Emp/Sonic Duo how viable is it to 50?


Doomguide

 

Posted

Hey Folks,

So I took the advice of some SG mates and made a Emp/Sonic duo (I had four accounts, I canceled two, it was getting crazy!).

Now my understanding is that as you get into your 30's Emp becomes less viable vs debuffing sets (like Rad, which I am sick of), so I gotta ask is this team gonna be able to get to 50 and what settings should I use (ie x level/x # of heroes).

Does this build need stamina? I am thinking of having Hover+Manouvers+Assault (or Tactics one each) going, I think I answered my own question LOL but with Perma AB and Perma (one at a time) Endurance recovery Aura can I get away without it?


Also, I realize up to level 30 or so most characters do well, after that, which groups should I avoid? I know on most teams council are a real pain but anything else?

any advice? ideas? I am pretty sure that with Hasten I can get perma Adrenalin boost going which is really helpful, but other then casting Clear mind all the time what other powers will help with Rez/stun/Sleep?

Any help/Advice would be really appreciated.


 

Posted

... I think I gave you the advice to roll that duo.

As far as endurance:
Stamina [with slotting]: +50% end recovery.
Recovery Aura [slotted for 3 recharge only]: +200% end recovery, 90 sec out of 250 sec or less [per RA]
Adrenaline Boost [slotted with one SO equivalent]: about +1066% end recovery. Note that a nuke crash is -1000% end recovery.

As far as "what to avoid":
There's NOTHING you have to avoid. You've got Tank-level mez protection [Clear Mind], you've got regen rates that make regen scrappers cry (what's the cap for defenders, 3000%? You can probably hit it; that's a full HP bar every 16 seconds or so), with two Defender-strength Maneuvers and one Fortitude, slotted, you've got something like 37% Defense to all- so 3/4 of attacks just miss.

Worst case is you run into something that you can't debuff the resistance of, and then neither of you can kill the other.

Yeah, you have to rebuff every 90 seconds (RA, AB, Fort, Clear Mind) but in return you are probably close to Stone Tank toughness.


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

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

 

Posted

"Like you wouldn't believe!" is the short answer.
Empathy excels at big buffs for the selected few, so it makes sense that it makes the most powerful duos.


Dual Empathy means staggered auras (ie one of each up all the time) and perma AB and Fortitude.

With +1000% Recharge and +1000% Recovery (auras +AB) you don't need Stamina, even if you run Assault and Manouvers, which I'd recommend.

With Sonic Blast you're debuffing the most important thing, which is -Res. Two of you are stacking around -120% Res, and adding +69% damage from double Assault and Fortitude, so you should be able to take down common AVs easily enough.

Defensively, Fortitude and Double Manouvers (slotted) and Hover is 38% or so defence to everything. You'll pretty much heal anything that gets through straight back with your Regen.

Skip Absorb Pain and Heal Other, and maybe Resurrection. Get Manouvers and Assault. Slot Fortitude for +Def and auras and AB for +Recharge and you're set.


As for which groups to avoid, there aren't any. Your defence and +regen are universal to all damage types, and your -Res would affect everyone equally.
I played an Emp/NRG duo and avoided Crey due to lack of hard mezzes. You can take Screech and stun Paragon Protectors before they godmode.



Clear Mind and a -KB IO is all you need for mez protection.


 

Posted

Quote:
Originally Posted by Fulmens View Post
... I think I gave you the advice to roll that duo.

As far as endurance:
Stamina [with slotting]: +50% end recovery.
Recovery Aura [slotted for 3 recharge only]: +200% end recovery, 90 sec out of 250 sec or less [per RA]
Adrenaline Boost [slotted with one SO equivalent]: about +1066% end recovery. Note that a nuke crash is -1000% end recovery.

As far as "what to avoid":
There's NOTHING you have to avoid. You've got Tank-level mez protection [Clear Mind], you've got regen rates that make regen scrappers cry (what's the cap for defenders, 3000%? You can probably hit it; that's a full HP bar every 16 seconds or so), with two Defender-strength Maneuvers and one Fortitude, slotted, you've got something like 37% Defense to all- so 3/4 of attacks just miss.

Worst case is you run into something that you can't debuff the resistance of, and then neither of you can kill the other.

