A guide on how to play an empathy defender.


Adeon Hawkwood

 

Posted

This guide is not about how to slot your powers or how to pick a secondary power or the description of each power or how to solo in the game. This guide is purely an opinion on how to play as an empathy defender.

What is an empathy defender?
All they have to do is heal right? Yes, they are awesome healers. But they do other things, and a good empath will do those other things. An empathy defender is an archetype that is often overlooked on a team.. the often unnoticed little contributions that many teams take for granted. Did you have a great tank in your Statesman’s Task Force? Well, who was the one that kept Ghost Widow from spinning him in the air? Don’t get me wrong, I don’t think empaths are the greatest Archetype, but they shouldn‘t be thought of as only “healers“. This is probably the main difference between a good empath and a bad one.

What is NOT an empathy defender?
An empathy defender is not a controller who has empathy as a secondary power nor is it the opposite of a pain domination corruptor.

Why make an empathy defender?
When I first started playing City of Heroes, I made a scrapper and a blaster. But with my inexperience in CoH (and mmorpg‘s in general), they both died a lot. So I tried an empathy defender as my third character who turned out to be my first character to reach level 50. An empathy defender doesn’t attract a lot of attention from enemy mobs, and getting on lowbie teams is quite easy. So, I was able to hone my CoH skills better since I wasn’t dying as much. If you are new to the game, you may want to first play as a defender of some type since I think it’s easier to get on teams (at lower levels), thus giving you more experience on gameplay, and they can be fairly survivable if you focus on the team rather than the enemy mobs.

Why make this guide?
There are too many empathy defenders out there who are just plain horrible, and they are giving all empaths a bad name. Too often in the City of Heroes game you will see a request for a “healer”. Now, in my opinion, that could mean any archetype that have the ability to heal other players, i.e. radiation emission, dark miasma, thermals, etc. But, I’m guessing that most people who request a healer, are talking about an empath… a good empath. As a result, it seems that many players decided to create an empathy defender. Unfortunately, with all of the power leveling, many people don’t know how to play as an empath, and thus, creating a lot of grief for teams who were expecting an experienced empathy defender.

This guide will focus solely on team play. [Therefore, all of the secondary powers for the empathy defender in this guide are obsolete.*] If you decide to create an empathy defender as a solo character, then you will want to create it your own way. But these are basic rules that all empathy defenders should follow when they are on a team.

*That is, I will not disucuss which secondary powers are the best for the empathy defender. There are arguments to be made for controls, debuffs, or damage using secondary powers of the defender. But, this guide will only discuss the PRIMARY POWERSET for the EMPATHY DEFENDER. Obviously, if you are on a team with all empathy defenders, then during a mob fight, everyone would only be healing/buffing each other and no one would be doing any damage. It would be like a group of 8 pacifists charging into a group of gangbangers. Of course having offensive powers are important in the game, but THIS ARTICLE is only about the primary empathy powerset.

TEAM PLAY
Although, the empathy defender does more than just heal, it is nevertheless the best “healer” in the game. It’s just that the heals are what players notice the most. Since most of the empath’s powers are team targeted, an empath works best with a team. With that in mind, if you plan on creating an empath, you need to remember your archetype is designed for a team. The secondary power is your choice for solo play, but for a team you are first and foremost an empath. On a side note, it is completely legitimate to solo with an empath, but logically, an empath was not meant to be a solo archetype. With the additions made from Issue 17: Dark Mirror, defenders can solo more easily. But again, an empath’s primary purpose is to ASSIST THE TEAM.

