Help with enhancements
It made me feel dirty inside.
http://www.cohplanner.com/mids/downl...FDF41FE6E4D5F6
Uhmm..wow...
Alright..first rule of playing an Empathy Defender is that it's not a HEALER. Empathy has 3 heals. The rest of the set is all about buffing your team. Also, slotting more than 3 of the same enhancement is useless. Enhancement Diversification lowers the amount that is recharged after 3. http://paragonwiki.com/wiki/Enhancement_Diversification
If you want to have your recovery/regen. auras up as much as possible, you're going to need +recharge bonuses from Invention Origin enhancements. Doctor's Wounds is a good place to start, since you can slot that a few times in your build. Also, use your attacks to slot I/O's that give you recharge. Psychic Scream can hold Positron's Blast set, which will give you 6.25%, as will Psychic Tornado.
Speaking of attacks, ditch a lot of those pool powers for actual attacks. Admittedly, your defender isn't going to be the most powerful person on the team, but you still do damage! I cannot stress taking attacks enough. Some good pool powers to take are Maneuvers, Tactics, Vengeance, Hasten, Recall Friend and a travel power.
I'd post Nurse Donna's build, but I'm not at the computer that has it on there, and you should try some stuff on your own. Try rebuilding this toon, use I/O sets, and take some attacks, and you should get some worthwhile feedback. I don't think you can perma RA's, but I have them slotted so RA's and Conserve power are alternating, which works great for me when I solo. (And yes, You can solo...even some EB's!)
@Nurse Donna
You can find me on Infinity, Exalted, Liberty and sometimes on Virtue or Freedom
Awwwwww here it goes.
We're really not going to let him get away misinformed, are we? And here I tried to be clever.
Empathy Defenders are not healers? What are they then tanks? scrappers?
Man now I've seen and heard everything...lol
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Empathy Defenders are not healers? What are they then tanks? scrappers?
Man now I've seen and heard everything...lol |
But on the healing front, I think my 50th Dark/Rad fender does more healing then my 50th Empathy does. I spam the hell out of Twilight for the debuff, while my Empathy just toss out her buffs and everyone is happy.
As for your build... you need more attacks. No really, you need more attacks.
But here is a fast list of problems with that build.
Healing Aura - done right, but I would drop one D/W IO cus the 5% recharge set bonus is at five.
Heal Other - do the same as with Healing Aura.
Absorb Pain - same slotting as with Heals but take it later in your build (like at 34lvl). Most time, I just have it for the high level tanks since they take a mass of healing to get back up.
Regen. Aura - same as your Heals, D/W.
Recovery Aura - 3 slot it with crafted recharge, and two endurance mods.
Fortitude - Everyone has a favor way to slot Fort, but I would just go with a Frankenstein style of differing IOs from varies sets that give you recharge and whatever buff you wish to chase.
Adrenalin Boost - Again like Fort, everyone has they preferred way...me, just put 3 crafted recharge IOs, one crafted Heal and Endurance Mod and call it a day.
Resurrect - Skippable, but if you really want it... I would push it back to somewhere in the 20s.
Hasten - 3 recharge IOs is more then enough. After 3, you're not really gaining enough (its like 2 or 3%) that makes it worth taking a slot.
Toss - Team Teleport (a horrible power when compared to the vet team tp), Invisibility (you get the same with SS and Stealth), Phase (that's a "oh, sh*t!" power and a emp should go down with the ship, or team) and some of the other Power Pool choices. Again, like Grant Invisibility (unless its a mule for a LoTG Globe Recharge). Because if people think being invisibility is important enough, they would have already secured a means themselves.... or hang-out with a Illusion troller.
But if you want to really help the team, go Leadership Pool.
So look around in the forums for other emp builds, and
/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
Can you be a bad defender by attacking too much? Yes. Play a blaster instead since you don't really care for your role as support.
Can you be a bad defender by focusing too much on support? Yes. Play a controller instead since you ultimately are about support versus damage.
An /emp controller will run circles around any Emp defender who sacrifices their offense. An Emp defender who sacrifices their offense is a glorified leech. Glorified in how teammates keep giving them the empty praise of "Thanks for the heals" even when they aren't needed. Leech because they are offering so little of a contribution to killing part of the mobs size they helped create thus forcing teammates to do their dirty work for them while still getting the benefit of the kills. The difference between a door sitter and support only Emp is small. Really small.
The OP's build gets beaten badly by an Ill/emp controller. Grant Invisibility and Invisibility Ill already takes cover. Team Teleport is near useless these days with the Assemble the Team vet power. I can think of one mission where Team Fly would be useful. Maybe two. Maybe.
Team Teleport is near useless these days with the Assemble the Team vet power. |
Global = Hedgefund (or some derivation thereof)
I can think of one mission where Team Fly would be useful. Maybe two. Maybe.
|
Kongar, as said before, any more than 3 slots of the same type in a power becomes practically useless, because after you enhance an aspect of the power (recharge/damage/endurance reduction/etc) more than about 85%, the added benefit becomes about 1/6 as usefull as the previous slots. This also means enhancing multiple aspects of a power will help more than focusing on just one part of it.
See that last sentence I had? It also applies to empaths. Don't focus one just the healing aspect of your character. It is a buff/rangedmg archetype. That is like ignoring half of what your character is supposed to do. Imagine a tanker who didn't take any attacks. Or a scrapper not taking any protective powers. Or a dominator not taking any assault powers. That's what you are doing to your defender. DEFENDER. Not healer. Your attacks all have a debuff portion to them, and those help your team just as much as your empathy powers. Because if you use area of effect psi blasts (Psi tornado/Scream) you can debuff the enemies' attacks so that your teamates are only getting attacked half as often. That means you don't have to heal them as much. Which means you can attack Which means your team defeats enemies faster. Which means the team is doing better.
Here is a build I came up with real quick. It is medium on cost, but emphasizes greatly on recharge for your big buffs to come back up. It even gives you a panic button if things get messy. And get this, it should be able to solo pretty good too.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29), Decim-Build%(36)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 4: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Clear Mind -- EndRdx-I(A)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34)
Level 12: Fortitude -- AdjTgt-ToHit/Rchg(A), GSFC-ToHit/Rchg(13), RedFtn-Def/Rchg(13), LkGmblr-Def/Rchg(15), LkGmblr-Def(15)
Level 14: Super Jump -- Empty(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(37)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Resurrect -- Empty(A)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 28: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 30: Assault -- EndRdx-I(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(34)
Level 35: Absorb Pain -- Heal-I(A), Heal-I(36), Heal-I(36)
Level 38: Psychic Wail -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), C'ngBlow-Dmg/Rchg(40), Oblit-%Dam(40), Erad-%Dam(40)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Total Focus -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Force of Nature -- Aegis-ResDam/Rchg(A), ImpArm-ResDam/Rchg(50), TtmC'tng-ResDam/Rchg(50)
------------
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 -- Heal-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11), EndMod-I(11)
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 6.75% Max End
- 16% Enhancement(Heal)
- 43% Enhancement(Accuracy)
- 71.3% Enhancement(RechargeTime)
- 57.2 HP (5.63%) HitPoints
- MezResist(Immobilize) 10.5%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 8.8%
- 5% (0.08 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 8.19% Resistance(Fire)
- 8.19% Resistance(Cold)
- 1.58% Resistance(Toxic)
- 1.58% Resistance(Psionic)
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Ok maybe I shouldn't have called defenders healers but when I started back in beta that is what we were considered, and it was frowned upon when (defenders empathy) would be fighting away and half the team would be dead. That was the reason I made this build to only heal and buff up with what I had. Then after 4 yrs I took a break and am just now coming back and seeing a lot of different changes and the style of playing changed. But being an old man set in his ways would still like to have a good empathy def. sorry of I had offended any of you. but still would like some help with this build
Ok maybe I shouldn't have called defenders healers but when I started back in beta that is what we were considered, and it was frowned upon when (defenders empathy) would be fighting away and half the team would be dead. That was the reason I made this build to only heal and buff up with what I had. Then after 4 yrs I took a break and am just now coming back and seeing a lot of different changes and the style of playing changed. But being an old man set in his ways would still like to have a good empathy def. sorry of I had offended any of you. but still would like some help with this build
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Oh, and welcome back to the game.
If you really want to be a "healer" I'd second the controller option.
