Should My Empath Take Vengeance?


Biospark

 

Posted

I'm currently working on an Empathy/RadBlast whose ability to do damage is hilariously pathetic, even by Emp Defender standards--I have Neutrino, Irradiate, and Cosmic Burst, and that's all I was ever planning to take for attacks, and my slotting is weak on CB because I used a Stun set. There are times, however, that I'd like another attack or two, so I'm thinking of dropping Vengeance from my planned build (it's level 49 and I'm only 34 right now).

I have absolutely no experience with actually using Veng, though.

So: should my very buff-heavy Empath drop Vengeance?


Tentative Build:
Click this DataLink to open the build!


 

Posted

Doooo eeeeet!


 

Posted

Quote:
Originally Posted by Teeth View Post
So: should my very buff-heavy Empath drop Vengeance?
I'd go for Tactics over Vengeance. The Confusion, Fear protection and +Per buffs can be very nice, and you benefit from them yourself.

Letting someone die to get the Vengeance buffs just seems like an exploit, and if you're worth your salt as an Empath you shouldn't be letting people die accidentally.


 

Posted

To answer your question, it really comes down to your personal choice.
Vengeance could be very useful to you considering you also have rez and the self-rez from dark mastery.

But since you posted your build, there are many other things that could be looked into.

First thing I noticed was taking concealment pool. Although I imagine how this is being used, I chose Speed pool instead. Hasten and Superspeed +celerity IO fills the need for Invisibility AND grants alot of built in recharge.

Second thing I noticed was the slotting on Cosmic Burst. I would slot this up more as an attack. Stacking the stun from this and Oppressive Gloom would be really nice, but some extra damage as well would be good too.

Finally I noticed you slotted several powers quite differently than I would have done.
This is just an observation of course, but is this due to IO cost ?
Also, what are the set bonuses you are most interested in besides recharge ?

You could make some interesting changes to this build and greatly increase your damage potential. Soul Drain in place of Soul Transfer. Grab Electron Haze (Cone iirc) and slot it up some. Switch Tactics in place of Vengeance. But then you still need another sacrifice power.


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

 

Posted

Something more like this ? Loss of Dark Consumption would be noticeable, but with the nice Dmg/Acc boost of Soul Drain, you might find the AoE output to be quite nice.


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: Radiation Blast
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal:50(40)
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg:50(A), Dev'n-Acc/Dmg:50(5), ShldBrk-%Dam:30(9), LdyGrey-%Dam:50(11), Achilles-ResDeb%:20(39), Dmg-I:50(43)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Heal:50(40)
Level 4: Irradiate -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dmg/Rchg:50(9), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(39), Sciroc-Dam%:50(46)
Level 6: Swift -- Run-I:50(A)
Level 8: Clear Mind -- Range-I:50(A)
Level 10: Recall Friend -- Zephyr-ResKB:50(A), Zephyr-Travel:50(11)
Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), LkGmblr-Def/Rchg:50(13)
Level 14: Teleport -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15), EndRdx-I:50(39)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(17), Numna-Heal:50(46)
Level 18: Recovery Aura -- Efficacy-EndMod/Rchg:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Electron Haze -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(23), Posi-Dmg/Rchg:50(23), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(37)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
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(31), Dct'dW-Rchg:50(31)
Level 28: Cosmic Burst -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(29), Thundr-Dmg/Rchg:40(29), Thundr-Acc/Dmg/Rchg:40(33), Thundr-Acc/Dmg/EndRdx:40(34), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(42)
Level 32: Adrenalin Boost -- Efficacy-EndMod/Rchg:50(A), Dct'dW-Heal/Rchg:50(33), RechRdx-I:50(33)
Level 35: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
Level 38: Resurrect -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-KB%:50(43), Stpfy-Stun/Rng:50(48)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(45), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45)
Level 47: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(48), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Dmg/Rchg:50(50), Oblit-Acc/Dmg/EndRdx/Rchg:50(50), Oblit-%Dam:50(50)
Level 49: Super Speed -- Clrty-Stlth:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance



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

 

Posted

Many IO choices are, indeed, due to cost. This toon is not my primary money sink.