Yeah, you have to rebuff every 90 seconds (RA, AB, Fort, Clear Mind) but in return you are probably close to Stone Tank toughness.
But if I take all those buffs (RA,AB,Fort,Clear) where the heck am I supposed to fit in the Medicine pool? I thought as an EMP I am supposed to heal things till they burst?

So should I run two Assaults or an Assault and a Tactics? I was thinking one of each, mind you I was gonna six slot Fort with 3 tohit/Def so perhaps I don't need to run tactics at all?

Sonic has a PBAoE Nuke (I still wonder if I should have made Archers) but since it's gonna be crashless for me perhaps I can still use it, I've never tried Sonic that far, is the nuke any good?


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
"Like you wouldn't believe!" is the short answer.
Empathy excels at big buffs for the selected few, so it makes sense that it makes the most powerful duos.


Dual Empathy means staggered auras (ie one of each up all the time) and perma AB and Fortitude.

With +1000% Recharge and +1000% Recovery (auras +AB) you don't need Stamina, even if you run Assault and Manouvers, which I'd recommend.

With Sonic Blast you're debuffing the most important thing, which is -Res. Two of you are stacking around -120% Res, and adding +69% damage from double Assault and Fortitude, so you should be able to take down common AVs easily enough.

Defensively, Fortitude and Double Manouvers (slotted) and Hover is 38% or so defence to everything. You'll pretty much heal anything that gets through straight back with your Regen.

Skip Absorb Pain and Heal Other, and maybe Resurrection. Get Manouvers and Assault. Slot Fortitude for +Def and auras and AB for +Recharge and you're set.


As for which groups to avoid, there aren't any. Your defence and +regen are universal to all damage types, and your -Res would affect everyone equally.
I played an Emp/NRG duo and avoided Crey due to lack of hard mezzes. You can take Screech and stun Paragon Protectors before they godmode.



Clear Mind and a -KB IO is all you need for mez protection.
Hey Dr. Mike, glad to see your still around!

I'm used to Rad's buffs (trying having 4 rads on a team, Perma 4xAM, Perma Hasten), so I don't remember what EMP can do really, Rad gets good right away, looks like EMP will shine in the 20's or so (well, level 12 ain't bad either).

As I mentioned in my other reply, I was thinking of slotting Fort 3/3 ToHit and Def (def first) should I rethink that?

Also, as far as the APP goes, I was leaning towards Psi Mastery cause of the PBAoE confuse, like my Plant troller, any better suggestions?

And like I asked before, as I level up, should I go for stronger foes (+ level) or more minions (+ Heroes), or some combination of both?


 

Posted

Here is a sample of what I expect my builds (both the same) to be. Any suggestions would be welcome, I am not even thinking about sets yet.

As for the pic's, I have SS since I am going to use the IO for stealth, and Hover/Fly cause it's a real crutch for me, I can't go without it, also nice to get out of Meele range too.

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

Click this DataLink to open the build!

Level 48 Science Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Healing Aura -- Empty(A)
Level 1: Shriek -- Empty(A)
Level 2: Scream -- Empty(A)
Level 4: Howl -- Empty(A)
Level 6: Hasten -- Empty(A)
Level 8: Clear Mind -- Empty(A)
Level 10: Shockwave -- Empty(A)
Level 12: Fortitude -- Empty(A)
Level 14: Super Speed -- Empty(A)
Level 16: Shout -- Empty(A)
Level 18: Recovery Aura -- Empty(A)
Level 20: Hover -- Empty(A)
Level 22: Fly -- Empty(A)
Level 24: Maneuvers -- Empty(A)
Level 26: Regeneration Aura -- Empty(A)
Level 28: Assault -- Empty(A)
Level 30: Siren's Song -- Empty(A)
Level 32: Adrenalin Boost -- Empty(A)
Level 35: Screech -- Empty(A)
Level 38: Dreadful Wail -- Empty(A)
Level 41: Dominate -- Empty(A)
Level 44: Mind Over Body -- Empty(A)
Level 47: World of Confusion -- Empty(A)
Level 49: Amplify -- Empty(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

I was thinking of 2 emps also. Combined with Archery on both. 2 RoA every 16secs or so plus all the defense that the other posters are talking about sounds nice. My other thought was 2 kin/arch, for the added damage. Which do you guys think would be better? Kin or Emps? Ive never tried Emp so i have no clue as to even how to slot it.


