Empathy/Dark Blast Needs help.


Biospark

 

Posted

My emp/dark build started as an emp/elec build that I stripped down. Now it needs help with slotting and placement, and I got lost. I'm trying to do as much damage mitigation as I can by area disables and other things (Pit, tentacles, etc). I also hold the belief that vengeance is warranted just as much as rez is. Pop ven and the whole team has just gained a huge def bonus. That blaster that got one shotted just saved the whole team, and increased their damage.

Oppressive Gloom: Yes. An AOE toggle stun that does a whole 3 damage every 2 seconds to the player. I doubt that will cause issues for what it can do (Not sure if it stacks).

Also, do the heals depend on the caster's max health?

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Help Me Help You: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Heal/Rchg(3), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 1: Dark Blast -- Cloud-ToHitDeb/EndRdx/Rchg(A), Cloud-Acc/ToHitDeb(11), Cloud-ToHitDeb(11)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
Level 4: Absorb Pain -- Empty(A), Empty(40), Empty(40), Empty(42), Empty(42)
Level 6: Swift -- Empty(A)
Level 8: Clear Mind -- Empty(A)
Level 10: Dark Pit -- Empty(A), Empty(39), Empty(40)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13)
Level 14: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Recovery Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(23), P'Shift-End%(25)
Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
Level 22: Tenebrous Tentacles -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-ToHitDeb(43), DarkWD-Rchg/EndRdx(43), Immob-I(43)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(36)
Level 26: Regeneration Aura -- Numna-Heal(A), Numna-EndRdx/Rchg(27), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(29), Mrcl-Heal/EndRdx/Rchg(33)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 30: Night Fall -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 32: Adrenalin Boost -- Numna-Heal(A), Numna-Heal/Rchg(37), Mrcl-Heal/Rchg(37), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(39), Efficacy-EndMod/Rchg(39)
Level 35: Vengeance -- HO:Membr(A), HO:Membr(45), HO:Membr(46)
Level 38: Blackstar -- Empty(A), Empty(46), Empty(46), Empty(48), Empty(50)
Level 41: Resurrect -- RechRdx-I(A)
Level 44: Oppressive Gloom -- HO:Endo(A)
Level 47: Grant Invisibility -- Empty(A)
Level 49: Soul Transfer -- Amaze-Stun(A), Amaze-Stun/Rchg(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run



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Posted

Quote:
Originally Posted by EyeSlit View Post
I'm trying to do as much damage mitigation as I can
Empathy is not for you. Empathy is offensive buffs, not damage mitigation. Go be Force Field if you want mitigation.


 

Posted

I disagree, Mondo. Empathy's got defensive buffs in Fortitude, Regen Aura and AB - all make the temamates they're buffing much more survivable.



Oppressive Gloom is brilliant in my opinion, its one of my favourite Defender epic powers. Dark pit will make it especially useful, since the stacked stuns will stun a boss easily.

I just stuck 3 Recharge in Recovery Aura. It doesnt need frankenslotting like you've done because while its up everyone has more end than they can use, doubling that doesn't really help much. Or are you getting some set bonuses in there?

On the subject of set bonuses, my advice is to chase +Recharge wherever you can get it. (eg dont stop at 3 Cloud Senses) Empathy really benefits from having Fort, auras and AB up as much as possible.

Nice Fortitude slotting by the way, I never realised that was an option. Must go and look at my empath again now....


 

Posted

After poking around a build that I'd personally not touch with a 10 ft. pole (not the combo of sets, but how they're wanting to be used), I decided to scrap it personally.

I personally dislike Vengeance, mostly due the fact of I believe that most everything pve can be solved with people with head on their shoulders. Sure a death may happen here or there, but most of the time, you're not going to be in a party wipe situation thus the "amazing defense" that Vengeance. Damage I could consider a viable reason, but THB (to-hit buff) is meh to me on most TFs. The reason I wouldn't consider it a good reason on a Empath (for the damage) is the fact that it doesn't have the nice pairing like Radiation does (Fallout for massive debuff and Rez). I mean, between fortitude and clear mind, Vengeance is really only giving you a damage buff (which Fortitude and Assault can give you anyhow for 40% Damage increase).

As far as mitigation goes, Dark Pit and just general THD (to-hit debuff) from out the box should be sufficient. I mean, a properly placed Tentacles and Nightfall can (with 3 generic THD gives 14.9% THD for each, versus a 9.38% out of the box) give 18.76% out of the box to a 29.8% Solely enhanced for THD. Give yourself procs or just general damage enhancements and the extra 11% THD will be a sacrifice to the team's general speed of killing mob. I mean, 3 slotting damage IO only gives each Tentacle attack will be 67.3 damage (instead of 33.8) plus a proc (or two) and Nightfall does 79.2 damage (instead of 39.8) plus a proc (or two). 11% THD... 65-70 (without procs) damage.

Also consider the 11% THD in this way too: THD can be resisted and such from GMs/AVs/etc. Defense isn't really. With Maneuvers and Fortitude, you're giving those people (also 3 slotted only for Defense), you're giving them 23.8% defense from Fort and 5.55% from Maneuvers. That's a total of 29.35% defense without any debuffs applied and the two cones are still giving 18.76% debuff without any enhancements towards. So with just two attacks and your buffing beforehand with fort and being in everyone area with leadership, you're over halfway to softcap. Tentacle animation is 1.67 and Nightfall animation is 2 seconds, given that it takes you a second to get into range/position, 5 seconds into the fight, the entire team is basically soft-capped (THD considered defense, which I'm aware is flawed logic to a certain degree). This means that the damage you could be doing but traded in for 11% THD is going wasted.

Auras, Dark Pit, and other tricks you could pull not accounted for, why slot for mitigation only? Defenders can do so much more to a team than just mitigation and support. Open your mind to new ideas for a Defender than just a major "Oh Crap" button at level 35 if one person dies. Between the THD, fort, the auras (+regen ftw!), and then heals, rez and a massive defense buff is really just not worth the ideal set up for Venge. Yes, I do suggest you take the rez as a "if the crap hits the fan" times, or someone does something stupid, it's useful to have. Vengeance is meh to me because I shoot for buffing my team so they don't need my attention, blast/debuff so they still don't need my attention, then heal when needed, finally ending with a "just in case" cause called rez. Why have two "just in case clauses" when you can use the 2nd for something more productive.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by MondoCool View Post
Empathy is not for you. Empathy is offensive buffs, not damage mitigation. Go be Force Field if you want mitigation.
I meant damage mitigation through controlling (dark blast), not through buffs.