Here's a Plant/Emp I tossed together. It's far from useless and will do much more for the team as a whole than a Emp/ that doesn't use any offense.
The controller option also, likely, has cheaper IO options for increasing recharge that the defender.
You'll want Spiritual Alpha and Ageless Destiny.
Power Sink can probably be converted to Scorpion Shield for another place to put a LotG +Global Recharge.
You can also get a resurrect temp these days, no need to waste a power slot on it.
No I wouldn't play this build, nor any other "Support Only" Build. I like more offense with my defense.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Entangle -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5), Immob-I:50(7)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal:50(9), Dct'dW-Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(11)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(15)
Level 4: Strangler -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(19), Decim-Dmg/Rchg:40(19), Decim-Acc/EndRdx/Rchg:40(21), Decim-Acc/Dmg/Rchg:40(21), Hold-I:50(23)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 8: Seeds of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(25), CoPers-Acc/Conf/Rchg:50(25), CoPers-Acc/Rchg:50(27), CoPers-Conf/EndRdx:50(27), CoPers-Conf%:50(29)
Level 10: Roots -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(31), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(31)
Level 12: Spirit Tree -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Heal:50(33), Dct'dW-Rchg:50(34)
Level 14: Hover -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(34), LkGmblr-Rchg+:50(34)
Level 16: Clear Mind -- EndRdx-I:50(A)
Level 18: Vines -- UbrkCons-Hold:50(A), UbrkCons-Acc/Hold/Rchg:50(36), UbrkCons-Acc/Rchg:50(36), UbrkCons-EndRdx/Hold:50(36), UbrkCons-Dam%:50(37)
Level 20: Fortitude -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:50(37)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(39), LkGmblr-Rchg+:50(39)
Level 24: Tactics -- GSFC-ToHit/EndRdx:50(A), AdjTgt-ToHit/EndRdx:50(39)
Level 26: Carrion Creepers -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(40), Posi-Acc/Dmg/EndRdx:50(40), Posi-Dam%:50(42)
Level 28: Recovery Aura -- Efficacy-EndMod/Rchg:50(A), P'Shift-EndMod/Rchg:50(42), RechRdx-I:50(42)
Level 30: Vengeance -- LkGmblr-Rchg+:50(A)
Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(43), ExRmnt-Dmg/EndRdx:50(43), ExRmnt-Acc/Dmg:50(43), ExRmnt-Acc/Rchg:50(45)
Level 35: Regeneration Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(45), Dct'dW-Heal/EndRdx/Rchg:50(45), Dct'dW-Heal:50(46), Dct'dW-Rchg:50(46)
Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(46), Dct'dW-Heal/EndRdx/Rchg:50(48), Dct'dW-Heal:50(48), Dct'dW-Rchg:50(48), P'Shift-EndMod/Rchg:50(50)
Level 41: Power Sink -- RechRdx-I:50(A), P'Shift-EndMod/Rchg:50(50), Efficacy-EndMod/Rchg:50(50)
Level 44: Super Speed -- Clrty-Stlth:50(A)
Level 47: Recall Friend -- EndRdx-I:50(A)
Level 49: Resurrect -- RechRdx-I:50(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(17), P'Shift-End%:50(17)
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How has ATT affected the utility of Team Teleport? For the uses I've had for TTP, ATT wouldn't help at all.
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Anymore, if I see that power or Group Fly (unless you're a MM) on a character... I consider you new to the game. I mean, isn't there like 5 ways to get a jet pack now!
And I would second the advise on playing a Plant/Emp troller instead. Plant is a great power, useful both when soloing or in a group. I always happy when I notice a plant on any team I'm on. Even on a Hami Raid, when on the Hami Taunt Team. Spirit Trees are great for keeping the tank alive, while folks are taking care of the rest of Hami's friends.
And folks are right, low levels heals are king...But in the higher levels, its your buffs that keep the team rocking and rolling. On my 50th emp, I'm so busy buffing that its pretty rare for me to use a heal on anyone if you compare to when I was say 12lvl. With the auras going, AB on someone, and everyone Fort-ed.... you shouldn't need to heal the bums.
