Archery Duo with Emp, what do you think?
You survive by your Defence and your ungodly +Regen, +1000% all the time once you hit level 33 and get AB slotted. (Alternate auras and they'll be pretty much perma)
Mutual slotted Fortitude and 2 sets of slotted Manouvers puts you at +35% defence, which is more than a Super Reflex scrapper on IOs. Surviviability won't be an issue.
Archery does get Stunning Shot at 35, which is worth taking for preventing god-moding PP's and so on, so its not totally control free.
Once you get Rain of Arrows, and have your recharge pumped up by AB, you'll be an AoE death machine, so going +2/x8 or whatever you can manage would make lots of sense.
You'll need either Hasten or around 40% global recharge to get AB perma. I'd try for both.
And how do you give Fortitude and AB to yourself?
You give it to each other. Thats the "Duo" part.
By "mutual slotted fortitude" I mean you do it to each other, not to yourself and your duo-mate.
Here is a question for this.
As I am going to take Maneuvers for this team, I wonder if I should take Assault on Both, or Assault on one and Tactics on both. I want to take tactics even though I am going to (given that this team is a duo) 6 slot Fort with 3 Def and 3 ToHit cause of the + percept
that Tactics has.
Should I bother with this? does fort have +Percept? I supposed I could take 2x Maneuvers/Assault and Tactics but I would not mind saving a power choice.
Thinking of making them like this! maybe switching one from Assault to tactics only?
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Science Defender
Primary Power Set: Empathy
Secondary Power Set: Archery
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Healing Aura -- Empty(A)
Level 1: Snap Shot -- Empty(A)
Level 2: Aimed Shot -- Empty(A)
Level 4: Fistful of Arrows -- Empty(A)
Level 6: Hover -- Empty(A)
Level 8: Clear Mind -- Empty(A)
Level 10: Blazing Arrow -- Empty(A)
Level 12: Fortitude -- Empty(A)
Level 14: Hasten -- Empty(A)
Level 16: Aim -- Empty(A)
Level 18: Recovery Aura -- Empty(A)
Level 20: Explosive Arrow -- Empty(A)
Level 22: Maneuvers -- Empty(A)
Level 24: Fly -- Empty(A)
Level 26: Regeneration Aura -- Empty(A)
Level 28: Ranged Shot -- Empty(A)
Level 30: Assault -- Empty(A)
Level 32: Adrenalin Boost -- Empty(A)
Level 35: Stunning Shot -- Empty(A)
Level 38: Rain of Arrows -- Empty(A)
Level 41: Mass Hypnosis -- Empty(A)
Level 44: Mind Over Body -- Empty(A)
Level 47: World of Confusion -- Empty(A)
Level 49: Resurrect -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 2: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;907;433;866;HEX;| |78DA9DD2DF4AC2501CC0F16316634E5BCBC4CA22108222185EF6E7222A0B820AB1E| |8CAB2398FED804D712BF2AE07E80DCAFE3E45F41AF5243DC0FAFD7EFCF422EF1AFA| |757E3CE778743BBC2D2685B8DB14B1F19DA61304D5A26C48BF2E3BDAB1ABA4EF4AA| |10921327DAD6E5F371AF6EE55DB09BD6E76A065C7BF94757BABE37AB2D3B5F67D78| |917E68F74F8C52ABD5B4F79AEAD20B13747EDC96B26ED2E98174608DC0536D8BDEE| |FFB372A5035D55461776AB7AD5CBB14745D4FB9D543270861FD69D8D1323C2B2382| |8F081E70888721790489B1C4487A20719638890E3F718C658CE402C6682C1AC9138| |8CEA2933820068B41928729299614C9338C31594C921A88C56291BC80A459D22416| |AC9361C990182059962C890BB3665866485E41722C3992499835CF324F5287310B2| |C0B246F2079963CC93BC822CB22C917FC5D4B2C4B24DF202B2C2B243F7017D92C36| |4915D629B01448E646FF5E9D8321298DFEBD5E473886288AF489C1A7FF3D3E92FDA| |FD4CB09E809A68439C554306798738C83A9615C4CF439986DAEE2BED630EB980D4C| |06F627EE71A486B7868149625298718C8999C0A431B3981E26FA05D8DD1B56| |-------------------------------------------------------------------|
Here is a question for this.
As I am going to take Maneuvers for this team, I wonder if I should take Assault on Both, or Assault on one and Tactics on both. I want to take tactics even though I am going to (given that this team is a duo) 6 slot Fort with 3 Def and 3 ToHit cause of the + percept that Tactics has. Should I bother with this? does fort have +Percept? I supposed I could take 2x Maneuvers/Assault and Tactics but I would not mind saving a power choice. |
Here's a build to give you an idea of just how potent a pair of Emps operating together is. The following build has no accuracy or endred slotted anywhere .. it will hit +4's reliably and will never run out of endurance. I've left the actual slot placements where they would be if I started placing set IO's in the build. Hence Hasten will not be quite perma but minimal +global recharge (+10% from 2 Doctored Wounds sets for instance) and Hasten becomes truly perma. With some different power choices it would be fairly easy to soft cap your defense to everything and approach the S/L resistance caps for defenders. Geas of the Kind Ones is toggled on to simulate the effects of AB on the build in particular the recharge. Its recharge is the same value, its to hit buff is about equal to Fort as slotted, and its +recovery is actual less than you'd have with AB.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
EmpathyArchery Duo (v1.00.i18 commons): Level 50 Science Defender
Primary Power Set: Empathy
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Heal Other -- RechRdx-I(A), RechRdx-I(5), Heal-I(13), Heal-I(13), Heal-I(21)
Level 1: Snap Shot -- RechRdx-I(A), RechRdx-I(3), RechRdx-I(9), Dmg-I(17), Dmg-I(23), Dmg-I(45)
Level 2: Aimed Shot -- RechRdx-I(A), RechRdx-I(3), RechRdx-I(9), Dmg-I(15), Dmg-I(21), Dmg-I(43)
Level 4: Healing Aura -- RechRdx-I(A), RechRdx-I(5), Heal-I(23), Heal-I(37), Heal-I(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Clear Mind -- Range-I(A)
Level 10: Blazing Arrow -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11), Dmg-I(15), Dmg-I(17), Dmg-I(46)
Level 12: Fortitude -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31), ToHit-I(36)
Level 14: Hover -- Flight-I(A), Flight-I(50)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(45)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Fly -- Flight-I(A)
Level 22: Assault -- EndRdx-I(A)
Level 24: Tactics -- ToHit-I(A), ToHit-I(25), ToHit-I(34), Empty(40), Empty(46)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Heal-I(31), Heal-I(36), Heal-I(37)
Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31), Empty(36)
Level 30: Recall Friend -- Zephyr-ResKB(A)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(33), Heal-I(34), EndMod-I(34)
Level 35: Stunning Shot -- RechRdx-I(A), RechRdx-I(40), Dsrnt-I(46), Range-I(48), Range-I(48)
Level 38: Rain of Arrows -- RechRdx-I(A), RechRdx-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40)
Level 41: Electric Fence -- RechRdx-I(A), Range-I(42), Range-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43)
Level 44: Charged Armor -- ResDam-I(A), ResDam-I(45)
Level 47: Shocking Bolt -- RechRdx-I(A), EndMod-I(48), EndMod-I(50), Hold-I(50)
Level 49: Vengeance -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 2: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1439;648;1296;HEX;| |78DA9D94DB6E12511486F77010296728851E68399472284CC1ABAA1746051393B62| |16DE3552B4E874D9984CE10981A7BE703F806B59AE853185FC537F02170ADBD36C8| |C45E3981FFDBB3669DF6620F871F5A41C63E3E634AF8E5509B4CBA2DDEE7668F8F7| |D27BAC14D9DEFB4AF469A3DB8793ED6077C7C936D5D5BD9F2FBA6DA68A846733FAB| |5B57579639A9F81863C9596CF7C575BFAFCAC0D4DC7AAC9997BCA7CA4CB1D726809| |BB63A5B2C752C6BA89E8C38EF05C4F2D5D0B81CD811B13EE01AE4980C8C515CDC9F| |F2211F59635BB30DCB4CB74786AEB6875CB7C7866ED837DD436D62439134B45581E| |FB98BC96BEA61BB8026F31082DB8B5826DCFE75F74A7717E121219A115821D4089F| |214A9151CA7D5161F25B2654096710E596ADB91DADAD5033DB0EE461D25E5165EAF| |292DF0307DE413E1FE563BEAA307D01935F36E627AF25076463725775820651018A| |720736856983B049283C12F043B510F929A1823035095F2143849EB82254294DA81| |12EC0212637132353DC8100E44EC8CD2428691C4C49694AE6842901A614A5F1A4A8| |A9342147284DE16275A13AD45C2567EF2A5559736093065D708C3D0625D629CABD7| |EEF3044F222B8656473995F62EC3DD02D39FC2DAA9075822AE424B202DF202A2F4F| |459EFC4A847A4360AFBA88EFE05E94EE45F2DB91C82CA244B8850357963D95C9AF5| |275C0714425EE206A9766A0ECD6E87724FC86FF10551E1595F2EDD13E9A12453AF9| |309E861C4F430C6CC3337FD3E08396837F2C1DCFFCBD628AB01CA10F7532F547E74| |FFFF7FA119CA5F31F2F819EA2744094372867787B8EABB7B8D2707581A2E3EDF467| |70D670641FFB7A8CF204E5294A12FA639FD0D3876F53002588124209A34450A2280| |99435943B94E91F3918FEB4| |-------------------------------------------------------------------|
I'd go Assault, Maneuvers and Tactics. You can save 2 slots on Fortitude by not enhancing the To Hit, the base amount is plenty especially when the buff from 2 Tactics enters the picture (about +54% to hit with 2xTactics+Fort). If you really want to max the defense and to hit in Fort then down the road slot it with 3 Membranes.