I redid one, completely from scratch (since the one I had was just messing me up).

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Help Me Help YOU: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Rchg(5)
Level 1: Dark Blast -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg(43), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(15)
Level 4: Absorb Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(15)
Level 6: Resurrect -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 10: Clear Mind -- EndRdx-I(A)
Level 12: Fortitude -- RedFtn-EndRdx(A), RedFtn-Def/Rchg(46), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50)
Level 14: Super Speed -- Run-I(A)
Level 16: Tenebrous Tentacles -- DampS-ToHitDeb/Rchg/EndRdx(A), DampS-ToHitDeb(17), DampS-ToHitDeb/EndRdx(17), DampS-Rchg/EndRdx(19), DampS-Rchg(19), HO:Endo(34)
Level 18: Hurdle -- Jump-I(A)
Level 20: Dark Pit -- Rope-Acc/Stun(A), Rope-Acc/Rchg(21), Rope-EndRdx/Stun(21), Rope-Acc/EndRdx(23), Rope-Acc/Stun/Rchg(23), RechRdx-I(43)
Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(25)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(25), EndMod-I(33)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-EndRdx/Rchg(29), LkGmblr-Def/EndRdx/Rchg(29), Krma-ResKB(37)
Level 28: Tactics -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(36), AdjTgt-ToHit(36), AdjTgt-ToHit/EndRdx/Rchg(36)
Level 30: Night Fall -- Dmg-I(A), DampS-ToHitDeb(31), DampS-Rchg(31), DampS-ToHitDeb/Rchg/EndRdx(31), DampS-Rchg/EndRdx(33), DampS-ToHitDeb/EndRdx(43)
Level 32: Vengeance -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx/Rchg(42)
Level 35: Recovery Aura -- EndMod-I(A), EndMod-I(40), RechRdx-I(42), RechRdx-I(42)
Level 38: Blackstar -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Oppressive Gloom -- HO:Endo(A)
Level 44: Regeneration Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal(45)
Level 47: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(48), Heal-I(48), EndMod-I(48)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run



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Posted

EDIT: I made more changes, again. Again.
EDIT: Change 4. I just keep coming up with ideas.

I took the advice, moved some things around, blah blah, and here's the big change (again):

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Help Me Help YOU: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Heal Other -- (A)(3)(3)(5)(5)
Level 1: Dark Blast -- (A)(9)(9)(43)(46)(46)
Level 2: Healing Aura -- (A)(7)(7)(13)(15)(37)
Level 4: Absorb Pain -- (A)(11)(11)(13)(15)
Level 6: Resurrect -- (A)
Level 8: Hasten -- (A)(34)(34)
Level 10: Clear Mind -- (A)
Level 12: Fortitude -- (A)(33)(36)(36)(36)(42)
Level 14: Super Speed -- (A)
Level 16: Tenebrous Tentacles -- (A)(17)(17)(19)(19)(34)
Level 18: Hurdle -- (A)
Level 20: Dark Pit -- (A)(21)(21)(23)(23)(43)
Level 22: Health -- (A)(25)
Level 24: Stamina -- (A)(25)(33)
Level 26: Maneuvers -- (A)(27)(27)(29)(29)
Level 28: Recall Friend -- (A)
Level 30: Night Fall -- (A)(31)(31)(31)(33)(43)
Level 32: Assault -- (A)(37)
Level 35: Recovery Aura -- (A)(40)(42)(42)
Level 38: Blackstar -- (A)(39)(39)(39)(40)(40)
Level 41: Oppressive Gloom -- (A)
Level 44: Regeneration Aura -- (A)(45)(45)(45)(46)(50)
Level 47: Adrenalin Boost -- (A)(48)(48)(48)(50)(50)
Level 49: Soul Transfer -- (A)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Vigilance
Level 6: Ninja Run
------------

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Posted

A few pointers from the two that I saw.

First, I'm kinda happy to see you not taking Vengeance on your last build you provided, though it currently lacks enhancements that you placed into your build, so I can't judge it on that alone, so I'm going to mesh slotting of your 2nd to last build you made.

On the builds:

1) On Dark Blast, I consider myself good at 3-4 slots with Thunderstrikes. It's a good set, offers some recovery, ranged defense (which should be really good since you'll be out of most AoE/Melee ranges if they are targeting melee opponents), and overall accuracy, which is good for your other dark blaster/epic powers. The 5th slot gives travel bonus (meh) and 6th slot just gives more ranged defense, but it's not as needed especially if you need slots elsewhere (which could be debatable).

2) Tentacles/Nightfall. How my Storm/Dark has them slotted is 5 slotted with Posi's Blast, taking all but the Acc/Dmg IO. Reasons: Mostly it gives 6.25% recharge, but it also offers more recovery, some resistances, accuracy, and gives you a proc while working towards set bonuses on each power. Also, the dmg/range is nice because that makes your cones just that deeper so you can potentially hit more enemies. I danced around earlier on exact thoughts on slotting these powers, so now you know how I'd do it.

3) Oppressive Gloom. 2 slot is how I've been designing this power on various characters. Rope-A-Dope has an Acc/Stun and an Acc/Stun/Rech IO that gives you 6% regen of a set bonus while giving you the two most needed thing for the power: Accuracy and Stun duration.

4) Dark Pit. I say 5 slot Stupefy. Set bonuses here again, recovery, HP, stun duration (which works towards OG too), and more recharge. You could put the proc into it, though that just means you're having to deal with KB in a Primary/Secondary where it's not usually used. Plus, it's a proc so it's not going to effect the entire mob like Torrent could (and possibly would with enough Accuracy). Since this is one of the staple powers of Dark Blast in my mind, using the proc and then have the power as a set mule is a poor idea.

5) RAs/AB. I'd plainly move these earlier in my build. I personally (though I'm well aware that I'm not the norm on this to most) place travel powers, leadership, etc. after I get most of my primary/secondary that I need at that moment. I usually get Fitness as it comes (so I can have Stamina) but other than that push back my other pool powers for the staple and better buffs earlier. 5.55% def from Maneuvers is good, but 500% Regen from Regen Aura and AB and 200%/800% recovery from rec aura and AB are more important. I mean, you'll get AB at the same time Blasters get their T9 nukes. Tell them to tell you when they are about to nuke, slot up a bit for recovery in AB, and you have a Blaster who doesn't really run out of endurance as they nuke. Around level 25-35 Empathy starts to make the shift from Heal/Buffer to Buff/Whateverer. People who think that Empathy running at level 6 in KR radios runs the same at 50 tend to grow very frustrated when their level 6 tactics don't work in later levels when they should be AB/RA/Forting everyone. This is also part of what makes Empathy get a bad name, people not growing with their powerset as their power set gets new options. It's like a Scrapper that only takes the armor powers and only uses the first 4, they have 5 other armor powers to help them succeed in later game.