 

Posted

Quote:
Originally Posted by eryq2 View Post
I was thinking of 2 emps also. Combined with Archery on both. 2 RoA every 16secs or so plus all the defense that the other posters are talking about sounds nice. My other thought was 2 kin/arch, for the added damage. Which do you guys think would be better? Kin or Emps? Ive never tried Emp so i have no clue as to even how to slot it.
Kins can max out their own damage from just one person's FS. Kins can give each other +50% recharge plus another 60% from stacked siphon speed. Emp gives a perma +100% with AB. Both offer "limitless" endurance through AB and transference, but transference can miss. ID has KB protetion, CM does not. Emp relies late game on regen that is constantly there. Kin relies on a heal that can miss and is in melee range. Emps have +Def and +tohit. With 95% damage from enhancements, 31 from fort, 39 from 2 assaults, and 20 from new vig, emps can still push close to the damage cap if they grab //dark and get soul drain, making FS a neglegible difference.

My vote goes to 2 emps.


 

Posted

Quote:
Originally Posted by Pyro_Master_NA View Post
Kins can max out their own damage from just one person's FS. Kins can give each other +50% recharge plus another 60% from stacked siphon speed. Emp gives a perma +100% with AB. Both offer "limitless" endurance through AB and transference, but transference can miss. ID has KB protetion, CM does not. Emp relies late game on regen that is constantly there. Kin relies on a heal that can miss and is in melee range. Emps have +Def and +tohit. With 95% damage from enhancements, 31 from fort, 39 from 2 assaults, and 20 from new vig, emps can still push close to the damage cap if they grab //dark and get soul drain, making FS a neglegible difference.

My vote goes to 2 emps.
Good points. I never get leaders stuff tho. Think theyre need for the 2 emps? And im guessing with the end recov, that the leaders toggles wouldnt hurt to run?


 

Posted

To put it mildly 2 Emp/Sonics built to duo with each other will be insanely tough.

Unlike other Empathy builds you don't need to worry much about recharge set bonuses and can focus on other things because you'll be at +170% before any set bonuses kick in (Perma Hasten + Perma AB). On the mitigation side of things you'll be soft capped to all, be at the defender regeneration cap (+2000%), and have a resistance to smash/lethal damage of 65% or so. All of this is doable on SO's alone (well SO's and 1 steadfast +resist/3% defense).

Here's one build I put together for such a duo. Since one doesn't need all the usual recharge I would normally use in an Empathy build I went for +max health and enough defense to hit the soft cap with Fortitude applied. The build below has all the above on an Empath with 1540 health which is pushing close to the defender cap for Health. Paragon Wiki is unavailable atm but I believe the cap is 1600.

If you want to see what the recharge times look like under the effect of AB toggle on Geas of the Kind Ones, its +recharge is the same value as AB (and the +recovery is actually a bit lower).

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

Click this DataLink to open the build!

Emp_Sonic dedicated duo2 (v1.00.i16): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Healing Aura -- Numna-Heal(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), RgnTis-Heal/EndRdx(23), RgnTis-Heal/Rchg(29), RgnTis-EndRdx/Rchg(29)
Level 1: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(9), Decim-Dmg/Rchg(21), Decim-Acc/Dmg/Rchg(31), Decim-Build%(31)
Level 2: Scream -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(5), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(15), Decim-Acc/Dmg(31)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(5), Posi-Dam%(7), Posi-Dmg/Rchg(15), Det'tn-Dmg/Rng(21), Det'tn-Dmg/EndRdx/Rng(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Boxing -- Acc-I(A)
Level 10: Clear Mind -- Range-I(A)
Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/Rchg(13), LkGmblr-Rchg+(36)
Level 14: Combat Jumping -- Zephyr-ResKB(A)
Level 16: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(17), TtmC'tng-ResDam/Rchg(25)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(37)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(50)
Level 26: Regeneration Aura -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(27), Mrcl-EndRdx/Rchg(27), RgnTis-EndRdx/Rchg(36), RgnTis-Heal/Rchg(37), RgnTis-Heal/EndRdx/Rchg(50)
Level 28: Super Jump -- Zephyr-ResKB(A)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
Level 35: Screech -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(39), Stpfy-Stun/Rng(43), RzDz-Acc/Stun/Rchg(45), RzDz-Acc/Rchg(46), RzDz-Immob%(46)
Level 38: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Hold%(46), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/Rchg(50)
Level 41: Electric Fence -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Hold%(42), HO:Centri(42), HO:Centri(43), TotHntr-Dam%(43)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45)
Level 47: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(48)
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 0: Ninja Run



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Posted

Thanks for all the reply's guys, keep'em coming.

I wonder if I should have made two archers instead? and what my APP should be?


 

Posted

Quote:
Originally Posted by eryq2 View Post
Good points. I never get leaders stuff tho. Think theyre need for the 2 emps? And im guessing with the end recov, that the leaders toggles wouldnt hurt to run?
An Emp duo can pretty much run any and all toggles they want. They'll be at the recovery cap 24-7.

One notable thing for me makes an Emp/* duo very strong compared to a Kin/* duo if you wish to be able to fight any foe and not avoid foe "x,y or z". Mez protection. ID does not protect or resist Sleep, Fear or Confuse effects. Confuse *shrug* but Sleep and Fear are not something I would wish to lack protection from if fighting a spawn of +4/x8 foes with Sleep or Fear powers (and both Long Bow and Rikti immediately come to mind as foes fitting this category neither of which are exactly exotic foe types).

Quote:
I wonder if I should have made two archers instead? and what my APP should be?
Depends a little bit on what you expect or intend to be able to do with the pairing. If you have any intention of fighting hard targets, AV's (multiple AV's), +4/x8 mobs of Rikti or Rogue Vanguard, Arachnos etc.. think about how hard they would be to kill with your Rads if your Rads didn't apply any of their resistance debuff toggles. That's what any secondary other then sonic is looking at trying to do. As for APP I chose Electric Mastery largely for the immobilize. It may not be necessary for success, but having to chase your target all over the map because it won't sit still for its beating is annoying if nothing else.


 

Posted

Now that I have got Fort (thank god), I intend to slot it with 3 Def and 3 ToHit, with that much +ToHit could I consider changing my slotting for most damage powers from 2acc/3dam/1rechage to 1/3/2 recharge?


 

Posted

Emps vs Kins:

An Emp duo can go AFK between buffs, and watch attacks bounce off them and regenerate anything that doesn't. 2 Emps = Super Reflexes + Regen with Instant healing going 24/7.

A Kin duo has a little bit of patchy resistance (to Smasing and Energy) and relies on an enemy targetted accuracy-checked heal.

Kinetics will be much edgier and less safe, but provide more damage obviously. I'd recommend a better alternative is a Kinetics Defender/Force Field Defender duo. I played them, they reinforce each other's weak points very nicely.

But, like I said, Empathy is the one set that doesn't scale its buffs to a team of 8. Therefore it stands to reason that a set limited to "a few allies only" will be the most powerful duo set. You can't beat two Emps for all round power.

Robert:
Congratz on getting to Fortitude, you've hit your first milestone
Yeah, I'd aim to keep cranking up the level of enemies you fight rather than the numbers. Sonic excels at hard targets and has patchy awkward AoE (cones, KB), so with that in mind, slotting Fort for To Hit and keeping double Acc in your blasts is probably a good idea. Shriek and Scream recharge pretty fast anyway, and can form an attack chain all on their own. Maybe slot Shout for 2 Rech/3 Dam/1 Acc? I dunno.

My advice as always would be get Thunderstrike IOs for all of them when you hit level 27. The extra Ranged def will cap you here, and the extra +21% accuracy will be icing on the cake for fighting +4s and +5s.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post

Robert:
Congratz on getting to Fortitude, you've hit your first milestone
Yeah, I'd aim to keep cranking up the level of enemies you fight rather than the numbers. Sonic excels at hard targets and has patchy awkward AoE (cones, KB), so with that in mind, slotting Fort for To Hit and keeping double Acc in your blasts is probably a good idea. Shriek and Scream recharge pretty fast anyway, and can form an attack chain all on their own. Maybe slot Shout for 2 Rech/3 Dam/1 Acc? I dunno.

My advice as always would be get Thunderstrike IOs for all of them when you hit level 27. The extra Ranged def will cap you here, and the extra +21% accuracy will be icing on the cake for fighting +4s and +5s.
But if I go say +4/2 or something like that will I not get less XP then say +2/6, is not the more mobs the better?

I don't find the cones too bad, yea I would prefer AoE but who wouldn't?

I'll take a look at the set you mentioned, I see it scales up so I will have to replace them every 5 levels or so, is it an expensive set?


 

Posted

Quote:
Originally Posted by Robert_B View Post
But if I go say +4/2 or something like that will I not get less XP then say +2/6, is not the more mobs the better?

I don't find the cones too bad, yea I would prefer AoE but who wouldn't?

I'll take a look at the set you mentioned, I see it scales up so I will have to replace them every 5 levels or so, is it an expensive set?
I tend to like more mobs vs. higher levels for a couple reasons. 1) More chances for drops and 2) It just looks good to see a ton of baddies fall as opposed to one, imo.

Depends on what expensive means to you. That set isn't like, say, a purple set or kinetic combats. I think it's pretty cheap, really. IF you wanna leave your global, i'll toss you whatever i have on my toons. I usually have a couple here and there cause i don't use them.


 

Posted

I usually get level 30 Thunderstrikes at level 27 and don't look back.

The values would increase if you replaced them with higher level ones, but they don't ever expire like normal IOs.

The level 30 set gives you ED-capped damage and +56% Acc, Rech and End redux. The level 50 set gives you ED-capped damage and +69% Acc, Rech and End Redux. (And of course the set bonuses stay the same)
Since I'm already firing off smooth attack chains more or less continuously and not missing, I'm happy not to upgrade usually. The difference will certainly fade into insignificance next to the massive emp buffs you're talking about here.

As for XP/min for various settings, I have no idea. Eryq makes a good point about drops though - they'll be better with more enemies.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
I usually get level 30 Thunderstrikes at level 27 and don't look back.

The values would increase if you replaced them with higher level ones, but they don't ever expire like normal IOs.

The level 30 set gives you ED-capped damage and +56% Acc, Rech and End redux. The level 50 set gives you ED-capped damage and +69% Acc, Rech and End Redux. (And of course the set bonuses stay the same)
Since I'm already firing off smooth attack chains more or less continuously and not missing, I'm happy not to upgrade usually. The difference will certainly fade into insignificance next to the massive emp buffs you're talking about here.
Good, so then I could get the 30's set and perhaps upgrade at 50 so I only have to do it once! any other slotting suggestions for powers like the heal (Group Aura) or the other Auras (aside from recharge), things like that?

Quote:
Originally Posted by DrMike2000 View Post
As for XP/min for various settings, I have no idea. Eryq makes a good point about drops though - they'll be better with more enemies.
I am gonna raise # of mobs slowly and see where that goes, I know council are a huge pain but I fight be ok with others.


 

Posted

Quote:
Originally Posted by Doomguide View Post
To put it mildly 2 Emp/Sonics built to duo with each other will be insanely tough.

Unlike other Empathy builds you don't need to worry much about recharge set bonuses and can focus on other things because you'll be at +170% before any set bonuses kick in (Perma Hasten + Perma AB). On the mitigation side of things you'll be soft capped to all, be at the defender regeneration cap (+2000%), and have a resistance to smash/lethal damage of 65% or so. All of this is doable on SO's alone (well SO's and 1 steadfast +resist/3% defense).
Woah I walked right past this build and forgot to check it out, Thanks Doom I will have to import this baby into mids.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
Since I'm already firing off smooth attack chains more or less continuously and not missing, I'm happy not to upgrade usually. The difference will certainly fade into insignificance next to the massive emp buffs you're talking about here.
If you have rrom to grab tactics, and slot fort for +tohit, 3 dam and one acc will pretty much keep you set for +4s. The recharges will be shaving off fractions of seconds after hasten/ab, and with ab going, endurance slots are pointless. Really, unless you are facing some ae critters with high defense, the one acc will be slightly overkill.

Fort ed cap is at about +30 tohit, and tactics on 2 characters is just shy of +40. The two together make your aim better than Luke's X-wing shooting the Death Star.


 

Posted

Quote:
Originally Posted by Robert_B View Post
Woah I walked right past this build and forgot to check it out, Thanks Doom I will have to import this baby into mids.
Got me thinking on the build again *twitch*
Other thoughts:
Replace Shout with the Nuke or Siren's Song (Shout is mostly a +max health mule)
Replace Power Sink with Amplify, can get the same +max health with GSFC and better burst damage with Amplify. Had Power Sink originally not for the +end but for the -end to the foes ... one should have silly amounts of +recovery and have no need at all for +end.
Moved a slot from the Nuke to Fortitude, added a +To Hit enhancement.

With Nuke:

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

Click this DataLink to open the build!

