Softcap Rng -Pros and Cons - Empathy


Biospark

 

Posted

Hello Folks,
I am really tired of status effects !
So let me hear the pros and cons of this build.
Keep in mind that I will not be running Tough (Its a Steadfast IO placeholder).
and I am also aware of the major dependance on Powersink during long battles.

Edited: This build doesnt show it, but I noticed the lack of KB protection and put in the one from BotZ on CJ and SJ (Giving 8 KB prot, with a loss of movement speed).


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: Electrical Blast
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal:50(46)
Level 1: Charged Bolts -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(48)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal:50(46)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A)
Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21), LkGmblr-Rchg+:50(39)
Level 10: Short Circuit -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(11), Erad-Dmg:30(11), Erad-Dmg/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(15), Erad-Acc/Dmg/EndRdx/Rchg:30(25)
Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), LkGmblr-Def/Rchg:50(13), AdjTgt-ToHit:50(21)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31)
Level 16: Clear Mind -- Range-I:50(A)
Level 18: Recovery Aura -- P'Shift-EndMod/Rchg:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-EndRdx/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(37), RedFtn-EndRdx:50(39)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(34), Dct'dW-Rchg:50(46)
Level 28: Tesla Cage -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:30(29), Lock-Rchg/Hold:30(29), Lock-EndRdx/Rchg/Hold:30(31), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(40)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 32: Adrenalin Boost -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(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)
Level 38: Resurrect -- RechRdx-I:50(A)
Level 41: Electric Fence -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 44: Charged Armor -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45)
Level 47: Power Sink -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(48), P'Shift-EndMod/Acc:50(48)
Level 49: Shocking Bolt -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(50), BasGaze-Rchg/Hold:30(50), BasGaze-EndRdx/Rchg/Hold:30(50)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Vigilance



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

 

Posted

The looks pretty good to me. You could take the Adj. Targeting in Fort and make it a To-hit/Rech or just use a Rech common IO.

You could slide the Triple LotG out of Weave (you only lose 0.2% defense and stay range capped) and into Adrenalin Boost as the Miracle End/Rech (which is pretty cheap) to get some more HPs (or into Ball Lightning to get more recharge).

There are a fair number of mez effects that are not typed Ranged, so this will help, but not eliminate mezzing.


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

Thanks Strato

Yeah, on mob types that have non-ranged effects (Arachnos iirc), I have multiple holds and Electric Fence. I believe this team oriented build will work for staying back at range and just running in to use SC/PS when necessary.


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

 

Posted

Hi Biospark,

Here's how I see it for pros and cons.

Pros: Capped range defense. Well enhanced HA, HO, and Regen Aura. Overall very solid personal damage mitigation via defenses and resistances.

Cons: Adrenaline Boost under +1000% endmod (would need to stack RA and AB to counter nuke -recovery crash). No +perception, can be effectively blinded. To hit debuffs could prove annoying, no power (or enhancement) providing resistance to debuffs or providing +to hit for oneself. No Thunderous Blast. No Voltaic Sentinel.

I added the last two as Cons because while they really boil down to personal preference and playstyle their lack fails to use a strength that already exists in the build/set. Recovery post Thunderous Blast is made even easier by the presence of Power Sink while not having Voltaic Sentinel fails to take advantage of having one of only 2 defender secondary's to have a pet.

What might I do ...

Drop Resurrect, a nice power to have but, take Tactics instead. Cut Maneuvers to 3 slots, move 2 to Tactics (for 3 total >> To hit, To Hit/Endred, To Hit/Endred/Rech), move the other into AB. Move one slot from Weave to AB, slot AB with Heal/Rech and Heal/Endred/Rech from both Miracle and Numina's. In the 5th slot of AB use an Endmod/Rech. Slot Maneuvers with the same LotG as in Weave. Now we have to get back the +ranged defense lost as a set bonus in Maneuvers. Swap the order of Power Sink and Shocking Bolt. Move one slot out of Power Sink and one (effectively by juggling slots around) from Fortitude and into Shocking Bolt, add full set of Lockdown. Slot Power Sink with 2 Endmod/Rech IO's. Look at lack of Thunderous Blast and Voltaic Sentinel and wonder if they'd make a difference or not.


 

Posted

I'm building up my Emp/Sonic with a similar goal in mind, though I'm only going to be able to achieve a little over 40% ranged defense. I've had good results with my Fire/Fire blaster doing this kind of build. He doesn't get mezzed nearly as often, and he doesn't seem nearly so squishy as he was before.


 

Posted

Thanks everyone for the replies.

I will have to give this a try and see how it works.
The good thing is that Thunderstrike, Doctored Wounds and Red Fortune are all very affordable. I already have all three DW sets anyway, so Free is Good

To Doomguide. I have kept the leadership pool in the back of my mind for quite awhile now. And many folks seem to swear by it. For me the biggest drawback on this build seems to be the Endurance cost when RA is down. Even with Powersink, I could easily drain my bar. As far as the Pet and Thunderous Blast, I can see your point, I just would like a nice solid support build that keeps me alive AND my team. I will contribute damage (as much as I can), but I dont feel too much pressure to have these powers. Time will tell though.

Psyonico, I have been Sooooo tempted to be a flyer and solve the melee issue that way. In truth, my blasters always take flying for just that reason. However, Biospark has always been (in my mind) a concept character with Superspeed. Just imagine seeing me run by at full tilt with sparks flying off my feet and thats how I want to see him. Besides, I have done the flying thing for defense and I am stubbornly wanting to make a melee range squishy. Its so much easier getting in SC position and I dont want all my Heroes to be flyers, hehe
Edited: Oh Darn! I just realized this build doesnt have SS

Tabik, I happened to be looking at a thread on a Fire blaster going for ranged softcap.
It was an interesting read thru. Does your blaster also Hover, or do you stay grounded for better AoE positioning ?
On a related note, Would shooting for 30%+ s/l and 30%+ ranged offer more survivability than softcap range and having s/l resistance from a toggle ? I am not saying I could get both over 30%, but I have a build somewhere on my drive that was darn close to 30% in every position.


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

 

Posted

Quote:
Originally Posted by Biospark View Post
Tabik, I happened to be looking at a thread on a Fire blaster going for ranged softcap.
It was an interesting read thru. Does your blaster also Hover, or do you stay grounded for better AoE positioning ?
On a related note, Would shooting for 30%+ s/l and 30%+ ranged offer more survivability than softcap range and having s/l resistance from a toggle ? I am not saying I could get both over 30%, but I have a build somewhere on my drive that was darn close to 30% in every position.

Nope, he's a jumper. I haven't had a hovering blaster since I started playing the game. Most of my characters, regardless of AT, are also jumpers. Not really any particular tactical reason for it, that's just my play-style.
The second part of your question I'm not really sure about. Most of what I've read says that soft-capping a positional is better than having lower values in more than one, and quite honestly it would depend greatly on how you play. If you actively seek to keep enemies at range like my blaster, than the S/L defense wouldn't really come into play all that much I would think.

By the way, what was the thread about fire blasters you were reading through? I'd like to give it a look-see.


 

Posted

Capping the positional plus the S/L/(other) resists is, I strongly suspect, going to be more survivable than 30% defenses to ranged and 30% defenses in S/L. The trickiest part of high ranged defense is ensuring your foes are in fact at range. Hence Psyonico's suggestion to go with Hover/Fly and why my solo build on Tryth (my Emp/Sonic) uses Hover even though her team build is Hasten/SS. The majority of attacks tossed your way that the S/L defense would apply to so would the Ranged providing you can stay at range. The typical exceptions are some Mind and Illusion mez attacks** which are only typed (psionic) with no position ... which in light of your OP makes an argument for looking to increase your Psionic defense rather than S/L, if anything.

**Rikti, Carnies, Arachnos (Forts) I believe would be some examples of foes using non-positional attacks typed Psionic only


 

Posted

Quote:
Originally Posted by Tabik View Post
Nope, he's a jumper. I haven't had a hovering blaster since I started playing the game. Most of my characters, regardless of AT, are also jumpers. Not really any particular tactical reason for it, that's just my play-style.
The second part of your question I'm not really sure about. Most of what I've read says that soft-capping a positional is better than having lower values in more than one, and quite honestly it would depend greatly on how you play. If you actively seek to keep enemies at range like my blaster, than the S/L defense wouldn't really come into play all that much I would think.

By the way, what was the thread about fire blasters you were reading through? I'd like to give it a look-see.
Actually, I used the search function, so not even sure how old the thread was.
I think it was called "Positional vs S/L Def"

http://boards.cityofheroes.com/showthread.php?t=187031


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

 

Posted

I would go Hover/Fly

Then I would be tempted to steal 2-3 slots from somewhere so I can: BotZ,BotZ,BotZ,D/E,D and BotZ,BotZ,BotZ gaining ~6.9 AoE. I'm fond of the ~30% defense number. I'm even more fond of the 33% + number, but then I'd have to likely swap some Range for AoE. I wouldn't be adverse to that however, Knowing that even 1 small purple would still over-cap my defenses.

Click this DataLink to open the build!


 

Posted

Quote:
I would go Hover/Fly

Then I would be tempted to steal 2-3 slots from somewhere so I can: BotZ,BotZ,BotZ,D/E,D and BotZ,BotZ,BotZ gaining ~6.9 AoE. I'm fond of the ~30% defense number. I'm even more fond of the 33% + number, but then I'd have to likely swap some Range for AoE. I wouldn't be adverse to that however, Knowing that even 1 small purple would still over-cap my defenses.
Something more like this ?
How would you change this ?
Loss of Hasten hurts, but its 70% constant recharge.

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: Electrical Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(34), Dct'dW-Heal:50(40)
Level 1: Charged Bolts -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(43)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(43)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal:50(34), Dct'dW-Heal/EndRdx/Rchg:50(40)
Level 6: Swift -- Flight-I:50(A)
Level 8: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(9), Zephyr-Travel:50(9), Zephyr-Travel/EndRdx:50(43)
Level 10: Short Circuit -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(11), P'Shift-EndMod/Rchg:50(11), Erad-Dmg/Rchg:30(29), Erad-Dmg:30(36), Erad-Acc/Dmg/Rchg:30(37)
Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), AdjTgt-ToHit/Rchg:50(13)
Level 14: Fly -- Zephyr-ResKB:50(A), Zephyr-Travel:50(39), Zephyr-Travel/EndRdx:50(48)
Level 16: Health -- Numna-Heal:30(A), Numna-Regen/Rcvry+:50(31), Mrcl-Rcvry+:40(33)
Level 18: Recovery Aura -- P'Shift-EndMod/Rchg:50(A), Efficacy-EndMod/Rchg:50(19), RechRdx-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), Zephyr-ResKB:50(23), Zephyr-Travel/EndRdx:50(37)
Level 24: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(25), Ragnrk-Acc/Dmg/Rchg:50(25), Ragnrk-Acc/Rchg:50(29), Ragnrk-Dmg/EndRdx:50(46)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Rchg:50(40)
Level 28: Tesla Cage -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(31), BasGaze-Rchg/Hold:30(31), BasGaze-EndRdx/Rchg/Hold:30(34)
Level 30: Clear Mind -- Range-I:50(A)
Level 32: Adrenalin Boost -- Efficacy-EndMod/Rchg:50(A), Numna-Heal/Rchg:40(33), RechRdx-I:50(33)
Level 35: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
Level 38: Resurrect -- RechRdx-I:50(A)
Level 41: Electric Fence -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(42), Thundr-Dmg/EndRdx/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(46)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45), ImpArm-ResDam:40(46)
Level 47: Power Sink -- P'Shift-EndMod/Rchg:50(A), Efficacy-EndMod/Rchg:50(48), RechRdx-I:50(48)
Level 49: Shocking Bolt -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(50), BasGaze-Rchg/Hold:30(50), BasGaze-EndRdx/Rchg/Hold:30(50)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Vigilance



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

 

Posted

Ok, Having tried this build out for a while (Man, I need to avoid respecs),

I have to say that it works decent enough, but as StratoNexus has pointed out, I will not be free of Break free dependancy anytime soon. Also, the lack of decent recovery when RA is not up is very noticeable. I find that playing at range is also quite counter to the spirit of Electric Blasts, UNLESS I drop the whole endurance drain idea and just go for a traditional Hover-blast route. At that point, I would STILL need to get close to hit a Powersink (or Dark Consumption).

SO, I would like to run a little Poll.
I have two new builds which are not using Flying, but are more generic positional defenses.
Both Use electric mastery to take advantage of Electric Fence (Which really keeps nasty melee mobs at bay.

Which of these would be better for a ground-pounding Empath

Option ONE: Has 20-22% Defense to Psi,Ranged,Melee and AoE, as well as Hasten, Superspeed+Celerity

Option TWO: Has 30-32% Defense to Psi,Ranged,Melee and AoE, but does not have Hasten or Superspeed+Celerity.

BOTH Options have : Maneuvers, Tactics (6-slotted with Gaussians), Stamina and 60+% Global recharge, Combat Jumping, SJ and KB IOs, No Acrobatics.

I would post the builds, but I am very intersted in opinions on which build is better based on the specifics above. Also, my playstyle is more support first, blast second on teams, but solo I want to fight more mobs, rather than higher level ones. So figure my solo work will be +1/x4 at most. Solo, I have had decent luck with raising the level, or the number of mobs, but not both.

Thanks in advance for any responses


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

 

Posted

Hmmm, overall I suspect the difference, my gut feeling, is there's a very marginal survivability improvement with the second build. Particularly without knowing what the rest of the build(s) look like and assuming both Auras are up etc..

That said the first build has one large edge that is much less so in team play (for improving your survival mob to mob). Stealth. Knowing where the problematic foes are located and being able to get to a position to alpha them is a very beneficial when solo pretty much regardless of the rest of the build. The higher defenses of the second build only matter once engaged and even then I suspect a whole mess of stuff makes a larger difference in survival such as having auras up/available (Regen more so than Recovery especially if you have stamina), break frees onhand, accolades, etc., than the 8% or so defense (at these amounts) will make.


 

Posted

Thanks Doomguide

Exactly the kind of feedback I am looking for !


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

 

Posted

Option one, Hasten alone will provide more survivability than the extra defense of option two.

With Hasten (always click right after you activate RA) and Power Sink, you should be able to comfortably skip Stamina, (although you don't have to, you just could).


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

Think in many ways Strato and I are saying the same thing. I'm assuming Hasten will be used to keep the Auras firing as fast as possible and that one would choose to avoid initiating combat when the auras are down. Certainly I'd be proceeding much more carefully even with Stamina and plenty of end available when the auras were down.

So yes in that sense I agree Hasten in the first build offers more survivability than the slight increase in defense present in the second build by having those Auras up more frequently.

Reyna was (is) always very melee oriented as an Empath whether teamed or solo. Irradiate and Oppressive Gloom ensured she was looking to get in the middle of the spawn. What she could handle solo on the then unyielding setting very heavily depended first on having the Auras up and second her mezzing with Cosmic Burst and OG (And pre OG on a combo of Cosmic Burst and Air Superiority). +Defense never really entered the picture. (or rather when it did it was via inspires)

For Biospark I suspect the parallels would be Auras, Holds and End Drain

For both of your builds they are essentially 2 small lucks away from soft capped defense. Even at the soft cap ... well there are a ton of -def attacks out there, which makes going beyond the soft cap even more ideal to avoid a cascade failure. Cascade failure puts one right back at "I sure hope my auras are either ready to go or running". I have a sense of impending irony that 3 lucks = over-capped debuff resistant defense to avoid mez or = 1 break free when combined.


 

Posted

Thanks Strato !

Thats two votes for Option One.

The more I look at the two builds, the first one does look alot better in every way.
The second build sacrifices alot of Empath-related things by over-slotting other powers, like Boxing.


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