Concealment is being used as much for the small defense bonus to allies as for personal sneakiness, though you may have a point with the SS thing, especially if I keep full Teleport in the build (as it already has its +Stealth). That said, for sacrifice powers, Teleport is an option now that Ninja Run is out. ( <3<3<3 Ninja Run.)

I'm still on the fence about Cosmic Burst, but even with more Damage slotting I'd be lacking in my attack chain.

My experience with Tactics is that it's not usually worth it; I already grant some Perception and Accuracy, I debuff Defense fairly well when I want to, and most people are slotted to be able to hit on their own anyway.

People do die, especially when I'm held, the only support character on a large team, and/or part of an incompetent pick-up group, but you're right that I can usually just keep them alive. That's why I'm on the fence about the power.

Soul Transfer is not optional in the build; I really like Self-Rez powers, even when I don't use them much. It's a matter of preference.


 

Posted

To be Honest with you,

I can see the nice benefit that Vengeance would give on those ocassions when someone dies, but I have a personal aversion to anything that is based on a situation that, hopefully is avoided. Usually, Death is a rarity on my teams, so I have even opted to drop Rez from my build in order to take another power which I will use the heck out of more often.


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

 

Posted

Quote:
Originally Posted by Teeth View Post
Many IO choices are, indeed, due to cost. This toon is not my primary money sink.
Was kinda thinking you were trying for inexpensive.

Quote:
Concealment is being used as much for the small defense bonus to allies as for personal sneakiness, though you may have a point with the SS thing, especially if I keep full Teleport in the build (as it already has its +Stealth). That said, for sacrifice powers, Teleport is an option now that Ninja Run is out. ( <3<3<3 Ninja Run.)
Doesnt that defense boost suppress in combat (re: grant Invis) ?

Quote:
I'm still on the fence about Cosmic Burst, but even with more Damage slotting I'd be lacking in my attack chain.
With how fast NB recharges, NB+CB could be a chain all by itself I would wager, especially with more recharge in the build. Also, by adding Electron Haze and Soul Drain, you would have 3 AoEs to pop off. I have used Sould Drain and had it down to around 12 sec downtime between uses. Very nice way to get some extra damage.

Quote:
My experience with Tactics is that it's not usually worth it; I already grant some Perception and Accuracy, I debuff Defense fairly well when I want to, and most people are slotted to be able to hit on their own anyway.
You could trade Tactics for the self rez or Assault and have some more slots to spread around.


Quote:
Soul Transfer is not optional in the build; I really like Self-Rez powers, even when I don't use them much. It's a matter of preference.
I can hear ya. One of my main partners is a Dark/Dark scrapper and he loves the self-rez.
My current experiment is a Fire/Fire Tanker and I was planning on taking the self rez too, cause it just sounds cool.


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

 

Posted

Quote:
Originally Posted by Biospark View Post
Doesnt that defense boost suppress in combat (re: grant Invis) ?
Hmmm, that would make me drop it, but I can't find anything conclusive on the subject. :-/


 

Posted

Quote:
Originally Posted by Biospark View Post
To be Honest with you,

I can see the nice benefit that Vengeance would give on those ocassions when someone dies, but I have a personal aversion to anything that is based on a situation that, hopefully is avoided. Usually, Death is a rarity on my teams, so I have even opted to drop Rez from my build in order to take another power which I will use the heck out of more often.

I agree with this. I considered taking Vengeance on my Emp/Sonic's Teaming build, but ultimately decided against it for this reason mostly. Also, like Biospark, my Emp didn't have Rez either, though I've now taken it later in her build (48 currently.)
Looking over your build, I don't necessarily agree with a lot of your power choices and slotting, but that's your choice, as is taking Vengeance. While I personally find its use highly situational, it's very handy to have in those situations.


 

Posted

I have 2 builds, 1 build for teams that barely need my buffs and one build for teams that could do with more than one defender or maybe more than three.


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.

 

Posted

I'd go for it and get Vengeance unless your build is so tight that you can't possibly fit it in without losing something great. It's good for stopping an impending wipe after the first person drops.


 

Posted

I find the use of vengeance depends on how much you like to join pick up groups. On a typical average PuG, there is almost always one crazy player who manages to somehow get themselves killed no matter what you do. I love PuG's, so I love having vengeance. I even get it on my scrapper builds sometimes.