6) Clear Mind. Because I'm a jerk, I shrug at clear mind and usually take it 20+ or later. I understand the benefit of taking it at lower level, I just find myself usually seeing better things since Tankers have their mez protect at or around 10 and scrappers only 6 or so levels after the tankers. That leaves Controllers/Blasters/Defenders and well frankly, if it's a sleep, a heal can break it, otherwise they'll eventually get out of it... Not saying skip the power, just in my personal philosophy, it doesn't have to be taken right away, and I usually apply it when I use fort on the character, since I pass it out to basically everyone on the team. I had a much more detailed calculation of who to fort before SSKing, now it's a much more general feel.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

I'd probably frankenslot the two cones- you want "enough" accuracy, whatever that is, you want 95% recharge, you want debuff [I'll come to that in a sec] and you want some damage.

You can get that all in 6 slots. Without doing actual math: Two THD/Rech, two Acc/THD, two Dam/Rech and you're around 50% Damage, 57% ToHit Debuff, 95% Rech and 50% Acc. There may be a better way (Acc/Dam Hami-o? Depending on your global acc bonuses.)

The reason I put the debuff in there is that 40% Defense-equivalent is HALF as good as 45%. And 30% is half as good as that. It's a HUGE difference and you want to get your team there as fast as possible. Combined with "You don't always get everyone in both cones" and "your teammates are going to be squirmy" and "not everyone has Fortitude" and "+3s only get 2/3 of the debuff" and you're going to need all the extra bonus you can get. [Disclaimer: I play Force Fields. It's a bad day for FF if someone's health drops to half.)

The reason I put the damage in there is that, while a Defender doesn't do much compared to a Blaster, without damage slotting the Defender is doing half what they could be. Or around 1/4 of what a Blaster would do. At that point you've got the self-fulfilling prophecy that "Defenders do no damage." I couldn't [on the first try] get to 80 or 95% damage, but I got a good start in there.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

First and foremost, you'll want a second build with more blasts, damage slotting, and Soul Drain in it. You might make it a soloing build outright. It'll come in handy in those not-so-rare teams that have overloaded on defense and just need more DPS from you.

Overall, your secondaries and APPs should be slotted more heavily than your primaries. Your primaries don't need extra range, or extra accuracy, and often only do one thing, whereas your secondaries and APPs need multiple types of slotting to reach their full potential. TT in particular is a power I wish I could 10-slot, while 2-3 membranes in Fortitude is all you need. Yes, the recharge bonus from Doctored Wounds is nice, but permastunning multiple LTs and bosses with a 2-3 endo slotted OG + Dark Pit is nicer.

Your debuffs are equal, stackable, and spammable. Dark Blast, Gloom, and Night Fall have especially good duration versus recharge. -tohit slotting in all these powers will be important part of keeping enemies at the tohit floor.

Tenebrous Tentacles and Night Fall: slot as much range as you can. Whether you're using cones for damage, debuffs, or status effects, range slotting makes it much easier to catch as many targets as possible within its area.

Torrent: give it a try before deciding you don't like it. It's more like Gale than Energy Torrent, meaning you have a lot of control over where enemies end up. And it applies an AoE -tohit debuff just as good as Night Fall's. If you find it doesn't suit your playstyle, drop it.

Blackstar: not sure this serves a combat purpose in your support build. You're not built for damage (no Soul Drain, no damage slotting in your regular AoEs), everything's stunned and at 5% total tohit anyway, so Blackstar is merely a flashy costume change power. Keep it in your solo/DPS second build, though, and add Soul Drain (for the obvious reason) and Dark Consumption for fast post-nuke recovery.

Fitness pool: do not need. If you need more endurance than Recovery Aura provides, grab Dark Consumption, get fast post-nuke recovery, and save two power choices.

Recall Friend: do not need. If you're going to take it, at least grab Teleport so you can get teammates to the mission door faster. Without Recall, battle rezzing is fine because nearly all enemies will be stunned, rooted, and badly -tohit debuffed whenever you're around. Also, your +def will be sky high thanks to Vengeance.

Leadership: Vengeance on auto cures team wipes. Deaths happen, even on the most practiced MoSTF squads. Vengeance ensures there's only one death every 2 minutes, max, and the team's XP rate is cranked to Ultra Turbo Speed in the meantime. Worse, taking Resurrect "just in case" but not Vengeance is silliness. You knew this from post 1. Trust your instincts; Vengeance does exactly what you thought it does.

Oppressive Gloom: The self-damage is negligible even for non-Empaths. The end cost too. All that matters is being close enough to targets to tag them, having enough accuracy not to miss, and having enough duration that you can go tag other targets or hop away to fire off a ranged cone. For reference, OG's duration is 75% that of Dark Pit, which ain't bad for something you can refresh virtually for free every 2 seconds.

Practice jousting! All builds that have both PBAoEs and ranged cones become doubly good in the hands of a skilled jouster.

To sum up, I really like the +def & -tohit combo strategy you're going for. It's rarely done, but it's certainly a viable approach for an Emp/Dark defender.

EDIT: P.S. Empathy heals are unrelated to the caster's max health. +Health is nice for Empathy mainly for regen tankfending, which you don't need to do thanks to the mez and debuffs you have.


