Emp Defense


Chuckles07

 

Posted

As an Empath, with the secondary of ice, does it make more sense to build for Ranged Def, with a fair amount of Energy/Neg Energy or go with Smash/Lethal defense with some Melee def?

I know there isn't a right answer to this question, just curious what the word on the street is.


 

Posted

Range. As a ranged character, your attacks have more bonuses that grant range defense, so it will be easier. Also, if you can stay at range, not much will hit you, but with s/l, there are some attacks pegged as only fire/dark/nrg in the game, which are more common than you might think. And besides, as a cold/emp, you really have no reason to be in melee range anyway.


 

Posted

A second vote for range defense.

And a note that, in general, I don't build purposefully for defense on my numerous Emps. Building defense requires too many choices away from maximizing my recharge and that is almost always my priority for Empathy. My Emps rely mainly on high regen from RA, self healing from HA, resistance, teammates and inspires for mitigation. The only builds I've worried about defense on were dedicated duo/small team builds typically with other Emps as teammates or otherwise not "general" team builds and in those cases the builds general hit +defense (all) effectively. I've only had one build with ranged defense as a priority and it was meant for attempting the RWZ challenge.


 

Posted

As much as I like building for defense, as an Emp/Ice, I would say recharge is better. THe combination just has too many oportunities for recharge. Empathy is full of powers that can slot for 5% recharge, Ice Blast has plenty for the 6.25%. You can muster around 55% worth of recharge without even making build sacrifices or losing slotting values.

But if you really want defense, as others have said, range would be the way to go.



 

Posted

I do agree that recharge will make an emp a stronger teammate. However, to mix things up, I'd like to cast a vote for s/l just because you get to 32% s/l with Scorp Shield, Maneuvers and CJ. 25% to energy as well. That's without any consideration for IO bonuses, which will be harder for an emp to build up via bonuses for s/l (no natural home for melee attacks for Kinetic Combat). So my 2 inf is to build this foundation for s/l defense and focus on recharge.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
I do agree that recharge will make an emp a stronger teammate. However, to mix things up, I'd like to cast a vote for s/l just because you get to 32% s/l with Scorp Shield, Maneuvers and CJ. 25% to energy as well. That's without any consideration for IO bonuses, which will be harder for an emp to build up via bonuses for s/l (no natural home for melee attacks for Kinetic Combat). So my 2 inf is to build this foundation for s/l defense and focus on recharge.
A good point, at least for the post 40 (or 50) portion of the characters career. Played around with it briefly (and rapidly) and only 10% less recharge than my planned GM build for high recharge (and about 20% less S/L resistance) but ...
Rather intriguing for a rapidly thrown together lets see sort of build.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

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EmpIceMace S/L high +def (v1.00.i19): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Ice Blast
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(37)
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(17), Dev'n-Hold%(36)
Level 2: Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(17), Dev'n-Hold%(36)
Level 4: Frost Breath -- Empty(A)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 8: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 10: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-Rchg(40), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43)
Level 12: Fortitude -- LkGmblr-Rchg+(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(15), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 16: Freeze Ray -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50), Lock-EndRdx/Rchg/Hold(50), Lock-Acc/EndRdx/Rchg/Hold(50)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(34)
Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(34)
Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(37), Dct'dW-Rchg(37)
Level 28: Bitter Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(29), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Dev'n-Hold%(39)
Level 30: Tactics -- EndRdx-I(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(46), Efficacy-EndMod/Rchg(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(46)
Level 38: Assault -- EndRdx-I(A)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Hover -- LkGmblr-Rchg+(A)
Level 47: Blizzard -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), AirB'st-Dmg/Rchg(48)
Level 49: Vengeance -- Krma-ResKB(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A)


 

Posted

Emps don't really need defense, to be completely honest. They don't generate enough aggro to really need it.


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
Emps don't really need defense, to be completely honest. They don't generate enough aggro to really need it.
Haven't met my GM Empaths have you

I don't need it not because of lack of aggro, but because my Regen is up around 58 hp/sec (2000% when teamed), I'm stunning all the minions and likely the Lt and Boss while knocking them down repeatedly, have 40% or so S/L/other resistance and a very functional set of blasts including a nuke that I'm not at all reluctant to use even when the aforementioned tanks, scrappers, brutes etc. are in the other mob in the room. Let's just say it may not be scrapper, tank or brute level aggro but its more than enough to get all sorts of attention.

Reyna Morningdew (Empathy/Rad/Dark/Spiritual) of Green Machine
7.3 million points of damage taken
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