Rule #1: Prevention with Clear Mind
An empathy defender, like all defenders, should be doing what they were named for… defending. Empathy in CoH is like medicine in the real world. The best medicine is preventive medicine. Example: You have a radiation emission player on your team and they are debuffing the crap out of a bad guy. What happens when they get mezzed? All of their toggles drop and the bad guy is no longer debuffed. Clear Mind is probably the number one empathy power that gets under-utilized with inexperienced players. Empaths need to distribute clear mind to all other defenders and controllers on the team so those players can do their thing without worrying about being held or stunned. Clear Mind has a low endurance cost, high recharge rate, it lasts for 90 seconds, and it’s stackable. It also increases perception. A good empathy defender will make sure all defenders, controllers, and blasters on the team have Clear Mind at all times. Tankers and Scrappers normally have their own mez protection, so you won’t need to worry about them unless they are a lowbie, or fighting someone like Ghost Widow.

Rule #2: Buff with Fortitude and Adrenaline Boost
Fortitude is probably the third most important power of an empath after the heals and Clear Mind. It gives one player a boost to damage, tohit, and defense. Fortiude should only be used on scrappers and blasters. At lower levels, you may want to consider using it on a tank as well. Unenhanced, the recharge rate is 60 seconds and it lasts for 120 seconds, so any two players can have permanent Fortitude on them. With enhancements, four or more players can have Fortitude on them at all times. And just like clear mind, it should be constantly distributed, but mainly on your blasters and scrappers. At lower levels, if your tank seems to need it, then make sure the tank always has Fortitude. If your team doesn’t have any scrappers or blasters, then just distribute Fortitude to whoever is the designated meat shield.
Adrenaline Boost is like a gift from the empathy gods. This power gives a single player a huge boost to their regeneration, endurance recovery, recharge rate, and also provides resistance to slow effects. The downside is that it takes 5 minutes for the power to recharge. So whoever you decide to give this power to had better be worth it. Usually, this power is given to someone who seems to be hurting with their endurance recovery. But, it can also be given to the tank or designated meat shield of the team. Adrenaline Boost is really a power reserved for specific situations. Stone Armor tanks with Granite will benefit from this power because of the recharge rate boost. But, it’s most needed for dramatic battles against Arch-Villains like Lord Recluse or the Hamidon.

Rule #3: Be efficient with heals
Don’t bother using Healing Aura unless teammates are losing health. It’s very annoying to see an empathy defender spam Healing Aura. Certain situations may require you to spam Healing Aura , like on the Mother Ship Raids in the Rikti War Zone. Otherwise, be efficient with your heals. Stay close to the “squishies” (defenders, controllers, blasters) on your team. They should be at range, as should you, and if any of you get hit, then use Healing Aura. It has a radius of 25 feet and heals for about 10% to 15% (about 134 hit points unenhanced at level 50).
Heal Other and Absorb Pain are mainly for your melee teammates (tanks and scrappers). You can use it on anyone, but the tank or meat shield on your team is the primary target. Use Heal Other when you see someone’s health at about 75%. It has about twice as much healing power as Healing Aura. If the tank doesn’t get hit hard, then more than likely, he will recover health on his own. If you have a tank and a scrapper on your team and they both get damaged, then heal the tank first with Heal Other. The recharge rate is pretty fast so you can heal the scrapper fairly quickly after you heal the tank.
Absorb Pain should only be used for those “Oh S**t!” moments. When you see someone’s health bar flashing red, then use Absorb Pain quickly. This power heals 2.5 times more than Heal Other, but the recharge rate is slow, you lose a small portion of your own health, and no one can heal you, not even yourself, for 20 seconds. So only use Absorb Pain when you see someone in dire need.

Rule #4: Be efficient with Auras
Recovery and Regeneration Auras (RAs) need to be treated like gold. The main reason is because without any enhancements their recharge rate is over 8 minutes! The best time to use these powers are right before a big battle (against an Arch-Villain, Elite Boss, Giant Monster, etc.). Make sure you let the team know when you are going to cast this power. Give them about 3 to 4 seconds to get near you. They shouldn’t be too far from the team anyway, but sometimes they don’t see your message right away. The most important thing is to announce to the team that you are about to cast Recovery Aura and/or Regeneration Aura. I prefer to use this power right before a battle, or during a battle. The absolute worst time to use these powers is after a mob of enemies has already been defeated.

Rule #5: Dealing with morons on your team
Okay, maybe these players aren’t morons, but you are bound to team with people who aren’t team players or are very inexperienced. The best thing to do is just ignore them. Example: Your team is moving along smoothly and one player decides to run ahead alone and solo a mob of enemies. That’s fine if they are capable of it. But if they are not, then don’t bother trying to run after them. If they are running low on health or you weren’t able to give them Clear Mind or Fortitude, then don’t worry about it. You should not leave your teammates to have to track down one player who decided to go solo. Let them do their own thing. If they prefer to go off and do the solo thing, then focus on the team. If they end up dying, then let them rot for a while. You can use Resurrect on them later during your own time. Another example: You have a tank and a squishy on your team. The squishy decides to run in and melee an enemy before the tank grabs aggro. If both the tank and squishy need heals, then focus on the tank first.
Eventually, these people will learn how to play their characters with a team. Remember, you are a team-oriented empathy defender. You should not have to worry about babysitting players who don't want to work as a team. Most likely, they won't need your empathy powers anyway, so don't worry about them.

Rule #6: Inspirations
An empathy defender needs to have a good supply of “break free” inspirations. You have little to no protection against mez attacks. If you don’t have a lot of them with you, then use them once you get mezzed. If you have a lot of them with you, then you may want to consider using them before a battle starts, especially against mez heavy enemies such as the Carnival of Shadows. Break Frees not only protect you from mez attacks, but also from knockback. You teammates should not have to worry about carrying their own Break Frees since you have the power of Clear Mind.

Summary
1. Use your empathy powers for prevention first and treatment second.
2. Use Clear Mind primarily on defenders, controllers, and blasters.
3. Use Fortitude primarily on scrappers and blasters.
4. Focus your Heal Other power on the tank/meat shield and melee players.
5. Use Absorb Pain and Adrenalin Boost wisely.
6. Use your heals efficiently.
7. Make an announcement to the team before using Recovery/Regeneration Aura.
8. Don’t waste your powers on teammates who want to solo.

To be a good empathy defender, you need to realize that they do more than just heal. You are kind of like the health insurance for the team. Health insurance providers don’t want bad stuff to happen because it's expensive. So you provide Clear Mind and Fortitude and RAs to prevent the bad stuff. But if things do go horribly wrong, you are there to provide Healing Aura and Absorb Pain and Resurrect to help ease the minds of your teammates.


 

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Quote:
Originally Posted by Bacon View Post
This guide is not about how to slot your powers or how to pick a secondary power or the description of each power or how to solo in the game. This guide is purely an opinion on how to play as an empathy defender.


an experienced empathy defender.

Therefore, all of the secondary powers for the empathy defender are obsolete.

The secondary power is your choice for solo play, but for a team you are first and foremost an empath.

To be a good empathy defender, you need to realize that they do more than just heal. You are kind of like the health insurance for the team. Health insurance providers don’t want bad stuff to happen because it's expensive. So you provide Clear Mind and Fortitude and RAs to prevent the bad stuff. But if things do go horribly wrong, you are there to provide Healing Aura and Absorb Pain and Resurrect to help ease the minds of your teammates.
I'm afraid your opinion of how to play Empathy will contribute to the bad opinions of Empathy defenders as well. Of course, this is only my opinion.

A good, experienced empathy defender contributes to a team by bringing buffs, debuffs, soft and hard controls, AND damage. A good Empath will do more than just buff and heal. A good empath will know how to leverage their secondary to debuff and control the enemies. Ya know, the defender attack powersets all have debuffs and/or controls attached to them? And defenders get the best values out of those debuffs. Better than Blasters and Controllers that may have the same sets. A good Empath will use their attacks to help mitigate the need to use their heals. The role of an Empath to be a buff/ heal bot has never been a good strategy to being a good empath. Defenders have an attack set. If you don't care for the amount of damage those attacks do, then slot for the other effects of those attacks.

