Empathy/Sonic Build (Expensive)
I'd go with 3 common recharge IO's in Recovery Aura. Move 3 of those slots into AB. Drop Dark Consumption and swap it for Vengeance. Slot Vengeance with a LotG +7.5%, slot AB with 5 Panacea and an Endmod/Rech set IO. Net result is both Auras recharge in under 130 seconds and AB will now counter the -recovery debuff of a nuke.
Consider using 3 of the slots in Tough in Tactics (or elsewhere) instead. With Regen Aura running your Regen rate is over 1100% and the smash/lethal of Tough means very little 99+% of the time with that sort of regen. Pop some purple/orange if you think it does or will matter for a given fight.
Move a couple more slots around and you end up with:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Emp_Sonic Duo build_Black Bellatrix: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(3), Panac-Heal/Rchg(3), Panac-Heal/EndRedux/Rchg(5), Panac-Heal(5)
Level 1: Shriek -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(11), Apoc-Dam%(11), Decim-Build%(50)
Level 2: Scream -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Dmg/Rchg(15), Decim-Acc/Dmg(15), Apoc-Dmg(19)
Level 4: Howl -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Clear Mind -- Range-I(A)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/Rchg(40)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25)
Level 16: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(40)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(43)
Level 20: Assault -- EndRdx-I(A)
Level 22: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46), Thundr-Dmg/Rchg(50)
Level 24: Boxing -- Hectmb-Dam%(A)
Level 26: Regeneration Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(27), Panac-Heal/Rchg(27), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31), RechRdx-I(33)
Level 28: Tough -- S'fstPrt-ResKB(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 32: Adrenalin Boost -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(34), Panac-Heal/Rchg(34), Panac-Heal/EndRedux/Rchg(43), Panac-Heal(45), Efficacy-EndMod/Rchg(46)
Level 35: Screech -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 38: Heal Other -- Panac-Heal(A), Panac-Heal/EndRedux(39), Panac-EndRdx/Rchg(39), Panac-Heal/Rchg(39), Panac-Heal/EndRedux/Rchg(40)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
Level 44: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45)
Level 47: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(48), Armgdn-Acc/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dmg/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Hello BlackBellatrix,
I had to look at this build a couple of times before I made comments on it.
Mostly because I am still in the throws of working out my team Empathy build
The biggest thing that stands out to me is 3 Leadership Toggles, 2 Fighting Toggles and an Epic Shield.
These add up to 75% of your Endurance recovery (when RA is down).
Thats Huge, you will either have to manage toggles OR... do almost nothing when RA is down OR... rely on Dark Consumption to keep you going. Its just my personal style choice, but I would not want to manage that.
I went with Fitness, Fighting and Acrobatics solo, while my team build I am going Fitness and Acrobatics. I have discovered that running an epic toggle that is slotted well, seems to do just fine for someone that is not trying to take aggro. My team build lacks the 20%+ defense of my solo build, but generally seems to be ok, especially now that I have slotted up Regen Aura better.
This leads me to my second observation. A few of your powers are slotted more than I would probably slot them.
Regen Aura, Recovery Aura are the first two I see.
I have 4 slots in Recovery (3 Efficacy +1 Generic Recharge) and 5 slots in Regen Aura (5 Doctored Wounds, with 1 of them specifically the Recharge one). This would give you 3 more slots to work into other places. You could get 3% Rng Def with one more slot in Oppressive Gloom, 5% more Psionic with the last Purple in Shriek.
Also, I count 6 bonuses of recharge at 7.5%, so one of the bonuses is not being counted. Looks like MIDS is not reporting this, but is showing you having one 10% regen bonus over the cap and a couple 1.13% Hp boosts.
The last thing I see is that you have only Superspeed as your travel power.
I know there are other ways to get around now, just call me old-fashioned, but I always like good vertical movement too. SS by itself is cool, but there are enough times when its not enough that I always consider options.
Also, just a perspective from a poor player. My current build uses cheaper sets like Doctored wounds and non-purples to get recharge and my RA has about 155 sec recharge under Hasten. So, you have to ask whether the extra cost of these purple sets is worth 15 more seconds. Maybe one day I will have that kind of recharge, but I will suffer with that extra recharge knowing that on 3 (5-piece) sets of Doctored Wounds I spent only 15mil (recipes, salvage and all ). Decimation is not as cheap, but still easily in reach at around 10-15mil per set of 5.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Sorry but the only 2 purples I would feel comfortable slotting into an Emp would be the Amazing & Fortunata.
I do not mean to suggest anyone is wrong to slot more than 2 purples into an empath.
My point is they are not necessary for an emp's performance in a team setting.
So don't take it personal.
With that in mind, here is my emp/sonic.
He is more than adequate in a team setting.
I focused on recharge & ranged def. when selecting sets.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Chicken McHeals: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
------------
Level 1: Healing Aura Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7)
Level 1: Shriek Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(34)
Level 2: Scream Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(34)
Level 4: Heal Other Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
Level 6: Hasten RechRdx-I(A), RechRdx-I(37)
Level 8: Clear Mind Range-I(A)
Level 10: Combat Jumping Krma-ResKB(A), LkGmblr-Rchg+(29), Zephyr-Travel(43), Zephyr-Travel/EndRdx(50)
Level 12: Fortitude RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(42)
Level 14: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
Level 16: Recall Friend Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 18: Recovery Aura RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Resurrect RechRdx-I(A)
Level 22: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(23), RedFtn-EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(34)
Level 24: Tactics GSFC-Build%(A), GSFC-ToHit/Rchg(25), GSFC-ToHit(25), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(37)
Level 26: Regeneration Aura RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Shout Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
Level 30: Amplify AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-Rchg(46)
Level 32: Adrenalin Boost RechRdx-I(A), RechRdx-I(33), Efficacy-EndMod(33), Efficacy-EndMod/Rchg(33)
Level 35: Screech Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(43)
Level 38: Siren's Song FtnHyp-Plct%(A), FtnHyp-Sleep(39), FtnHyp-Acc/Sleep/Rchg(39), FtnHyp-Acc/Rchg(39), FtnHyp-Sleep/Rchg(40)
Level 41: Conserve Power RechRdx-I(A), RechRdx-I(46)
Level 44: Temp Invulnerability S'fstPrt-ResDam/Def+(A)
Level 47: Total Focus Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Vengeance LkGmblr-Rchg+(A)
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Set Bonus Totals:
11.5% DamageBuff
26.8% Defense(Ranged)
6.75% Max End
24% Enhancement(Accuracy)
75% Enhancement(RechargeTime)
Knockback (Mag -4)
Knockup (Mag -4)
9% (0.15 End/sec) Recovery
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Truth, you do not need set IO's at all much less purple sets. In a team setting specifically, well slotted with common IO's or even SO's, you will in vast majority of cases be more than adequate in keeping the team going even thru relatively hard missions. How and when you choose to use your powers will have a far greater impact. Sets and set bonuses will have a greater impact on your solo ability but even then it will depend on your tolerance for downtime and desire to solo at high(er) difficulties as to how necessary they are. The OP's build, however, and question, isn't about adequate or necessary. I see a build with Purples and Panacea sets and get asked about tweaks, well necessary or even more than adequate are no longer in the design picture, we've entered the realm of waaaay more than adequate with a fair share of dreaming tossed in.
@Biospark, the 7.5% recharge bonuses you are looking at in Mids are likely 2 differing sets of 3. The game works off not the %'s but the name of the bonus where the rule of 5 is concerned. LotG are a bit oddball in that they aren't "tiny, moderate, large, huge, ultimate etc." bonuses but have their own unique name and so tend to stack with other 7.5% recharge bonuses like the ones in Panacea or Kinetic Crash. Don't have any Panacea to confirm this is why Mids displays it so but suspect it to be the case.
This here is an Empathy/Sonic Defender build I'm planning on running with. I realize it is currently uber expensive, and that's fine. It gives me something to build towards. The toon should be able to solo decently well but will excel in Duos and Small teams. I also like the build's ability to exemp well without losing bonuses.
If there are any other ways I might be able to tweak even more performance, please let me know. I do realize I can slot another 3% defense but I don't think it's worth the 2 billion influence in the case of this build.
Thanks in advance.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(3), Panac-Heal/Rchg(3), Panac-Heal/EndRedux/Rchg(5), Panac-Heal(5)
Level 1: Shriek -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(11), Apoc-Dam%(11)
Level 2: Scream -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Dmg/Rchg(15), Decim-Acc/Dmg(15)
Level 4: Howl -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Clear Mind -- Range-I(A)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(19)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/Rchg(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25)
Level 16: Tactics -- ToHit-I(A)
Level 18: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(46)
Level 20: Assault -- EndRdx-I(A)
Level 22: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 24: Boxing -- Empty(A)
Level 26: Regeneration Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(27), Panac-Heal/Rchg(27), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31), RechRdx-I(33)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(29), ResDam-I(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(34)
Level 35: Screech -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 38: Heal Other -- Panac-Heal(A), Panac-Heal/EndRedux(39), Panac-EndRdx/Rchg(39), Panac-Heal/Rchg(39), Panac-Heal/EndRedux/Rchg(40)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
Level 44: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45)
Level 47: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(48), Armgdn-Acc/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dmg/Rchg(50)
Level 49: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(50), Efficacy-EndMod/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance