new ideas incorporated.
Any final thoughts before I start spending Influence Hehe
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BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Tryth (the one trying to solo lvl 54 Rikti) is an Emp/Sonic/Dark with Fitness, Fighting, Flight and Speed along with Dark Mastery for her pools on the solo build. So yes to Tough, Weave etc., gives her about 62% S/L resistance and a 47% or so ranged defense. Even the 54's have a very hard time hurting her as long as the Auras are up. Tricky part is living thru the time when the Aura's are down. When she gets mezzed it suppresses her defenses to the low 30's as I recall and at that point the 54's with no RA's running get very painful when you aren't using inspires. The single largest difference between her team and solo builds (outside power choices) is all that ranged defense comes at the price of global recharge. That translates into over 40 seconds or more of additional downtime in her auras when solo and that's painful long time for lvl 54's (or anything else) to be plinking at you.
As for the team build and Thunderous Blast, yeah love to add it in there. Just haven't decided what I'd be willing to give up to get it yet. If I had Thunderous Blast in the build I'd be looking at it going "but it's missing Soul Drain or other useful power" I want that. Still if I stare at it long enough. Currently the most likely target would be to swap over to SS as the travel power and lose Air Superiority with its slots essentially shuffled about to end up in Thunderous Blast. Air Superiority, Hasten and Fly becoming Hasten, Super Speed and Thunderous Blast basically. Definitely some advantages there in terms of running TF with Stealthing/Recall available. Problem is for a rather melee oriented Emp I like Air Superiority for the knockup mitigation against stuff in my face, like it a lot. Solution here might be Air Sup for leveling up and respec into SS and Thunderous Blast later. Biospark is, of course, already "later".
I'd be thinking of losing some slots from Tough and Weave. For much the same reasons I wouldn't worry much about mez I would also be looking to use as few slots in Tough and Weave as I could and use the slots elsewhere. Actually I'd personally lose Fighting altogether and grab myself Leadership.
Thanks for the follow-up Doom Guide, sounds like you have put a lot of thought into these builds and some of your balancing challenges sound very familiar.
Travel : On my solo build I love SS+SJ, but I end up taking 4 powers to get this. CJ, SJ, Hasten and SS. Which is all good on the solo front cause I only need 3 powers from my primary. On my current team build I did the same thing, but in order to grab some more powers when I respec, I will only be going with CJ, SJ and Hasten. Not as flexible, but I get an additional power in my build (which steps up to 8/9 from Empathy)
I have Fitness AND Fighting in my Solo build, and because I chose Electric mastery, I may respec it into only fighting and see what options open up. For now its REALLY handy having both pools. On my team build I currently have Fitness but NOT Fighting, and thats what this thread was exploring. How to take out Fitness and Swap in Fighting for some solid melee range toughness.
I have thought about using Dark on my solo build, but will probably stick with Electric and here is why;
By going Electric I can have 2 powers which do an AoE Drain (SC and Powersink).
In solo play, this is a great way to mitigate alot of damage over time. If RA is not running, I still have stamina and health to hopefully pull me through long enough to take everything down. I also have access to 2 Holds this way and can stack em on a Boss right at the start of the fight (Telsa + Shocking Bolt). If I went dark I would only have Tesla. Currently I have Thunderstrike as my Epic opener (level 41 choice), but I am probably going to respec this out and take Electric Fence. Efence would basically complete my ST attack chain very nicely, it drains, it immobilizes (in the event that a hold doesnt stick) and seems just more versatile. Additionally its slotting options seem much better than Thunderstrike.
Currently I dont have Thunderous Blast on either build, but I have been convinced that by having a power like Dark Consumption or Powersink,
TB could be a great TEAM power. I will most likely not add it to my solo build.
I have used Nukes while solo in the past on my Blaster and I just dont see it as a viable Defender tool except when there are team mates around to mop up the mess I made.
Since you dont play Emp/Electric, I dont assume any of this matters to you Doomguide
But maybe something I wrote will give you some ideas. I know you have given me some.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Thought about going Electric Mastery and your comments pretty much cement the idea of going that way over Dark Mastery. Dark Mastery works very well with /Rad, /Dark and /Sonic for me in large part owing to stacked stuns. I jokingly commented about Cosmic Burst being a melee attack. Well for Reyna it pretty much is. She is almost always up in melee range of her foes, bosses in particular, to stack the effects of OG with Cosmic Burst to take them out of the picture. But /Elec has no stun, it does have a hold. Likewise /Elec saps endurance. Both of these effects are present in Electric Mastery. That is a very solid argument for choosing Electric over Dark Mastery.
As for Thunderous Blast well 3 of my 4 Empaths have their nuke. 2 of them use it frequently. Reyna's is recharged and ready to go about 90 seconds or less after use, particularly when teamed with her sg. In the long run I will have Thunderous Blast on at least one of the builds.
It is my opinion that Fortitude should be slotted for Defense, Regen Aura and AB should be slotted for Heal, and I'd want more Accuracy than 36% in Soul Drain.
Nukes are extremely situational, IMO. They can be fun to us just for giggles or they make a decent "Oh crap!" button. While I am not a fan of nukes, I do have a few characters with them. On my characters without nukes, I rarely miss having one (a few times a play session I may think, "Hmmm, this is dangerous and more aggro than the team can manage, if I had a nuke I might be able to get us out of this fast," but even then the team normally pulls through without the nuke anyway).
I really like +HPs, it helps you absorb damage as well as increases what Regen Aura has to work with. I notice you took the End Mod slot out of Ball Lightning. I almost did that on the build I made earlier in the thread and put it into Dark Consumption to get the +HP bonus (as well as even more recharge on that power). If you did that with my build, you would end up with +19.5% HPs, which is a huge increase in survivability for any character, and especially useful on top of massive regen and great resists with a smattering of defense.
I'd rather have Acrobatics with Fort, AB, and Regen Aura slotted better instead of a slotted nuke. Either way, the build should play fine and it might be fun for you to toy with the nuke for a bit to see if you enjoy it.
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.
It is my opinion that Fortitude should be slotted for Defense, Regen Aura and AB should be slotted for Heal, and I'd want more Accuracy than 36% in Soul Drain.
Nukes are extremely situational, IMO. They can be fun to us just for giggles or they make a decent "Oh crap!" button. While I am not a fan of nukes, I do have a few characters with them. On my characters without nukes, I rarely miss having one (a few times a play session I may think, "Hmmm, this is dangerous and more aggro than the team can manage, if I had a nuke I might be able to get us out of this fast," but even then the team normally pulls through without the nuke anyway). I really like +HPs, it helps you absorb damage as well as increases what Regen Aura has to work with. I notice you took the End Mod slot out of Ball Lightning. I almost did that on the build I made earlier in the thread and put it into Dark Consumption to get the +HP bonus (as well as even more recharge on that power). If you did that with my build, you would end up with +19.5% HPs, which is a huge increase in survivability for any character, and especially useful on top of massive regen and great resists with a smattering of defense. I'd rather have Acrobatics with Fort, AB, and Regen Aura slotted better instead of a slotted nuke. Either way, the build should play fine and it might be fun for you to toy with the nuke for a bit to see if you enjoy it. |
Thanks Strat
I appreciate you taking the time to look at this new build, and I have your build saved off so I can review and contrast it against this one. I didnt actually want to lose Acro for the protection it provided, but more for the endurance drain it would cause in a stamina-less build.
P.S. Also one thing of note is that after I posted that build I was looking at it again and I swtiched around some slots to pull the last extra one out of boxing and move it over to Fort.
So Fort would have 2 Rech and 2 LoTG IOs (Brings the +Def over 20% on teammates) I liked that better than a rarely used melee proc.
Gonna have to get busy on some respec missions I guess. Hehe
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Back from the drawing board. This build incorporates several things mentioned in this thread, it has Thunderous Blast and Leadership. It has SS+stealth IO with Recall at levels available for any TF in the game (as an exemplar at level 9). On the downside it doesn't include Fighting, defense for this build is inspires, teammates, and draining the mob dry fast. Same for mez protection it's breakfrees, teammates and draining the mob to helplessness.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Elec (v2.00.i16 non-purpled): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(43)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(25), T'pst-EndDrn%(48)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(21), T'pst-EndDrn%(46)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(43)
Level 6: Recall Friend -- Zephyr-ResKB(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(15), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(21)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(17), LkGmblr-Def/Rchg(17), LkGmblr-Rchg+(46)
Level 14: Super Speed -- 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(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34), EndMod-I(40)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(40)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
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-EndRdx/Rchg(36), Efficacy-EndMod/Rchg(37)
Level 35: Maneuvers -- LkGmblr-Rchg+(A)
Level 38: Thunderous Blast -- Dmg-I(A), Dmg-I(50), Dmg-I(50)
Level 41: Electric Fence -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46)
Level 47: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48)
Level 49: Charged Armor -- HO:Ribo(A), HO:Ribo(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Edit to include second build:
This build does incorporate Fitness and Fighting (tweak tweak!!) and has SS+Stealth IO, but no Recall, Thunderous Blast or Leadership. Hence I'd consider it a meld between a team and solo builds. But in large mobs and/or teams it is much sturdier and less dependent on team support for end and defense needs.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Elec Fighting pool (v1.00.i16): Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(23), Mrcl-Heal/EndRdx(39), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(42)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(25), T'pst-EndDrn%(31)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(21), T'pst-EndDrn%(31)
Level 4: Heal Other -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(39), Mrcl-Heal/EndRdx(39), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hurdle -- Jump-I(A)
Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(15), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc/Rchg(31)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), LkGmblr-Rchg+(13)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(50)
Level 16: Clear Mind -- Range-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Health -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Regen/Rcvry+(23), RgnTis-Regen+(34), RgnTis-Heal/EndRdx(43), Mrcl-Rcvry+(43)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(25)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(37)
Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(34), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37)
Level 30: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-EndRdx/Rchg(36), Efficacy-EndMod/Rchg(37)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(48), Zephyr-ResKB(50)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(40)
Level 41: Electric Fence -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 44: Shocking Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(48)
Level 49: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Hello folks,
I am exploring stamina-less team builds for my Empath[/code] |
For 70secs you may not want to have a buff/attack chain that averages more than 1.5eps over that time. Taking into account RA is 26 end I am thinking ouch.
Also in melee you can be subject to AoE controls as well as AoE damage. In fact you could be the only one in need of healing as a result in some teams or even incapacitated from being held without a BF.
I am not saying it won't work out but I would be wary.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Teaming build needs moar Thunderous Blast though -- see my post on page 1 in this thread. Recall Friend is iffy for you, since as a Flyer you're automatically the slowest person on the team, and Resurrect and Vengeance aren't fussy about body placement like Fallout and Power of the Phoenix.