 

Posted

Stealth suppresses when you attack, are hit or click on a glowie. At that point its +defense is halved.

Slot Cosmic Burst to hurt stuff ... almost any recharge and/or stun enhancement will cause it to self stack the stun mag on a target. (Base duration is only slightly less than base recharge+animation time)

Most of my defenders take Leadership, the ones with Leadership are almost always looking to fit in Vengeance. But it may or may not be a good idea depending on what else is already in (or not in) your build.


 

Posted

it's a tough call, on one side, your build is pathetic (no offense) and so there's very little that one extra attack can make, and quite frankly, I still squeal with joy every time someone gets low on health when I have veng.

on the other hand, you've got so much potential with Rad Blast... so much AoE goodness.

Here's what I would suggest,

1. drop Invisibility (since you can't do anything to your teammates or to enemies while it's up)

2. drop Soul Transfer (Do you actually die with an attack chain that mostly consists of Neutrino bolt on auto?)
3. pick up Electron Haze and Neutron Bomb

4. take slots from Recall, Resurrect, and Teleport to fill in what you replace with Invis

5. Slot Cosmic Burst for damage, or, even better, frankenslot it with Acc/end/rechs and 3 Dam/Mez Hamis

6. Profit

making minimal changes to the build, it looks like this

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

Click this DataLink to open the build!

Redress: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Dev'n-Acc/Dmg(5), Dmg-I(15), LdyGrey-%Dam(17), ShldBrk-%Dam(21), Achilles-ResDeb%(36)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11)
Level 4: Irradiate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37), LdyGrey-%Dam(37)
Level 6: Resurrect -- RechRdx-I(A)
Level 8: Clear Mind -- RechRdx-I(A)
Level 10: Recall Friend -- Winter-ResSlow(A)
Level 12: Fortitude -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def(13), Krma-ResKB(17), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25)
Level 14: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(15), TSM'n-Stlth(40)
Level 16: Hurdle -- Jump-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Grant Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def(50)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(36)
Level 28: Cosmic Burst -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(29), Stpfy-EndRdx/Stun(29), Stpfy-Stun/Rng(31), Stpfy-KB%(31), Dmg-I(34)
Level 30: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(50)
Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(34), EndMod-I(43)
Level 35: Assault -- EndRdx-I(A)
Level 38: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(46)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(42), Stpfy-Acc/EndRdx(43), RzDz-Immob%(46)
Level 44: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(45), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45), GftotA-Run+(46)
Level 47: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48), Aegis-EndRdx/Rchg(48), Aegis-Psi/Status(50)
Level 49: Vengeance -- RedFtn-Def/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance



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though personally, I'd change it more drastically putting things like leadership way before grant invisibility and probably ditching stamina, and absolutely picking up hasten.


No

Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo

I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

Psyonico: I usually die by being too aggressive with Irradiate. It's a rare event, but I get bored from time to time when my team is well-buffed, so I don't always play intelligently. (Also, since it has been a while since I played this character, I sometimes forget that I'm the only person visible on the team, which leads to some issues with me pulling entire spawns that were meant for full teams. That would have corrected itself by the time I got Soul Transfer, of course.)

Anyway, based on feedback (and experience), I've made changes.

Click this DataLink to open the build!


 

Posted

I have veng on nearly all my defenders. (All my MM's too.) Anyone i take leadership with, i eventually get veng.

Look. Death happens. Veng, 9 times out of 10, will prevent MORE death from following. And powerboosted veng is a freaking tide turner.

Just don't let teammates die on purporse... that's the dark side of veng. That little voice in the back of your head..."let that idiot scrapper die... he's always running ahead... this will teach him, AND we'll get veng out of it...) Resist that thought...

Or not. It's up to you. LOL (I've NEVER done that before... REALLY.... honest... you belive me right? )


@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...

 

Posted

Thats a good revamp from your original build Teeth.
More recharge and I like the endurance usage ratio.
Your attacks have alot more punch, so I think you will notice the difference.

Also, you can add the Celerity +stealth IO into SS to get that Invisibility you would like.
Thats how I plan on getting it (just 115 more merits hehe).