And with Adrenalin Boost... most folks with a 50lvl have the healing/endurance issues fixed on their toons. But with Adrenalin Boost, you add some more recharge to them... which is always good. So while 5 D/W sound great for the set bonus... its better to just get AB's recharge as low as possible so you can cast ever 90 seconds.
/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
Nowadays with IOs and a better understanding of the game, damage prevention is much better than healing damage already taken. And most people can get to be rather survivable themselves without outside buffs and heals. And empaths can still focus *mainly* on healing AND buffing, but they should have more than just one attack from their secondary.
Oh, and welcome back to the game. |
The best Empaths contribute using the damage and secondary effects of their attacks in addition to their buffs and heals from Empathy. Not to do so is to not be a good Empath.
If someone wants to play a so-called pure healer Empathy defender for roleplaying or concept reasons then that is one thing, but if the goal is to be the best possible asset for the team then the pure healer is not even close to being that. In many situations (particularly in the late game), it will be little more than a glorified leech, to use the phrase coined earlier.
It sounds like the op wants to be the best team contributor he can be, in which case I would strongly recommend he make a controller empath or take attacks on his defender.
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How has ATT affected the utility of Team Teleport? For the uses I've had for TTP, ATT wouldn't help at all.
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EDIT: With the ability to buy certain vet rewards when F2P hits, then that just adds to TTP being less and less useful.
I still don't see how ATT and TTP are comparable. TTP is used for getting all of your teammates that are near you from one place to another a short distance away. ATT is used for getting all of your teammates, regardless of where they are, to your spot.
The most well known use of TTP is teleporting 8 fire/rads into a spawn so that Choking Cloud and Hot Feet take more immediate effect. It's not unheard of for MMs to use it as well. Personally I've used it for both of those situations. Assemble doesn't serve that same purpose.
Having said that, for the OP's purpose, yes it's a silly pick, I can't imagine a practical use for an emp to use TTP.
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You can teleport teammates out of serious debuff/damage patches such as quicksand or caltrops. It's not exactly something you can do every mission, but it's something
I made this def to be solely a Healer, I had played on many teams that the healer was more interested in trying to kill something than keeping their teammates alive. as for my build I am happy with my empathy side. what I am looking for is someone to help me to get Regeneration Aura, Recovery Aura to recharge as fast as possible and to be able to get the best healing power. can anyone please give me some suggestions on how to slot and which sets that would help me the most. thanks.
Here is my current build
Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/
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Pug: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(3), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7)
Level 1: Mental Blast -- Dmg(A)
Level 2: Heal Other -- HO:Golgi(A), Heal-I(7), Heal-I(9), Heal-I(9), Heal-I(11), Heal-I(11)
Level 4: Absorb Pain -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), RechRdx-I(15), Heal-I(15), Heal-I(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19), RechRdx-I(19), RechRdx-I(21), RechRdx-I(21)
Level 8: Resurrect -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27)
Level 10: Hover -- Flight-I(A)
Level 12: Recall Friend -- RechRdx-I(A), RechRdx-I(27)
Level 14: Super Speed -- EndRdx-I(A), EndRdx-I(29), Run-I(29), Run-I(31)
Level 16: Clear Mind -- RechRdx-I(A), RechRdx-I(31)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33), RechRdx-I(33), RechRdx-I(33), RechRdx-I(34)
Level 20: Fly -- Frbd-EndRdx(A), Zephyr-Travel(34), Zephyr-Travel/EndRdx(34), Frbd-Stlth(36), Frbd-Fly(36)
Level 22: Fortitude -- RechRdx-I(A), RechRdx-I(36), DefBuff-I(37), DefBuff-I(37), ToHit-I(37), HO:Membr(39)
Level 24: Grant Invisibility -- EndRdx-I(A)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40), RechRdx-I(40)
Level 28: Invisibility -- EndRdx-I(A)
Level 30: Phase Shift -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(42)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43), Heal-I(43), EndMod-I(45)
Level 35: Group Fly -- EndRdx-I(A)
Level 38: Teleport Foe -- Acc-I(A), Acc-I(45)
Level 41: Team Teleport -- EndRdx-I(A)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46), RechRdx-I(46), RechRdx-I(48)
Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48), RechRdx-I(50), RechRdx-I(50), RechRdx-I(50)
Level 49: Total Focus -- Dsrnt-I(A)
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Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run