 

Posted

I've seen multiple emp/darks. This is my wifes build. She made the fun run with my BS/WP to 50, and is one of the best defs I have ran with. Not being biased. This is a team/pve build. Lots of fun, and still her favorite toon.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

SweetAngel: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Healing Aura -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/Rchg:40(3), Mrcl-Heal/EndRdx/Rchg:40(3), Mrcl-Heal:40(5), Numna-EndRdx/Rchg:50(5), Numna-Heal/Rchg:50(33)
Level 1: Dark Blast -- Volly-Acc/Dmg:30(A), Volly-Dmg/EndRdx:30(7), Volly-Dmg/Rchg:30(7), Dev'n-Hold%:50(9), SipInsght-%ToHit:50(9), SipInsght-Acc/ToHitDeb:50(31)
Level 2: Gloom -- SipInsght-Acc/ToHitDeb:50(A), SipInsght-%ToHit:50(11), Volly-Acc/Dmg:30(11), Volly-Dmg/EndRdx:30(13), Volly-Dmg/Rchg:30(13), Dev'n-Hold%:50(31)
Level 4: Moonbeam -- ExtrmM-Acc/Dmg:50(A), ExtrmM-Acc/ActRdx/Rng:50(15), ExtrmM-Dmg/ActRdx/Rchg:50(15), ExtrmM-Dmg/EndRdx/Rchg:50(17), Mantic-Acc/Dmg:50(17), Mantic-Dam%:50(33)
Level 6: Heal Other -- Tr'ge-Heal/EndRdx:30(A), Tr'ge-EndRdx/Rchg:30(19), Tr'ge-Heal/Rchg:30(19), Tr'ge-Heal/EndRdx/Rchg:30(21), Mrcl-Heal:40(21), Mrcl-Heal/EndRdx/Rchg:40(33)
Level 8: Resurrect -- RechRdx-I:50(A)
Level 10: Hover -- Winter-RunSpd/Jump/Fly/Rng:50(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx:50(23), Winter-ResSlow:50(23)
Level 12: Swift -- Flight-I:50(A)
Level 14: Fly -- Frbd-EndRdx:50(A), Frbd-Fly:50(25), Frbd-Stlth:50(25)
Level 16: Tenebrous Tentacles -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(27), TotHntr-Acc/EndRdx:50(27), TotHntr-Immob/Acc:50(29), TotHntr-Acc/Immob/Rchg:50(29), TotHntr-Dam%:50(31)
Level 18: Recovery Aura -- Efficacy-EndMod:50(A), Efficacy-Acc/Rchg:50(34), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(34)
Level 20: Health -- Tr'ge-Heal/EndRdx:30(A), Tr'ge-Heal/Rchg:30(36), Tr'ge-Heal/EndRdx/Rchg:30(36)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(37), Efficacy-EndMod/Acc:50(37)
Level 24: Clear Mind -- RechRdx-I:50(A)
Level 26: Night Fall -- DarkWD-ToHitDeb/Rchg:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(37), DarkWD-ToHitDeb/EndRdx:50(39), DarkWD-Slow%:50(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(40)
Level 28: Fortitude -- S'dpty-Def/Rchg:40(A), S'dpty-Def/EndRdx/Rchg:40(40), S'dpty-Def:40(40)
Level 30: Regeneration Aura -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/EndRdx/Rchg:40(42), Mrcl-Heal:40(42)
Level 32: Adrenalin Boost -- RechRdx-I:50(A)
Level 35: Stealth -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(42), LkGmblr-EndRdx/Rchg:50(43), LkGmblr-Def/EndRdx/Rchg:50(43)
Level 38: Recall Friend -- EndRdx-I:50(A)
Level 41: Dominate -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Hold%:50(43), NrncSD-Dam%:30(45), NrncSD-Acc/Hold/Rchg:30(45), NrncSD-Acc/EndRdx:30(45), NrncSD-Acc/Rchg:30(46)
Level 44: Mind Over Body -- Aegis-Psi/Status:50(A), ImpSkn-Status:30(46), ImpArm-ResPsi:40(46)
Level 47: World of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(48), CoPers-Acc/Conf/Rchg:50(48), CoPers-Acc/Rchg:50(48), CoPers-Conf/EndRdx:50(50), CoPers-Conf%:50(50)
Level 49: Dark Pit -- RzDz-Acc/Stun/Rchg:30(A), RzDz-Immob%:30(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Vigilance
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 4.06% Defense(Energy)
  • 4.06% Defense(Negative)
  • 8.13% Defense(Ranged)
  • 15% Enhancement(RechargeTime)
  • 4% Enhancement(Confused)
  • 25% Enhancement(Accuracy)
  • 7% Enhancement(Heal)
  • 5% Enhancement(Immobilize)
  • 14% FlySpeed
  • 190.8 HP (18.8%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • MezResist(Confused) 7.5%
  • MezResist(Held) 10.3%
  • MezResist(Immobilize) 9.7%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 7.5%
  • 23% (0.38 End/sec) Recovery
  • 94% (3.99 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 5% Resistance(Cold)
  • 6% Resistance(Psionic)
  • 14% RunSpeed



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Posted

Changed a few things around, moved auras, slotted with more expensive crap, etc.

Here's what I've got:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Help Me Help YOU: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Heal Other -- (A)(3)(3)(5)(5)
Level 1: Dark Blast -- (A)(9)(9)(43)(46)(46)
Level 2: Healing Aura -- (A)(7)(7)(13)(15)(37)
Level 4: Absorb Pain -- (A)(11)(11)(13)(15)
Level 6: Resurrect -- (A)
Level 8: Hasten -- (A)(34)(34)
Level 10: Clear Mind -- (A)
Level 12: Fortitude -- (A)(33)(36)(36)(36)(42)
Level 14: Assault -- (A)(25)
Level 16: Tenebrous Tentacles -- (A)(17)(17)(33)(34)(37)
Level 18: Recovery Aura -- (A)(19)(19)(45)
Level 20: Dark Pit -- (A)(21)(21)(23)(23)(43)
Level 22: Maneuvers -- (A)(25)(46)
Level 24: Super Speed -- (A)
Level 26: Regeneration Aura -- (A)(27)(27)(29)(29)(45)
Level 28: Recall Friend -- (A)
Level 30: Night Fall -- (A)(31)(31)(31)(33)(43)
Level 32: Adrenalin Boost -- (A)(37)(40)(42)(42)(45)
Level 35: Combat Jumping -- (A)
Level 38: Blackstar -- (A)(39)(39)(39)(40)(40)
Level 41: Oppressive Gloom -- (A)(48)(50)
Level 44: Dark Consumption -- (A)(48)(48)(50)(50)
Level 47: Dark Embrace -- (A)
Level 49: Soul Transfer -- (A)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Vigilance
Level 6: Ninja Run



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Posted

Quote:
Originally Posted by CheshireKatt View Post
I've seen multiple emp/darks. This is my wifes build. She made the fun run with my BS/WP to 50, and is one of the best defs I have ran with. Not being biased. This is a team/pve build. Lots of fun, and still her favorite toon.
Cute, but wrong playstyle.


