Help for Respec - EMP/DEF


Doomguide

 

Posted

(**EDIT**) - The title was supposed to be EMP/RAD. Oh well...

I am back from a long break (I8?) and need to respec my lvl 45 Defender for I19.

I would appreciate any suggestions on how to flesh out this build. My play style is a little solo on radio missions, mostly teamed with a Blaster running story missions, and I will occasionaly join a PUG and play support doing whatever the PUG is doing.

For now, I am only working on power selection and slotting order. I am not worried a lot about the enhancements themselves that I will be slotting. I currently have SO's on all my powers and will be keeping those until I get to lvl 47 and then I will get LVL 50 standard crafted IO's. That is all I will be able to afford for a while. I will worry about the sets later.

This is what I have so far:

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura -- Empty(A), Empty(3), Empty(5), Empty(11), Empty(29), Empty(37)
Level 1: Neutrino Bolt -- Empty(A), Empty(9), Empty(17)
Level 2: Heal Other -- Empty(A), Empty(3), Empty(5), Empty(11), Empty(27), Empty(37)
Level 4: Irradiate -- Empty(A), Empty(9), Empty(17), Empty(40)
Level 6: Resurrect -- Empty(A)
Level 8: Clear Mind -- Empty(A)
Level 10: Hasten -- Empty(A), Empty(34), Empty(34)
Level 12: Fortitude -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(36)
Level 14: Super Speed -- Empty(A)
Level 16: Stealth -- Empty(A)
Level 18: Recovery Aura -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(21), Empty(36)
Level 20: Proton Volley -- Empty(A), Empty(23), Empty(23), Empty(40), Empty(46)
Level 22: Invisibility -- Empty(A)
Level 24: Absorb Pain -- Empty(A), Empty(25), Empty(25), Empty(27), Empty(29), Empty(37)
Level 26: Recall Friend -- Empty(A)
Level 28: Aim -- Empty(A), Empty(40), Empty(43), Empty(43), Empty(43)
Level 30: Cosmic Burst -- Empty(A), Empty(31), Empty(31), Empty(31), Empty(46)
Level 32: Adrenalin Boost -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(36)
Level 35: Neutron Bomb -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(46)
Level 38: Teleport -- Empty(A)
Level 41: Power Build Up -- Empty(A), Empty(42), Empty(42), Empty(42)
Level 44: Temp Invulnerability -- Empty(A), Empty(45), Empty(45), Empty(45)
Level 47: Total Focus -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Force of Nature -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(7), Empty(7)
Level 4: Ninja Run


 

Posted

Thoughts on this build, in no particular order:

As you're only asking about powers, it's hard to give a really thorough critique - slot placement without slotting is rather meaningless. That said, I'll give you what feedback I can at this stage of planning.

Stealth + Invisibility - why? Unless you're planning on eventually going for Luck of the Gambler recharge IOs, I'd strongly advise that you just pick up a +Stealth IO for Super Speed or Sprint and do away with both of these power selections in favor of more useful powers.

Why skip Regeneration Aura? If you're going to skip an Empathy power I'd skip Resurrect, since it's so easy for player to just make awakens these days. Or you could pick it up in place of Stealth or Invisibility, but whatever you do I'd recommend you take your aura powers.

Again, it's hard to judge empty slotting, but I'd say Aim, Power Build Up and probably Absorb Pain are overslotted. If you're planning on putting certain IO sets in these powers that changes things, but strictly on a per-power enhancement basis these powers should not require this many slots.

Some of critiquing builds is obviously personal preference, and you should always play the way you want to play because that's what you'll enjoy. If it were me, I'd probably drop the Concealment pool entirely, pick up Regen Aura and another attack, and move a few slots around. I'd also seriously consider the Leadership pool. YMMV.


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

 

Posted

OK. I see your point. I have not made any changes to my build yet, I just added enhancements.

I have no spending cash and I doubt I will have the hundreds of million INF I will need to get the crafted sets so I am going on what I think I will be able to buy at lvl 47. I have only about 35 million inf on me and I hope to have enough cash by the time I reach lvl 47 to get the simple lvl 50 crafted enhancements. I am pretty sure 100mil will cover me.

