A Little Empathy For An Empath?


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by obscureent View Post
Now for a question... Is Power Mastery the better pool?
It depends on if you would rather have power build up or dark consumption, both of which offer some effective synergy with other powers that are available to you.

Dark consumption would let you to use blackstar, pop a blue inspiration, and then use dark consumption to refill your endurance.

Power build up would allow you to increase the power of your heals for a few seconds, or drastically increase the power of fortitude or vengeance if you used them together.

It's a question of playstyle. If you choose dark consumption, you'll be able to use blackstar every time it's available as long as you have an endurance inspiration in your tray. With power build up, you'll only be using blackstar in emergencies. I would suggest taking both blackstar and vengeance either way, and if it were me I would choose power build up.


 

Posted

Quote:
Originally Posted by SkeetSkeet View Post
Once one gets over the trauma of hearing the word heal, it really seems silly to get so riled up when someone says something as straightforward as their primary focus for a build is their primary power set and their secondary focus is their secondary power set.
There is some truth in that. I think th reason it upsets people on the defender boards is that we've all encountered people for whom healing is the ONLY focus, often to the point of neglecting the buffs.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
There is some truth in that. I think th reason it upsets people on the defender boards is that we've all encountered people for whom healing is the ONLY focus, often to the point of neglecting the buffs.
At this point i just mention that buffs provide more overall benefit past the early levels and that heals are useful as well, but less effective as a primary focus. Then i generally tell them to do whatever they want.

The "I RP my Defender as a pacifist and that's why I don't use attacks" people annoy me far more. Uh, sure, you just go around enabling your teammates to beat the hell out of people by patching them up when their victims fight back and/or shielding your teammates from retaliation and/or giving them the occasional dose of steroids or PCP to help them hit harder. That's not pacifism, that's just a coward who lets his friends beat people up for him. There is no way for a pacifist worthy of the term to level at any useful rate in this game short of massive hypocrisy.

Now if their reasoning was "I'm not capable of arresting criminals effectively on my own, so I assist those who can", then i'm fine with the reasoning. But Pacifist? *snort*


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Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
There is some truth in that. I think th reason it upsets people on the defender boards is that we've all encountered people for whom healing is the ONLY focus, often to the point of neglecting the buffs.
How disappointed must these people be when they realize 5 of the 9 powers in Empathy have no effect unless someone takes damage. Is Empathy a "buff set"? Sure, but it's definitely a "healing set" too, however much angst it brings to elitists (not you, btw ).


 

Posted

Quote:
Originally Posted by obscureent View Post
Schismatrix, is there anyway we could incorperate recall friend into your build without hurting it too much? and also, taking a look at that build, I like the idea everyone is putting forth about blackstar, combo-ed with dark consumption, but this build looks tight, im trying to find ways to incorperate recall friend and blackstar...lol
You can swap in recall at 49 in my build.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
You can swap in recall at 49 in my build.
Works for me. i always look at all available builds and see if i can incorporate what i like most about each into one. i consider builds advice and ideas to help me design my own, not strict blueprints to follow.

Edit: Personally i would consider the most skippable/replaceable power in the builds i posted to be Maneuvers. In general i only take it on my Force Fielders and Soldiers.


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Posted

Quote:
Originally Posted by Schismatrix View Post
Edit: Personally i would consider the most skippable/replaceable power in the builds i posted to be Maneuvers. In general i only take it on my Force Fielders and Soldiers.
I would say it's worth taking on Traps and Cold as well. They both provide pretty high Defense to teammates and the extra is useful even if they can't softcap.


 

Posted

Hello Folks,

some interesting builds here, and I realize that my Dark Blast experience is rather limited, but why wouldn't anyone use Dark Pit + Oppressive Gloom. Being an Empath, means all your mitigation comes from your secondary and pools. Is Dark Pit that hard to plug in ? or just not long enough duration for you ? Just Curious really.


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

 

Posted

This is a bit thrown together. I was certain that my HD had an Emp/Dark somewhere, so dont take the power selection order to heart, just the IO sets and slotting I would probably go after.

