My old emp/psi
Here's my initial thoughts, in no particular order:
- Resurrect is overslotted. I recommend you just put a single recharge here and call it done, especially now that anyone can make an awaken with whatever inspirations happen to be laying around. If you need Resurrect up this much, you probably need a better team.
- Fortitude taken late. I'm not sure if this is a respec build and I don't know if you plan to exemplar much, but I'd recommend getting Fortitude right when it becomes available at 12.
- Stealth/Invisiibility. Not bad picks per se, especially if you were to slot LOTG +recharge IOs in them but you can accomplish full invis much more easily just by putting a +Stealth IO into Super Speed or into Sprint. This would then free up two power picks for more useful powers such as attacks.
- TK Blast. It's one of the best powers in Psy Blast and I'd strongly recommend that you take it.
- Tactics underslotted. You haven't done much with this. If you can find the slots, there are some good sets you can use here. I would have slotted this with priority over Power Build Up.
- Psychic Wail (nuke) - this one's really more of a judgment call, as there are different and equally valid schools of thought regarding defender nukes. This is one of the better 'true nukes' for defenders, but it does still crash your endurance to use it, so whether or not that's worthwhile is something you'll have to decide. Personally, I usually take nukes on my empaths, but that's me.
- Expensive build. In case this wasn't already obvious, you've got an expensive build here what with the multiple purple sets. Since you're already going for the expensive stuff there, I'd recommend going for broke and working in five LOTG +recharges IOs into the build as well to max out the recharge you can get out of the build.
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Ditto on Justaris' list of things plus
Mental Blast - I'd use 5 Decimation and the Devastion proc here. The +recharge (and to a lesser extant in a Fitness free Emp, the +max end) are more important bonuses.
Resurrect - base slot and I'd even lean towards endred rather than rech. On one hand you are likely getting a huge vigilance discount when using it but at the same time if I were using Rez at all it would be mid combat when all heck just broke loose, I've just used PBU, Vengeance, my RA's just dropped leaving my blue bar is anemic at best etc. etc. and the end cost of Rez is rather large at base value ... the rest of the time it likely doesn't matter what is in the base slot or I'm passing you a wakie, maybe hitting CM etc..
If it is a late game or post 50 respec Fortitude where it is, is not worth another respec, but if you haven't committed then yes to moving it up to "asap" in build.
AP - single slot ... or find a 5th. The +recharge is the reason to use Doctored Wounds in Empathy.
Recovery Aura - 3 Slots recharge, more is largely a waste of the slots. The base effect of RA's +recovery is plenty. Most builds, while not having infinitely sustainable endurance, have their net recovery in good enough shape so their endurance is impossible to zero out while under the effect of +200% recovery rate buff outside of a classic nuke ... in which case you'll need far more +recovery anyway than can be provided by RA. Even if you do team regular with folks who could use the extra +recovery I'd cap endmod and recharge with frankenslotting to save slots as much as possible. (endmod/rech, endmod/rech/acc from both Perf Shifter and Efficacy Adaptor for example)
AB - slots till ED capped for Heal and Rech would be my goal here. I'd also add enough endmod to put the buff over 1000%. This is the power that counters the -recovery of a nuke crash if that is a goal.
PBU and Tactics both want more slots (or less).
Scramble Thoughts - not so sure the 6th slot of AA is gaining you much here when compared to using the slot elsewhere.
Recall Friend - nice spot for a -kb or other U-travel proc, both here and in Clear Mind I'd likely go with Range if just slotting a generic IO.
The second endred in both Assault and Tactics - Understand why but in practice the end saved (0.12 end/sec) is not likely to let you do much outside of the auras you couldn't do anyhow. And while RA is running one endred is plenty. Placing a 6th slot in Will Domination, using it for endred would, for instance, in practice save you more endurance if you found it necessary to keep attacking with RA down.
And just fyi but for me anyway the datalink is borked. Cut and Pasted into Mids to look (which Mids "interpreted") but the build has a fair number of obvious glitches ... slots with missing enhancements, wrong values (shows Fort as a +9.75% defense bonus unenhanced for example) done this way rather than using the datalink.
Thanks for the tips. And yeah, this is a toon I had back when I was a n00b. Invis fit with my RP. But I can live without it, might change it up some.
IMO Psychic Scream is the best power in the set. It's like a faster recharging, narrower cone Shiver plus decent psy damage. I can't imagine putting fewer than 5 slots in it. Would you be willing to give up some ToHit enhancement slots from Fortitude and Vengeance?
If you must 2-slot it with cheap enhancers, though, go with 2 Centrioles, or 1 Centriole and 1 Dmg/Endredux IO from the cheapest set on the market (Air Burst, probably). Tactics and accuracy set bonuses keep you from missing too much, Hasten and recharge set bonuses keep the debuff just about perma. That leaves just damage, range, and endredux. Centrioles (and an Dmg/Endredux IO if desired) are affordable and cover multiple bases well.
Once you're rich, take a look at all your low slotted powers. HOs will do nicely in many of them. Cytoskeletons in Stealth, Invisibility, and Tactics, for example.
If you like Invisibility for concept reasons, could I talk you into Grant Invisibility instead of Stealth? Since you can get a stealth like effect by slotting Celerity into Sprint or SS.
Yeah, didn't know about celerity when I made the toon. Gonna ditch invis. I'll be fixing it soon. Just need to take care of other priorities, then I'll take advice here and rebuild it.
I've got an emp psi, haven't put much effort into him. This is what I've got so far. Any thoughts?
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
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Cheschire Cat: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Heal Other -- 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), Dct'dW-Rchg(7)
Level 1: Mental Blast -- Dev'n-Dmg/Rchg(A), Dev'n-Hold%(31), Dev'n-Dmg/EndRdx(40), Dev'n-Acc/Dmg(43), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 2: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 4: Absorb Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(33), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34)
Level 6: Resurrect -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Clear Mind -- RechRdx-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(17), AdjTgt-ToHit(23), AdjTgt-ToHit/Rchg(25), AdjTgt-Rchg(25)
Level 18: Recovery Aura -- P'Shift-EndMod(A), RechRdx-I(19), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Acc(23)
Level 20: Stealth -- DefBuff-I(A)
Level 22: Invisibility -- EndRdx-I(A)
Level 24: Will Domination -- Apoc-Dmg(A), Apoc-Dmg/Rchg(43), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31)
Level 28: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36), Ragnrk-Knock%(37)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Rchg(33), Dct'dW-Heal/Rchg(33)
Level 35: Scramble Thoughts -- Amaze-Stun(A), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(40), Amaze-ToHitDeb%(40)
Level 38: Tactics -- EndRdx-I(A), EndRdx-I(39), ToHit-I(39)
Level 41: Power Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(42), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42)
Level 44: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-Psi/Status(45)
Level 47: Vengeance -- AdjTgt-ToHit(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48), AdjTgt-ToHit/Rchg(48), AdjTgt-Rchg(50), LkGmblr-Rchg+(50)
Level 49: Psychic Scream -- Dmg-I(A), Acc-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run