EMP/RAD Team-Centric Build Advice
I suggest choosing which of these two you want to be; they are mutually exclusive.
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This is a rough outline of what I'm looking at -- nothing perfect, I might even misunderstand some of the powers so please correct me if this looks like a tarded build. Obviously, I would put some IO sets in there for some of the powers, but right now this is kinda what I'm working off of on the top of my head. If this is really retarded, I can take criticism haha.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Healing Wings: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura
- (A) Healing IO
- (3) Healing IO
- (5) Healing IO
- (7) Healing IO
- (9) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Damage Increase IO
- (A) Healing IO
- (3) Healing IO
- (7) Healing IO
- (11) Healing IO
- (13) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Healing IO
- (5) Healing IO
- (9) Healing IO
- (15) Healing IO
- (17) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (31) Recharge Reduction IO
- (42) Endurance Reduction IO
- (A) Recharge Reduction IO
- (A) Run Speed IO
- (A) Defense Buff IO
- (13) Defense Buff IO
- (17) To Hit Buff IO
- (23) To Hit Buff IO
- (25) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Flight Speed IO
- (A) Healing IO
- (40) Healing IO
- (43) Healing IO
- (50) Healing IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (21) Recharge Reduction IO
- (21) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Endurance Modification IO
- (27) Endurance Modification IO
- (31) Endurance Modification IO
- (36) Endurance Modification IO
- (36) Endurance Modification IO
- (40) Endurance Modification IO
- (A) Defense Buff IO
- (39) Defense Buff IO
- (39) Defense Buff IO
- (46) Defense Buff IO
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (31) Recharge Reduction IO
- (34) Recharge Reduction IO
- (36) Recharge Reduction IO
- (40) Healing IO
- (A) To Hit Buff IO
- (42) To Hit Buff IO
- (45) To Hit Buff IO
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (39) Recharge Reduction IO
- (43) Recharge Reduction IO
- (46) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Defense Buff IO
- (37) Defense Buff IO
- (37) Defense Buff IO
- (A) Jumping IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (43) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (45) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Resist Damage IO
- (48) Resist Damage IO
- (48) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Damage Increase IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 2: Ninja Run
Need a idea on what type of budget you have, cus a 100 mil build will look alot dif then a 500 mil build.
And you need to use your rad powers, it really does help... cus the debuff will mean less heals for you and more buffing/debuffing.
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
I'm looking to respec my EMP/RAD and my goal quite frankly is to be the most team friendly character possible and to be the most pure healer possible. When I originally created him I was kinda noobish on the EMP powers and actually didn't take clear mind until like 28 (Shame on me, I know!). While I know a respec would fix that I don't want to burn it until I turn 47 to use 50 IOs.
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I'm looking for the most powerful healer and best team oriented defender possible, even at an inconvenience for myself - though I would prefer 1 travel power. I currently use teleport, however I have the vet power assemble the team so I'm going to pass up on teleport since my original intention in getting it was solely to bring people to the missions (Unless there is another reason for me to have it). I'm even ok with "just" hover. |
My playstyle is to be the guy who sits in the back, shuts up, and does amazing heals, etc. Currently, I have all of the EMP powers, and just 3 of the RAD powers (though I rarely if ever use these). I have the teleportation, fitness, and leadership pool powers. |
I am thinking of potentially waiting for I19 for when fitness becomes inherent. Any build advice would be much appreciated |
Talen_Lee: Taking absorb pain is like branding 'H' on your forehead. Which stands for 'Failure'
Scarf_Girl: ever since I six slotted my Rp with cyber/emo Hami-O enhancements they haven't been able to touch me
As others have already said, a 'pure healer' is not the best team support (pretty suboptimal actually). If you want a pure support role without attacking, then what yhou really want is a Controller as noted above. Defenders should use both their primary and secondary powersets to be fully effective in supporting their teams.
That said, if you want to be a 'pure healer', you can, it's just that such a choice isn't the team-friendly build you might think it is and the sacrifices you make (such as skipping or underslotting your attacks) actually hurt rather than help your team's efforts.
Unlike some other MMOs, there really isn't a need for a 'dedicated healer' role in this game and once you reach the late game those who attempt to fill such a role are largely redundant. When there are well-rounded Defenders on the team it is likely that healing won't be required often if at all, which is unfortunate when you've built mainly or solely for that function. I strongly advise you to reconsider.