I was not playing when the crafted sets came out so I have no idea which one to use for which power or why. I have no idea at this point where to even start when planning on using the crafted sets. I will probably come back here when I have 500mil or so to spend on those sets.

Here is what I have so far.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Heal: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura -- Heal-I(A), Heal-I(3), Heal-I(5), RechRdx-I(11), RechRdx-I(29), EndRdx-I(37)
Level 1: Neutrino Bolt -- Acc-I(A), Acc-I(9), Dmg-I(17)
Level 2: Heal Other -- Heal-I(A), Heal-I(3), Heal-I(5), RechRdx-I(11), RechRdx-I(27), EndRdx-I(37)
Level 4: Irradiate -- Acc-I(A), Acc-I(9), Dmg-I(17), DefDeb-I(40)
Level 6: Resurrect -- RechRdx-I(A)
Level 8: Clear Mind -- EndRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 12: Fortitude -- DefBuff-I(A), DefBuff-I(13), ToHit-I(13), ToHit-I(15), RechRdx-I(15), RechRdx-I(36)
Level 14: Super Speed -- Run-I(A)
Level 16: Stealth -- DefBuff-I(A)
Level 18: Recovery Aura -- EndMod-I(A), EndMod-I(19), EndMod-I(19), RechRdx-I(21), RechRdx-I(21), RechRdx-I(36)
Level 20: Proton Volley -- Acc-I(A), Acc-I(23), Dmg-I(23), DefDeb-I(40), DefDeb-I(46)
Level 22: Invisibility -- DefBuff-I(A)
Level 24: Absorb Pain -- Heal-I(A), Heal-I(25), Heal-I(25), RechRdx-I(27), RechRdx-I(29), EndRdx-I(37)
Level 26: Recall Friend -- Range-I(A)
Level 28: Aim -- ToHit-I(A), ToHit-I(40), RechRdx-I(43), RechRdx-I(43), EndRdx-I(43)
Level 30: Cosmic Burst -- Acc-I(A), Acc-I(31), Dsrnt-I(31), Dsrnt-I(31), DefDeb-I(46)
Level 32: Adrenalin Boost -- EndMod-I(A), EndMod-I(33), RechRdx-I(33), RechRdx-I(33), RechRdx-I(34), EndRdx-I(36)
Level 35: Neutron Bomb -- Acc-I(A), Acc-I(39), Dmg-I(39), DefDeb-I(39), DefDeb-I(46)
Level 38: Teleport -- Range-I(A)
Level 41: Power Build Up -- ToHit-I(A), ToHit-I(42), RechRdx-I(42), RechRdx-I(42)
Level 44: Temp Invulnerability -- ResDam-I(A), ResDam-I(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Total Focus -- Acc-I(A), Acc-I(48), Dsrnt-I(48), RechRdx-I(48)
Level 49: Force of Nature -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(7)
Level 4: Ninja Run


 

Posted

Agree with Justaris and would add (also in no particular order):

Slot blasts for damage first before secondary effects. The defdebuff effects are nice but on many (or most) higher level teams players tend to make sure of their own accuracy since they can't generally be sure of what sort of buff/debuffers they may end up teaming with. That said there can be mobs that get problematic especially for pre end game teams such as Rikti drones; Nemesis stacking vengeance; CoT, Tsoo or Carnies with To Hit debuffs; Paragon Protectors etc., where dropping their defense might make the difference for ones teammates. I would not however sacrifice damage to do so ... you have several other options as good if not better suited to deal with these mobs such as Fortitude and or running Tactics.

Take and use Regeneration Aura. Its on the same timer as Recovery Aura so I tend to fire both one after the other ... and do so on the fly, in combat, hitting as many teammates as possible. They may or may not get much warning (a bit of a playstyle flaw on my part, the lack of warning part that is ), but I do keep my eye on who in general is having the most end issues and try to make sure they are included, assuming it isn't because they are off running solo from the team. At that point they are largely on their own. Put another way my own highly IO'd Emp/Rad has a regen of about 8 hp/sec outside of RegenAura. With RegenAura up and running her hp/sec is around 60, a nearly 8 fold increase. With it running plus her own HA she's far less "squishy" and jumping in to attack, buff or heal is far less likely to result in the the scrapper passing her a wakie afterwards while *tsk, tsk'ing* and muttering something about silly tankfenders.

