Input for Emp/Elec Build Please


Akia

 

Posted

Hello

I am a returning player and the whole invention system is quite interesting. I tend to group and solo, so I wanted a nice balance. Here is my attempt at improving my healer. Advice or suggestions welcome.

Thanks in advance,
-Akia

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

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), Numna-EndRdx/Rchg(11), Numna-Heal/EndRdx/Rchg(25), RechRdx-I(25)
Level 1: Charged Bolts -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/Rchg(37), Dev'n-Hold%(46)
Level 2: Lightning Bolt -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(7), Decim-Acc/Dmg/Rchg(7), Decim-Acc/Dmg(37), Dev'n-Hold%(43)
Level 4: Ball Lightning -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(9), Posi-Acc/Dmg(9), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(43)
Level 6: Hover -- EndRdx-I(A)
Level 8: Heal Other -- Numna-Heal/EndRdx(A), Numna-Heal(11), Numna-EndRdx/Rchg(13), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(34), RechRdx-I(37)
Level 10: Resurrect -- RechRdx-I(A)
Level 12: Clear Mind -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 14: Fly -- Flight-I(A)
Level 16: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(17), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Rchg+(39)
Level 18: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(19), Efficacy-EndMod/Acc(39), RechRdx-I(46)
Level 20: Short Circuit -- Erad-Dmg(A), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-Acc/Dmg/Rchg(40)
Level 22: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(46)
Level 24: Swift -- Run-I(A)
Level 26: Health -- Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(29), Numna-Regen/Rcvry+(40)
Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(40)
Level 30: Regeneration Aura -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(34), RechRdx-I(43)
Level 32: Adrenalin Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33)
Level 35: Voltaic Sentinel -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Rchg(36), ExRmnt-Acc/Dmg(36)
Level 38: Stealth -- EndRdx-I(A)
Level 41: Grant Invisibility -- GftotA-Def(A), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(42), GftotA-EndRdx/Rchg(42)
Level 44: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(45), Efficacy-EndMod/Acc/Rchg(45), Efficacy-EndMod/Rchg(45)
Level 47: Soul Transfer -- Mrcl-Rcvry+(A), Mrcl-Heal(48), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx/Rchg(48)
Level 49: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-Acc/Dmg/Rchg(50), Oblit-Dmg/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 10.5% DamageBuff(Smashing)
  • 10.5% DamageBuff(Lethal)
  • 10.5% DamageBuff(Fire)
  • 10.5% DamageBuff(Cold)
  • 10.5% DamageBuff(Energy)
  • 10.5% DamageBuff(Negative)
  • 10.5% DamageBuff(Toxic)
  • 10.5% DamageBuff(Psionic)
  • 5.63% Defense(Energy)
  • 5.63% Defense(Negative)
  • 2.81% Defense(Ranged)
  • 5.85% Max End
  • 20% Enhancement(RechargeTime)
  • 29% Enhancement(Heal)
  • 43% Enhancement(Accuracy)
  • 5% FlySpeed
  • 175.5 HP (17.3%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 12.4%
  • MezResist(Immobilize) 5.25%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 2.5%
  • 16% (0.27 End/sec) Recovery
  • 88% (3.74 HP/sec) Regeneration
  • 4.08% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 5% RunSpeed
------------
Set Bonuses:
Numina's Convalescence
(Healing Aura)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
Thunderstrike
(Charged Bolts)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
Decimation
(Lightning Bolt)
  • MezResist(Immobilize) 2.75%
  • 11.4 HP (1.13%) HitPoints
  • 2.25% Max End
Positron's Blast
(Ball Lightning)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Heal Other)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
Luck of the Gambler
(Fortitude)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Efficacy Adaptor
(Recovery Aura)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
Eradication
(Short Circuit)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  • 22.9 HP (2.25%) HitPoints
Adjusted Targeting
(Aim)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Numina's Convalescence
(Regeneration Aura)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Efficacy Adaptor
(Adrenalin Boost)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
Expedient Reinforcement
(Voltaic Sentinel)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Gift of the Ancients
(Grant Invisibility)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Resistance(Fire)
  • 1.8% Max End
Efficacy Adaptor
(Dark Consumption)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
Miracle
(Soul Transfer)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
  • 5% Enhancement(Heal)
Obliteration
(Soul Drain)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)


 

Posted

I'm far from an expert on inventions, but I felt this needed to be addressed:

Quote:
Originally Posted by Akia View Post
I tend to group and solo, so I wanted a nice balance.
There is a feature that may not have been implemented when last you played: dual character builds.

You can have two completely separate builds with their own power selections, slotting, and power pools (keeping your archetype and power set choices, of course), which is handy if you want to have one for special purposeĀ—for instance, ally-only powers don't help when soloing, so you could easily put something more beneficial to you in a solo build, and switch back to your grouping build as needed.

Just talk to any trainer to set up, name, and switch between your builds. Switching can be done every 15 minutes.


 

Posted

I would look for +rechg wherever possible. Doctored Wounds would be my choice instead of Numinas.