One more point - your build is highly ineffiicient in terms of slotting. I suggest you read up on Enhancement Diversification and slot accordingly - you should not have four level 50 IOs of the same type in anything, that's a collossal waste. Even three level 50 IOs is somewhat wasteful since you're very close to the ED caps with only two. Putting six (as with Hasten, AB and some others above) is basically throwing slots away.
For an Emp/Rad, I'd strongly suggest making use of Irradiate, Neutron Bomb and Cosmic Burst at the very least. Using Irradiate and NB you can greatly debuff enemy defense, helping your team to hit their targets, and Cosmic Burst is both a good-damage single-target attack and a stun, allowing you to contribute both control and significant damage to the situation. Electing to work with fewer tools is rarely a good choice in this game - you should try for as many tricks up your sleeve as you can get.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
Like I said, I appreciate the feedback. When I started this guy originally (I'm a player from day 1 mind you) things were a bit different in respects to the empathy path from what I remember and RAD was picked because, well, I really didn't care about the secondary at that time. Even today in teams that seem to be killing machines, I've found that they still need a straight up healer to keep things going fast. Did a manti TF last night and we were rockin it but they absolutely needed heals/buffing 99% of the time, I was constantly focusing on that and had little time for anything else.
Thanks for the advice on slotting - as I stated I would be doing IO sets, I was just dropping a rough outline without spending hours working out the sets (That comes later) . I know diminishing returns happen with slotting. I was merely dropping an generic example build of my guy there as a rough outline as to what I was thinking.
This hurts me, so very, very badly. There are, at minimum, four rad powers which are tremendously useful for a support character, and many would argue a few more. They should be used |
I could spend about a billion on this guy. Hes pretty much my new main.
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* Glorified because of the still rampant healer mentality people have in this game and their ability to say "nice heals" and to not do missions until they have a "healer" and various other things tied to the healer mentality. Leech is because when you get added to a team the spawn size goes up, and if you aren't killing your share, then that means the rest of the team is making up for it while you are still getting the exp. I've been on teams where the support was hell bent on just doing support and the rest of the team couldn't keep their blue bars from being flatlined.
I'd just echo what I said about the rad powers I'd recommend (Irradiate, Neutron Bomb and Cosmic Burst) in terms of which powers I'd suggest you consider from Radiation Blast. As far as 'absolutley needed heals/buffing', there's two things going on there. Firstly, buffs. No problem there, you should absolutely be buffing as often as you can, with Fortitude being your most important buff followed by AB and the auras, with Clear Mind a vital but often situational addition. These powers should all see heavy use.
To use the Tanker example, if you're keeping the Tanker buffed with Fortitude, Maneuvers, Tactics and the auras when they're up, then there shouldn't be a constnat need for healing (unless your Tanker is playing very poorly). I do wonder, with your previous statement about being the guy in the back who lands the heals, if you're staying close enough to your teammates to ensure your Leadership buffs are applying. On a Manticore TF, a Tanker should have most/all of his primary powers and should not be requiring constant healing. Likewise the other members of the team should have enough powers and enough experience to keep themselves standing. I'm not saying no need for heals, ever - there's always going to be occasional spikes of damage even with the best mitigation, but this should be something like 25% of the time (closer to 5-10% of the time if you have multiple well-played Defenders on team). It should not be anything close to 99% of the time.
Most often, the need for constant reactive healing suggests that something has gone critically wrong tactically - there's too much aggro, or someone is a very poor player, etc.
I'm aware that some 'pure healer' players enjoy this chaos and deliberately play in pickup groups because they want to increase their chances of running in these bad teams so that they can really test themselves. This is less "how can I be the most team friendly" and more "to what extent can I save these people from themselves". If that sounds like something you want to do, more power to you.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
Since you already know which powers you want, why are you asking for advice. The best advice we can give is take and slot some of your attacks, because you will be much more valuable to a team than this build will.
If that's not the advice you want, then you should probably look somewhere other than the Defender forums.
A couple things ...
Fitness is becoming inherent in I19, so that opens up 3 power choices for you.
Pure support builds can run headlong into "heavy mitigation" sets -- FF, Sonic, and, to a lesser extent, Ice, Traps, and Dark. You will run into situations where you simply won't be reactively healing. Worse, if you're teamed with a bubbler, all you have to do, really, is keep the bubbler on her feet with Fort and CM. Regen Aura should more than keep everyone's health in the green in this situation.
