Emp/DP - cheap build
Quick notes:
With how it seems to me on the epic pool side, I'd go Psi Mastery. You get the ST hold, plus for your "Oh Crap" button, you can take Mass Hypnosis and/or Telekinesis. Mass Hypnosis can be quite good for the delayed alpha attacks for tanks and scrappers. Since Thunder Strike is a melee attack, it's not going to be very good for what you want it for.
For the ST hold powers, change the non-proc to the devastation proc. That'll give you two different chances to get +2 mag hold on them, so non-statistically sound logic says you'll have the proc going off 30% of the time, or 3 out of every 10 attacks. Statistically it's a few percents less with a couple of percent chance of having it do 7 mag hold with just one power. That being on each of the two (Suppressive Shot and Dominate). So once again, non-statistically sound version says you'll have a 60% chance to do 8 Mag between both attacks. a very, very small chance for a massive 14 mag hold. You'll get more mileage out of that than a 6% dmg boost on a defender (at least a Empathy defender). I'd also say the End/Rech/Hold of Basi's gaze is going to help you more than acc/hold when you got Tactics and several accuracy IOs within Basi's along with other (Posi's Blast) set bonuses giving accuracy. I mean really, who needs 300% accuracy? I get 120-140% on Mids and I hardly notice myself missing.
Instead of 6 slotting Decimation, do 5 slotted with 1 slot of the Heel proc from Defense Debuff. Each time it has a 20% chance of doing -20% resistance for 10 seconds. I'd echo this or the +rech from Force Feedback in Empty Clips.
For Clear Mind, do endo redux instead of recharge. It has a 4 second recharge out of the box with a 3.1 second cast. Just Hasten and set bonuses will be letting you go down the list no problem (if that suits your fancy).
Fortitude, consider HamiO's with Recharge/Defense. That is, if you want to be more expensive.
Those are my base suggestions at this moment. It is late and all.
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
I dont see anything particularly wrong with your build.
Global recharge is great. Slotting on your empathy powers is good.
Absorb pain is not something I use on my Empath, but thats a personal choice.
You could consider Vengeance at 49 instead and be able to slot one more LotG.
Overall, If I made an Emp/DP I would probably do a few things different, but your build has nothing that stands out to me as needing to fix.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
With how it seems to me on the epic pool side, I'd go Psi Mastery. You get the ST hold, plus for your "Oh Crap" button, you can take Mass Hypnosis and/or Telekinesis. Mass Hypnosis can be quite good for the delayed alpha attacks for tanks and scrappers. Since Thunder Strike is a melee attack, it's not going to be very good for what you want it for.
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How would you slot Hypnosis? I'm thinking Fortunata since it's dirt cheap and would trade the 5% recharge from obliv for a 10% - can the proc work even if the sleep doesn't affect someone?
For the ST hold powers, change the non-proc to the devastation proc. That'll give you two different chances to get +2 mag hold on them, so non-statistically sound logic says you'll have the proc going off 30% of the time, or 3 out of every 10 attacks. |
For Clear Mind, do endo redux instead of recharge. It has a 4 second recharge out of the box with a 3.1 second cast. Just Hasten and set bonuses will be letting you go down the list no problem (if that suits your fancy). |
Fortitude, consider HamiO's with Recharge/Defense. That is, if you want to be more expensive. |
I see there being three ways to slot Mass Hypnosis.
1) 4 slot Lethargic Repose. Why? Ranged, Melee, Smash, Lethal, Energy, and Neg defense. You can do 5 slot for the AoE, but *shrugs*
2) 5 slot Call of the Sandman. Why? It gives alright recharge, plus a bit of endurance and HP. Plus, you can use the proc as a pseudo self heal.
3) 5 slot Fortunata. Why? It gives better recharge than CotS and better other bonuses (accuracy, Fire/Cold resist, recovery). The proc seems mostly meh to me. As for if it works even if missed, I wouldn't know.
4) Take 1 or 3 and add CotS proc to it. Since you seem to want recharge, you probably want to maybe look at 6 slotting it and do 5 Fortunata and the CotS proc.
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It's been too long since I've taken statistics and tried to figure out the actual probability of things, but I go with the general philosophy of add up the two and just take a portion of it out. But I never rely on the procs working, I just cross my fingers and hope for the best.
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Yes. It's always the small things.
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It'll let you shift some slots around. A Defender isn't going to get too much out of a 3 slotted LotG, but a bit out of a 4 slot. I say just go with 7.5 and Def/Rech, then add the HamiOs. 2 of them will have you sitting at 57.78% Def and 90.17% recharge, thus allowing you to spread two more slots to something else. Just an idea I came across on the boards a few weeks back.
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
ok I'm making a hopefully cheap build (witha few notable exceptions) and I don't want to skip anything obviously too good to pass up.
Being Emp, I'm going for as much recharge as I can get and trying to get a few heal boosts in there too. As many area attacks as possible, since I intend the build for grouping exclusively. Holds, because I'm completely ignoring def, so I need some kind of protection.
Any sets I should be using with an obvious, easy to get bonus?
Thunder Strike could lose some slots or take a knockback set instead of damage - it's purpose is to get me away from anyone who gets too close, not as part of a normal attack chain.
The two holds could drop the two lockdown - I'm not sure how often the +2 mag would make a real difference.
Not sure if the proc in Bullet rain will work if I'm running non-standard ammo, since there's no knockback then.
Third slot in haste might be a waste, as it's only getting me less than 10 seconds, and it's not going to perm anyway.
The two Luck recharge are probably going to be late additions to the build, so they will probably be def or end until then - and Fort is over ED on recharge, so the slotting there might need to be changed.
Maybe switch out Hail of Bullets for Power Sink, but not sure since sapping sucks for mitigation, and the build isn't going to need the extra stam for itself.