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: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
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(13), Dct'dW-Heal:50(37)
Level 1: Dark Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 2: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(37)
Level 6: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(7), Zephyr-ResKB:50(17)
Level 8: Clear Mind -- Range-I:50(A)
Level 10: Swift -- Run-I:50(A)
Level 12: Fortitude -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/Rchg:50(13), LkGmblr-Rchg+:50(17), AdjTgt-ToHit/Rchg:50(50), AdjTgt-ToHit/EndRdx/Rchg:50(50)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(19), Zephyr-ResKB:50(42)
Level 16: Dark Pit -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(19), Stpfy-Acc/EndRdx:50(21), Stpfy-Stun/Rng:50(42), Stpfy-Acc/Stun/Rchg:50(43)
Level 18: Health -- Heal-I:50(A), Numna-Regen/Rcvry+:50(21), Mrcl-Rcvry+:40(23)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(25)
Level 22: Recovery Aura -- Efficacy-EndMod/Rchg:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
Level 24: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(27)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(29), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Rchg:50(31)
Level 28: Night Fall -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(33), Posi-Acc/Dmg/EndRdx:50(33), Posi-Dam%:50(43)
Level 30: Tenebrous Tentacles -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(34), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(46)
Level 32: Adrenalin Boost -- Efficacy-EndMod/Rchg:50(A), Dct'dW-Heal/Rchg:50(34), RechRdx-I:50(36)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Blackstar -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/EndRdx:50(46), Stpfy-Stun/Rng:50(46), Stpfy-Acc/Stun/Rchg:50(50)
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 -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(48), Erad-Acc/Dmg/Rchg:30(48), Erad-Acc/Dmg/EndRdx/Rchg:30(48)
Level 49: Tactics -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


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

 

Posted

Quote:
Originally Posted by Biospark View Post
Hello Folks,

some interesting builds here, and I realize that my Dark Blast experience is rather limited, but why wouldn't anyone use Dark Pit + Oppressive Gloom. Being an Empath, means all your mitigation comes from your secondary and pools. Is Dark Pit that hard to plug in ? or just not long enough duration for you ? Just Curious really.

Pretty much the only reason I can see is a preference for ranged combat. I've played with Empaths before, especially those that consider themselves 'healers', who were aggro-phobic to an extreme degree. They'd use this not only a justification to neglect their secondaries but also to hang way back with HA on autofire.

OG/Dark Pit works pretty well for me, but if a player didn't care to get into melee range regularly (for whatever reason), then there's not much point in taking OG and, by extension, not much mileage in Dark Pit without it.


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Posted

Quote:
Originally Posted by Justaris View Post
Pretty much the only reason I can see is a preference for ranged combat. I've played with Empaths before, especially those that consider themselves 'healers', who were aggro-phobic to an extreme degree. They'd use this not only a justification to neglect their secondaries but also to hang way back with HA on autofire.

OG/Dark Pit works pretty well for me, but if a player didn't care to get into melee range regularly (for whatever reason), then there's not much point in taking OG and, by extension, not much mileage in Dark Pit without it.
Yeah, melee phobia would be a good reason I guess. What I expected to hear was that Dark has 2 cones and moving in and out of melee range would annoy some folks. One of the ways I reduce my overall aggro is to have the +stealth IO in Superspeed. Helps me get into melee range with less fuss.

I have actually had OG on Biospark before, but respecced out of it cause of nothing to stack with it, but I can guarantee you that if Electric blast had a stun, I would be using OG.
Its safe to say that I REALLY like OG for a defender.


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

 

Posted

That's a fair point on OG. I left it out of the build I gave mostly due to my inexperience with Dark Blast so it didn't occur to me, but it's probably not a bad option. The one potential issue I can see is that it is draining your hit points so if you have to toss off an Absorb Pain there is some risk there. That being said most of the times when you'd really need AB you probably wouldn't be using OG.

The place where it would really excel I think is on a Traps/Dark Defender. Traps tends to encourage you to operate in melee range anyway so the extra mitigation wouldn't hurt. I'm almost tempted to try and work it into my Traps/Ar but honestly I like Elec Mastery for concept reasons (and I didn't take Beanbag).


 

Posted

Quote:
Originally Posted by Biospark View Post
Hello Folks,

some interesting builds here, and I realize that my Dark Blast experience is rather limited, but why wouldn't anyone use Dark Pit + Oppressive Gloom. Being an Empath, means all your mitigation comes from your secondary and pools. Is Dark Pit that hard to plug in ? or just not long enough duration for you ? Just Curious really.


That is in fact what my actual build incorporates rather than recall and, currently, the nuke. Besides theme that was an additional reason her build chose Dark Mastery over "Other Mastery" Her foes get stunned and immobilized (TT's) then pretty much stay that way till defeated. At some point she'll get a bit of an overhaul but her current build, which follows, is quite capable:

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

Click this DataLink to open the build!