My advice? Proc up Neutrino Bolt. Take Cosmic Burst (Mezzing a mob > than watching it beat on a blaster, you healing blaster). Take Irradiate (seriously, it does solid damage AND carries a heavy def debuff). And you'll have something to do when you run into teams that simply don't need hair-trigger healing, large-scale single target buffing.
I believe the general (though somewhat arguable) ideology for defenders is as follows:
Non-AV mobs:
Buffing > Debuffing > Damage > Healing
AV mobs:
Debuffing > Buffing > Damage > Healing
I think you're getting the most of the defender headbutt from so much emphasis on healing, when Empathy is a buffing set, not a healing set. If you decided to consider rez a heal, it's a 5 to 4 buff to heal ratio. They give the heals earlier because your buffs alone won't be able to stop the team from face planting. However, as everyone matures, the need for heals is decreased as the need for buffing increases. Your set defines this ideology as you get your buffs later in the set.
Because of the long recharge of the buffs in Empathy (because you're a buffer, not a healer), this is why you should take, slot, and use your secondary.
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
Like I said, I appreciate the feedback. When I started this guy originally (I'm a player from day 1 mind you) things were a bit different in respects to the empathy path from what I remember and RAD was picked because, well, I really didn't care about the secondary at that time. Even today in teams that seem to be killing machines, I've found that they still need a straight up healer to keep things going fast. Did a manti TF last night and we were rockin it but they absolutely needed heals/buffing 99% of the time, I was constantly focusing on that and had little time for anything else.
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Thanks for not mentioning the four tremendously useful powers for the support character. I'm all open to reviewing my options here, but if my power selection is poor, I'd certainly appreciate to know why some powers would be better. I find absorb pain to be wonderful, but yes not as useful indeed - but wonderful in respects to taking a heavy tank back from the brink of death and I've used it often to do exactly that. |
Absorb Pain is...well, let's call it a personal choice. I would never take it but you do make a good case for it. The vast, vast majority of the time, however, you should never need it. If a tank decides he wants to be Evel Knievel and try to take on four large groups of +3 enemies, the burden of those choices should not fall onto you. It is not your fault if his or her stupidity earns him a bit of debt -- it's a learning experience. If you continually sacrifice what you could be doing in order to keep this one person alive because they're being reckless, the only thing they learn is that this is an acceptable way to impact someone else's gameplay. If this is actually the way you like to play, fine. Be warned, though, there are a lot of players in game who will not even give you the benefit of the doubt and they'll just kick you outright if they see you only have one power from your secondary and you don't use it. It would be similar to a tank taking his first attack and nothing else because a tank is apparently just supposed to be a meatshield. Nobody would ever accept this -- why should we have to?
In the 44 levels I've played my guy (Strictly on teams) I've never had the opportunity to be an offensive guy hardly at all. He is practically always needing to heal or buff someone which is why I wanted to go down this route. If its not a good route to go down, I'd love the feedback on a better selection, that is afterall, the whole point of this thread. |
Talen_Lee: Taking absorb pain is like branding 'H' on your forehead. Which stands for 'Failure'
Scarf_Girl: ever since I six slotted my Rp with cyber/emo Hami-O enhancements they haven't been able to touch me
Thank you for the extended advice guys (Some of you need to chill, or don't reply, I'm not a leech ffs, I work hard for any team I'm on).
I'll try out those RAD powers and see if they work out, I've got all my respecs left, so should be able.
The manticore team I was on was totally awesome on the mobs (I cant remember now, i think it was 3 fire/fire blasters, 2 brutes, 1 defender (me), 2 scrappers), but as is often the case with most teams I've been on, people love getting separated or going their own ways, so often I run back and forth trying to ensure everyone is alive (without putting them in jeopardy) and keeping them buffed (and yelling at them to stay together). Yea, I buff a lot, of course (I've always recognized thats the bulk of the job), and I *do* do a neutrino bolt for -def on AVs and bosses, but I have never focused so much on damage on just random mobs as other members of the teams will generally kill them super fast as is. A lot of the teams I'm on it *seems* like there wouldn't be as much time.
I'll reevaluate my teams when I play and work to incorporate RAD better. I played a whole lot in issue 1 through issue 5 or so, and didn't come back until shortly before issue 18, so honestly, some things have changed . Back then it was all about "Sit down and STFU and heal" so I guess times have changed.
Thanks again to those that helped with the feedback, I sincerely appreciate it.
One or two AoEs can help substantially from a debuffing standpoint.
My Empath is a Emp/Psi. The main attack I use is Psionic Tornado, which for me provides a chance for a buff, crowd control, debuff, and damage rolled in one nice little package. After that, it's probably Psi Scream.
Why are the AoEs more important? Well, with the lesser damage than most ATs, the more people we hit, the more potent out damage and debuffs are. That's not per enemy, but the overall total of your damage/debuffs, since 10 + 10 is better than 10 by itself. On an AV standpoint, there's not much difference since its' one enemy, so naturally you'll have to prioritize your attacks differently.
The best thing to do is have your tools ready and experiment with them enough you know how to use them effectively. Pick what you like, don't like, for whatever reasons you deem valid, and run with it.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
I'm going to give some advice from a different perspective . . . putting off a respec till level 47 in order to slot level 50 IOs is a bit of a waste. If you are planning on spending a billion influence on this hero once you hit 50, you can afford to use one of your vetspecs now and just slot over whichever IOs you want to replace.
The power available in IOs makes leveling to 50 that much easier and more fun. Whether slotting for nice set bonuses or frankenslotting, there's something for everyone.
Pacifist builds are fine by me. In game few people care. Ingame few people can do without the healer what rocks an aura. What narks me is the people who need healers, not the people who want to be healers and contribute to teams in an indirect way. You pay your subs, have what you like. I've paid for someone elses account before and I still didn't get a say on their builds but it was a kid and alot of kids do play this.
More than 3 of any IO is bad and I'd say that with each extra IO of any type ya might want to check what that IO has to offer as with each one less bang for buck might be gained.
Fitness pool will be an inherent soon. Thats a good thing as it can mean you swap those four fitness pool powers for four attacks and perhaps look at them as debuffs if ya fancied a pacifist point of view anyway.
Fitness pool isn't a necessity with empathy especially if you use a lot of +rechg sets anyway on top of haste.
With fitness pool as a basic inherent, IOsets and good slotting I would say that you could easily 5 slot the extra 4 attacks you might get. I prefer AoEs on defenders as the damage adds up across the maximum amount of targets. Being that you will be a proactive/reactive player any attack with a low animation time would be better.
Edit: Just realised this is a necro'd thread XD
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.
The manticore team I was on was totally awesome on the mobs (I cant remember now, i think it was 3 fire/fire blasters, 2 brutes, 1 defender (me), 2 scrappers), but as is often the case with most teams I've been on, people love getting separated or going their own ways, so often I run back and forth trying to ensure everyone is alive (without putting them in jeopardy) and keeping them buffed (and yelling at them to stay together).
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Now, it's not your fault when other people play like idiots. But it *is* your fault for enabling it. You shouldn't be chasing people to heal or buff them. You should be with the main body of the group. If they run off, they're on their own. If they complain, tell them that you are playing with the team, and if they don't want to be part of the team, then that's their problem. My personal motto is "Out of sight? Out of range? Out of luck." If you can't stand the whining, then make sure your build includes Recall Friend to haul those lost puppies home to the team.
Remember the maxim that behavior that is rewarded is reinforced. By chasing strays, you are telling them that it is okay for them to play like dorks, because you'll be there to save them. You aren't doing them any favors by teaching them that, since their next team will probably include an empath like me, who will let them faceplant and laugh at their screams of indignation.
Edit: Oops, I noticed the dates too late, too.
"Home is where, when you have to go there, they have to let you in."
I've worked on this build, and come up with the following, please let me know what you guy think and any way I can tweak this. This is assuming fitness as inherent since I probably won't actually respec until I19.
Also, thank you for all the advice! I took a long break from the game and didn't even deal with enhancement diversification last time I played, etc.
Anyway, here it is. I'm aware that some IOs are still slotted that should be sets - I'm still deciding what to put there.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Healing Wingz: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura
- (A) Numina's Convalescence - Heal/Endurance
- (3) Numina's Convalescence - Endurance/Recharge
- (5) Numina's Convalescence - Heal/Recharge
- (9) Numina's Convalescence - Heal/Endurance/Recharge
- (17) Numina's Convalescence - Heal
- (21) Numina's Convalescence - +Regeneration/+Recovery
- (A) Apocalypse - Damage
- (40) Apocalypse - Damage/Recharge
- (40) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Accuracy/Recharge
- (43) Apocalypse - Damage/Endurance
- (46) Apocalypse - Chance of Damage(Negative)
- (A) Panacea - Heal/Endurance
- (3) Panacea - Endurance/Recharge
- (7) Panacea - Hea/Recharge
- (11) Panacea - Heal/Endurance/Recharge
- (21) Panacea - Heal
- (29) Panacea - +Hit Points/Endurance
- (A) Armageddon - Damage
- (5) Armageddon - Damage/Recharge
- (7) Armageddon - Accuracy/Damage/Recharge
- (15) Armageddon - Accuracy/Recharge
- (23) Armageddon - Damage/Endurance
- (31) Armageddon - Chance for Fire Damage
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Touch of Lady Grey - Defense Debuff
- (11) Touch of Lady Grey - Defense Debuff/Recharge
- (15) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (17) Touch of Lady Grey - Recharge/Endurance
- (25) Undermined Defenses - Recharge
- (31) Undermined Defenses - Defense Debuff/Recharge/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (A) Freebird - FlySpeed
- (34) Freebird - +Stealth
- (39) Freebird - Endurance
- (A) Defense Buff IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Doctored Wounds - Heal/Endurance
- (27) Doctored Wounds - Heal
- (27) Doctored Wounds - Endurance/Recharge
- (40) Doctored Wounds - Recharge
- (45) Doctored Wounds - Heal/Recharge
- (46) Doctored Wounds - Heal/Endurance/Recharge
- (A) Devastation - Accuracy/Damage
- (29) Devastation - Accuracy/Damage/Endurance/Recharge
- (31) Devastation - Accuracy/Damage/Recharge
- (33) Devastation - Chance of Hold
- (34) Analyze Weakness - Defense Debuff
- (34) Analyze Weakness - Accuracy/Defense Debuff
- (A) Defense Buff IO
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (39) Performance Shifter - Accuracy/Recharge
- (42) Performance Shifter - EndMod/Accuracy
- (43) Performance Shifter - Chance for +End
- (A) Ragnarok - Damage
- (36) Ragnarok - Damage/Recharge
- (37) Ragnarok - Accuracy/Damage/Recharge
- (37) Ragnarok - Accuracy/Recharge
- (37) Ragnarok - Damage/Endurance
- (39) Ragnarok - Chance for Knockdown
- (A) Recharge Reduction IO
- (A) Adjusted Targeting - Recharge
- (42) Adjusted Targeting - To Hit Buff/Endurance
- (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (48) Adjusted Targeting - To Hit Buff/Recharge
- (A) Aegis - Psionic/Status Resistance
- (45) Aegis - Resistance
- (45) Aegis - Resistance/Endurance/Recharge
- (48) Aegis - Resistance/Recharge
- (A) Gladiator's Armor - Resistance
- (48) Gladiator's Armor - TP Protection +3% Def (All)
- (50) Gladiator's Armor - End/Resist
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Ninja Run
I could spend about a billion on this guy. Hes pretty much my new main.
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If so you could manage one of the two pvp IO procs (Panacea +hit points/+end or the Glad +3% defense) with a lot of tip missions for Hero Merits and purchase. Far as I know those two by themselves still greatly exceed your budget.
While I wouldn't considered myself hugely market savvy I would not be at all surprised to see the build in your most recent post cost somewhere in the 6 to 8 billion range and learning it was more wouldn't shock me.
As for build recommendations:
Recharge, then more recharge and then even more recharge ... it's all about getting those long timer Auras on the least downtime as possible. Eveything else then benefits from there. Fortitude on more folks, perma AB, perma Hasten (or near), even your own choices in APP .. less downtime for Force of Nature, faster cycle on PBU etc etc..
So Doctored Wounds, Positron's Blast, Decimation, Stupefy, Obliteration are the sets I'd first look to for my powers as appropriate. Add in LotG +7.5% recharge (x5) if possible and then start in with Purple sets.
Here's what I might do while changing none of your power choices, level they were chosen and with minimal swapping around of slotting used.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Healing Wingz: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(17)
Level 1: Neutrino Bolt -- HO:Centri(A), Apoc-Dam%(40), GJ-Dam%(40), LdyGrey-%Dam(43), ShldBrk-%Dam(43), AnWeak-%ToHit(46)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-EndRdx/Rchg(21)
Level 4: Irradiate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(15), Armgdn-Dam%(23), Achilles-ResDeb%(31)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(33)
Level 8: Clear Mind -- Range-I(A)
Level 10: Electron Haze -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Dam%(25), LdyGrey-DefDeb/Rchg(31)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13), LkGmblr-Rchg+(29)
Level 14: Hover -- Frbd-Fly(A), Ksmt-ToHit+(21), Flight-I(33), Frbd-Stlth(34), LkGmblr-Rchg+(39)
Level 16: Maneuvers -- LkGmblr-Rchg+(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Assault -- EndRdx-I(A)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(25)
Level 24: Resurrect -- RechRdx-I(A)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(46)
Level 28: Cosmic Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Dmg(34), Amaze-Stun(34)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(42), Efficacy-EndMod/Rchg(43)
Level 35: Neutron Bomb -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37), Ragnrk-Knock%(37), Achilles-ResDeb%(39)
Level 38: Invisibility -- LkGmblr-Rchg+(A)
Level 41: Power Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-ToHit(46), AdjTgt-ToHit/Rchg(48)
Level 44: Force of Nature -- Aegis-Psi/Status(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(48)
Level 47: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 49: Aim -- GSFC-Build%(A), GSFC-ToHit(50), GSFC-ToHit/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 2: Ninja Run
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Hey Doom, great ideas - thanks for the help. What would you recommend if I had a bit more money to spend? I can continue to farm inf and get several billion throughout all my characters, but ultimately this guy is going to be my main. I looked at some things like Numinas, and Panacea (!), and there are some really nice ones but I'm kinda at a loss of where the best places would be to put them. I know some things like the 120 sec procs should always go in passive powers, but not sure about all the rest.
Any extra advice? Just hit 50 today
Gratz on 50!
Mostly I'd be thinking about at what level would I be commonly playing. Am I going to be building to exemplar frequently and to what level. A build meant to work well at 45+ vs running at low or mid range levels has different build goals and choices, in particular when powers are chosen.
Adding some knockback protection would be good. Stealth (as in hard to see, not the power per se) combined with Recall Friend is useful for many task forces and situations.
Power Build Up + Vengeance is hard to beat for turning teamwipe into team smash foes.
As for things like Numina's +regen/+recovery or Miracle +recovery, *shrug*, when your Auras are up they dwarf the bonus for both the procs and any set bonus you could get. For a team build/setting frankly I don't think they are worth any slot devotion. That said with Inherent Fitness you'll have a base slot to throw one IO in ... a Miracle +recovery would be my choice there.
As for the Panacea sets *shrug* they certainly look very uber and will shave a few more seconds off the Auras downtime and make Hasten truly perma. But you'll also lose the 4 +4% enhancement (heal) bonuses from the Doctored Wounds sets which amounts to healing back about 20 more health per use of HA and 40 or so more with HO. Not sure if there is a practical and significant advantage to one set over the other set (outside of cost and acquisition). Your Auras dwarf any of these bonuses which is about the only clear argument favoring Panacea over Doctored Wounds.
I'm looking to respec my EMP/RAD and my goal quite frankly is to be the most team friendly character possible and to be the most pure healer possible. When I originally created him I was kinda noobish on the EMP powers and actually didn't take clear mind until like 28 (Shame on me, I know!). While I know a respec would fix that I don't want to burn it until I turn 47 to use 50 IOs.
I'm looking for the most powerful healer and best team oriented defender possible, even at an inconvenience for myself - though I would prefer 1 travel power. I currently use teleport, however I have the vet power assemble the team so I'm going to pass up on teleport since my original intention in getting it was solely to bring people to the missions (Unless there is another reason for me to have it). I'm even ok with "just" hover.
My playstyle is to be the guy who sits in the back, shuts up, and does amazing heals, etc.
Currently, I have all of the EMP powers, and just 3 of the RAD powers (though I rarely if ever use these). I have the teleportation, fitness, and leadership pool powers.
I am thinking of potentially waiting for I19 for when fitness becomes inherent.
Any build advice would be much appreciated