Absorb Pain ... I admit to not having a great deal of experience with it. But this seems to be seriously overslotted. I have trouble envisioning where I would need or want to fire it off every 10 seconds or so. You get nearly the same amount of healing out of tossing HO at someone over the course of 10 seconds (about 522 twice in 10 seconds vs 1300 or so with AP once in ten). Get close enough to hit them with HA in between HO and it's pretty much a wash without the downside to AP. AP is more about the single massive spike the tank or whoever takes that you need to remedy NOW! I'd think ... not about spamming it.

I tend to slot Resurrection with Endred ... if I take it. Resurrection for me is an in combat thing, not an after the fight thing. After the fight I'm as likely to pass a wakie as use Rez. During the fight my own end might be less than spiffy due to what ever impending doom the team and I are trying to cope with. Rez costs 26 end or roughly a quarter of my bar, cutting that cost down may be the difference between getting it off or not, even with vigilance helping. Changes due to Inherent Fitness have perhaps altered this a bit, but I think the general logic is still solid (as this is from the point of view of someone who's teaming Emp builds universally did not have Stamina and the 'gas tank' could definitely run a bit dry with RA down in a hairy fight).

Temp Invunerability - the name is a bit misleading I think. It's a toggle so it doesn't need recharge it needs endred (to go with resistance slotting)

I'd slot AB pre set consideration with 3 Rech, 2 Heal, 1 Endmod, especially if your friend, the blaster, has a nuke with a crash. The 2 Heal to help keep him upright, the 1 endmod to counter the crash.

Enough rambling hope that helps


 

Posted

Also, don't forget to check the end cost of your powers Putting an end reduction in a power that costs something like 15, 20, 25 or more end can really help. But in Absorb Pain and it's 0.52 end cost... ^^ (same logic for Aim).

Crafting simple lvl 50 IO can get quite expensive if you're on a tight budget. The salvage needed are generally cheap, but for instance a lvl 50 Heal IO costs almost 500 000 inf to craft. And obviously you will need more than one... I suggest you should keep your SO and then swap them for set IO, little by little (a lot of them are not that expensive).


 

Posted

Quote:
Originally Posted by Justaris View Post
Stealth + Invisibility - why?
I meant to take grant invisibility. I like Invisibility so I can pretty much run around without worry of agro. Grant invisibility is like a cheap shield to a small degree that I can put on a blaster.

Quote:
Originally Posted by Justaris View Post
Why skip Regeneration Aura? If you're going to skip an Empathy power I'd skip Resurrect...
When I used to play I guess I really never used regeneration aura. I have added it back in and shifted some stuff around.

Quote:
Originally Posted by Doomguide View Post
Slot blasts for damage first before secondary effects. The defdebuff effects are nice but on many (or most) higher level teams players tend to make sure of their own accuracy since they can't generally be sure of what sort of buff/debuffers they may end up teaming with. That said there can be mobs that get problematic especially for pre end game teams such as Rikti drones; Nemesis stacking vengeance; CoT, Tsoo or Carnies with To Hit debuffs; Paragon Protectors etc., where dropping their defense might make the difference for ones teammates. I would not however sacrifice damage to do so ... you have several other options as good if not better suited to deal with these mobs such as Fortitude and or running Tactics.
I find my attacks miss a lot so I was slotting for accy before damage. I would rather my attacks hit with a little less damage at first than to have them miss from the start. That is why I slot the accy first then the damage second then whatever else I want last.

Quote:
Originally Posted by Doomguide View Post
Take and use Regeneration Aura. Its on the same timer as Recovery Aura so I tend to fire both one after the other ... and do so on the fly, in combat, hitting as many teammates as possible.
OK. It has been added. I have the same play style as I like to run in and drop it Recovery Aura on the fly. I would rather start a hard fight with that power ready and drop it just as the blue bars get to 25% so we get the most out of it. I only slotted Regen Aura with 3 recharge red so that it would stay on the same cooldown.