 

Posted

In terms of defending (using the empathy power set, some people "defend" differently), I think the best you can do is to take most of the powers from the empathy power set, and then optimize your build for +recharge. I made a build below by changing yours. Hasten is nearly perma, you can fort 7 people, and keep AB perma on a selected person.

For dark blast and power pools, there isn't a best way to pick and slot the powers. As you can see from the response in the thread, different people have different opinion. I think the baseline here is that you have enough attacks to help the team when healing is not necessary, and the attacks are properly slotted. If you skip fitness, you will spend some time in the front line using dark consumption, then I think you might as well pick soul drain. Since dark pit and oppressive gloom stacks, so it's a good combo. I don't know how much inf you have, I guess you probably don't need pvp or purple IO if you're not going for some sort of ultimate build.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Help Me Help YOU: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
Level 1: Dark Blast -- Entrpc-Heal%(A), Entrpc-Acc/Dmg(9), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx(43), Entrpc-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
Level 2: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
Level 4: Absorb Pain -- Heal-I(A), Heal-I(11)
Level 6: Resurrect -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13), RechRdx-I(25), RechRdx-I(40)
Level 10: Clear Mind -- EndRdx-I(A)
Level 12: Fortitude -- LkGmblr-Rchg+(A), HO:Membr(33), HO:Membr(34), HO:Cyto(36), RechRdx-I(36), EndRdx-I(42)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(36), LkGmblr-EndRdx/Rchg(37)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(33), Posi-Dmg/EndRdx(34)
Level 18: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/EndRdx(19), RechRdx-I(40), RechRdx-I(43), EndRdx-I(45)
Level 20: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(21), Stpfy-EndRdx/Stun(21), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(23)
Level 22: Gloom -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(25), Entrpc-Dmg/Rchg(34), Entrpc-Dmg/EndRdx/Rchg(37), Entrpc-Heal%(39), Thundr-Acc/Dmg/EndRdx(39)
Level 24: Super Speed -- Run-I(A)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(29)
Level 28: Recall Friend -- Zephyr-ResKB(A)
Level 30: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33)
Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(37), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Assault -- EndRdx-I(A), EndRdx-I(39)
Level 41: Oppressive Gloom -- HO:Endo(A), HO:Endo(43)
Level 44: Dark Consumption -- RechRdx-I(A), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(45), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(48)
Level 47: Soul Drain -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(48), AdjTgt-ToHit/Rchg(48), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run


 

Posted

Let's assume I have no inf and I'm playing for cheap (I'll probably just change my sets later). Also, let's assume that you have no clue, as you 5 slotted hasten with the same ******* Rech redux. A 3 stack is already heavily softcapped, and two slots could be used elsewhere. I'm not even going to try figuring out what kind of crazy you are.
EDIT: I also hate datalinks. Give me a block of datatext.

You did give me some ideas though. Latest build:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Help Me Help YOU: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Heal Other -- (A)(3)(3)(5)(5)(37)
Level 1: Dark Blast -- (A)(9)(9)(43)(46)(46)
Level 2: Healing Aura -- (A)(7)(7)(13)(15)(37)
Level 4: Absorb Pain -- (A)(11)(11)(13)(15)
Level 6: Resurrect -- (A)
Level 8: Hasten -- (A)(34)(34)
Level 10: Clear Mind -- (A)
Level 12: Fortitude -- (A)(33)(36)(36)(36)(42)
Level 14: Assault -- (A)(25)
Level 16: Tenebrous Tentacles -- (A)(17)(17)(33)(34)(45)
Level 18: Recovery Aura -- (A)(19)(19)(45)
Level 20: Dark Pit -- (A)(21)(21)(23)(23)
Level 22: Maneuvers -- (A)(25)(46)(48)
Level 24: Super Speed -- (A)
Level 26: Regeneration Aura -- (A)(27)(27)(29)(29)
Level 28: Recall Friend -- (A)
Level 30: Night Fall -- (A)(31)(31)(31)(33)(43)
Level 32: Adrenalin Boost -- (A)(37)(40)(42)(42)(45)
Level 35: Combat Jumping -- (A)
Level 38: Blackstar -- (A)(39)(39)(39)(40)(40)
Level 41: Oppressive Gloom -- (A)(43)(48)
Level 44: Dark Consumption -- (A)(48)(50)(50)(50)
Level 47: Soul Drain -- (A)
Level 49: Soul Transfer -- (A)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Vigilance
Level 6: Ninja Run



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Posted

Okay, giving a second look at your last build (realizing that I needed to open it via mids to see how you actually slotted it) and meshing with ideas from your expensive build, here's a few more suggestions that I'd offer up.

Nightfall/Tentacles. 6 slotted isn't a bad idea. If you still are wanting to do some THD, I'd say go back to Clouded Senses with Acc/Rech, THD/End/Rech, Acc/End/Rech and either Acc/THD or the Neg dmg proc. Difference being a 71.8 dmg 20% chance for each target hit proc (giving 10.4% THD and over 100% accuracy in mids) or and extra 1.2% THD and 15% accuracy. I'd say after you tinker with the rest of your sets (and maybe finding places for accuracy set IOs) see if you *really* need the extra accuracy in both. I say that because a proc can add quite a bit of damage potential to your bones. As for your other 2 slots, I think you'll get most bang for your buck with Dmg/Range Hami's.

Oppressive Gloom. If you don't want to go Rope a dope route for an extra 6% Regen, 2 HamiOs could work. Three would probably become redundant since 15 sec stun duration with over 135% accuracy and a 2 second reapply of chance of mez. This also opens you a slot to place elsewhere.

Fortitude. My personal preference (though your Rech/Def HamiOs were a nice touch and you might want to toss another one top of this slotting) is 4 slotting LotG. +7.5% global is already giving 2.5% better recharge than the set bonus Red Fortune is giving on its own (though, also an idea would be instead of 6 slotting Red Fortune, 5 slot it and put a 7.5% LotG on top of it for even more recharge). For me in general, Red Fortune's set bonuses can be placed in other powers (from different sets) for greater effectiveness. So LotG +7.5%/Def, Def/Rech, Def/End/Rech, and either End/Rech (for greater recharge) or a Def (Naturally for greater defense) and a Rech/Def HamiO would be great.