Dark Lightning (4.01 purpled): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/EndRdx/Rchg(15)
Level 1: Dark Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(42), Dmg-I(46)
Level 2: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(42), Dev'n-Hold%(46)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx(34), Dct'dW-Heal/EndRdx/Rchg(36)
Level 6: Swift -- HO:Micro(A)
Level 8: Clear Mind -- Range-I(A)
Level 10: Hover -- LkGmblr-Rchg+(A), Srng-Fly(11), Srng-EndRdx/Fly(13), Frbd-EndRdx(13), Frbd-Fly(46)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(21), LkGmblr-Def/Rchg(40), LkGmblr-Rchg+(40), Krma-ResKB(42)
Level 14: Fly -- HO:Micro(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Tenebrous Tentacles -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/Rchg(21), GravAnch-Immob(25), GravAnch-Acc/Rchg(37), GravAnch-Hold%(50)
Level 22: Night Fall -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(23), Ragnrk-Dmg(25), Ragnrk-Dmg/Rchg(37), Ragnrk-Dmg/EndRdx(50)
Level 24: Assault -- EndRdx-I(A)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx(37)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/Rchg(36)
Level 30: Dark Pit -- Amaze-Stun(A), Amaze-ToHitDeb%(31), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(40)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), EndMod-I(36)
Level 35: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(39)
Level 38: Moonbeam -- HO:Centri(A)
Level 41: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(43), Stpfy-EndRdx/Stun(43), Stpfy-Stun/Rng(43), Stpfy-Acc/EndRdx(45)
Level 44: Dark Embrace -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
Level 47: Soul Drain -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Acc/Rchg(48), Armgdn-Dam%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance



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Posted

Quote:
Originally Posted by Silas View Post
Armageddons in Soul Drain, really?
Well I guess if you've got the cash and no other PBAoEs it does make a certain amount of sense, the recharge bonus is higher than anything else you could put there but yeah it does seem a bit excessive .


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Well I guess if you've got the cash and no other PBAoEs it does make a certain amount of sense, the recharge bonus is higher than anything else you could put there but yeah it does seem a bit excessive .
Considering he'd get comparable recharge for much, much less with Sting of the Manticores in Moonbeam as well as a more useful power, yeah

Power Mastery >>>> All for Empaths


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Well I guess if you've got the cash and no other PBAoEs it does make a certain amount of sense, the recharge bonus is higher than anything else you could put there but yeah it does seem a bit excessive .
Quite It is an old build and I will probably move them around when I finally get around to respec her build to something more in line with my current thinking. Much less used to IO's (one of my earliest) and Mids when I created that build


 

Posted

Quote:
Originally Posted by Silas View Post
Considering he'd get comparable recharge for much, much less with Sting of the Manticores in Moonbeam as well as a more useful power, yeah

Power Mastery >>>> All for Empaths
I like Power Mastery ... but it has no aoe stun to stack with Dark Pit and that was the reason, along with a 'dark' theme, she went with Dark Mastery. To have Oppressive Gloom to stack the stuns. I would be much more likely to use Obliterate in Soul Drain these days, but most of those Armageddons were either drops or purchased long before today's market pricing for Purples. At today's prices I suspect I could have bought the entire set instead of one when she was aquiring them. Heck wouldn't half surprise me if a patient buyer now would spend a similar amount, that she spent then on Armageddon, on a full set of Obliterate. If/when she gets a respec I imagine they'll either be helping fund the new build or get dropped into Blackstar.

Not quite sure I'd agree Moonbeam is all that more useful a power in most cases. Snipes in general aren't great choices overall and are quite situational. Soul Drain is much less situational. Then again she did have a 6 slotted pre IO Moonbeam that could definitely reach out and touch someone.


 

Posted

Quote:
Originally Posted by SkeetSkeet View Post
Once one gets over the trauma of hearing the word heal, it really seems silly to get so riled up when someone says something as straightforward as their primary focus for a build is their primary power set and their secondary focus is their secondary power set.
Except that, while empathy has heals in its primary set, the primary set is really more about buffs than heals. More often than not, I've seem emp defenders give the tank Fort at the start of a mission and never use Fort again or give it to anyone else or fire off their RAs while everyone is standing inside the mission door and never use them again. How about half the team getting mezzed to death and the emp defender with CM never uses it once? AB? Almost never used by emp defenders I've come across. If you're going to take empathy, take the buffing powers and not use them, then you're doing a disservice to your teammates. That would be like a blaster who doesn't use AOEs or a scrapper who doesn't attack anything except minions....a tank who sits back and doesn't take any aggro...a controller who doesn't use any holds or crowd control. If you're just soloing, then you don't need most of those buffs except the RAs but since the OP is talking about the heals, then I'm assuming we're talking about teaming.

On my emp, I am able to keep Fort on 3 people, AB on 2 people and CM as needed. With Hasten, some recharge bonuses from IO sets, this is not hard to do at all...even easier when you get SB from a teammate. At the higher levels, put Fort on the squishies not the tanks. Blasters are a great use of Fort because they have lower defense than most and they deal high damage so you're maximizing the benefit of Fort. Keep an eye on the stamina and health of your teammates and keep AB on the 2 who seem to have the most regen and end problems. There's always someone with a build that is an end hog or who hasn't slotted enhancements for many of their powers and they always seem to have end problems. Your RAs will be up enough to help with regen and end for everyone else. Like someone else mentioned, fire them off when a fight starts and the team is all nearby. Don't fire them off when everyone is standing around waiting for a mission to start. CM is more situational. If you've got an enemy that likes to mez a lot, then you'll need it more during those missions. Don't bother with tanks and scrappers because they've got enough mez protection. Tell people to type "zzz" if they get mezzed so you can easily spot them. If you notice squishies getting mezzed a lot during a mission, then keep CM on them. With it's quick recharge it's easy to perma-CM someone during a mission.

If you want to be primarily a support emp defender on teams and you follow those basics, then you'll have people falling all over themselves to get you onto their team. By the way, my emp/archery defender uses all sorts of attacks while doing the above things. You absolutely can utilize the buffs and heals of the primary to their fullest advantage AND do plenty of attacking.


 

Posted

Quote:
Originally Posted by PBAtty View Post
Keep an eye on the stamina and health of your teammates and keep AB on the 2 who seem to have the most regen and end problems.
I disagree slightly with this. I tend to feel that AB is best used on the person who will get the most out of the Recharge bonus. AoE heavy Blasters (AR and Archery especially), Traps and Empathy Defenders, most Controllers. These guys all have very powerful abilities which are balanced by long recharges, extra recharge means they can have them up more often which makes everything easier.

That being said all I really ask for an Empath is that they use AB on SOMEONE (preferably me).


 

Posted

I've always found Empathy to be a unique set in that it requires a player to know his/her teammates' strengths and weaknesses to be as effective as they most possibly could. When I team on my Empathy/Sonic, I /info all my teammates before doing anything else so I'm aware of what everyone is running, and what powers they have. That gives me a preliminary idea of who will make best use of my buffs. I'm always prepared to adapt my tactics, however, based on how my teammates' toons actually perform in battle.


 

Posted

Quote:
Originally Posted by Tabik View Post
I've always found Empathy to be a unique set in that it requires a player to know his/her teammates' strengths and weaknesses to be as effective as they most possibly could. When I team on my Empathy/Sonic, I /info all my teammates before doing anything else so I'm aware of what everyone is running, and what powers they have. That gives me a preliminary idea of who will make best use of my buffs. I'm always prepared to adapt my tactics, however, based on how my teammates' toons actually perform in battle.
I feel much the same way. I learned a lot about the game from observing the other ATs when playing my empath, who was my first character to any significant level.

Also, has the recharge on AB changed significantly in the last few months? When I left last, it required a buttload of recharge to just keep up permanently on one person, and I've heard at least one person say on this thread that they can keep it up on 2.


 

Posted

Here's my build as a little food for thought. Feel free to scoot Rez/CM further up (I may have done so myself in my current build). Also, the HamiOs are just something to work towards.

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

Click this DataLink to open the build!

Miyabi: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura

  • (A) Doctored Wounds - Heal
  • (3) Doctored Wounds - Heal/Endurance
  • (5) Doctored Wounds - Endurance/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance/Recharge
Level 1: Dark Blast
  • (A) Devastation - Accuracy/Damage
  • (31) Devastation - Damage/Endurance
  • (34) Devastation - Accuracy/Damage/Recharge
  • (37) Devastation - Accuracy/Damage/Endurance/Recharge
  • (37) Cloud Senses - Chance for Negative Energy Damage
  • (40) Decimation - Chance of Build Up
Level 2: Heal Other
  • (A) Doctored Wounds - Heal
  • (3) Doctored Wounds - Heal/Endurance
  • (5) Doctored Wounds - Endurance/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance/Recharge
Level 4: Gloom
  • (A) Devastation - Accuracy/Damage
  • (31) Devastation - Damage/Endurance
  • (36) Devastation - Damage/Recharge
  • (36) Devastation - Accuracy/Damage/Recharge
  • (37) Devastation - Accuracy/Damage/Endurance/Recharge
  • (43) Cloud Senses - Chance for Negative Energy Damage
Level 6: Swift
  • (A) Flight Speed IO
Level 8: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
  • (11) Recharge Reduction IO
Level 12: Fortitude
  • (A) Red Fortune - Defense
  • (13) Red Fortune - Defense/Endurance
  • (13) Red Fortune - Defense/Recharge
  • (17) Red Fortune - Defense/Endurance/Recharge
  • (17) Red Fortune - Endurance/Recharge
  • (31) Recharge Reduction IO
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Health
  • (A) Miracle - +Recovery
  • (43) Numina's Convalescence - +Regeneration/+Recovery
Level 18: Recovery Aura
  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
  • (19) Recharge Reduction IO
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (21) Performance Shifter - EndMod/Accuracy/Recharge
  • (48) Performance Shifter - EndMod/Accuracy
  • (50) Performance Shifter - Chance for +End
Level 22: Tenebrous Tentacles
  • (A) Positron's Blast - Accuracy/Damage
  • (23) Positron's Blast - Damage/Endurance
  • (23) Positron's Blast - Damage/Recharge
  • (46) Positron's Blast - Damage/Range
  • (50) Positron's Blast - Accuracy/Damage/Endurance
  • (50) Positron's Blast - Chance of Damage(Energy)
Level 24: Night Fall
  • (A) Positron's Blast - Accuracy/Damage
  • (25) Positron's Blast - Damage/Endurance
  • (25) Positron's Blast - Damage/Recharge
  • (43) Positron's Blast - Damage/Range
  • (46) Positron's Blast - Accuracy/Damage/Endurance
  • (46) Positron's Blast - Chance of Damage(Energy)
Level 26: Regeneration Aura
  • (A) Doctored Wounds - Heal
  • (27) Doctored Wounds - Recharge
  • (27) Doctored Wounds - Endurance/Recharge
  • (29) Doctored Wounds - Heal/Recharge
  • (29) Doctored Wounds - Heal/Endurance/Recharge
Level 28: Clear Mind
  • (A) Recharge Reduction IO
Level 30: Resurrect
  • (A) Recharge Reduction IO
Level 32: Adrenalin Boost
  • (A) Doctored Wounds - Heal
  • (33) Doctored Wounds - Recharge
  • (33) Doctored Wounds - Endurance/Recharge
  • (33) Doctored Wounds - Heal/Recharge
  • (34) Doctored Wounds - Heal/Endurance/Recharge
  • (34) Endurance Modification IO
Level 35: Assault
  • (A) Endurance Reduction IO
  • (36) Endurance Reduction IO
Level 38: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 41: Power Build Up
  • (A) Adjusted Targeting - To Hit Buff/Recharge
  • (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (42) Adjusted Targeting - Endurance/Recharge
  • (42) Adjusted Targeting - Recharge
Level 44: Temp Invulnerability
  • (A) HamiO:Ribosome Exposure
  • (45) HamiO:Ribosome Exposure
  • (45) HamiO:Ribosome Exposure
  • (45) Steadfast Protection - Resistance/+Def 3%
Level 47: Vengeance
  • (A) HamiO:Membrane Exposure
  • (48) HamiO:Membrane Exposure
  • (48) HamiO:Membrane Exposure
Level 49: Absorb Pain
  • (A) Healing IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Vigilance
------------
Set Bonus Totals:
  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 7.38% Defense(Energy)
  • 7.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 11.8% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 27% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 16% Enhancement(Heal)
  • 10% FlySpeed
  • 83.9 HP (8.25%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 2.2%
  • MezResist(Terrorized) 8.8%
  • 10% (0.17 End/sec) Recovery
  • 24% (1.02 HP/sec) Regeneration
  • 9.45% Resistance(Fire)
  • 9.45% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 6.25% Resistance(Toxic)
  • 10% RunSpeed



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Posted

Quote:
Originally Posted by LadyMage View Post
I feel much the same way. I learned a lot about the game from observing the other ATs when playing my empath, who was my first character to any significant level.

Also, has the recharge on AB changed significantly in the last few months? When I left last, it required a buttload of recharge to just keep up permanently on one person, and I've heard at least one person say on this thread that they can keep it up on 2.
I also read that, but unless you have extreme recharge, the only way you could have it on 2 people is if you cast it on a second person and watch it wear off the first person moments later. To me, thats only keeping it on one person. Just my opinion though.

Maybe he was referring to a tag-team of Emps using AB on each other ?


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

 

Posted

Quote:
Originally Posted by Biospark View Post
I also read that, but unless you have extreme recharge, the only way you could have it on 2 people is if you cast it on a second person and watch it wear off the first person moments later. To me, thats only keeping it on one person. Just my opinion though.

Maybe he was referring to a tag-team of Emps using AB on each other ?
Ok, so it hasn't changed on me while I was gone then. Good to know. I spent a lot of inf outfitting her build for recharge, and even I couldn't do it.