With Siren's Song:

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

Click this DataLink to open the build!

And last a very low budget version using only 1 Karma -kb and a Steadfast Resist/+def, the rest being level 35 common IO's. Assuming the Emp pair keep up their buffs and stick together it's still endless recovery, soft capped defenses to all, hits +4's 95%, etc. etc..

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

Click this DataLink to open the build!

Emp_Sonic dedicated duo3 (v2.30.i18 commons): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Healing Aura -- Heal-I(A), Heal-I(11), Heal-I(11), RechRdx-I(23), RechRdx-I(29), RechRdx-I(29)
Level 1: Shriek -- Dmg-I(A), Dmg-I(3), Dmg-I(9), RechRdx-I(21), RechRdx-I(31), RechRdx-I(31)
Level 2: Scream -- Dmg-I(A), Dmg-I(3), Dmg-I(5), RechRdx-I(9), RechRdx-I(15), RechRdx-I(31)
Level 4: Howl -- Dmg-I(A), Dmg-I(5), Dmg-I(7), RechRdx-I(15), Range-I(21), Range-I(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(25), RechRdx-I(37), RechRdx-I(40)
Level 8: Boxing -- Empty(A)
Level 10: Clear Mind -- Range-I(A)
Level 12: Fortitude -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(13), ToHit-I(36)
Level 14: Combat Jumping -- Krma-ResKB(A)
Level 16: Tough -- ResDam-I(A), ResDam-I(17), ResDam-I(17), S'fstPrt-ResDam/Def+(48)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Weave -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(25), DefBuff-I(40)
Level 22: Assault -- EndRdx-I(A)
Level 24: Maneuvers -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39), DefBuff-I(50)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Heal-I(36), Heal-I(37), Heal-I(50)
Level 28: Super Jump -- Jump-I(A)
Level 30: Tactics -- ToHit-I(A), ToHit-I(34), ToHit-I(37)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(33), Heal-I(34), EndMod-I(34)
Level 35: Screech -- Dmg-I(A), Range-I(39), Range-I(43), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 38: Dreadful Wail -- Dmg-I(A), Dmg-I(40), Dmg-I(46), RechRdx-I(50)
Level 41: Electric Fence -- Dmg-I(A), Dmg-I(42), Dmg-I(42), Range-I(42), Range-I(43), RechRdx-I(43)
Level 44: Charged Armor -- ResDam-I(A), ResDam-I(45), ResDam-I(45)
Level 47: Amplify -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Vengeance -- DefBuff-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run



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Posted

Please remember one thing, if there is one group that can take advantage of HO's, thats Emps!

http://wiki.cohtitan.com/wiki/Hamido...n_Enhancements

Check out the Cytoskeleton Exposures, Membranes, Golgi's, and centrioles for you ranges attacks.

And for APP's, I know the skys the limit for defenders..so choose what makes sence. They are all good.

My main for the longest time was a Emp/sonic
I can come up with many many build set ups for whatever you want to do.


 

Posted

Quote:
Originally Posted by Medic_brietz View Post
Please remember one thing, if there is one group that can take advantage of HO's, thats Emps!

http://wiki.cohtitan.com/wiki/Hamido...n_Enhancements

Check out the Cytoskeleton Exposures, Membranes, Golgi's, and centrioles for you ranges attacks.

And for APP's, I know the skys the limit for defenders..so choose what makes sence. They are all good.

My main for the longest time was a Emp/sonic
I can come up with many many build set ups for whatever you want to do.
Indeed!
HO's are very nice for a variety of powers in Empathy builds. However the above builds are designed as a Duo and assume a second Emp/Sonic teammate. In such specifically designed build most HO's offer little to nothing. The endurance reduction of Cyto's and Golgi are wasted, the build has capped recovery 24-7. Membranes offer some +To Hit, but little else. The +To Hit is very sweet but by the time I have a Fort and 2 Tactics on me I'm looking more for +Accuracy than more +To Hit. No Heal sets offer +Acc and I'm grabbing +max health out of my blasts (and primary for that matter) whenever possible (a build goal, and I think a very important one for increasing the survivability of the duo).

I do use 2 Centrioles in Electric Fence. Placed in EF it means all the blasts (shriek, scream, howl, screech and electric fence) now have a similar range (all between 70 to 80 feet). Means I can open with Howl and basically be in range for all the rest of the blasts as well without having to move closer.