Emp/Psy arena team build.
You don't need Fitness.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
HP is in a nice range.
KB protection is light (For team arena even though bubblers are scarce I'd still shoot for 45+)
Recharge is a little light, usually shoot for 55 - 60 ish on emps (personally)
Jump speed is kinda low with that slotting. On an emp I'd go for a min of like 66% enhancement (I think with that set its maybe 42%) And if you have the slots, more even.
+Range and + Heal are something you could work in as well as far as bonuses go.
HP is in a nice range.
KB protection is light (For team arena even though bubblers are scarce I'd still shoot for 45+) Recharge is a little light, usually shoot for 55 - 60 ish on emps (personally) Jump speed is kinda low with that slotting. On an emp I'd go for a min of like 66% enhancement (I think with that set its maybe 42%) And if you have the slots, more even. +Range and + Heal are something you could work in as well as far as bonuses go. |
As for the jump speed I switched the sets around with SS, now my SS speed is bad, guess im just going to have to sacrifice 15 pts of HP.
Thanks for feedback.
Edit: Heal other is on 54% I'm guessing I should get it higher?
You will want to keep hurdle. End is no issue but hurdle is way to good to pass up
"You wrote that the world doesn't need a saviour, but everyday I hear people cry for one"
Mortilance - Elec/WP Stalker
how much do you want to spend? if you're going to do it on test then not so much a problem -
60% recharge
1579 Hp with accos
48 kb with acro
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how much do you want to spend? if you're going to do it on test then not so much a problem -
60% recharge 1579 Hp with accos 48 kb with acro Code:
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thanks anyway =]
you want to lock spikes with a defender emp? sorry are you planning this for 8v8?
not that I am any xpert but that does not sound like the best strategy....
I guess I didn't phrase this correctly I just want be able to contribute to some damage yes hence why I went with a emp/psy, otherwise without a doubt in my mind I woulda rolled a grav/emp or mind/emp.
|
if you are worried about locking and "contributing" to spikes while playing your emp you are waaaay wrong. Maybe if you are rolling the other team and they are doing no damage then maybe you could start spiking but if not then you should be focused on, i don't know maybe healing and buffing your team.......
OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups
agree with psyrene but here
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agree with psyrene but here
![]() Code:
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edit: Gonna switch one of the concealment powers out for hurdle

I see where you're coming from with keeping some blasts in there. Personally I like to have Will dom and TK on my emp/psy to for 2v2 situations . They're also good just for hp sets. I haven't looked at any of the builds in this thread but I would definately keep those blasts.
Edit: Ok well I looked at one of the builds and 4 slotting panacea's seems pointless imo. The only reason i'd ever slot panacea's is for the rech and range bonus. Don't slot them unless you're slotting 5 and 3 slotting heca's in brawl is crazy also. I understand two for a recov bonus but 3 for that amazing fire and cold res?
And yeh. Drop Either Grant invis or Invis for Hurdle. Another thing. If you don't take hurdle you're going to want to crank the values in super jump way uuup. Switch the Unbound leap for the cheaper jump set and use Celerity in Super Speed.
This is just my opinion and how I would do it. Goodluck.
"You wrote that the world doesn't need a saviour, but everyday I hear people cry for one"
Mortilance - Elec/WP Stalker
A mind/emp troller would be better for small teams. If you want to play a more offensive role on a smaller setting then TK, confuse, placate and holds will contribute more than pitiful psy blasts on an emp. Power boost is nice too.
I see where you're coming from with keeping some blasts in there. Personally I like to have Will dom and TK on my emp/psy to for 2v2 situations
![]() Edit: Ok well I looked at one of the builds and 4 slotting panacea's seems pointless imo. The only reason i'd ever slot panacea's is for the rech and range bonus. Don't slot them unless you're slotting 5 and 3 slotting heca's in brawl is crazy also. I understand two for a recov bonus but 3 for that amazing fire and cold res? And yeh. Drop Either Grant invis or Invis for Hurdle. Another thing. If you don't take hurdle you're going to want to crank the values in super jump way uuup. Switch the Unbound leap for the cheaper jump set and use Celerity in Super Speed. This is just my opinion and how I would do it. Goodluck. |

I'm still torn between this or a grav/emp or mind/emp.
