Emp Q: Absorb pain vs. Heal Other


Adeon Hawkwood

 

Posted

Is it better to just dump AP for HO slotted for recharge?


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

Quote:
Originally Posted by mintmiki View Post
Is it better to just dump AP for HO slotted for recharge?
Not better per se though it is certainly doable. There are times when you can/will/should use both. STF when you are supporting the tank before the red tower is down comes to mind as one example.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Not better per se though it is certainly doable. There are times when you can/will/should use both. STF when you are supporting the tank before the red tower is down comes to mind as one example.
Yep, thats the specific fight my Emp friend took and slotted AP for. And really, unless its those particularly hard end game scenarios, with a decent build and decent player you only really NEED about 2/3 of your powerset, its when crunch time comes that it matters what the last few powers you pick are. Thats when Vengeance finishes the TF and Group Fly because its amusing means you wasted a couple hours.


 

Posted

Full disclosure: I personally haven't leveled an empath to 50, so take my advice with a grain of salt.

I have, however, helped a friend level his empath / archery to 50, and helped him with SO slotting back when he was playing, so I do know a little about the class and how to play it.

Absorb Pain is a painful power to use. If you're not careful you can kill yourself with the power... not just by literally removing your own hp points, but by ruining your ability to heal yourself and getting attacked.

However, it's very useful. Unslotted on a defender you'll be healing around 670 hp. Slot it up with just SO's and you'll be topping 1300. Pick up some Healing IO's like Miracle, Doctored Wounds, or Numina, and with the healing boosts, I've seen some empath defenders clock 1500+ heals. To put this in perspective, my Spines / Fire scrapper, at 50, has an HP of 1383. Just on SO's alone a single Absorb Pain can pretty much take me from zip to full.

Heal Other, at 50 on an Empath, has a base of just 262. Even if you cap that, you'll be doing maybe 524. If you max your recharge, you'll be doing one heal other about once every 2 seconds.

The activation time is 2.27 seconds. So you actually are hard-capped there on just how fast Heal Other can recharge.

So, lets do the math.

If you maximize the recharge into ED on Absorb Pain you can be pushing a recharge time of 7.5 seconds. Every 7.5 seconds you can heal for 1400+ hp.

7.5 / 2.27 = 3.3

For simplicity, we'll just say you can do 3 heal others for every one absorb pain.

524 * 3 is 1572.

So, staying in the realm of ED and SO's with an emphasis on recharge boosts to get our maximum numbers, Heal Other and Aborb Pain actually offer about the same level of healing.

***

However, how they deliver that healing is dramatically different.

If you're laying on Heal Other... you really don't have much time to do anything else. You won't have time to deliver Clear Mind. You won't have time to deliver Fort or AB. You'll be hamstrung on just one power if that's what you depend on for ally heals.

So, from what I found playing as a tank and a blaster to my friends empath defender, I much preferred him having BOTH powers.


 

Posted

Quote:
Originally Posted by mintmiki View Post
Is it better to just dump AP for HO slotted for recharge?

I dont have AP. I used it long long ago on my first Empaths and I really dont like it.
That being said, I am sure there are situations where I may regret not having it.
But I will take my chances.


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

 

Posted

Quote:
Originally Posted by Scientist View Post
Yep, thats the specific fight my Emp friend took and slotted AP for. And really, unless its those particularly hard end game scenarios, with a decent build and decent player you only really NEED about 2/3 of your powerset, its when crunch time comes that it matters what the last few powers you pick are. Thats when Vengeance finishes the TF and Group Fly because its amusing means you wasted a couple hours.
Actually my bubble fender has Group fly and used it frequently (all of this was before there were jet pack vendors in the shard and folks ran out of flight time from the Raptor they got between level 5 and 10. Now though, group fly is truely useless with the single exception of MoSTFs when your raptor pack won't work) in the STF to allow the team to take out the Arachnos Flier, in both the old and new Hami raids for taking out mitos, in the LGTF for taking out the mitos, and for flying around on the shard TFs prior to having access to recall team if we didn't have anyone with recall friend.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by je_saist View Post
Full disclosure: I personally haven't leveled an empath to 50, so take my advice with a grain of salt.