AB. I'd slot it with your two efficiency adapter and then 3 Doctored Wounds, Heal/Rech, Heal/End/Rech and Rech. That gives you the extra little recharge, endurance isn't that big of a deal on it, and still gives you the resistance set bonus, which is nice, but overall you want to worry about recharge for the power.

Great... now with your changes you've actually given me enough to actually feel like I got a theme going to help you see some of my slotting ideas in practice. Am I expecting you to follow the build exactly, no. I just wand to continue to give you slotting ideas, because frankly some of yours have given me better slotting ideas for this build than I personally would of had. Note: I'm intentionally not putting in Posi's Blast for Clouded Senses to keep with what you've been doing on it. Other than that, it's following similarly to what I would do.

Other notes: 4 slotted Thunderstrike should be all you need, unless you really want to 6 slot it. Otherwise, you only need 4 slots of it, maybe a proc or just a slot for somewhere else. If you really want to place a purple set, replace stupefy with amazement. Reasoning: It's the same type of bonuses, just better values of it, plus a better proc.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Unknown: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(3), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-EndRdx/Rchg(42)
Level 1: Dark Blast -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(40)
Level 2: Heal Other -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(42), Mrcl-Heal/EndRdx(43), Mrcl-Heal/EndRdx/Rchg(43)
Level 4: Absorb Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(9)
Level 10: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(11), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
Level 12: Fortitude -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(13), LkGmblr-Rchg+(15), HO:Membr(15)
Level 14: Resurrect -- RechRdx-I(A), RechRdx-I(27)
Level 16: Tenebrous Tentacles -- Cloud-ToHitDeb/EndRdx/Rchg(A), Cloud-Acc/Rchg(17), Cloud-Acc/EndRdx/Rchg(17), Cloud-%Dam(19), HO:Centri(19), HO:Centri(25)
Level 18: Recovery Aura -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(27), RechRdx-I(31), RechRdx-I(31)
Level 20: Night Fall -- Cloud-Acc/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/EndRdx/Rchg(21), Cloud-%Dam(23), HO:Centri(23), HO:Centri(25)
Level 22: Hurdle -- Jump-I(A)
Level 24: Clear Mind -- EndRdx-I(A)
Level 26: Regeneration Aura -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(34)
Level 28: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(29), Zephyr-Travel(29), Zephyr-ResKB(31)
Level 30: Super Speed -- Winter-ResSlow(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(37), Efficacy-EndMod(37), Efficacy-EndMod/Rchg(37)
Level 35: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Mrcl-Rcvry+(36), Mrcl-Heal(39), RgnTis-Regen+(40)
Level 38: Life Drain -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(39), Nictus-Heal/HP/Regen/Rchg(39)
Level 41: Oppressive Gloom -- Rope-Acc/Stun(A), Rope-Acc/Stun/Rchg(42)
Level 44: Dark Embrace -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
Level 47: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

K, One more time, as something has changed:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Help Me Help YOU: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Heal Other -- (A)(3)(3)(5)(5)(37)
Level 1: Dark Blast -- (A)(9)(9)(43)(46)(46)
Level 2: Healing Aura -- (A)(7)(7)(13)(15)(37)
Level 4: Absorb Pain -- (A)(11)(11)(13)(15)
Level 6: Resurrect -- (A)
Level 8: Hasten -- (A)(34)(34)
Level 10: Clear Mind -- (A)
Level 12: Fortitude -- (A)(33)(36)(36)(36)(42)
Level 14: Assault -- (A)(25)
Level 16: Tenebrous Tentacles -- (A)(17)(17)(33)(34)(45)
Level 18: Recovery Aura -- (A)(19)(19)(45)
Level 20: Dark Pit -- (A)(21)(21)(23)(23)
Level 22: Maneuvers -- (A)(25)(46)(48)
Level 24: Super Speed -- (A)
Level 26: Regeneration Aura -- (A)(27)(27)(29)(29)
Level 28: Recall Friend -- (A)
Level 30: Night Fall -- (A)(31)(31)(31)(33)(43)
Level 32: Adrenalin Boost -- (A)(37)(40)(42)(42)(45)
Level 35: Combat Jumping -- (A)
Level 38: Blackstar -- (A)(39)(39)(39)(40)(40)
Level 41: Oppressive Gloom -- (A)(43)
Level 44: Dark Consumption -- (A)(48)(48)(50)(50)(50)
Level 47: Soul Drain -- (A)
Level 49: Soul Transfer -- (A)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Vigilance
Level 6: Ninja Run



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Posted

Quote:
Originally Posted by EyeSlit View Post
Also, let's assume that you have no clue, as you 5 slotted hasten with the same ******* Rech redux. A 3 stack is already heavily softcapped, and two slots could be used elsewhere. I'm not even going to try figuring out what kind of crazy you are.
FYI, perma-hasten can be archieved by 6-slotting hasten with ~90% of global recharge. So, it's a matter of whether you want to make it perma or not, or you're ok with a few seconds of down time. I think it's a personal preference whether the extra 2-3 slots are worth it. I enjoy perma-hasten. Maybe as you said, I'm probably clueless and no idea how to play the game.

Quote:
Originally Posted by EyeSlit View Post
6 slots = 118%, 3 slots = 99%. If that's not excessive minmaxing, I'd eat a gym sock. Okay ew. But really, 19% on one ability, or 3 slots freed up for anything else? Is that really a choice?
My suggested build can attain nearly perma-hasten quite cheaply without using purple or pvp IO. The price is to put a couple more slots into hasten to squeeze a few seconds out of it. Actually, you don't need to give numbers, I already know it. Since you have a lot of inf to buy sets of pvp IOs, your build will be more slot-efficient than a cheap one, it doesn't mean that I'm excessively min-maxing. And to put fortitude on 7 people, you need fortitude to recharge very quickly (~17 seconds), so you want to avoid too much downtime from hasten. But of coz, if you don't care, then it won't worth the slots.


 

Posted

I'll offer these final suggestions:

1) Swap Tentacles and Nightfall. Nightfall does more damage, so slotting it for damage is more productive than Tentacles. They also both give the same THD, so you're not losing out on anything from that. I'd still suggest Dmg/Range HamiOs instead of Acc/Dmg.

2) Either slot Soul Drain for damage and recharge (via sets) or just a Recharge generic IO. It reduces your time by a few seconds for the generic or raises it a few and gives you 10 more damage. The THB does you no good at all with how much accuracy you have.

3) On Blackstar, the proc is kinda pointless, but to each their own. I'd suggest taking the Dmg/Rech instead of the proc or the Dmg/Rech instead of Acc/Rech, because frankly, the chances of you hitting is really good either way.

4) With Super Speed, I'd consider either Winter's Gift Resist slow (which slows will suck for your buffing) or another KB protect (maybe put a Range for Shard TFs or Interrupt in Recall)

Other than these small things, I don't see anything too major other than the expensive costs of PvP Heal IOs. It seems fairly solid of a build now. Now's the fun part: when you take your "finalized" build and compare it to your first build you presented and see how you've evolved and why.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by Twilight_Snow View Post
FYI, perma-hasten can be archieved by 6-slotting hasten with ~90% of global recharge. So, it's a matter of whether you want to make it perma or not, or you're ok with a few seconds on down time. I think it's a personal preference whether the extra 2-3 slots are worth it or not. Personally, I enjoy perma-hasten. Maybe as you said, I'm probably clueless and no idea how to play the game.
6 slots = 118%, 3 slots = 99%. If that's not excessive minmaxing, I'd eat a gym sock. Okay ew. But really, 19% on one ability, or 3 slots freed up for anything else? Is that really a choice?

Quote:
Originally Posted by StormyDarkness View Post
I'll offer these final suggestions:

1) Swap Tentacles and Nightfall. Nightfall does more damage, so slotting it for damage is more productive than Tentacles. They also both give the same THD, so you're not losing out on anything from that. I'd still suggest Dmg/Range HamiOs instead of Acc/Dmg.
Agreed.

Quote:
2) Either slot Soul Drain for damage and recharge (via sets) or just a Recharge generic IO. It reduces your time by a few seconds for the generic or raises it a few and gives you 10 more damage. The THB does you no good at all with how much accuracy you have.
Slotted with Multistrike's damage/rech

Quote:
3) On Blackstar, the proc is kinda pointless, but to each their own. I'd suggest taking the Dmg/Rech instead of the proc or the Dmg/Rech instead of Acc/Rech, because frankly, the chances of you hitting is really good either way.
Tossed the proc. At First I thought it'd be nifty, but realised that it's both expensive and a weird placement.

Quote:
4) With Super Speed, I'd consider either Winter's Gift Resist slow (which slows will suck for your buffing) or another KB protect (maybe put a Range for Shard TFs or Interrupt in Recall)
I'd do a KB protect, but I'd rather have the speed. It's why I got the power, or else I'd just use a jp. One more power slot for me, y'know? But I want it to be fun too, heh. zooom... My one vice.

Quote:
Other than these small things, I don't see anything too major other than the expensive costs of PvP Heal IOs. It seems fairly solid of a build now. Now's the fun part: when you take your "finalized" build and compare it to your first build you presented and see how you've evolved and why.
Is there any way I could reslot to keep some rech bonus and have less expensive heal IOs? I kept looking around and it feels like I have to lose alot of rech bonus to make it work cheaper. I don't think I'll be able to afford it, y'know? Like, ever. XD


 

Posted

Quote:
Originally Posted by EyeSlit View Post
Quote:
Originally Posted by StormyDarkness View Post
3) On Blackstar, the proc is kinda pointless, but to each their own. I'd suggest taking the Dmg/Rech instead of the proc or the Dmg/Rech instead of Acc/Rech, because frankly, the chances of you hitting is really good either way.
Tossed the proc. At First I thought it'd be nifty, but realised that it's both expensive and a weird placement.
Good to hear. Procs are used best in either AoEs or fast recharging power (or ideally both), so it really wouldn't do any justice compared to the cost. A damage proc maybe, but a 20% chance for -20% resist debuff ever 141 seconds is kinda meh.

Quote:
Originally Posted by EyeSlit View Post
Quote:
Originally Posted by StormyDarkness View Post
4) With Super Speed, I'd consider either Winter's Gift Resist slow (which slows will suck for your buffing) or another KB protect (maybe put a Range for Shard TFs or Interrupt in Recall)
I'd do a KB protect, but I'd rather have the speed. It's why I got the power, or else I'd just use a jp. One more power slot for me, y'know? But I want it to be fun too, heh. zooom... My one vice.
It's something I understand on a logical level, but travel powers are meh to me mostly. I'll take my ninja run and abuse it, allowing me to push back my travel power from 20 something to 40 something or not at all. It really helped me when I decided for my Dark/Elec Defender that I wouldn't take a travel power. Suddenly the lack of one didn't hurt as much.

Quote:
Originally Posted by EyeSlit View Post
Quote:
Originally Posted by StormyDarkness View Post
Other than these small things, I don't see anything too major other than the expensive costs of PvP Heal IOs. It seems fairly solid of a build now. Now's the fun part: when you take your "finalized" build and compare it to your first build you presented and see how you've evolved and why.
Is there any way I could reslot to keep some rech bonus and have less expensive heal IOs? I kept looking around and it feels like I have to lose alot of rech bonus to make it work cheaper. I don't think I'll be able to afford it, y'know? Like, ever. XD
For best recharge intensive sets for heals, you've got two choices. 5 slotting Doctored Wounds or Regenerative Tissue (besides what you got, but I'm trying to give alternates). Regen Tissues has a unique (though it's a nice 25% regen unique) so if you're going to slot it, you'll only slot one power (since Regen Tissue has only 5 IOs and thus only one can be fully slotted). The problem being it caps at out level 30. Doctored Wounds has 5 slots for recharge. Both of these offer 5% recharge against the pvp IO's 6%. Also, Doctored Wounds *tends* to be cheaper since most lean towards Numina's. So if you switch it up to Doctored Wounds (which is hella lot cheaper) then you'll end up losing a whole 2% recharge. The rest of the set bonuses aren't nearly as useful (imo) to the pvp set, but there's a good reason the pvp sets are so expensive. Usually the better the set bonuses the more expensive they are.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Heal IO sets are expensive. Sorry bucko, no way around it. Slot basic Heal IOs and start saving up for the good stuff.

On the bright side, if you're still wanting to play the debuff angle, tohit debuffs IO sets are cheap cheap cheap! Same for stun sets for Dark Pit, Oppressive Gloom, and Soul Transfer, and immobilize sets for your Tenebrous Tentacles.

Be careful not to overspecialize your build for the sake of set bonuses. Five slots in Regeneration Aura is, I assume, for the recharge bonus on Doctored Wounds, but it comes at the cost of having a very slow recharging Soul Drain, which will drive you crazy soloing. (Unless you make a soloing build, see below.)