Here's a build to give you an idea of just how potent a pair of Emps operating together is. The following build has no accuracy or endred slotted anywhere .. it will hit +4's reliably and will never run out of endurance. I've left the actual slot placements where they would be if I started placing set IO's in the build. Hence Hasten will not be quite perma but minimal +global recharge (+10% from 2 Doctored Wounds sets for instance) and Hasten becomes truly perma. With some different power choices it would be fairly easy to soft cap your defense to everything and approach the S/L resistance caps for defenders. Geas of the Kind Ones is toggled on to simulate the effects of AB on the build in particular the recharge. Its recharge is the same value, its to hit buff is about equal to Fort as slotted, and its +recovery is actual less than you'd have with AB. |
Also, I noticed that you left out the snipe (Ranged shot) and Fistful of Arrows and Explosive Arrow, your really pairing down the AoE aspect of this toon, I know alot of folks skipped Ranged, is it really THAT BAD? I don't suppose I need the extra attack in the end but I never tried it so I wonder what it's like.
Also, you picked two heals (both Heal other and the Aura) why both?
Clear Mind has +Perception.
Tactics will be wasted most of the time (especially if you slot fortitude for +To Hit), whereas a second Assualt will provide a constant +18.75% damage. I'd go double Assault myself, but splitting Assault/Tactics is viable if you plan to fight hard to hit enemies often.
Clear Mind has +Perception.
Tactics will be wasted most of the time (especially if you slot fortitude for +To Hit), whereas a second Assualt will provide a constant +18.75% damage. I'd go double Assault myself, but splitting Assault/Tactics is viable if you plan to fight hard to hit enemies often. |
So, given this, at SO level, would Fort slotted as mentioned and a single SO +Acc per power be enough to insure I am going to hit foes if I go say +2/6 or /8?
Well, you made some different choices then me power's wise, so your suggesting that I run all three leadership toggles on both toons? And you took Maneuvers later then I would, would you not want to start layering the +DEF as soon as you could for survivability?
Also, I noticed that you left out the snipe (Ranged shot) and Fistful of Arrows and Explosive Arrow, your really pairing down the AoE aspect of this toon, I know alot of folks skipped Ranged, is it really THAT BAD? I don't suppose I need the extra attack in the end but I never tried it so I wonder what it's like. Also, you picked two heals (both Heal other and the Aura) why both? |
I grabbed both HO and HA for a couple of reasons. Again so one has it for teaming with more than just your duo partner. Second for the set bonuses. Really again depends on what sort of long term investment you want to make which in turn depends on what you want to be able to tackle (and with whom .. just your partner or with teams).
It would be possible to just use only SO's and skip Tactics if you wanted and slaughter pretty much everything at +2/lets pull the room, hit the aggro cap size. Pulling the same horde of arachnos at +4 you many want to actually be soft-capped defensively and have (paired) Tactics. And none of this accounts for potentially having Aim up for every other RoA which as a 'Nuke' also has substantial inherent accuracy.
Again the build was intended as an example of how different an Emp duo is from the norm more than as an actually template for use without at least some adjustment.
Well, I was planning on 6 slotting Fort with 3 Def and 3 ToHit, the only real reason I wanted tactics was for the +Perception to deal with foes that toss smoke bombs and the like later on (like in the 30's or so). So, given this, at SO level, would Fort slotted as mentioned and a single SO +Acc per power be enough to insure I am going to hit foes if I go say +2/6 or /8? |
Edit: Handling the incoming damage not your ability to hit them is the limiting factor here I guess is what I'm trying to say as with 1 Acc SO plus ED capped to hit in Fort your final chance to hit +4's is 95%+ (discounting foes with +def or very large amounts of to hit debuff)
Yes, bottom line, with slotted Fort and keeping yourselves well buffed you can handle +2/x8 and I'd say that's probably true any time after you have Regen Aura up and running. Post AB and then post RoA things just get progressively easier and faster. By late game I suspect +2's will bore you and do so rather completely. Edit: Handling the incoming damage not your ability to hit them is the limiting factor here I guess is what I'm trying to say as with 1 Acc SO plus ED capped to hit in Fort your final chance to hit +4's is 95%+ (discounting foes with +def or very large amounts of to hit debuff) |
Hence I am thinking of the mind pool, put them to sleep, hit the confuse and pick them off.
Yep if I really wanted to try crazy stuff with the duo I'd likely grab fighting pool. With it you can pretty much soft cap to all positions and types. I'd also be looking to increase my max health trying to get as much health as possible rather than recharge which is my usual goal in a set build for Empaths.
I've asked a few folks and everyone seems to hate the Snipe? other then the boring animation whats wrong with it? seems like a good opener till you get Rain later on?
Actually as I look at it, I hit ranged then blazing seems like a nice combo, and with all the DEF I am going to have I might be able to use Ranged durning combat if I toss in a interupt reducer or two?
Any thoughts?
People dislike snipes in general as they, at best, fill a niche roll for pulling in some specific cases, such as pulling 1 of 4 AV's in the STF. The interruptibility means you could spend several seconds and have it all for naught as you are interrupted. Combined with the overall cast time means one can generally fire several other attacks doing equal or greater damage in the same time without risk of being interrupted and doing no damage at all. For example (and bearing in mind figuring attack chains is not my strength), I believe one could fire Blazing Arrow, Aimed Shot, Snap Shot, with Blazing Arrow recharged ready for use again (i.e. you could start casting Blazing again but its cast time wouldn't be finished before Ranged did fire) in the time it would take you to fire Ranged and do so without risk of getting interrupted.
On the otherhand if you wanted it for fun, concept or what not, your high defenses, reduce the likelyhood of being interrupted (no matter where you are firing it from) and therefore not wasting the time and effort, then go for it. You could even just 3 slot it with 3 Centrioles and fully expect it to hit your target reliably with no accuracy slotted owing to its inherent accuracy plus Fort (and potentially Aim and even PBU) and do so with ED capped damage and range. While looking at builds in Mids I did place Ranged as a lvl 49 power choice in one of them without feeling like I gave up anything 'needed'.
Give Archery some Proc love.
Slot Decimation: Chance for Buildup, Devastation: Chance to Hold, and if you can afford it Apocalypse: Chance for NE Damage and Gladiator's Javelin: Chance for Toxic in Snap Shot and Aimed Shot. With decent recharge, you can fire off one of those every couple of seconds, greatly increasing your chance for one or more of those Procs to fire off.
Give Archery some Proc love.
Slot Decimation: Chance for Buildup, Devastation: Chance to Hold, and if you can afford it Apocalypse: Chance for NE Damage and Gladiator's Javelin: Chance for Toxic in Snap Shot and Aimed Shot. With decent recharge, you can fire off one of those every couple of seconds, greatly increasing your chance for one or more of those Procs to fire off. |
1 Acc, 3 damage,+2 procs easily done. Even 3 damage and 3 procs is doable with some global accuracy. Dark Blast and Rad Blast would get more mileage in terms of damage from procs than Archery as there is only one damage proc that could be used multiple times in the ranged sets (the pvp Gladiator's Javelin proc) the rest are non-damage causing but could be some chaotic fun (end drain, hold, BU, self heal ... self heal?! okay maybe skip that one). Rad Blast could be 2 damage, devastation hold proc, shield breaker proc, lady grey proc and the javelin proc in every blast.
Hello Everyone,
Well, I tried a Emp/Sonic Duo and frankly I could not stand the noise that it makes, so I decided to roll two Emp/Archers instead.
I was wondering what pitfalls I will encounter, since this team has no controls at all (well, not till APP's anyways).
Should I try to do higher level foes but not so many or the other way around, I do want to do just normal content till 50, I know this team won't be an AV killer but it would be nice to get to max level.
How does this team survive? I know I'll have unlimited (more or less) blue bar into the 30's and such, and with Fort and Maneuvers my +Def will be good, I am to just hover and blast away and rebuff as necessary? any other tips?
Oh, do I need Hasten with this duo to achieve perma AB ? or will the recharge buff be enough on it's own to do it? 3 slotted naturally?