Quote:
Originally Posted by Doomguide View Post
Absorb Pain ... I admit to not having a great deal of experience with it. But this seems to be seriously overslotted.
I agree. I am happy to have a few extra slots to move around. I might pull one more slot from it. With 2 heals it should hit for around 1227hp and with 3 heals it should hit for around 1333hp. Not a huge difference so maybe having 1 more slot to place might be nice.

Quote:
Originally Posted by Doomguide View Post
I tend to slot Resurrection with Endred Â…

Temp Invunerability - the name is a bit misleading I think. It's a toggle so it doesn't need recharge it needs endred (to go with resistance slotting)

I'd slot AB pre set consideration with 3 Rech, 2 Heal, 1 Endmod, especially if your friend, the blaster, has a nuke with a crash. The 2 Heal to help keep him upright, the 1 endmod to counter the crash.
OK. I took your advice on Resurrection. I also pulled some from Temp Invuln and just left it with a couple resist damages. Also followed advice for AB.

Quote:
Originally Posted by Ispahan View Post
Also, don't forget to check the end cost of your powers
You know Ispahan, I never even looked at the initial cost when I slotted for end red. Thanks for that advice. I have gone through each power and removed/added end red where needed. Thanks.

So this is where I am now with this build:

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Heal: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura -- Heal-I(A), Heal-I(3), Heal-I(5), RechRdx-I(11), RechRdx-I(29), EndRdx-I(37)
Level 1: Neutrino Bolt -- Acc-I(A), Acc-I(9), Dmg-I(17), Dmg-I(27), DefDeb-I(29)
Level 2: Heal Other -- Heal-I(A), Heal-I(3), Heal-I(5), RechRdx-I(11), RechRdx-I(27), EndRdx-I(37)
Level 4: Irradiate -- Acc-I(A), Acc-I(9), Dmg-I(17), Dmg-I(37), DefDeb-I(40), EndRdx-I(45)
Level 6: Resurrect -- EndRdx-I(A)
Level 8: Clear Mind -- EndRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 12: Fortitude -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), DefBuff-I(15), DefBuff-I(15), Range-I(36)
Level 14: Super Speed -- Run-I(A)
Level 16: Grant Invisibility -- EndRdx-I(A), DefBuff-I(43)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), EndMod-I(21), EndMod-I(21), EndRdx-I(36)
Level 20: Proton Volley -- Acc-I(A), Acc-I(23), Dmg-I(23), Dmg-I(40), DefDeb-I(45), EndRdx-I(46)
Level 22: Invisibility -- DefBuff-I(A)
Level 24: Absorb Pain -- Heal-I(A), Heal-I(25), Heal-I(25)
Level 26: Recall Friend -- Range-I(A)
Level 28: Regeneration Aura -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
Level 30: Cosmic Burst -- Acc-I(A), Acc-I(31), Dmg-I(31), Dsrnt-I(31), Dsrnt-I(42), EndRdx-I(46)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(33), Heal-I(34), EndMod-I(36)
Level 35: Neutron Bomb -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(39), DefDeb-I(42), EndRdx-I(46)
Level 38: Aim -- RechRdx-I(A), RechRdx-I(43)
Level 41: Power Build Up -- RechRdx-I(A), EndRdx-I(42)
Level 44: Temp Invulnerability -- ResDam-I(A), ResDam-I(45)
Level 47: Total Focus -- Acc-I(A), Acc-I(48), Dsrnt-I(48), EndRdx-I(48)
Level 49: Force of Nature -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(7)
Level 4: Ninja Run


Thanks for all the advice so far.

I am not sure how I can squeeze the leadership pool in here. I really like Invisibility and I am not sure how effective a +stealth is on super speed in comparison. Can I run right through a mob of +3's and not get hit? I use hasten often so that is why I took super speed as my travel power. I use a jet pack when I need to get around in the air. I can maybe drop Irradiate and resurect to get 2 deep into the pool. If the +stealth works well then I can drop invisibility and pick up 3 in leadership and have 5 slots to place in those 3.


 

Posted

For purposes of PvE, the combination of a + Stealth IO and Super Speed gives you functional invisibility. The only mobs who are going to see you through that are also going to see you through Invisibility, and the +Stealth IO/SS route has the virtue of not tying up power picks and being considerably cheaper in terms of endurance usage to maintain.

At this point in the game, I can really only see two reasons why anyone would opt for the Concealment pool over the +Stealth IO/SS route... firstly, if the person in question is intending to use the Concealment powers as mules for the very popular Luck of the Gambler +rechage IOs, or secondly if the person in question wants to get Phase Shift and needs the lower power picks to unlock it (though the latter I see primarilly done for purpose of PvP).

So I stand by my earlier advice with regards to the Concealment pool. I could be mistaken, but it doesn't look to me like you fit into either of the above two camps and I can't seen any reason why your build should have to work in two Concealment powers to do something that you could do with one IO and no other changes. The +Stealth IOs can be a bit pricey by the standards of a newcomer, but getting one should be within your budget especially if you place a lowball bid and just wait it out. Alternatively, you might find that someone on the forums randomly sends you one the next time he remembers to check his main marketeering character...

But anyway, getting back to the build proper, a few more observations:

Clear Mind - the endurance cost here is not very high, and I find that a Range is a better investmetn for the single slot than an EndRedux. Mostly a personal preference issue, as many of the things I'm going to bring up at this juncture will probably be, but something to consider.

Proton Volley - I strongly believe in slotting snipes with at least one Interrupt Reduction IO as this makes the power considerably easier to use in the thick of things. It can then become part of your attack chain rather than strictly a pulling power that takes up space most of the time. Most of the Snipe IO sets build this in, but while you're on regular SOs/IOs, this is something I'd address.

Cosmic Burst. This is a tough one because pretty much all the possibilities are attractive. You want accuracy, you want damage, you want disorient (stun) duration, you want endurance reduction and you want recharge. Powers like this are what IOs were made for, and I'd consider frankenslotting this with IOs when you reach that point ("frankenslotting" refers to using set pieces from multiple different sets to yield ridiculous bonuses for a particualr power with little or no regard to what Set bonuses you get). For now I'd consider dropping one of the accuracies for a damage, but that's again a playstyle choice.

Total Focus. Slot it for damage! The stun is nice, but this going to be easily your strongest attack and I think I'd favor damage over stun for this one. Again it's up to you, but the recharge on Total Focus is four times as long as Cosmic Burst so you're not going to be chaining these up all that much. I can see what you're going for here, I just feel like there should be some damage here. Maybe scrounge a slot from somewhere else to five-slot it? Or swap an accuracy out for a damage? Or ignore this, that's valid way to go too.

You want recharges in Force of Nature.


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

 

Posted

OK. Starting from the bottom because those are easy to address:

Recharges in force of nature means I should 3-slot at the max so that frees up 1 to move to Total Focus to 5 slot. (That was the only way I saw to free up a slot above lvl 47 and get a fifth slot in Total Focus btw... :-) )

Cosmic Burst - When I solo, I absolutely must have this power hit or I faceplant. That stun is nice and that power as slotted looks like it could hold 2 enemies if I swap back and forth. If I mix up some IO sets, I could get something like this:
Level 30: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(31), Rope-EndRdx/Stun(31), Rope-Acc/Stun(31), Stpfy-Acc/Stun/Rchg(42), GJ-Dam/End/Rech(46)

That gives me a 6 second recharge with a 20 second duration and 130% accy. There is probably a better way to do that.

Proton Volley - Good point. Let me think on that.

Clear Mind - I almost don't think it matters what goes into that slot. End cost is low, recharge speed is fast, and the standard range is just a little shorter than heal other. I guess Range is as good as any other.

Now to the hard part.

Let's say for a moment that I drop the concealment pool. I have no idea what I should add. I free up 2 power spots and 1 extra slot. If I drop 1 from Absorb Pain, I can have 2 extra slots.

Leadership was suggested. I assume I would want either Manuvers or Assult and then Tactics. If I picked Assult then I could leave the standard slot with an end reduction and then 3-slot Tactics. 2 end reducts and a to-hit buff?

Maybe choose Fighting to get into Tough for a little resistance? Add Kick for a little knockback to get to Tough and then 3 slot tough with 2 resist damage and 1 end reduction?