I have a feeling theres a lot to improve on this build so any help appreciated
heres some quick numbers:
1575 HP
35% recharge :/
and enough KB I think.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Healing bad pvp'ers.: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura
- (A) Regenerative Tissue - Heal/Endurance
- (3) Regenerative Tissue - Endurance/Recharge
- (3) Regenerative Tissue - Heal/Recharge
- (5) Regenerative Tissue - Heal/Endurance/Recharge
- (7) Numina's Convalescence - Heal/Endurance
Level 1: Mental Blast- (A) Apocalypse - Chance of Damage(Negative)
- (5) Apocalypse - Accuracy/Recharge
- (7) Apocalypse - Accuracy/Damage/Recharge
- (9) Devastation - Accuracy/Damage
- (9) Devastation - Accuracy/Damage/Endurance/Recharge
- (11) Devastation - Accuracy/Damage/Recharge
Level 2: Heal Other- (A) Doctored Wounds - Heal
- (11) Doctored Wounds - Heal/Endurance
- (13) Doctored Wounds - Recharge
- (13) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (17) Range IO
Level 4: Absorb Pain- (A) Range IO
- (17) Range IO
- (40) Regenerative Tissue - Heal/Recharge
- (42) Regenerative Tissue - Heal/Endurance/Recharge
- (43) Regenerative Tissue - Endurance/Recharge
- (43) Regenerative Tissue - Heal/Endurance
Level 6: Hurdle- (A) Jumping IO
Level 8: Hasten- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (45) Recharge Reduction IO
Level 10: Clear Mind- (A) Range IO
Level 12: Fortitude- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense/Recharge
- (48) Luck of the Gambler - Defense
Level 14: Super Speed- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (15) Quickfoot - Endurance
- (40) Quickfoot - RunSpeed
- (50) Quickfoot - Endurance/RunSpeed
Level 16: Health- (A) Miracle - +Recovery
Level 18: Recovery Aura- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (19) Performance Shifter - EndMod/Recharge
- (19) Performance Shifter - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (39) Efficacy Adaptor - EndMod/Recharge
Level 20: Stamina- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (21) Efficacy Adaptor - EndMod/Recharge
- (21) Adrenal Adjustment - EndMod
- (39) Adrenal Adjustment - EndMod/Recharge
- (40) Adrenal Adjustment - EndMod/Accuracy/Recharge
Level 22: Will Domination- (A) Apocalypse - Damage/Endurance
- (23) Apocalypse - Damage
- (23) Apocalypse - Damage/Recharge
- (36) Devastation - Accuracy/Damage
- (37) Devastation - Accuracy/Damage/Endurance/Recharge
- (37) Devastation - Accuracy/Damage/Recharge
Level 24: Telekinetic Blast- (A) Devastation - Accuracy/Damage
- (25) Devastation - Accuracy/Damage/Recharge
- (25) Devastation - Accuracy/Damage/Endurance/Recharge
- (34) Explosive Strike - Chance for Smashing Damage
- (36) Gladiator's Javelin - Chance of Damage(Toxic)
- (36) HamiO:Nucleolus Exposure
Level 26: Regeneration Aura- (A) Regenerative Tissue - Heal/Recharge
- (27) Regenerative Tissue - Heal/Endurance/Recharge
- (27) Regenerative Tissue - Endurance/Recharge
- (31) Miracle - Heal/Recharge
- (31) Miracle - Heal/Endurance/Recharge
Level 28: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (29) Karma - Knockback Protection
- (29) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 30: Super Jump- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (31) Unbounded Leap - Endurance
- (50) Unbounded Leap - Jumping
- (50) Unbounded Leap - +Stealth
Level 32: Adrenalin Boost- (A) Numina's Convalescence - Heal/Recharge
- (33) Numina's Convalescence - Heal/Endurance/Recharge
- (33) Performance Shifter - EndMod/Accuracy/Recharge
- (33) Numina's Convalescence - Endurance/Recharge
- (34) Performance Shifter - EndMod/Recharge
- (34) Performance Shifter - EndMod
Level 35: Acrobatics- (A) Endurance Reduction IO
Level 38: Stealth- (A) Luck of the Gambler - Recharge Speed
- (39) Karma - Knockback Protection
Level 41: Power Build Up- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
Level 44: Invisibility- (A) Luck of the Gambler - Recharge Speed
- (45) Karma - Knockback Protection
Level 47: Temp Invulnerability- (A) Steadfast Protection - Knockback Protection
- (48) Steadfast Protection - Resistance/+Def 3%
- (48) Steadfast Protection - Resistance/Endurance
Level 49: Phase Shift- (A) Recharge Reduction IO
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: VigilanceLevel 4: Ninja Run
------------
Set Bonus Totals: