Empathy/Energy Defender Advice


Amy_Amp

 

Posted

I have recently made a defender that im basically focusing on healing/buffing, and some knockback cc for self protection. I dont really want to do dmg, because i dont want to get aggro, because i want to focus on team support...

Anyhow, here is a summary of my current build to 40:

Maxed out enhancement slots in..

Healing Aura
Heal other
Absorb Pain
Stamina
Fortitude
Hover (+ DEF enhancements)
Energy Torrent (+ knockback enhancements)
Maneuvers
Power Push (+ knockback enhancements)
Health

Also have these with few or no enhancement slots added...

Teleport
Fly
Resurrect
Power Bolt
Recovery Aura
Sniper Blast
Power Blast
Recall Friend
Explosive Blast
Adrenaline Boost

I can keep people alive pretty well so far. And i rarely get aggro. I maxed out the knockback slots in two of my energy attacks with good knockback with the thought that - i dont really do dmg - so, i want to get people away from me during occassional aggro i pull.

My questions are:

Being that I die very easily when aggro'd - is there anything I can do besides inspirations to make myself slightly more difficult to kill in the infrequent jams?

Also, any other hints.tips.tricks.tactics on such a character.

Current tactics: Typically, now i hover out of mob melee range and keep my guys alive and buffed. When the tide is turned so that i dont need to heal, i cc enemies with knockback attacks and minimal dmg.

*Finally, since id get insta-crushed in pvp, this is a pve only toon.


 

Posted

If you haven't download Mid's Hero Planner (Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/ ). It's an excellent way to play around with build ideas and also to let others see your build and make more specific comments and suggestions on how it may be improved.

In general Empathy builds desire recharge, some more recharge and then even more recharge to reduce the downtime on your Auras and Adrenaline Boost, as well as to increase the number of folks you can keep covered by your buffs, in particular but not exclusively, Fortitude.

Generally a full 6 slots in Health and Stamina would be inadvisable particularly in a late game mature build. Those slots would usually be much more beneficial in other powers. Prior to Inherent Fitness none of my defender empaths had either Health or Stamina in their teaming builds. These days I'm unlikely to have more than the base slot in either of them. Even in my solo builds I'm unlikely to slot beyond the base (though if I were to it would likely be no more than 2 in Health and 3 in Stamina). Your endurance recovery and regeneration will come primarily from your Auras. All the +regen from 6 slotted Health pales in comparison to Regeneration Aura ... get it, slot it, use it. Your health bar, never mind your teammates bars, will love you for it. Both Adrenaline Boost and Regeneration Aura should be well slotted (and well before Health, Stamina, and Absorb Pain are heavily slotted). Adrenaline Boost is arguably the strongest single target buff in the game, used as often as it is up and wanted up as often as possible.

Slot and learn to use your blasts effectively. You can always not shoot if aggro is really to be avoided, but you can't shoot effectively as an option if you haven't slotted the attacks. You're far more of an asset to a team if you can heal, buff and blast than merely doing 2 out of 3.

Incorporate Hasten in the build if at all possible (more recharge).


 

Posted

Completely quick and dirty SO type of build. If people want to debate slots, I'm sure some can get moved. The fact that it isn't level 50 makes some things hard to fully slot out.

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

EmpEn: Level 40 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
Level 1: Healing Aura -- EndRdx-I(A), Heal-I(3), Heal-I(7), Heal-I(34), RechRdx-I(40)
Level 1: Power Bolt -- Acc-I(A), EndRdx-I(5), Dmg-I(9), Dmg-I(34), Dmg-I(37)
Level 2: Power Blast -- Acc-I(A), EndRdx-I(3), Dmg-I(7), Dmg-I(17), Dmg-I(37)
Level 4: Heal Other -- EndRdx-I(A), Heal-I(5), Heal-I(9), Heal-I(17), RechRdx-I(40), RechRdx-I(40)
Level 6: Hover -- Flight-I(A)
Level 8: Clear Mind -- RechRdx-I(A)
Level 10: Power Burst -- Acc-I(A), EndRdx-I(11), Dmg-I(11), Dmg-I(15), Dmg-I(34)
Level 12: Fortitude -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), DefBuff-I(15), DefBuff-I(25), DefBuff-I(29)
Level 14: Fly -- EndRdx-I(A)
Level 16: Absorb Pain -- Heal-I(A), Heal-I(31), Heal-I(36)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), EndMod-I(37)
Level 20: Energy Torrent -- Acc-I(A), Acc-I(21), EndRdx-I(21), Dmg-I(25), Dmg-I(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Resurrect -- RechRdx-I(A)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Heal-I(29), Heal-I(36)
Level 28: Assault -- EndRdx-I(A)
Level 30: Tactics -- EndRdx-I(A), ToHit-I(31), ToHit-I(31), ToHit-I(39)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(33)
Level 35: Vengeance -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 38: Nova -- Dmg-I(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(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)
Level 4: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1193;510;1020;HEX;|
|78DA6D936F4FDA5014C66F4B2B02CA1F91890A8880BA6CB199DBDE2F5159B20416B|
|3BD75EB3AB840132C4DA98BBCF353B9EDCDBED1FE7C83EE789F2BE95DD7843C975F|
|9F9EE79C9B7BFB37E76B8CDDBE625AFE6CEACCE7F6391F716FC803B3EF8CDD81D9B|
|DF2BB5E9A31567978619F5E8F461671279C2C6A4BFACEF1C67C68753D1E8C17F629|
|D50A4B6FBC090FB8175A0F8BDCC56C36B55E4FDDF124CC8AF57B9FF361412C7BDCA|
|142F389EBFFFBBFD9F5DD8175360B826B3F9C05768F7F7129DDF1EC3EC5F06051A5|
|060FE877A933F94406DB2739617A47C80A641F72F454C85DDCBE239081AF56EBB04|
|33A90AF64D7A45D835D877D0586A262FF40F614EC660A3E03F1AB90A2D28C940C6D|
|B689AF98D916E813154A4B9486EB3BA18C6C258356B288C8223CAF0CE0903D275BC|
|9A1C29A22F986902AA406C951E8BACC5D47F58F54A800A417D07E03D2867C264309|
|865409B53714E934857C235F590E50C6009B52905445E76D488B5AA9C8DC0A0A3D5|
|2C4A67A5BB2D72DA001A16D19B10DB4A3484DE97C83227665855DF450265497C3D4|
|811ACFE372081952D29EF4EDA1765315446C52BD969CA2853D3E54E4878E737CDFC|
|301268FFEF3D48CE5B965C2C09E24C8B3043949901709F232417A09F2F69E887B10|
|4517C6F24A304DBCFD9925A249722C46F81D47D8895F71F458A03F71844392292E6|
|F50F417F533CA75|
|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Conagher View Post
I have recently made a defender that im basically focusing on healing/buffing, and some knockback cc for self protection. I dont really want to do dmg, because i dont want to get aggro, because i want to focus on team support...
Focus on single target attacks. Use the AoE on a as needed basis. You doing damage also helps your teammates need less support, things die quicker, and thus there is less time for you to get attacked yourself.

Use inspirs wisely. Convert to the ones you will need most(purples, greens, and break frees) and try to have a proper amount of them for those "oh crap" times. Even having two small purples, two small greens and a BF will get you through most situations. Keep space open for more inspirs so you get the chance to have bigger ones drop.

If somebody dies, pop Vengeance, resurrect the fallen and enjoy giving you and your team huge def numbers. Vengeance tends to mean one person dies and that's it. Just don't be the one to die.


 

Posted

Focus on being an empath, keep the people who are best fortituded fortituded and so on but don't be an extreme empath with the heal aura on auto within range of enemies AoEs, because the AoEs directed on melee can get you too. Best to not be up the Tankers butt or within 20ft of melee range waiting to be AoE slept or worse nuked, and best not to attack targets that are unaggroed.

When it comes to attacking, attacks have a cast time, it is during that cast time that someone could go from in need of healing to dead. Now had you not attacked you might of been able to save that person who does more damage than you or just so happens to be the person preventing teamwipes. At the start of the fight its best not to attack, that could be when alphas happen, then during the fight its actually your AoEs that if hitting more than 4 targets that get the most damage per endurance from you out and reduce the fight duration. But if your AoEs do KBs then be careful as spreading mobs reduces the potential of other players effects.

After the fight it would say be time to buff but its not a lot of time. An idea would be to buff a different 2 people between fights. So that over the mission everybody remains buffed. To be ready for the start of the next group it may pay to buff towards the end of the fight you are in so you can shoot to the next and be better prepared for someone taking the alpha.


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.

 

Posted

I tried to reconstruct what you currently have (not sure about your slotting)

I put some common sets that increase your HP.

The base knockback in your attacks should be enough to KB most mobs, really no need to slot more KB unless you're goin for set bonuses.

The defense in Hover is like 3% while slotted (not worth it)

It'd be nice if you had 2 forms of stealth (stealth IO + SS or Concealment). but even just one type of stealth would be useful in say Hover or Sprint.

A range or two in your heals is helpful.

tried to reconstruct your current build

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

Click this DataLink to open the build!

Level 40 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(23)
Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Acc/Dmg/Rchg(21)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(23), Range-I(31)
Level 4: Energy Torrent -- Acc-I(A), Range-I(5), Dmg-I(5), Dmg-I(11), Dmg-I(21), FrcFbk-Rechg%(36)
Level 6: Absorb Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/EndRdx/Rchg(7)
Level 8: Clear Mind -- Range-I(A)
Level 10: Hover -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40)
Level 12: Fortitude -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
Level 14: Fly -- Flight-I(A)
Level 16: Sniper Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(17), Dev'n-Dmg/Rchg(40)
Level 18: Recovery Aura -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Acc/Rchg(19)
Level 20: Recall Friend -- Empty(A)
Level 22: Resurrect -- Empty(A)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39)
Level 26: Regeneration Aura -- Dct'dW-Heal/Rchg(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Power Push -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(29), Dev'n-Dmg/Rchg(29), KinCrsh-Acc/KB(36), KinCrsh-Acc/Dmg/KB(37), KinCrsh-Dmg/KB(37)
Level 30: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Acc/Dmg/Rchg(31)
Level 32: Adrenalin Boost -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), RechRdx-I(33)
Level 35: Explosive Blast -- Acc-I(A), FrcFbk-Rechg%(37)
Level 38: Teleport -- Empty(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc(39)
Level 4: Ninja Run


perma jump is ---> /up 1

 

Posted

You're way ahead of the curve just by having Fortitude well slotted. Four teammates with Fortitude kept on them means four teammates you'll rarely need to heal. I like a lot of the things you've done with this build, even the unusual stuff, like taking Power Push and slotting it for knockback (and why shouldn't you?). Here are some things you might consider if you're planning to respec and want to boost your overall team support ability.

1) I'm a little surprised not to see Clear Mind, Regeneration Aura, and Hasten. Although mez doesn't turn off all toggles anymore, it still detoggles a few key powers, and your squishy teammates would be glad for you preventing it. Regeneration Aura is equivalent to Instant Healing; you'd have a lot less to fear from aggro when Regeneration Aura is up. Hasten is because your primary and secondary are 18 clicks, 0 toggles, and so you leverage recharge bonuses to the max.

2) Absorb Pain may not be a good idea without Regeneration Aura to keep your own health up. Remember, for quite some time after using Absorb Pain, you cannot be healed in any way except for regeneration buffs. If you do have Regeneration Aura, Absorb Pain is fine, though most Empaths end up using only one or the other of Absorb Pain and Heal Other; that is, even if they've taken and slotted both HO and AP, they ignore one, which is a waste.

3) Recall Friend is not a necessary power for Empaths. It's fine to take it if you want Teleportation as your travel power, or for using Vengeance on a dumb teammate who wandered off alone and got killed, or for helping teammates reach a mission door faster. Otherwise, it's a six-second period of you and a teammate both doing nothing useful.

4) Recovery Aura represents more baseline recovery than Stamina (+200% for 90 seconds out of 500, compared to +25% all the time). Therefore, slot for slot, a recharge SO in RA adds more recovery than an endmod SO in Stamina. That's not even taking into account that RA can benefit teammates.

5) Have at least one attack slotted for damage, for the common scenario of a high HP punching bag that doesn't threaten your well-buffed team. 4 or more slots in Power Burst, or other attack of your choice, is fine; two attacks is even better.


 

Posted

thanks so far everyone - still playing with the build - finding myself using absorb pain infrequently because it basically kills me.

ive also found that more than 3 of any particular type of enhancement in a power (usinf hero builder) that u get quickly diminishing returns. rather than putting say, 5 or 6 heal enhancements in a power, ill do 3, get most of the bonus possible, and then put attack speed enhances in it for the last 3.

ill post current build in a bit

working very well for buffing and healing., sometimes tho, when i take aggro i get crushed quickly.


 

Posted

thanks so far everyone - still playing with the build - finding myself using absorb pain infrequently because it basically kills me.

ive also found that more than 3 of any particular type of enhancement in a power (usinf hero builder) that u get quickly diminishing returns. rather than putting say, 5 or 6 heal enhancements in a power, ill do 3, get most of the bonus possible, and then put attack speed enhances in it for the last 3.

ill post current build in a bit

working very well for buffing and healing., sometimes tho, when i take aggro i get crushed quickly.


 

Posted

Quote:
Originally Posted by Conagher View Post
thanks so far everyone - still playing with the build - finding myself using absorb pain infrequently because it basically kills me.
I've always had Absorb Pain. It's never killed me. Why it hasn't is basically comes down to my position. I don't place myself within the firing line. Enemies have AoEs of certain radiuses that they target the tanker or scrapper with and I am not there. Cone attacks - I'm not within their areas neither. When I am absorbing pain I make sure I don't have aggro and if someone is being an idiot by requiring spammed heals and doesn't know when to pull back then I won't keep trying to keep them alive. Let idiots die is first rule. I used to put range slots in the power so it was good for that person who should be within 80ft of me yet isn't. Now, if someone isn't in range then tough, fort goes to the next person. I won't lose buffing time.


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.

 

Posted

Admittedly, I'm not real familiar with empathy. Have you considered getting the Fighting pool? Two builds, one for high level with only the epic armor and one for exemping down, with Tough and Weave there for you. Even a little bit of extra defense can keep you up longer.

I used to also use the Epic Dark pool, with the self-rez for bringing me back faster for when my teammates were busy and the disorient aura power for when I was in the midst of a pack of minions no one had control over. The aura was decent for regular foes--against +4 Praetorian Clockwork, it ended up just attracting their attention and got me killed faster.

Might consider a macro for /follow to keep up with a teammate. They grab aggro from you, even when there is no tank, any melee with Invulnerability or a damage aura will do the same. Even an active blaster will tend to drag attention away from you.

(Do not always use auto-follow and auto-heal. It tags you as a bad empath.)

I believe "defeated" is the proper term for making a macro for targeting a dead friend you want to Vengeance (useful because if someone dies, the team is weakened as a whole and can use the extra help) and rez.


My pet peeve is people who refuse to acknowledge it when I tell them my character has unlimited power. If I rp attack them they are of course disintegrated beyond the ability of any hospital or magic to restore. Yet despite this they refuse to delete their characters and still keep playing them as if nothing happened. ~Mandu, 07-16-2010

 

Posted

Quote:
Originally Posted by New Dawn View Post
I've always had Absorb Pain. It's never killed me. Why it hasn't is basically comes down to my position. I don't place myself within the firing line. Enemies have AoEs of certain radiuses that they target the tanker or scrapper with and I am not there. Cone attacks - I'm not within their areas neither. When I am absorbing pain I make sure I don't have aggro and if someone is being an idiot by requiring spammed heals and doesn't know when to pull back then I won't keep trying to keep them alive. Let idiots die is first rule. I used to put range slots in the power so it was good for that person who should be within 80ft of me yet isn't. Now, if someone isn't in range then tough, fort goes to the next person. I won't lose buffing time.
I hear ya, i just like to be in close to get the AOE heal off because its cheap and fast. But maybe i will just hang back more.

I find my strategy to be:

1. Hover with 3 defense slots
2. Maneuvers on with 3 defense slots
3. buff best person with: endurance, to hit, defense single target stuff as it comes rdy
4. shoot heal other in from far away on whomever is hurt
5. hover in for a quick aoe heal when everyone is slightly hurt
6. use heal over-time aoe and endurance aoe when its up and before hard battles.

pretty much it.

otherwise for the rare times when i get aggro i use power push, teleport, or (now) sleep on the bad guys.

also, if someone dies, teleport em to me, res em, pat em on butt, send em back in...


 

Posted

Here is a sample Mind/Energy/Psi build for your reference when you reach 50. I built it fairly cheap as builds go. Note that Mids is misbehaving so I couldn't slot the 6th Gaussian's, which brings Ranged defense up to 44.5% and 48% slash/lethal resistance. My assumption is that you will be chasing Spiritual alphas for more recharge/healing.

This build does not have Recall Friend, so that may or may not be a deal breaker for you. However it should be very, very, very survivable in normal content, especially when Regen Aura is active. The only seriously expensive piece are the Luck of the Gamblers, which you should try to earn with morality missions if you can. They cost 2 hero or villain merits each I think, so you can get one every 4 days or so.



Hero Plan by Mids' Hero Designer 1.941
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Energy Blast
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Healing Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(33)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
Level 2: Heal Other -- Heal-I(A), Heal-I(11)
Level 4: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9)
Level 6: Energy Torrent -- Dmg-I(A), HO:Nucle(36)
Level 8: Clear Mind -- Range-I(A)
Level 10: Resurrect -- RechRdx-I(A)
Level 12: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Fortitude -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-EndRdx(34), RedFtn-Def/EndRdx(40), RedFtn-Def(43), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(46)
Level 18: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 20: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), Empty(25)
Level 22: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25)
Level 24: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal/Rchg(33), Dct'dW-Rchg(33)
Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Adrenalin Boost -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(34), RechRdx-I(36)
Level 35: Explosive Blast -- Dmg-I(A), HO:Nucle(48)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), LkGmblr-Def/EndRdx(48)
Level 41: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Sleep/EndRdx(42), FtnHyp-Plct%(42), FtnHyp-Acc/Sleep/Rchg(43)
Level 44: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), Dmg-I(46), HO:Perox(46)
Level 47: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(50)
Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(36)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1367;658;1316;HEX;|
|78DA6594596F125114C7EF0C43293BD8625B5B6C0BDD041920FAA831A9C5C4080D6|
|DB51A9720C2B024480960224FD6E5D1353EBBC6ED13B8C4F8296CF541BF82CB37C0|
|C3F9DFA26608CCEFCEFFDCFB3FE79EB943E6EA924B88CD2342F11CADE55BADDC925|
|132EA45A369CDE4CBD582B00921023B5A6EF14AA9A4A72E37F2ED4A67A2AFAEE6EB|
|65A3A8A7EA46B3DCC92D924DDB7FBC5E319A46BDADEF0C1CD98D8D9ABED6308CA29|
|387C76AD572A5EDC6B837ACD6CB5EBE4B1B79B26D55AA8DE154A35AD0B3AD4EA152|
|2DE432646C343BA354D21CFDCEAB7451E827BA56B14283A450578135C6E04986E31|
|4636A9DF1B6B74AC8558F444F9A7B063C071E33E69F004F191754994A7415658625|
|07F08E2216E967819F063F0D7E03F01B80DF20FCDED32AABF4B306590A1F2268167|
|191423684842DC2A11C497629D9A32C7D20C929D33A91D685B42EA4F521AD0F6977|
|216D888CDD6899EA8691E73FE4C9D62B6DBD6E6ED8B49731EF60443C80931173312|
|ED12ABF5CE5BFAD72C23B8CE9BB8C997BC07DE001E3235D87E4AAA1172C0DBF045E|
|3176BF06DE3046BBF41161DA4140362EF00D81EF0C3B4546E4DE46025C571213929|
|850A0EB182668632778C29E34B08C139201B20C85FCC66579E3D7589AD804AE33F6|
|DE006E02B718165A15441211EC95131445CA3B092375F221DA82EE84D1F44F74139|
|27B0AE130C4E561F093DDACDCD42C3615C78388FB185B74F616B0565B5867D77DA7|
|81B3C03946E40CE3334D8FCA4D45B7D45E79FBB7812FC057460C65C40EA30C8DCAD|
|05186A2CBDEA28C6D324CC8FD2622688FD67FC3E8DB7B681193923029499372C0A4|
|1C34296993B2ACF5FF15BA59ADFFD60A85A3765FFF6DEDFE705054F937FACBA4FC3|
|429BFFF2A8A3285371758A1C39C9499FF000D60EAF1|
|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Conagher View Post
ive also found that more than 3 of any particular type of enhancement in a power (usinf hero builder) that u get quickly diminishing returns. rather than putting say, 5 or 6 heal enhancements in a power, ill do 3, get most of the bonus possible, and then put attack speed enhances in it for the last 3.
Meet ED.


 

Posted

Quote:
Originally Posted by Conagher View Post
6. use heal over-time aoe and endurance aoe when its up and before hard battles.
I suggest only using the heal aura before tough battles and only using the endurance aura when you see someone low on endurance.


 

Posted

Here is my emp/energy fender, the second toon I made some 50+ months ago. Doesn't have Leadership (I think I bring enough with my buffs), nor do I use Hover (Fly all the time, with the stealth proc), but this build has good recharge and a great Fort.

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1380;666;1332;HEX;|
|78DA65944973124114C77B062202210112C24E16B6006608A517BD581583A595102|
|98D9E54446896126728820B37BF80EB25AE9F424D5CCABB9EDC3E87CBD18B856FDE|
|6B106AA6607EC3BFFFF5EFEEF7A629DC5E9F64ECCE71264D9D689577764AEBBCC6D|
|52AEFD8B679A5A16A2DADDE7314768A4DF55AA9993B5ABA99B330C63C035769ED46|
|ADA6E4AFB7CBDD462F3454CF96D53AAF2A799577EABDD21A04775DA7D506EF70B5A|
|B0C1EEC454D6B29275BCD7AA3EBC6E76DDEE26DADD32D779B9AEAA0617DB4A9D66D|
|F8EB5C9BF3AA3BDF6E5694A2760B262A4032EFF47CB0A6047C2FCA4C5C7D33DB901|
|8CB31791371A08038B885F09D41EC8DDAEF0296987C0FB1721F917D80C83D445C02|
|BB24EC12A59B29DD49E93E4A5FA4F47DB09B84DDB40B4832F36384F30922F514B1F|
|20C6185C24E905D9AF80308B3AC0783AE40908546986591E9D21B90AC22DBFA1225|
|DB2BC26BC4E21E22BD8F2883DD2EEC760A9D74118E816836B1A901DD28DB613E874|
|4533AFEA21407695AAC623A88B15721D625625D1994DC63882D8CE22DD867847D86|
|0A3C4BE59EA5E227A8DC092AF73BB07B84DDF31913E6BE10BE2292DF08DF1132ACC|
|F2BEAE73D85F54B6D202A10E417417EEA5B80FA16A0BE85A861C922C2044141DABB|
|1C9C93F484901711F1212ECBFA9DF2C29417A1BC08E5A5292F4D7955B0CF0BFB3CD|
|565611C316A1955E983AC6F9EEC4BD4DA28B5364AAD8D526B63D4DAF7608F8B6DC7|
|9F6385132F101FE1E55B1623CB34538AF0094632628A8C1FF774284008124288953|
|0A204718A085228214B588252AD8A52AD92941B43C83C3C61F0818B6D1A94A27978|
|AC9884CA96EEA1D8BED5393C45FD1F3690A551E74F83F2EBBF224917E8EC9F47FC1|
|E1DD995F1EFE01162D5B0A6B441C919942306E5B041D16FFD7FB3F2EA43|
|-------------------------------------------------------------------|


/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

Quote:
Originally Posted by Conagher View Post
1. Hover with 3 defense slots
Each one of them slots is making a minor difference I think and hover ain't fast. You might make a bigger difference to the build "overall" by moving 2 of them slots. I have fly but I also have superspeed. I would zip in, heal aura and zip out with SS.


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.

 

Posted

Quote:
Originally Posted by Conagher View Post
3. buff best person with: endurance, to hit, defense single target stuff as it comes rdy
As you play more alts, you'll get better at choosing who to use Adrenalin Boost and Fortitude on. For example, considering your Empathy defender as an "alt", you might feel like you don't really need Fortitude a whole lot, but Adrenalin Boost would be a great help. Let your experience guide you on how to buff other Empaths who join your team. Ditto for other builds you're familiar with.

Fortitude's power description, referring to a "single ally", is technically true but misleading. It's like if I say an expert juggler only throws a single knife into the air at a time -- technically true but misleading. Even though he's throwing one knife at a time, he can have multiple knives in the air at any given point in time.

Because Fortitude's duration greatly exceeds its recharge, you can cast it on one teammate, then on a second teammate, then back on the first teammate just as it wears off. Two teammates with Fortitude "perma" is better than one! The number of teammates you can cycle through and keep perma-Fortitude on follows this rule of thumb: Sum all recharge buffs and enhancements, add 100%, multiply by 2, round down. Example: 80% recharge buffs and enhancements (easily attained even at level 40), add 100% to get 180%, multiply by 2 to get 3.6 = 3 teammates can have perma Fortitude.

Keep in mind, just like juggling knives, cycling Fortitude takes concentration, and practice. Even the best empaths will "lose their place" sometimes, forgetting who's supposed to be next in the Fortitude order. Start with just 2, so you don't get overwhelmed, and work your way up to whatever the amount of recharge in your build allows.