Finally I could drop Irradiate also. Since that is a power I need to get up close and personal to use, I would consider dropping that attack to free up 5 slots. I could go up to 3 deep into leadership or fighting and have 7 slots that I can spread around in them or other powers.


 

Posted

Super Speed plus Stealth IO is more effective than Invisibility alone by a very marginal degree. The stealth IO can be anywhere in the build not necessarily in SS. Sprint or Combat Jumping are two places I often place the IO if not in SS. The power with the stealth IO does have to be active.

Both Super Speed and Invisibility (though not GI) have -threat in addition to stealth in PvE.

Super Speed does not prevent you from attacking ... you can always choose not to attack but Invisibility would prevent you from attacking without first detoggling it.

The combined stealth rating of SS+Stealth IO is greater than Invisibility alone (65ft vs 55ft), though as Justaris points out either will effectively be the same vs almost all PvE mobs and situations. They will either see thru both or neither. A given foe will see you at a range equal to their perception minus your stealth expressed in feet, a result of zero or less means you get to tie their shoelaces together. Nearly all foes in the game have perceptions under 55ft. The ones that don't are generally also greater than 65ft and often far more (or ignore the equation altogether).

For completeness I'll point out that SS and Invisibility stack both for stealth rating and threat in PvE. Not sure how meaningful that stacking is however both in terms of stealth as well as threat. And for that matter the stealth IO stacks with both of them for a grand total of 120ft of PvE stealth.

Quote:
I find my attacks miss a lot so I was slotting for accy before damage. I would rather my attacks hit with a little less damage at first than to have them miss from the start. That is why I slot the accy first then the damage second then whatever else I want last.
Agreed, when I said slot for damage first vs debuff I meant when considering adding damage vs debuff. I too would slot accuracy first then worry about everything else after that while leveling. If you are missing frequently you can watch your Combat Attributes monitored for Last Hit Chance. If you see yourself missing while at 95% there's not much one can do, it's as good as it's going to get. If on the otherhand you see your Last Chance well under 95% then adding Accuracy might help, though it may also mean adding +To Hit will help as much if not more. It really depends on why you are missing at that point. While leveling I slotted 1 accuracy, 3 damage. Then again I leveled teaming in Green Machine almost exclusively up until the lower 40's. Stacked Tactics on top of the buff from Fortitude(s) pretty much obliterates the need for any accuracy slotting ... I could have readily gone 3 damage and rarely noted the difference.

My advice would boil down to slot 2 accuracy or slot 1 accuracy and take and run Tactics. Of the two my first recommendation almost every time is going to be to take Leadership, it'll not only benefit you, but your team. After slotting accuracy then 3 slots for damage. After that one has either 2 slots left if you took Tactics or 1 slot for debuff/mez/whatnot (another perk to taking Tactics). The only footnote would be slotting 2 accuracy AND running Tactics if you routinely fight reds and purples, particularly if you are the sole or primary source of buff/debuff.

And one helpful (I hope) link:
http://paragonwiki.com/wiki/Attack_Mechanics


 

Posted

Looks like you've got the basic idea of frankenslotting down, and there's plenty of room to experiment (frankenslotting is also generally fairly cheap to do, as you often have two or three options to pick from for the enhancement numbers you want and can thus dodge the pricier Sets.

Yeah, it really doesn't matter much what you slot Clear Mind with when you get right down to it.

As for what to pick up in place of Concealment, I've already suggested Leadership. I'll give you a brief rundown of your options and my (admittedly subjective) opinion of the efficacy of each on an Empath.

  • Leadership. Defenders get the highest bonuses from the Leadership powers and they provide a benefit to you and to the entire team. Especially powerful when stacked with Leadership from other characters. In this case, I agree with the priority you put forth. I would take Assault and Tactics.