I have, however, helped a friend level his empath / archery to 50, and helped him with SO slotting back when he was playing, so I do know a little about the class and how to play it.

Absorb Pain is a painful power to use. If you're not careful you can kill yourself with the power... not just by literally removing your own hp points, but by ruining your ability to heal yourself and getting attacked.

However, it's very useful. Unslotted on a defender you'll be healing around 670 hp. Slot it up with just SO's and you'll be topping 1300. Pick up some Healing IO's like Miracle, Doctored Wounds, or Numina, and with the healing boosts, I've seen some empath defenders clock 1500+ heals. To put this in perspective, my Spines / Fire scrapper, at 50, has an HP of 1383. Just on SO's alone a single Absorb Pain can pretty much take me from zip to full.

Heal Other, at 50 on an Empath, has a base of just 262. Even if you cap that, you'll be doing maybe 524. If you max your recharge, you'll be doing one heal other about once every 2 seconds.

The activation time is 2.27 seconds. So you actually are hard-capped there on just how fast Heal Other can recharge.

So, lets do the math.

If you maximize the recharge into ED on Absorb Pain you can be pushing a recharge time of 7.5 seconds. Every 7.5 seconds you can heal for 1400+ hp.

7.5 / 2.27 = 3.3

For simplicity, we'll just say you can do 3 heal others for every one absorb pain.

524 * 3 is 1572.

So, staying in the realm of ED and SO's with an emphasis on recharge boosts to get our maximum numbers, Heal Other and Aborb Pain actually offer about the same level of healing.

***

However, how they deliver that healing is dramatically different.

If you're laying on Heal Other... you really don't have much time to do anything else. You won't have time to deliver Clear Mind. You won't have time to deliver Fort or AB. You'll be hamstrung on just one power if that's what you depend on for ally heals.

So, from what I found playing as a tank and a blaster to my friends empath defender, I much preferred him having BOTH powers.
My Emp/dark/dark uses it on tanks/scrappers that are in trouble. Obviously, if it's the main aggro holder that's happening to, the team is probably on it's way to a wipe. In that situation I'll pop 4 small purples to soft cap my defense and heal my little emp tushie off. The -heal effect only lasts for 20 seconds and the purples last for 60 so I can use AP freely for 40 seconds before I have to worry about it which is usually long enough to turn the tide.

My emp is set up to have AB perma without any outside buffs. I have 5 sets of Doctored Wounds slotted which gives me a 25% boost on the healing delivered by AP (1490 hp per cast) and Heal Other (584 hp per cast). I have HO and AP both 6 slotted. The 6th slot has a level 50 range IO in it. In those situations where I need a big heal NOW that's not a looming team wipe situation I can safely throw in AP from outside the range of mob ranged attacks and still use HO on targets from that same range.

He's one of my first ever 50s but I've used him less and less since set bonuses have been out. He still comes out for the occasional Hami raid or MoSTF but that's about it these days.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Having actually used both of them, it's hard to outright recommend one over the other. Heal Other has a number of things going for it: it doesn't have a 0.5s delay before the healing kicks in, which could make the difference between life and death, and of course it doesn't stop you from healing yourself. But if you are used to turning red health bars full with a press of a button, it will feel very weak. Sometimes you need a massive burst of health to buy time for a teammate on the verge of death to get to safety, and Heal Other doesn't always buy enough time.

Take both, but if you could only take one on a Defender I would probably say Heal Other. It puts you in less danger (and dead Empaths don't heal anything) which leaves you freer to blast and use other mitigation from your primary [edit: secondary].


 

Posted

Take both, use both.

Honestly, calculating heal-per-second doesn't make sense when talking about Empathy. It's a reactive set, you only heal when damage comes in. The healing powers in Empathy serve two purposes: one, to reduce downtime between fights by toppinng up everyone's hp; and two, to patch up any sudden holes in your team's defense. After the first few levels, when people get defense powers, strong debuffs and reliable controls, you should only need to heal when other teammates make mistakes or the enemy gets a lucky hit, resulting in dangerous chunks of hp that are gone. Your role is to bring those chunks back as soon as possible, not to be outhealing all incoming attacks. The Resurrect power follows this logic, too. If a mistake so big happens that a teammate's down, it only takes you a few seconds to undo it.

Empathy's single-target heals are not for supporting, Empathy's heals are for saving people. (Which is something the other defender sets can't do. They all bring strong defense strategies, but if they fail, they're screwed, whereas a heal will always pospone a death.)

Your various heals are there to give you space to react. Sometimes, multiple mistakes will happen at the same time, and that's when you need to have both HO and AP, so you can spread yourself around and save whoever needs saving. In this sense, HO is more useful because it's up more often and can react to more mistakes than AP can, whereas AP can react to one very bad mistake very very well.

That said, yes, AP is indeed nasty because it lets you open to damage. Playing my Pain MM, I found out that the trick to getting around this is to boost your regen as much as possible. This is easy for Pain MMs because they can take both Health and Supress Pain. Empathy gives you Regen Aura, which isn't as reliable. My advice is to learn to use RegA as a self-support power instead of a team buff. Don't cast it together with RA, but keep it instead for when you sense that things might go wrong and you're going to need AP.


 

Posted

If your build is tight, AP is droppable.

It's useful, don't get me wrong. I've pulled some behinds out of some very nasty fires with it. But I really don't use it often at all. and go missions at a time without ever touching it. If you've got fort and AB slotted up for recharge, and know how to place them for mitigation, and are using your RAs when they're up, you should very rarely find yourself in a spot where HO isn't cutting it.


 

Posted

Life without absorb pain is accomplishable with one simple rule: Avoid people who expect Empaths to be good healers. Alot of these people have no idea.

Heals should be supplementary. People need heals because they compromise their position most of the time. If they didn't compromise their position then they wouldn't be in trouble. Those that can't help but be compromised may need buffs and I say may, because it depends on their build.

Players that don't safeguard themselves with people who are supposed to safeguard others within reasonable limits yet don't, are a recipe for disaster.

I've seen people get hit by PBAoEs that they had no logical business of being in range of, I've seen people split up, breaking LoS and wondering why an empath can't get to everyone with a heal other in a single instance.

There are some really silly, almost swore then, but players who think theyre better than they are and it's always someone else fault when stuff goes wrong.

If it weren't for the lag today I would be doing an MoSTF today without a single buffer, healer, debuffer in the team. Survivability is very much about not being stupid.


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

Quote:
Originally Posted by MonkeySpirit View Post
Take both, use both.

Honestly, calculating heal-per-second doesn't make sense when talking about Empathy. It's a reactive set, you only heal when damage comes in. The healing powers in Empathy serve two purposes: one, to reduce downtime between fights by toppinng up everyone's hp; and two, to patch up any sudden holes in your team's defense. After the first few levels, when people get defense powers, strong debuffs and reliable controls, you should only need to heal when other teammates make mistakes or the enemy gets a lucky hit, resulting in dangerous chunks of hp that are gone. Your role is to bring those chunks back as soon as possible, not to be outhealing all incoming attacks. The Resurrect power follows this logic, too. If a mistake so big happens that a teammate's down, it only takes you a few seconds to undo it.

Empathy's single-target heals are not for supporting, Empathy's heals are for saving people. (Which is something the other defender sets can't do. They all bring strong defense strategies, but if they fail, they're screwed, whereas a heal will always pospone a death.)

Your various heals are there to give you space to react. Sometimes, multiple mistakes will happen at the same time, and that's when you need to have both HO and AP, so you can spread yourself around and save whoever needs saving. In this sense, HO is more useful because it's up more often and can react to more mistakes than AP can, whereas AP can react to one very bad mistake very very well.

That said, yes, AP is indeed nasty because it lets you open to damage. Playing my Pain MM, I found out that the trick to getting around this is to boost your regen as much as possible. This is easy for Pain MMs because they can take both Health and Supress Pain. Empathy gives you Regen Aura, which isn't as reliable. My advice is to learn to use RegA as a self-support power instead of a team buff. Don't cast it together with RA, but keep it instead for when you sense that things might go wrong and you're going to need AP.

I completely agree. I have a 50 emp/dark and I cant tell you how many times this has really saved my team when things go terribly wrong. I reserve it, like the others here, for when the tank takes a major spike of damage. When a heal other won't save them or you just used it a split second ago on the scrapper who went all Leeroy on the wrong group, (I'm looking at you Miss Melee.) It's important to save that tank. Even if you only use it once every few missions its still worth having it when you need it. It is skippable, but I dont think I'd want to. That, and it gives you a spot to throw in another set of doctored wounds for that recharge bonus. ya know....if you're into that kinda thing.


 

Posted


I got my old Emp/Dark up 40+ without even looking at Absorb Pain. Once you get Regeneration Aura, your time spent “healing” should greatly diminish. Take a few minutes to write “Gather” macros suitable to your play-style so that you buff everyone. On most missions, you won’t need to heal anyone except the occasional victim of the Alpha Strike until the buff wears off. If someone misses the buff…

…well, the way I see it, death can be a great teacher.

If you need Absorb Pain, it will be for healing Tankers on very tough missions. They have so many hit points that it takes a lot to heal them back up. If you like the more challenging missions, you should consider it. Even then, you should compare it to other power choices. After all, it may not be worth giving up Vengeance.


I'm not here to make you laugh.

 

Posted

Just a quick note: recharge time starts after activation finishes, so the total cycle time is activation+recharge. That changes je saist's figures slightly.
i also agree with MonkeySpirit's point that cycle time is generally irrelevant.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Straightman View Post
Take a few minutes to write “Gather” macros suitable to your play-style so that you buff everyone.
Please don't. The AoE on the auras is HUGE, much bigger than it seems from the graphical animation. Empathy is the ideal powerset reducing downtime between enemy groups to zero, don't go around stopping the whole team so that you can get a buff off. Hitting everyone with your RAs is not at all difficult, especially when you've been practising hitting everyone with Healing Aura, which has the same radius, from level 1. There's enough chances to cast it while people are eyeing the next mob anyway.

If you really need help, just cast HA to check people are close enough and then shoot the pertinent RA.

A common misconception is that targets need to be inside the area while the animation plays. This is not true, they only need to be there when you push the button. If you do go the sloppy way and resort to a "Gather" macro, at least have the grace to start moving in the direction of the mob as soon as you press the key to give everyone the cue that it's ok to move and GO ARREST THOSE MOBS!


 

Posted

I find Absorb Pain completely dispensable. I've never needed it while supporting a tank against Recluse in the STF--or for anything else, really. In my experience, it's very rare to have someone die on me as a result of just not having enough healing; they die because they've wandered off, because I've been mezzed and am out of Break Frees (rare--I'm obsessive about keeping them in stock), because they've split up and two or more teammates need heals simultaneously, or because they took enough simultaneous hits to kill them before I could fire any power.

None of those scenarios can be fixed with Absorb Pain. They can, however, be ameliorated by sensible use of buffs, inspirations, aggro management, and team coordination. That's not to say AP is useless; if you have a power slot free, and nothing else you really want to put in it, go for it. You might even occasionally save someone with it. (Of course, you might also occasionally manage to kill yourself with it.) On the whole, though, I'd rather fill that slot with something a little more proactive (like a mez or--heaven forfend--a blast) and rely on Heal Other for my ranged healing.


The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.

 

Posted

Quote:
Originally Posted by Balanced View Post
because they've split up and two or more teammates need heals simultaneously
Quote:
Originally Posted by Balanced View Post
None of those scenarios can be fixed with Absorb Pain.
Actually, that one scenario you noted can indeed be fixed by AP, at least. It's a second HO that's always there, waiting for such an emergency to come.

You can't really rely on others performing their jobs perfectly. People get distracted and do silly things. An Empath's job is not to let those situations end up in dead, or at least to bring the fallen back right away, as if it had never happened.


 

Posted

Quote:
Originally Posted by MonkeySpirit View Post
Actually, that one scenario you noted can indeed be fixed by AP, at least. It's a second HO that's always there, waiting for such an emergency to come.
Did you overlook the "simultaneously" part? Having two heals in your tray doesn't mean you can activate two powers at the same time. I'm talking about cases in which two people have managed to get into deep red (without me managing to head trouble off at the pass) and one of them dropping while the heal is animating on the other. It's a pretty rare scenario, and either means that the team is way out of its depth, or that multiple people (probably including me) have screwed up repeatedly.

Seriously, SO-slotted for heal and recharge, Heal Other activates about every 4.3 to 4.4 seconds, and it heals for over a quarter of base tank hit points. With just HO, you can heal the tank's whole bar worth of health in about 13 seconds--comparable to +1800% regen (more than fully-slotted Instant Healing). You can push that a little more by firing off Healing Aura in some of the gaps. If someone is dying through that, plus their own defenses, there's a more fundamental problem than "not enough heals".

I'm not saying that AP is never useful, or even that it will never save anyone. I'm just saying that cases in which it could make a critical difference are so rare (and frankly, the consequences so minor) that I'd rather spend that power pick on something more consistently useful.


The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.

 

Posted

Quote:
Originally Posted by Straightman View Post
Take a few minutes to write “Gather” macros suitable to your play-style so that you buff everyone.


Quote:
Originally Posted by MonkeySpirit View Post
Please don't. The AoE on the auras is HUGE, much bigger than it seems from the graphical animation. Empathy is the ideal powerset reducing downtime between enemy groups to zero, don't go around stopping the whole team so that you can get a buff off. Hitting everyone with your RAs is not at all difficult, especially when you've been practising hitting everyone with Healing Aura, which has the same radius, from level 1. There's enough chances to cast it while people are eyeing the next mob anyway.
Quote:
Originally Posted by MonkeySpirit View Post

If you really need help, just cast HA to check people are close enough and then shoot the pertinent RA.

A common misconception is that targets need to be inside the area while the animation plays. This is not true, they only need to be there when you push the button. If you do go the sloppy way and resort to a "Gather" macro, at least have the grace to start moving in the direction of the mob as soon as you press the key to give everyone the cue that it's ok to move and GO ARREST THOSE MOBS!
Ya know, I was expecting exactly this kind of knee-jerk reaction, which is why I added the qualifier “suitable for your play-style.” Maybe I should have put it in bold. If you would like some help writing a macro that can be used in combat, I’d be more than glad to help. Something like “Gather on $Target for RAs in 5” can be used when you have targeted your lead tank.

Personally, I don’t see anything “sloppy” about communicating with my teammates. I don’t see anything “sloppy” about being proactive in buffing rather than waiting for everyone to stumble into proximity. I do think it is sloppy or worse to interpret my suggestion in the worst possible light. At least have the grace to be a bit more generous of spirit when considering helpful comments.


I'm not here to make you laugh.

 

Posted

Do you NEED AP? Nah. Should you take AP? I'd recommend it.

It's a good heal to have when that tank of yours for some reason just went red. It'll pull him back into the green in one shot, instead of 2 from HO. And it'll happen to the tank from time to time, even if you keep him fully buffed, crap happens and it's nice to have the right tool for the right job. Not to mention it's another place in my build to stick the doctored wounds IO set. With AP, that give you 5 full sets. And i like that. More recharge, better healing bonus. It's all good.

But again, it's not NEEDED. You'll do fine without it, if your build is that tight. (mine was not, and yes, belive it or not i still have an attack chain. ) But i recommend it if you can fit it.


@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 Straightman View Post



Ya know, I was expecting exactly this kind of knee-jerk reaction, which is why I added the qualifier “suitable for your play-style.” Maybe I should have put it in bold. If you would like some help writing a macro that can be used in combat, I’d be more than glad to help. Something like “Gather on $Target for RAs in 5” can be used when you have targeted your lead tank.

Personally, I don’t see anything “sloppy” about communicating with my teammates. I don’t see anything “sloppy” about being proactive in buffing rather than waiting for everyone to stumble into proximity. I do think it is sloppy or worse to interpret my suggestion in the worst possible light. At least have the grace to be a bit more generous of spirit when considering helpful comments.
While I admit my mistake and apologize, I have yet to encounter anyone who does this, opposed to countless "Group hug for RA please" macros. So please excuse me for assuming the usual. I shouldn't have used the word "sloppy", either, since I tend to use RA sloppily myself. Personally, I don't think RA is that vital of a buff to merit the importance of a gathering macro. Endurance is one of those things that everyone has already solved on their own character, unless fighting Malta or Carnies (or Clockwork or too many Mu), and RA mostly just feels like a cherry on top, blue bars that never move. And regeneration is, like someone else said, mostly outdone by the heals. Thus, I really feel that missing someone on the team with the buff is a lot less worse than drawing attention to yourself, stopping the team and making them move in a certain direction, possibly disrupting the normal flow from mob to mob. However, if you've had no complaints you're probably playing very well. Again, I'm sorry.


 

Posted

Quote:
Originally Posted by MonkeySpirit View Post
While I admit my mistake and apologize, I have yet to encounter anyone who does this, opposed to countless "Group hug for RA please" macros. So please excuse me for assuming the usual. I shouldn't have used the word "sloppy", either, since I tend to use RA sloppily myself. Personally, I don't think RA is that vital of a buff to merit the importance of a gathering macro. Endurance is one of those things that everyone has already solved on their own character, unless fighting Malta or Carnies (or Clockwork or too many Mu), and RA mostly just feels like a cherry on top, blue bars that never move. And regeneration is, like someone else said, mostly outdone by the heals. Thus, I really feel that missing someone on the team with the buff is a lot less worse than drawing attention to yourself, stopping the team and making them move in a certain direction, possibly disrupting the normal flow from mob to mob. However, if you've had no complaints you're probably playing very well. Again, I'm sorry.
Thanks for a very polite & generous reply.


For my part, I may have been a bit too hard. After all, we all have our own preferred play-styles and you have every right to extol the virtues of your play-style. As a frequent PUG player, I find that flexibility is less a virtue than a necessity.

As I see it, one of the best things about the twin RA buffs is that I can spend the next 90 seconds blasting everything in sight. Granted, my blasts are puny attacks that would barely frighten a mosquito, but I still get to add them to the mix. If you’re more into healing, then I can see why Regeneration Aura seems trivial, but for me it’s a kind of full-offense mode.


P.S.: You forgot Cabal.


I'm not here to make you laugh.

 

Posted

Quote:
Originally Posted by MonkeySpirit View Post
And regeneration is, like someone else said, mostly outdone by the heals.
If this is a reference to my number-crunching, that wasn't quite my point. I was just offering a frame of reference for what you can do with just Heal Other--it can provide mitigation that matches or exceeds the primary mitigation provided by a scrapper defensive set, on top of whatever defenses the target already has.

I actually consider Regen Aura a highly useful (and often underestimated) tool for Empaths. It's one of the things that prevents the sort of crisis in which you have to spam heals. Also, as Straightman pointed out, it frees up a lot of your time--spamming Heal Other may keep one target alive, but takes up nearly all of your time and leaves the rest of the team hanging out to dry. Regen Aura buys you time to refresh buffs, mez mobs, and use those "puny" blasts (which accomplish a lot more than most people seem to give them credit for), thereby providing a great deal more mitigation. It at least doubles your effectiveness in serious fights.


The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.

 

Posted

Quote:
Originally Posted by MonkeySpirit View Post
You can't really rely on others performing their jobs perfectly. People get distracted and do silly things. An Empath's job is not to let those situations end up in dead, or at least to bring the fallen back right away, as if it had never happened.
I have to disagree with this logic.
And not trying to start a flame session, just sharing my viewpoint.

What you are saying is that I cannot rely on others to play well, and that having my empath around becomes a backstop to when they do something stupid.

Where I feel my job is to use all my powers effectively and just as responsibly as every other team member. If someone does something ridiculous and then dies or worse causes the whole team to wipe, how is that somehow put back on me.

I guarantee you, while on my team, if you come back at me because someone else screwed up, be prepared to get an "earfull" from me.

Now, on the other hand, if I screw up, I will be the first one to admit it and apologize to the team. Blame falls where it belongs, not on your safety net (a.k.a. Defender)

P.S. On those very rare occasions (because I play more on dedicated teams) when I meet players like you describe, thats when I wish I had Vengeance in my build


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