Are Emp Def the same as Contr /Emp?


Ethric

 

Posted

the title says it all, is it as strong, and same numbers as the defenders?


@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold

 

Posted

Quote:
Originally Posted by MachineSlave View Post
the title says it all, is it as strong, and same numbers as the defenders?
no.


 

Posted

alright, just wondering, just, i know when i heal as a Emp DEF, i can do a good job healing my team, and buffing, but i also would like to do other things if my team isnt in need of the healing..


@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold

 

Posted

Yes and no.

The heals and buffs of a /Emp Controller are weaker, but the leveraging of the primary makes the team survivable anyway.


 

Posted

Quote:
Originally Posted by MachineSlave View Post
alright, just wondering, just, i know when i heal as a Emp DEF, i can do a good job healing my team, and buffing, but i also would like to do other things if my team isnt in need of the healing..
1) Buff. Fortitude and Clear Mind are very good powers. The RAs are potent. Learn to buff fast, while moving, on the fly, in between other things. Other things like...

2) Shoot stuff. Your blasts are awesome (especially the AoEs). It can be hard to see. It doesn't always FEEL like they help, but they almost always are useful for the damage they do.

3) Shoot stuff. Your blasts not only hurt the enemy and save an attack or two (and thereby some endurance) for some teammates, but they often have a nifty side effect that makes the enemies less effective. Some of the blasts are control powers as well.

4) Shoot stuff. Managing aggro is a job the whole team can do. While tankers have some specific things they can do very well with aggro, a character with RANGED AoE damage powers also can do some aggro control. Are 3 baddies standing 40 feet from the tanker and the main group shooting away? AoE them, and move behind a corner so they run over into the tanker and the main spawn. Mez that Lt. that just stays at range. Use KB to get those stragglers into the main kill zone. Kill the Tsoo sorcerer from range, his Hurricane isn't debuffing you like it is your scrappers and tankers (and melee blasters). If you kill the runner, your scrapper doesn't feel the need to chase after that lone mob and instead is salivating over jumping into that next group, where they can dish out tons of pain on multiple enemies (all for you).


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

Its important, in my opinion, to find other ways to contribute when running your Emp defender. When your team really clicks you're gonna find yourself healing less and less. In those situations you want to make sure to keep up on your buffs (Hasten really helps there) and then busy yourself with your secondary. /dark blast is a great one for that since you get tenebrous tentacles for cone aoe immob and nightfall for cone aoe damage, kinda a fun combo and adds some -acc to the targets which adds to the defense of your team. Alot of the defender secondarys have extra effects that really add up to damage mitigation that kinda balances out the part about us not doing as much damage as blasters. I've got a 50 Emp/Dark and he's alot of fun to play. I run my leadership toggles, buff up the team with empathy powers, (fort, adren boost, RA, etc) and use grant invis as well for some further defense boosting. But when thats all done and the team is really steamrolling you can just have fun and blast. I've run some /emp controllers too though and you can do a great job healing with them as well. Healing isn't nearly as important as the buffs and other forms of damage mitigation in this game, a good controller can almost make healing unneccessary really. There's be several situations where I'm on my emp defender and someone will bring along a mind/FF controller and im just twiddling my thumbs hoping someone gets hurt. Its times like that you better busy yourself with blasting/buffing or up the difficulty. Anyway, you can have alot of fun with either, try both out and see what ya like more, dont stress the healing. If the team is working well together you wont really have to do it much.


 

Posted

Quote:
Originally Posted by MachineSlave View Post
the title says it all, is it as strong, and same numbers as the defenders?
The only things a Defender Emp does better are: slightly higher healing numbers (pointless, really), and slightly better numbers on Fortitude (15% def vs. 11.25%, and 31.25% dmg vs. 25%) The Defender Clear Mind gives a bit more mezprotect magnitude but that really doesn't matter because the mezzes rarely stack that high, and even if they do, not even Defender CM can save you at that point.

Everything else is exactly the same. R-Auras, Adrenalin Boost, the Rez, because those aren't affected by any modifiers. Basically the only thing the Defender has over Controller is Fortitude's numbers, and even then the Controller can abuse Power Boost more often and produce overall better numbers.


 

Posted

Quote:
Originally Posted by Ethric View Post
the Controller can abuse Power Boost more often and produce overall better numbers.
qft


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

Posted

Quote:
Originally Posted by Ethric View Post
The Defender Clear Mind gives a bit more mezprotect magnitude but that really doesn't matter because the mezzes rarely stack that high, and even if they do, not even Defender CM can save you at that point.
Can't you just stack CM?

OP: The numbers are different, but they achieve the same ends. If you really want to know how the two ATs would compare with Empathy, you should say what secondary you're using as a defender and what primary you are considering for a controller. That could make a huge difference in how they compare.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

I have both.

A lvl 50 Fire/Emp/Fire troller. And a lvl 50 Emp/Sonic/Power defender.

For once, i find my defender more useful then my controller in a team. This normally isn't the case... IME that is. I have 3 kins, one of each flavor, and the controller, IMO, is the better of the 3 kins.

But with empathy, i found something intresting was happening with my controller. I could easly, and i mean easily keep a team alive throw just about anything. Then we'd get to an AV fight, and with the purple triangle of doom... I just kind of felt like i was a spectator at that point. I'd refresh buffs, spot heal, and let my imps attack him. I'd throw a fireball here and there... but that was it. I didn't like that.

So i rolled the Emp/Sonic. Now, i can keep the team alive, nearly as easily. (using the buffs often are the key to good empathy play, it frees you up to blast and control.) And when i get to an AV, i'm debuffing him a bit, doing damage, and keeping the team going. I feel like i contribute more. So I like the defender better. *shrug*


@KingSnake - Triumph Server
@PrinceSnake
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