If you like to keep a flexible, generalist build, rather than having two specialized builds, that's fine. You can keep your first build generalized, then make your second build either for strict defensive teaming (with powers like HO, AP, CM, Rez, Fort, AB, Leadership + Vengeance, Recall Friend, and secondaries slotted for debuff), or for strict soloing (with powers like the three Auras, Soul Drain, Soul Transfer, Dark Embrace + Fighting pool, Gloom, Moonbeam, Blackstar + Dark Consumption, and secondaries slotted for pain), or for strict team offending (same as solo build, plus Fort, AB, Leadership + Vengeance, and Provoke, if you swing that way). Cheap IOs and SOs on the second build are fine, since your first Empath build will be expensive enough already. Whichever specialized second build you pick, you'll be using it more than just occasionally, I guarantee!


 

Posted

Quote:
Originally Posted by Rigel_Kent View Post
...Be careful not to overspecialize your build for the sake of set bonuses. Five slots in Regeneration Aura is, I assume, for the recharge bonus on Doctored Wounds, but it comes at the cost of having a very slow recharging Soul Drain, which will drive you crazy soloing. (Unless you make a soloing build, see below.)

If you like to keep a flexible, generalist build, rather than having two specialized builds, that's fine. You can keep your first build generalized, then make your second build either for strict defensive teaming (with powers like HO, AP, CM, Rez, Fort, AB, Leadership + Vengeance, Recall Friend, and secondaries slotted for debuff), or for strict soloing (with powers like the three Auras, Soul Drain, Soul Transfer, Dark Embrace + Fighting pool, Gloom, Moonbeam, Blackstar + Dark Consumption, and secondaries slotted for pain), or for strict team offending (same as solo build, plus Fort, AB, Leadership + Vengeance, and Provoke, if you swing that way). Cheap IOs and SOs on the second build are fine, since your first Empath build will be expensive enough already. Whichever specialized second build you pick, you'll be using it more than just occasionally, I guarantee!
Rigel is making a very good argument regarding builds. When I began my Empath's IO slotting, I decided that I would build for balance and make one build that tried to be very good at teaming while still able to solo when needed. This (I believed) would save me a lot of influence over trying to build two seperate specialized builds (one team and one solo-build).

I have since changed my opinion on this. Having a single "balanced" build will save you influence in theory, but you will end up with a build that is neither the "best" team build nor even close to the best "solo" platform. So, I would highly reccommend working on two builds, with one being focused on being the best team support character and get the powers slotted for teaming. And then use your second build and focus that one for solo-ability. If you have a concern to save some influence initially, then work on IOs for one of the two builds based on which activity you do the most (so, Team-build if you mainly team-up or solo build if you solo alot more).

Good Luck


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

 

Posted

Use your first build as a general build, second for specialized, then once your primary specialty is made, respec the first to the other. Or just attempt to make a balanced build for the first one and only use it. >.>


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

An Empathy/Dark/Dark was my first empath and one of the my earliest characters in the game. This is one of the Mids plans I have for her using Dark Mastery. It stands a few seconds shy of both perma Hasten and perma Soul Drain. While I've no plans to do so currently but from there change out Hover for Air Superiority, add a 5th slot and place 5 purple sets into the build (and go with Adjusted Targeting vs Guassians in Tactics) and it'll be perma Hasten.

Hero Plan by Mids' Hero Designer 1.704
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: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(36)
Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Cloud-%Dam(42)
Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Cloud-%Dam(42)
Level 4: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(36)
Level 6: Hover -- Flight-I(A), Flight-I(46), LkGmblr-Rchg+(46), Ksmt-ToHit+(50)
Level 8: Clear Mind -- Range-I(A)
Level 10: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(11), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(39)
Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(25), LkGmblr-EndRdx/Rchg(36), LkGmblr-Rchg+(37)
Level 14: Assault -- EndRdx-I(A)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/EndRdx(17), Posi-Dmg/Rng(23), Posi-Dam%(37), Cloud-%Dam(42)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dam%(37), Cloud-%Dam(43)
Level 22: Fly -- Empty(A)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(45)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(39)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(40)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Efficacy-EndMod/Rchg(34)
Level 35: Recall Friend -- Empty(A)
Level 38: Blackstar -- Oblit-Dmg(A), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(50)
Level 41: Oppressive Gloom -- Acc-I(A)
Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run



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Posted

First, I'm already maxxed out for my 5% regeneration bonuses, which is why I was looking around. Second, this build is specialized in healing and buffing the ******* team. I don't want to solo, or even think of it, when I'm on an empath. It's really the worst waste of time I've ever heard of. I'd lose more exp and loot time trying to solo than if I just waited around for a group. Sad fact of life.

So that's it. I have my build, though some may disagree:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Help Me Help YOU: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Heal Other -- (A)(3)(3)(5)(5)(37)
Level 1: Dark Blast -- (A)(9)(9)(43)(46)(46)
Level 2: Healing Aura -- (A)(7)(7)(13)(15)
Level 4: Absorb Pain -- (A)(11)(11)(13)(15)
Level 6: Resurrect -- (A)
Level 8: Hasten -- (A)(34)(34)
Level 10: Clear Mind -- (A)
Level 12: Fortitude -- (A)(33)(36)(36)(36)(42)
Level 14: Assault -- (A)(25)
Level 16: Tenebrous Tentacles -- (A)(17)(17)(33)(34)(45)
Level 18: Recovery Aura -- (A)(19)(19)(45)
Level 20: Dark Pit -- (A)(21)(21)(23)(23)
Level 22: Maneuvers -- (A)(25)(46)(48)
Level 24: Super Speed -- (A)
Level 26: Regeneration Aura -- (A)(27)(27)(29)(29)
Level 28: Recall Friend -- (A)(37)
Level 30: Night Fall -- (A)(31)(31)(31)(33)(43)
Level 32: Adrenalin Boost -- (A)(37)(40)(42)(42)(45)
Level 35: Combat Jumping -- (A)
Level 38: Blackstar -- (A)(39)(39)(39)(40)(40)
Level 41: Oppressive Gloom -- (A)(43)
Level 44: Dark Consumption -- (A)(48)(48)(50)(50)(50)
Level 47: Soul Drain -- (A)
Level 49: Soul Transfer -- (A)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Vigilance
Level 6: Ninja Run



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