With Vigilance, RA and stamina plus the new IOs I wouldn't be so over compensating for endurance recovery, ie dark consumption..

The 3 rechg in CM, the 3rd one shaves off .14 of a second. I would rather end slot it than over compensate for end rec and shave that amount off. I realise that in doing 7 ppl you might like to do them all as quickly as possible but .14 is just .14.

I am amazed there is no haste.

Stealth could be replaced with a stealth IO and you could still pick up grant Invis.

Nowadays people perma AB and fort 6 people.

Dark Mastery puts you in harms way as its mainly pbaoes whereas power mastery offers power boost and used with empathy can turn other people into gods. You could have 2 builds to split a solo from a team or have a team build what solos.

Just some thoughts.


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.

 

Posted

Empathy brings scads of regeneration and recovery. Also, Vigilance is a big end discount for all heal-teammates powers. You won't need Stamina at all, not even exemping, since defenders get RA at 18. You only need Health if you have Absorb Pain, and plan on using it while RA is down. You only need Dark Consumption if you have Thunderous Blast, which you might think about taking.

5xDoctored Wounds, not Numina's Convalescence, is the favored set for empaths, because of the 5% recharge boost. Empathy rule of thumb: MOAR RECHARGE.

Speaking of recharge, you don't need Hasten to be effective, but it's a good thing to have. Skip it only if you can't stand the fist graphics. Without Hasten, you'll still do fine, but recharge set bonuses then become very important.

Consider slotting Short Circuit for endmod and recharge, or a hybrid of damage, endmod, and recharge. Shutting down recovery on targets will be helpful in a slow team, or whenever a fight drags out for more than 10 seconds or so.

If Hover is just a throwaway power, slot it with the Luck of the Gambler recharge booster. The booster can also go into Stealth and Grant Invis.

Whoa, no Tesla Cage? Defenders are pretty good with holds, might as well take it. Shuts down the target's recovery, too. 4xBasilisk's Gaze plus 1 common EndMod will cover both bases, and score you a 7.5% set recharge bonus.


 

Posted

Thanks for your input, taking in to account everything that was said below are my changes. Suggestions are still welcome.

Quote:
Originally Posted by Happy_Thoughts View Post
There is a feature that may not have been implemented when last you played: dual character builds.
I did see that you can have two builds now. I just don't have the funds to have two builds ATM.

Quote:
Originally Posted by New Dawn View Post
I would look for +rechg wherever possible. Doctored Wounds would be my choice instead of Numinas.
I gained 46% recharge rate.

I don't really want haste, I would have to give up something I do want :-/ Things may change at a later date though

Quote:
Originally Posted by Rigel_Kent View Post
Consider slotting Short Circuit for endmod and recharge, or a hybrid of damage, endmod, and recharge. Shutting down recovery on targets will be helpful in a slow team, or whenever a fight drags out for more than 10 seconds or so.
Not sure what you meant by a end/dmg combination for Short Circuit, how did I do?

I dropped Stamina and picked up Thunderous blast. I have it now but was worried about losing the endurance recovery.

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

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 1: Charged Bolts -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/Rchg(13), Dev'n-Hold%(13)
Level 2: Lightning Bolt -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/Rchg(17), Dev'n-Hold%(17)
Level 4: Ball Lightning -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(19), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(21)
Level 6: Hover -- EndRdx-I(A)
Level 8: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11)
Level 10: Resurrect -- RechRdx-I(A)
Level 12: Clear Mind -- RechRdx-I(A), RechRdx-I(46)
Level 14: Fly -- Flight-I(A)
Level 16: Fortitude -- LkGmblr-EndRdx/Rchg(A), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(25), LkGmblr-Rchg+(25)
Level 18: Recovery Aura -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod(33), Efficacy-EndMod/Acc(34), RechRdx-I(46)
Level 20: Short Circuit -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(34), Oblit-Dmg/Rchg(34), P'Shift-EndMod/Acc/Rchg(36), P'Shift-End%(36)
Level 22: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit(43), AdjTgt-EndRdx/Rchg(43)
Level 24: Swift -- Run-I(A)
Level 26: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(31)
Level 28: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), RechRdx-I(46)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 35: Adrenalin Boost -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod(37)
Level 38: Voltaic Sentinel -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Rchg(40)
Level 41: Thunderous Blast -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(43)
Level 44: Dark Consumption -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(45), Sciroc-Dmg/EndRdx(45), Sciroc-Acc/Dmg/EndRdx(45)
Level 47: Soul Transfer -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(48), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50)
Level 49: Soul Drain -- AdjTgt-ToHit(A), AdjTgt-Rchg(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 66.3% Enhancement(RechargeTime)
  • 22% Enhancement(Heal)
  • 59% Enhancement(Accuracy)
  • 5% FlySpeed
  • 53.4 HP (5.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 5.25%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 11.3%
  • 12% (0.2 End/sec) Recovery
  • 62% (2.63 HP/sec) Regeneration
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 4.39% Resistance(Negative)
  • 5% RunSpeed
------------
Set Bonuses:
Doctored Wounds
(Healing Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Thunderstrike
(Charged Bolts)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
Thunderstrike
(Lightning Bolt)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
Positron's Blast
(Ball Lightning)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Heal Other)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Fortitude)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 7.5% Enhancement(RechargeTime)
Efficacy Adaptor
(Recovery Aura)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
Obliteration
(Short Circuit)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
Performance Shifter
(Short Circuit)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Adjusted Targeting
(Aim)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Doctored Wounds
(Regeneration Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Grant Invisibility)
  • 7.5% Enhancement(RechargeTime)
Efficacy Adaptor
(Adrenalin Boost)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
Expedient Reinforcement
(Voltaic Sentinel)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% (0.42 HP/sec) Regeneration
Positron's Blast
(Thunderous Blast)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Scirocco's Dervish
(Dark Consumption)
  • 10% (0.42 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
Doctored Wounds
(Soul Transfer)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Adjusted Targeting
(Soul Drain)
  • 2% DamageBuff(All)


 

Posted

Hey I did a quick build in Mids. If I was making a solo/team Empath I would focus on ranged defence (keeps you alive, and helps you solo much easier) and also recharge so that you can get your big buffs and blasts back faster. I incorporated stealth as I wasn't sure if you wanted it for concept.

I'm not a huge fan of Build 1 for Team, Build 2 for Solo, so I would actually stick to this kind of build if it was me.

1 note is that if you wanted more ranged defence at the cost of recharge, you can change the luck of the gamblers on Fort and Manouvers for the final enhancement for the 'Red Fortune' set, which would give you 2.5% more ranged def for 7.5% haste.

Usually I would do a basic build like this for my characters, and then as I level it tweek it around based on how I find it ingame. Using my vet respecs for adjustments

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

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(17), Posi-Acc/Dmg(17), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21)
Level 6: Swift -- Run-I(A)
Level 8: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Fortitude -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(29)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(33), P'Shift-EndMod(33)
Level 22: Short Circuit -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34), P'Shift-EndMod/Acc/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-EndMod(36)
Level 24: Clear Mind -- Range-I(A)
Level 26: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx(50)
Level 28: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
Level 30: Aim -- RechRdx-I(A), AdjTgt-Rchg(39), AdjTgt-ToHit/Rchg(39)
Level 32: Adrenalin Boost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(40)
Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(42), BldM'dt-Acc/EndRdx(42), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(43), BldM'dt-Dmg(43)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(45), RedFtn-Def(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx(46)
Level 41: Power Build Up -- RechRdx-I(A), AdjTgt-Rchg(46), AdjTgt-ToHit/Rchg(46)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Stealth -- 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
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 8% Defense(Fire)
  • 8% Defense(Cold)
  • 18% Defense(Energy)
  • 18% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 20.8% Defense(Ranged)
  • 10.2% Defense(AoE)
  • 1.8% Max End
  • 2.5% Enhancement(Held)
  • 16% Enhancement(Heal)
  • 61.3% Enhancement(RechargeTime)
  • 23% Enhancement(Accuracy)
  • 18% FlySpeed
  • 19.1 HP (1.88%) HitPoints
  • 18% JumpHeight
  • 18% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.2%
  • MezResist(Immobilize) 4.4%
  • MezResist(Stun) 1.65%
  • MezResist(Terrorized) 8.8%
  • 9.5% (0.16 End/sec) Recovery
  • 7.88% Resistance(Fire)
  • 7.88% Resistance(Cold)
  • 3.13% Resistance(Toxic)
  • 18% RunSpeed

With manouvers and stealth activated that comes to 32.2% ranged def (slightly less if you break stealth, but in teams Empathy powers will never break it) and 61.3% haste.

If you get rid of the luck of the gamblers in fort and manouvers, that comes out as 37.1%, but your haste goes down to 46%. There is room in the build to tinker as well, regeneration aura could easily be gutted to move slots elsewhere or to choose a different power all together.

Aim + Power Build Up (PBU) would be a fun combo, and I think PBU is great for buff heavy sets. Since when activated it makes Fortitude a +38% defence buff, instead of its usual 24%. Also PBU has a lovely dual function of being a great buffing tool in teams, and a great increased damage buff while solo. Plus while active it increases the defence on manouvers and stealth, making you tougher while you do that high damage volley.


 

Posted

Almost one year ago, I started my Emp/Elec and decided that I would go the "Balanced" route and build one that was able to focus on team skills and still be able to solo.
With Empathy it is possible to make a passable "Balanced" build, but later I decided that it would be much more effective to use my dual-builds to solve some of the logistics of making a good "Solo" build without sacrificing "Team" buffs, and vice-versa.

What follows are my two templates that I am working off of to build both builds (which are both nearly complete (over 90% slotted).

Here are my two builds. The first one is my team build:


Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|
And the following is my solo build;


Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|


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