Good luck


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

 

Posted

Yep much more solid build. I'd probable move the second slot in Resurrect to 3 slot Hasten or somewhere else anyway (AB comes to mind to push the +recovery higher by slotting an Endmod IO of some sort, I like an Endmod/Rech IO from one of the sets).

Ideally I'd 3 slot Hasten and 6 slot to AB. I really like my AB to have over +1000% to end recovery as at that point my target generally has only a moment of toggle drop then immediately starts recovering end post Nuke (and if lucky one or more toggles won't drop at all). Maneuvers would be a likely candidate for that slot, as it's well into the red vs ED for +def.


 

Posted

Quote:
Originally Posted by KingSnake View Post
Look. Death happens...
True, but most deaths on my teams are either due to 1) my death or 2) splitting the party. In most cases involving my Empath, the first death does not have a domino effect.


Quote:
"let that idiot scrapper die... he's always running ahead... this will teach him, AND we'll get veng out of it...)"
And I'll get unlimited endurance and credit towards my group's auto-doc!
This isn't a very good example, though. Scrappers just die, Awaken before they hit the ground, chug some skittles, and finish off the spawn, all before the rest of the group comes back from bio breaks.


Biospark: Look again, the +Stealth is in Sprint.

Doomguide: I see what you mean about AB and Maneuvers. I may move the slot in Rez to AB or Hasten; however, I like to slot up Rez for things like mothership raids, so it's not likely. (I'm also unlikely to spend the Inf to make a whole second build on this character.)


 

Posted

Quote:
Originally Posted by Teeth View Post
True, but most deaths on my teams are either due to 1) my death or 2) splitting the party. In most cases involving my Empath, the first death does not have a domino effect.



And I'll get unlimited endurance and credit towards my group's auto-doc!
This isn't a very good example, though. Scrappers just die, Awaken before they hit the ground, chug some skittles, and finish off the spawn, all before the rest of the group comes back from bio breaks.


Biospark: Look again, the +Stealth is in Sprint.

Doomguide: I see what you mean about AB and Maneuvers. I may move the slot in Rez to AB or Hasten; however, I like to slot up Rez for things like mothership raids, so it's not likely. (I'm also unlikely to spend the Inf to make a whole second build on this character.)

Twas a joke, more then example. I also find the fact you want a fast recharging rez.... for mothership raids... (which isn't a bad idea i suppose) but you don't see the value of having veng in that same situation...

*shrug*

GL to yah!


@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...

 

Posted

Quote:
Originally Posted by KingSnake View Post
Twas a joke, more then example.
Yeah, I know, a real Scrapper will probably just solo the spawn unsupported. ~_^

More seriously, my Fort-buff priority goes 1) Nova-forming Khelds, 2) Blasters, 3) extra-insane Scrappers. So, actually, the craziest Scrapper has a good chance of making it through the fight.


Quote:
I also find the fact you want a fast recharging rez.... for mothership raids... (which isn't a bad idea i suppose) but you don't see the value of having veng in that same situation.
I thought of that, but a surplus slot is more convenient to my new build than a surplus power, if I decide I want a better attack chain.


 

Posted

Sooner or later people will plant. Then its awesome to have power to make others benefit.
I always fit in fallout on rads instead of mutation.


 

Posted

Any team worth it's salt won't have enought deaths to warrant the power, but I like veng for the simple fact that I can drop a LoTG 7.5 in it. Nice global recharge bonus for a power pick.


@MARTy McFly

 

Posted

I like having Veng on my Emp. Because like it was mentioned before I join a lot of PuGs. Especially PuG ITFs and STFs. Sometimes on a bad PuG (Power Boosted) Vengeance is the only thing that would enable a really bad PuG to turn the tide into their favor. I have mine slotted with three Membrane Exposure HOs (ToHitBuff and Defence Buff [and recharge, but that's useless in Veng]) for maximum efficiency. When the Group is too poor to handle Rom properly, or end up pulling all four AVs in the STF and the team can't handle them, Veng will really be the boost the team needs for a good breather and start kicking stuff around. It also gives me a good amount of time to refresh my buffs on the people on who need them (especially the CMs on the Tank while Ghost Widow is alive). So yeah, on a good team Vengeance is rarely used (and if someone DOES die, it usually means the team is in a real pinch, in which case it can save from a team wipe). But on PuGs it has its uses more frequently.