    Most of my Defenders actually carry all four powers, as Vengeance is a remarkably powerful buff, but you might find Maneuvers more appealing if you end up going for three pool powers only. Again, the real virtue is in stacking with other buffs, but Maneuvers can also be handy in building personal Defense (should you decide to leverage IO sets in this direction). On an Empath I usually find building for recharge more rewarding, however, as it directly affects how often you are able to dole out your signature buffs like the auras, Fortitude and AB.
  • Fighting. Personally I don't feel that the personal protection you get from Tough/Weave is worth the endurance cost you pay for the toggle, on a Defender. Again, Weave may be helpful if you're leveraging for personal Defense with IOs, but the prerequisite attacks (Boxing or Kick) are not that impressive.
  • Flight. I mention this primarily for Air Superiority, which is by most people considered the best available power pool attack and also has the handy -fly effect. It's a melee attack and you mentioned not wanting to get up close, so this may not be up your alley.
  • Leaping. The main draws here are Combat Jumping and Acrobatics. Combat Jumping gives you some meager Defense, makes it easier to maneuver yourself in combat, and provides you some immobilization resistance. Acrobatics gives you some meager Hold resistance and some strong KB protection, but you have to burn two power picsk to get it (Combat Jumping and something else, probably Super Jump). Now that you can get the KB protection from IOs relatively easily, in my view the Hold protection isn't worth the sacrifice. But it's something to consider.
  • Concealment. I know, I've spent a few posts now arguing against Concealment, but Grant Invisibility can be a handy power to help teams stealth past things (particularly on long TFs), and Phase Shift makes a handy panic button. Again, you have to burn two power picks to get Phase Shift and I've made my arguments against Stealth and Invisibility already, but there you go. I don't think it's worthwhile outside of PvP, and Force of Nature makes for a better rescue that still keeps you in the game, but it's an option just the same.
  • Presence. I've experimented with the latter two powers in Presence (the fear powers) and out-of-the-box they aren't that good. If you can spare the slots to improve them, they can be a neat trick to pull out and will give you more control-type tricks up your sleeve. This might be worthwhile to you since as an Emp/Rad you have very little in the way of control powers and you mentioned relying on the stun from Cosmic Burst. The biggest downside here is that you have to pick up either Challennge or Provoke in order to unlock the fears, and very rarely will you want to taunt, so that's effectively a lost power pick (or at best a mule for an IO Set bonus).
  • Medicine. Don't take Medicine. You have all of those powers better represented in Empathy already and no one needs that much healing. Or, if they do, it's a PEBKAC issue.


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

 

Posted

I slot entirely by feel as I go. I really can't tell you what order to slot things in. However, here is what my goal build would likely be:

Build the Temp Powers:
Backup Radio - A pet for you to buff
Heal Self - Emergency heal instead of medicine. Really, if you need this you're in too deep.
Recovery Serum - Endurance is going to slurp when RA is down.
Ressurection - Why use a build slot when the temp will do. Carry a few wakies if you really feel guilty.

Emp/Rad - Hover and Ranged Defense (Build Link)

If you really want to cap your defense, you can reslot the pets for Blood Mandate, and reslot tough with Glad +3 def. Not worth it imo. The faster recharging pet gives you something to leverage buffs around, combined with backup radio you should be fine. Personally, I think I'd build more for massive recharge similar to Emp Elec (Build Link) aiming for the 20 seconds downtime and 90 seconds of god-mode. However, the recharge build will cost 6 billion or so more than a defense build.


 

Posted

The build below is to help you to get some ideas, and likely would come under 400 mil and some merits. Yes, 400 mil (or 500 mil) does seem like alot but its not really. This game, and its market makes it relatively simple to make money in. The Market forum can give you a few ideas, or just join a good super group and ask. I've given my share to charity, since 100 mil isn't much to a vet player. Or just hope for that one lucky drop that will make you rich when you sell it.

Because slotting with your old game common IOs, and not sets.... you're wasting your cash. A lot of sets that people consider second shelf aren't much more once you get in the lvl 30s.

Ok, there are a few things worth mentioning.

With the Leadership pool, you can get rid of Aim.

Super Speed and Stealth are just as good as Invisibility, and this way you can actually do something under it. And if someone does see you, run away and heal... easy!

Fortitude and Adrenalin Boost are very important, and more often you can get them on your teammates, faster the missions will be.

Absorb Pain - faster then heal other, and about the only way to heal high level tanks with a one shot.

And plan on your Alpha, cus that will help you out on your early slotting (this one, I thought recharge would be its choice).


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/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

 

Posted

I have been gone for a few days and have finally been able to work up a revised build. Thanks everyone for all the advice. I have changed a bunch of stuff and think I am getting closer to finally respecing.

Here is what I have so far:

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Heal: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura -- Heal-I(A), Heal-I(3), Heal-I(5), RechRdx-I(11), RechRdx-I(29)
Level 1: Neutrino Bolt -- Acc-I(A), Dmg-I(9), Dmg-I(17), Dmg-I(27), DefDeb-I(29)
Level 2: Heal Other -- Heal-I(A), Heal-I(3), Heal-I(5), RechRdx-I(11), RechRdx-I(27)
Level 4: X-Ray Beam -- Acc-I(A), Dmg-I(9), Dmg-I(17), Dmg-I(37), DefDeb-I(40)
Level 6: Maneuvers -- DefBuff-I(A), DefBuff-I(37)
Level 8: Clear Mind -- Range-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 12: Fortitude -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), DefBuff-I(15), DefBuff-I(15), ToHit-I(45)
Level 14: Super Speed -- Run-I(A)
Level 16: Tactics -- ToHit-I(A), ToHit-I(37)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), EndMod-I(21), EndMod-I(21), EndRdx-I(36)
Level 20: Proton Volley -- Acc-I(A), IntRdx-I(23), Dmg-I(23), Dmg-I(36), DefDeb-I(40), EndRdx-I(45)
Level 22: Absorb Pain -- Heal-I(A), Heal-I(25), Heal-I(25)
Level 24: Grant Invisibility -- DefBuff-I(A), DefBuff-I(43)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
Level 28: Cosmic Burst -- Acc-I(A), Dmg-I(31), Dmg-I(31), Dmg-I(31), DefDeb-I(42), EndRdx-I(46)
Level 30: Recall Friend -- Range-I(A)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(33), Heal-I(34), EndMod-I(36)
Level 35: Neutron Bomb -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), DefDeb-I(42), EndRdx-I(46)
Level 38: Vengeance -- Heal-I(A), DefBuff-I(43), ToHit-I(46)
Level 41: Power Build Up -- RechRdx-I(A), EndRdx-I(42)
Level 44: Temp Invulnerability -- ResDam-I(A), ResDam-I(45)
Level 47: Total Focus -- Acc-I(A), Dmg-I(48), Dmg-I(48), EndRdx-I(48), EndRdx-I(50)
Level 49: Force of Nature -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(7)
Level 4: Ninja Run



* Since I have leadership I dropped an accy in favor of damage.
* I only have grant invisibility from the concealment pool for another shield. Might switch that to hover so I can have vertical movement when I need it. I could use a jet pack but I almsost think I would like to not have to worry about it running out.
* I don't know how well my slotting is on the leadership powers.
* I will try and play with IO sets when I am ready to get enhancements as I can afford it. I need some end reductions in Healing Aura as that really puts a drain on my bar when I use it to heal myself. Heal Other looks like it could use some end reductions also.

Basically, my SO enhancements will be mostly ineffective in 2 more levels so I will have to be ready to upgrade pretty much everything very soon. I will be using the market every day up until then and hope to have a few hundred million available to start. I guess I will have to see how far I can stretch it.


 

Posted

Much stronger build now than at the beginning of this thread.

Things to yet consider:
Change the endred in PBU to a 2nd rech, you want this power up as often as possible as it not only boosts your to hit and damage directly (+10% to hit and +80% to damage) but also strongly enhances your defense buffs, healing, to hit buffs, defdebuffs, mez durations etc.

Move 3 slots out of Recovery Aura and into Regeneration Aura. The buff from the base value should be more than enough +recovery to do the job and then some. Slotting Regen Aura for Healing on the other hand is a much more significant buff >>> from around 21 hp/sec to 42 hp/sec.

I'd only keep the base slot in Vengeance and I'd slot for defense or heal depending on my mood at the time.
I'd also stop (at least while on SO's, generic IO's) at 2 Heal in AP
Use these 3 slots for an endred in Maneuvers, Tactics and Temporary Invulnerability.

Personally I'd also move 2 slots out of Stamina and into NB and Xray for an endred. Your blasts are one of your largest sources of end consumption. You'll save far more end with endred here than you'll recover with 2 extra slots in Stamina.