A good Empath by your definitions would only be useful to me in EXTREME circumstances. Like, master of tf runs. But I would still prefer them to use whatever attacks they have. I would rather take an Empath defender who only took a spattering of powers from Empathy and also has a fully slotted attack chain before a buff/heal bot.


My $.02. I'll check back later to see how this plays out. LOL


 

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I played a pure emp to 50 and had a lot of fun on the way. Some teams kept inviting me constantly because I kept them alive. I played in stealth and only had 2 attacks from my secondary.
It all changed when I got bored around the early 40s when noone needed my buffs anymore so I respec'd and started getting my hands dirty.

This was a while ago though and with all the tinkering and softcapping these days I don't think it is necessary to have pure healer builds anymore. Also with Dual Builds this argument is redundant as you can now fill both roles.


 

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I wonder if the OP bothered to read the Defender Guides and FAQs, where there are literally over a dozen guides on Empathy Defenders... I wonder if he bothered to read through them and see if the things he is saying is already contained in those guides...?


...nah.


 

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Quote:
Originally Posted by Bacon View Post
This guide will focus solely on team play. Therefore, all of the secondary powers for the empathy defender are obsolete.
After this point this guide became half a guide. Quite a few defender assault sets offer valuable mitigation/secondary effects such as -res, -rech, -tohit, slow, kb/kd/ku, stun, hold, etc, not to mention they do damage. It'd be a shame to skip these for the sake of being "more helpful to the team."

In this day and age where a lot of folks are chasing the soft cap the empathy buffs and heals, while strong, have lost a bit of their luster. You might find your playstyle extremely desirable on bad teams, but on good teams you might find yourself no more than a pad to up the spawn size.

Damage however, is always in demand. If you can use both you primary and secondary well, doesn't that make you better overall? The trick to empathy defenders and controllers is how to manage your time and set priorities.


 

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Good point. Secondary powers for the empathy defender definitely help out the team and make gameplay more enjoyable. But this guide was intended to focus solely on the empathy primary power and how to use it. I did not want to give the impression that an empath should be a controller or blaster first and a defender second. Tenthletter1979 makes a good overall guide on the empathy defender, including choosing secondary powers and power pools. You can find it here... In-Depth Guide to Empathy Defenders V2.0 (Tenthletter1979)


 

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Klaw, I agree that the pure empath is quite boring to play. The option for making two builds definitely makes playing an empathy defender more diverse. But, I am not suggesting to people how they should six-slot their heals or recharge their RAs as much as possible. Simply, this guide is to let people know how the empathy powers can be more useful on a team.


 

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Thank you Westley ...

- A good break down of what each empathy power does (but I don't agree that the empath should stand next to the tanker): Empathy Guide (Starfox)
- The statistics of each empathy power: Empathy - A Defender's Guide V1.0 (LadyMage)
- A thorough guide on the empathy defender, slotting empathy powers, choosing secondary powers, and recommendation for power pools: In-Depth Guide to Empathy Defenders V2.0 (Tenthletter1979)
- Another guide on how to play as an empathy defender (although I disagree with the suggestions on cm and fort): Empathy - How to Buff (Psyonico)
- A good guide on how to use empathy powers (if you already understand the mechanics and other Archetype powers of the game): Everything you Wanted to know about Heal0rz*, but were Afraid to Ask (Bakta_hero)


 

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Well others have commented on your downplaying of the defender blasts, but I also disagree with your assessment of how to use Fortitude and Adrenalin Boost.

First off Fortitude, you state that it should only be used on Blasters, Scrappers and occasionally (at low levels) Tanks. While I agree that Blasters and Scrappers (especially Blasters), often make the best target for Fortitude they are not the best target in every situation. Depending on the team make up Defenders and Controllers can also be very solid targets. The obvious case is when you have a Cold Domination or Force Field character on the team (and to a lesser extent Sonic and Thermal). These characters will be providing substantial defense (or resistance) bonuses to everyone on the team except for themselves. In that situation using Fortitude to bring their defenses up to par with the rest of the team help eliminate them as a potential weak point. Secondly in some teams (generally ones without a tank or a tough scrapper) a defender or controller will be taking point, and using their controls or debuffs to handle the initial alpha. In that situation a little extra defense would not go amiss. Finally some buff/debuff and control sets require the player to get into melee range for maximum effectiveness (Ice Control and Kinetics are good examples) and for characters with those sets the extra defense can come in handy.

In regards to Adrenaline Boost I think you are really underestimating the value of the recharge bonus. Using AB on a character who is having endurance issues is almost always a waste. Instead it's best employed on someone who has powerful abilities with a long recharge. A blaster can work for this if they have one of the more powerful nukes but in general my preference is for it to be used on a Controller or Defender with powerful buffs/debuffs on a long recharge. Trick Arrow and Traps both have quite long recharges on several powerful debuffs (especially TA), Cold Dom has Heat Loss and Benumb (especially against AVs), two Empaths AB'ing each other can toss out a lot more fortitude and give their auras a higher uptime. For controllers the recharge means they can use their AoE mez power every 30 seconds instead of every 45 as well as the benefits to their secondary.


 

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Importance of empathy powers, as I see it:

1) Fortitude
2) Regen Aura
3) Recovery Aura
4) Adrenaline Boost
5) Clear Mind
6) Heal Other
7) Healing Aura
8) Absorb Pain
9) Rez

Why?

Fort- You don't need to heal or mez protect if everyone is not getting hit in the first place. Importance of targets: Tank that's getting hurt pretty badly, Scrapper/Blaster, Defender/Tanker that's not getting hit, Controllers. Modify as needed for lower leveled or underenhanced characters, as they will need both the defense and to-hit buff. Also, modify the list for people generally getting more damage on them than otherwise needed. So if a Controller is getting attacked often, bump them up on your importance list. It's fairly easy to get Fort on 4-5 people (of 7 since you can't buff yourself with it), so the science can be fairly liberal.

RAs/AB- If you're barely getting hit, the RAs and AB will get all your heals over time. If they are dropping from 100% to 95% health, don't sweat it, their natural regen and RAs/AB will take care of it. They'll also help any ally having endurance problems, so be mindful of both their blue and green bars. Though, I'm personally completely against calling out RAs. Just position yourself as center as you can hitting the most important people for sure. So Recovery Aura should typically be cast by the ranged if the melee is fine with endurance and melee if the ranged is fine. Both having problems? Just try to hit as many as you can and AB who you missed. This way, you don't have to have everyone abandon what they are focused on for you to do your support, since their job is their job.

They shouldn't have to worry about getting buffed, but then again with any PBAoE thing like that, the buff is helpful, but shouldn't cause a player to completely fall apart by missing it. They should be self-sufficient in their own right. A Granite Armor tanker should be able to manage without a Kin, so on, so forth. I mean, I don't want to stand around Manticore for an hour and a half so the tanker can get his precious speed boost that he'll yell about once it drops for 2 milliseconds. I mean, buffs are helpful, but shouldn't be the sole thing that makes their character actually work properly, and Regen and (especially) Recovery Aura should act the same logic as the SB example.

CM- I typically just lump this with Fort when toss it out. Sure, it's not perma on them, but I gots stuff to do! Also, depending enemy group and allies, modify your use to increase if need be.

Heals- People are bound to be hit, but look at the following list of healing: lots of minimal damage over the team, Healing Aura; a moderate damage on an ally, Heal Other; Tank is majorly hurt (or a scrapper, others will go from basically 1 to full with a use), Absorb Pain. Typically this isn't needed.

Rez- If everything fails, this is the "oh crap" button, especially on dead tanks. It's also good for when the blaster or whatnot accidentally (or not) gets himself killed. Saves wakies and people can hold onto their other inspirations.

Favored Blast power set: Psychic. Why? Psi Tornado + Psi Scream. Why these two in specific? The two can cap out enemy recharge, so when they whiff because of Fort or they don't do enough that RAs will cover it, they won't attack for a long while again. Why Psi Tornado? You can slot in Forced Feedback +Rech and get all your longer recharge powers up more often (RAs/AB/Fort) which are the most important powers of your primary. Not to mention it also has a knock up effect on the enemies. So you are providing both active mitigation (Knock up/Recharge debuffing), damage, and a buff to yourself, not to mention it is an AoE.

I did a MoLGTF attempt and we were doing fine til Hami (someone forgot to eat an EoE) and fine afterwards. One of the people were getting paranoid about me using Psi Tornado so much (especially on the Horsemen), so when we were going against the 3, I decided I'd just sit back and just play "healer". I healed two people. Both times, they were over 75% health and I did it because I was bored. After this, I did Psi Tornado as much as I could because I explained what had just happened. No one complained after that AND people said I was one of the best Empaths they've seen in a long while. Best thing? I wasn't even fully slotted with mostly generic IOs, just a few here and there.

It's true that a Defender's primary job is to do their support first, but this doesn't mean they shouldn't blast nor control (or both as the case may be), it just means to keep on top of your Fort/CM/RAs/AB and then you don't have to worry about whack-a-mole green bar. Thus allowing you to attack and utilize the tools in your secondary power set.


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

 

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Quote:
Originally Posted by Bacon View Post
Fortitude is probably the third most important power of an empath after the heals and Clear Mind.
This is where I stopped reading. Wow.


 

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regeneration aura is pretty tough to use reactively, but there's no reason someone can't wait until a person is low on end and then use recovery aura specifically on them. There's really no need to announce aura buffs. Parties tend to stay together well enough for regeneration aura to hit them all, and the entire party doesn't need to be hit by recovery aura.


 

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Quote:
Originally Posted by Garent View Post
regeneration aura is pretty tough to use reactively, but there's no reason someone can't wait until a person is low on end and then use recovery aura specifically on them. There's really no need to announce aura buffs. Parties tend to stay together well enough for regeneration aura to hit them all, and the entire party doesn't need to be hit by recovery aura.
I tend to cast em as they get up. Mostly because if someone's having endurance issues, they'll already be drained by the time RA gets up again. Regen is just extra assurance that you will have less worry to heal during that time. Thus I tend to use it as soon as it recharges as well.


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

 

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The cast time on CM is long. The duration time on it is low. The number of CMs over a mission can be high thus a fair amount of time is being spent CMing if your proactive with it. The cast time is long enough for someone else to go from full health to no health. Therefore each casting can be a risk. Thats not saying that pro buffing is wrong, but pro buffing isn't always right and teams don't want to stop either although it might be worth doing just before an AV fight to stand an initial chance. There should be a reason by any action and whats done gets done at the empaths discretion. I don't say x archetype needs fort. Player builds and enemy type along with team dynamics dictate what buffs go where.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Seriously, if you aren't going to take any of the attack powers you should role an Empathy Controller.


 

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Quote:
Originally Posted by Peacemoon View Post
Seriously, if you aren't going to take any of the attack powers you should role an Empathy Controller.
Well, if you're going to be a "pure empathy", then it's more pointless to be a Controller, because you're not taking Controls. Defenders do have better numbers.

That being said, I find "pure empathy" silly thought not as silly as "pure healer" due to the fact that they will use their buffs. However, I disagree with any empath not using their other powerset.


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

 

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[QUOTE=Dechs Kaison;2968608]

Quote:
Originally Posted by Peacemoon View Post
Seriously, if you aren't going to take any of the attack powers you should go play WoW. We don't need your trinity crap here. [/QUOTE]

Fix'd.
LOL.


 

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Quote:
Originally Posted by StormyDarkness View Post
Well, if you're going to be a "pure empathy", then it's more pointless to be a Controller, because you're not taking Controls. Defenders do have better numbers.

That being said, I find "pure empathy" silly thought not as silly as "pure healer" due to the fact that they will use their buffs. However, I disagree with any empath not using their other powerset.
True, but the "pure empathy" mentality means they will see the benefit of picking up some of their control powers in order to help their empathy. Pure support is a Controllers domain, they should head there if that is what they want to achieve.


My Empathy Defender in my sig (Malcom) has been both a "pure empathy" and also a regular Defender with blasts. I am also currently playing an Illusion/Empathy Controller.

So from experiences of all 3 sides of this particular coin I can tell you that sitting in your team with all 3 leadership toggles running and doing the occasional spot heal is a complete waste of a characters true potential. With CoH in particular there is a limit to how much you can do with heals, simply because of the squishy nature of squishies. If you want to do the "sit and heal" playstyle, atleast be a Controller where you can use a variety of fire & forget powers such as Ice Slick, Phantom Army or Volcanic Ashes which will have much greater effect at keeping your team live and reduce the need to heal at the same time. You will also have a pet who can do a tad bit of damage for you.

To me, if you are going to be an Empathy Defender over an Empathy Controller, you have to atleast play to your strengths. This includes making good use of the more powerful version of Fortitude and also not being afraid to take & slot up your blasting powers so that you can make a real and meaningful contribution. That is where the Defenders strengths are. Especially now with the change to the inherent.


 

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Quote:
Originally Posted by Bacon View Post
Summary

* ...
7. Make an announcement to the team before using Recovery/Regeneration Aura.

...
Urrgh. Sorry but I hate this personally. I never call any buff aura, I just cast it and get as many people as I can in it in the midst of combat. Do it with Recovery/Regen blue-side and Mind Link redside. It's up, most of us are clustered near the fight anyway, I pop them.*


 

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Quote:
Originally Posted by Peacemoon View Post
To me, if you are going to be an Empathy Defender over an Empathy Controller, you have to atleast play to your strengths. This includes making good use of the more powerful version of Fortitude and also not being afraid to take & slot up your blasting powers so that you can make a real and meaningful contribution. That is where the Defenders strengths are. Especially now with the change to the inherent.
I have trouble thinking inside the box, so I wouldn't know exactly what people think when they decide things. I have a tendency to believe that those who are in the "pure empathy/healer" mindset would see biggest green numbers and bigger values in the defender version and give up on everything else.

When I play my Emp/Psi, I'm too busy throwing Psi tornadoes/screams around to pay too much attention to people's health bars. I look over there, but between forts, ras, abs, I don't really have to pay attention to them. That and Psi Tornado/Scream's mitigation factors help the lack of healing. I mean, recharge debuff cap, knock up, damage... yeah


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 Silas View Post
Empath who buffs, blasts and heals > Empath who only buffs and heals > Empath who only heals ~ Empath who only blasts > Empath who shouts "gather" every. single. time. the aura is up and then make you wait... wait... wait...

Added an extra bit to the equation there. Because of all the fuss about "healer" Empaths I seem to run into a fair number of Empaths these days who will stand around using T1 and T2 blasts while the team is dying all around. I'm not talking about quick wipes, but slow chipping away of health over a period of time or allowing one team member to run around at 40% health for 30 to 45 seconds at a time. For some reason these Empaths do tend to have Resurrection though. I don't know if they just don't look at the team health bars or what the deal is, but primacy should probably be placed on having a sense of priorities that correlate to the current situation.

The "gather" thing is just a personal deal. I don't really hate it, but I start to just ignore it after a while.


 

Posted

IMO, I look forward to seeing empaths with two rezzes.


 

Posted

Where's the section on Rocking the Aura?


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad