Empathy/Ice Blast build
...or if you think it looks okay as-is, please say so. I don't want to use my last vet respec on this one unless I more-or-less have it right.
Thanks!
BTW, I plan on going spiritual for the alpha, so I didn't worry too much about recharge bonuses.
1st. No AB?
2nd. I think you'd be better off getting just range defense or 32.5% of range and aoe.
Range defense will protect you from a lot of mezzes and you don't need to be smack dab in the middle of everything to get hit with aoes.
Also I would think you would want more recharge to use your buffs more often. more buffs = no having to heal as often = contributing elsewhere on the damage front.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Re/ Adrenaline Boost: I didn't realize mids had the last choices in the sets not showing because of the windows size. I DEFINITELY need to put that in and sacrifice something else. I'll post again after I fix it.
Thanks Infini!
Okay, I've made some tweaks based on adding AB. This re-working allows me to stay more-or-less capped on AoE def, get ~34% on ranged, and get ~19% recharge bonus.
http://www.cohplanner.com/mids/downl...03F80FA479D63A
Any suggestions or comments?
Since I'm making an Empath/Ice Build on Victory (and the servers are currently down), I'm going to make myself a build and post it on here for you to look at. To me, recharge tends to be the most important thing. Also, you might want to consider taking Soul Mastery (yes, you'd have to run red side to do it), but this'll allow you to get Soul Drain (not up as often as Dark Mastery) and Power Boost (Up more often than PBU straight out of the gate, allowing you to get amazing Fortitude numbers).
Before using the following build, I'd ask you to consider i21 coming out first. There's a few new pool powers coming (one that's great for recharge hogs like Empathy) that could greatly benefit you if you that instead of one of the powers. Something that I'm considering rebuilding my Emp/Psi around (that and actually giving her the pet to buff, because I was a dope and didn't take that).
Alright, this is what I came up with. Notes of interest before the build:
* 163.8% recharge with hasten (just enough to perma Hasten and summon mistress)
* Power Boosted Fortitude (PB up every 35 seconds, Fort up every 16, average 6.7 teammates buffed with fortitude giving you a bit of wiggle room to keep it on 6 members) does 38% defense and 40% to-hit, without any to-hit slotted (that you could use the Defense/To-Hit Buff/Recharge Hami-O for)
* PB Fortitude + Maneuvers gives your (half) teammates around you that are squishy 43% defense, so assuming they can get 2% defense from somewhere, they will be softcapped to everything.
* PB Fortitude + Maneuvers works on your pet from Soul Mastery, making it a viable unkillable machine (assuming the enemies don't kill you instead)
* Soul Drain is up every 62 seconds, making it up roughly half the time.
* 16 second recharge Ice Storm, that does average of over 300 damage.
Note: On Mids I have Spiritual active along with the 4 Endurance and HP accolades. Otherwise, most of the stuff is turned off.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Ice Blast
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23), Dct'dW-EndRdx/Rchg(36)
Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Hold%(46)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7)
Level 4: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(45)
Level 6: Resurrect -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(11)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(13), RedFtn-Def/Rchg(13), S'dpty-Def/Rchg(15)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 16: Freeze Ray -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(19)
Level 18: Recovery Aura -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(19), RechRdx-I(40), RechRdx-I(40)
Level 20: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37), RechRdx-I(46)
Level 22: Super Speed -- Zephyr-ResKB(A)
Level 24: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
Level 28: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(34), EndMod-I(34)
Level 35: Assault -- EndRdx-I(A)
Level 38: Blizzard -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40), RechRdx-I(50)
Level 41: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 44: Power Boost -- RechRdx-I(A)
Level 47: Summon Mistress -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Dmg/EndRdx(50)
Level 49: Clear Mind -- EndRdx-I(A)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Radial 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 -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Thanks Stormy.
Are you concerned about your own defense? If not, why?
Not sure if I want to go redside just to pick up an ancillary pool. I've not done alignment switching since coming back to the game. Would I have to go all the way to "villain" just to pick the ancillary pool? Do I have to be still on red-side as I pick each additional power from the pool?
Well, personally somewhat conflicted as far as Empathy/Ice goes.
I already have a 50 Emp/Psi Defender and a 50 TA/Ice Defender. Both of them have been mostly neglected on defense, but my Emp/Psi has little/no trouble keeping her aggro under control. This might be of serveral reasons, partly due to buffing with Empathy taking away aggro gaining time or Psychic Blast's secondary effects greatly aiding me in not taking damage (most notably -recharge (like Ice Blast) and knock up with Psionic Tornado (I use that all the time due to Force Feedback's +recharge proc, so I damage, debuff recharge, soft control knock up, and every now and again buff myself to make my Empathy powers go faster)).
However, the same lack of defense on my TA/Ice defender causes me some decent chuck of trouble if I'm not paying attention to myself. However, I have Ice Storm, Blizzard, -resist powers, OSA, and still some more that all cause aggro because they are all aggro inducing powers (except Flash... unless you are silly and place a proc in it). He has the knack of being able to pull aggro off people, which with the less focus on defense causes some problems.
In both cases, with a decent aggro magnet, they seem to be very safe because they are both very range oriented characters and rarely need to jump all in their grill. I'm about to redo the TA/Ice build to Dark Mastery due to Soul Drain versus PBU. PBU is nice, but doesn't last the full duration of Ice Storm or Blizzard, causing your storms to become nerfed after a while. Soul Drain, on the other hand, will keep up the damage on it because its duration is 30 seconds versus PBU's 12 seconds.
That's part of the reason I suggested Soul Mastery, Soul Drain (though not as recharge friendly as Dark Mastery) will keep your Ice Storm and Blizzard nice and heavy for their entire 15 second duration. Also, for added bonus if you think your Soul Drain is lacking, pop Aim before you use Soul Drain because of the duration on Soul Drain will be overall much more beneficial than Aim's on your storms (see PBU problem above).
Second power of note is Power Boost. This is much less the reason for PBU that you could use it for if you took that route. It allows you to do mad amount of increase to your fortitude and if needed, power healing with Heal Other. Giving 38% defense to a Blaster can be godly. It's a bit under half as effective as official softcap, but if you're mostly at range, you are probably giving the Blast Maneuvers, making him 2% defense off softcap (over double as effective as your 38% fortitude alone). Then if they just have the 3% def from Steadfast, they are instantly softcapped via you, and can then go blast happy without having to worry about going insta-squish. Also, with the build I gave you, Heal Other does 622 with the Spiritual, but Power Boost brings it up to 880 with just one Heal Other that you just have to wait on the animations to keep doing it. Other pros over PBU is it's half the recharge of PBU, meaning instead of Fortituding 6 people and giving PBU Fort on 2, maybe, you can fairly consistantly give power boosted fortitude on 3 members (Blaster, Dominators, Controllers, other Defenders... anything without an non-defense armor set). Come on, there's nothing like being on a team with a Dark or Electric Armor Scrapper and go "Oh yeah, you've got 38% defense on top of your 60% resistance". Small side note, you can use PB when you jump into mobs for Soul Drain and that'll increase Maneuvers, CJ, and Stealth's defense powers for the duration. I've done this with my TA/Elec, hit PBU to give myself 40% defense on top of their -9% to-hit debuff and then completely sap them in one go.
Other note is the pet. The major thing about that pet is it gives your empathy use even solo. Stealth + SS to the end of a map, summon your pet, PB fort, AB, RAs, CM, let loose on a mob. This will also (hopefully) lower your aggro because there will be another target there, which will be properly buffed to cause major havoc. Even if you toss the buffed pet into the last mob so you can stealthy grab the glowie for quick complete.
The Hold (if you want it) will be stackable with your Ice holds and also gives you another place to put 4 Basi's Gaze. There's also resistance shield that's useable for more survive ability if you're really worried about it.
The exacts of Patrons, you have to go all the way to Villain, do the first arc of the Patrons, gets all the patrons unlocked on your character forever (even if you decide to respec into a different pool later). So one trip to red side to do the first arc of your patron and you're good. Even if you respec after going back hero, you still have Patron Pools open. It is somewhat annoying to actually do, but once it is done, you never have to worry about it again.
Sorry, wanted to attempt to give you all the facts in detail about the Patron. I think it's a great asset, just like Lore pets, especially for the soloing Empath. There's a video somewhere about some Empath soloing Rikti Pylons, AVs, and the like, buffing their Patron pet, the lore pets, and then dpsing themselves.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Thanks for all the fine explanations.
I'm probably not interested in going red-side, even if it means having a nice buffable pet for soloing. Number one, I'm not willing to make the effort. Number two, I'm not that interested in soloing this character. It's meant as a team build, and when I am not teaming (or dual-boxing for farming or some such), I'll just play something else.
So based on your excellent advise, I've re-done the build mostly for recharge, and still picked up some decent benefits otherwise.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Emerald Granny: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Ice Blast
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:30(A), Dct'dW-Heal/Rchg:30(3), Dct'dW-Heal/EndRdx/Rchg:30(3), Dct'dW-Heal:30(5), Dct'dW-Rchg:30(5)
Level 1: Ice Bolt -- Decim-Acc/Dmg:25(A), Decim-Dmg/EndRdx:25(42), Decim-Dmg/Rchg:25(43), Decim-Acc/EndRdx/Rchg:25(43), Decim-Acc/Dmg/Rchg:25(48)
Level 2: Ice Blast -- Decim-Acc/Dmg:25(A), Decim-Dmg/EndRdx:25(37), Decim-Dmg/Rchg:25(39), Decim-Acc/EndRdx/Rchg:25(39), Decim-Acc/Dmg/Rchg:25(39)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx:30(A), Dct'dW-Heal/Rchg:30(7), Dct'dW-Heal/EndRdx/Rchg:30(7), Dct'dW-Heal:30(9), Dct'dW-Rchg:30(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+:25(A)
Level 8: Hasten -- RechRdx-I:25(A), RechRdx-I:25(11), RechRdx-I:25(11)
Level 10: Clear Mind -- EndRdx-I:25(A)
Level 12: Fortitude -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:25(13), RedFtn-Def/Rchg:25(13), RedFtn-EndRdx/Rchg:25(15), RedFtn-Def/EndRdx/Rchg:25(15), RedFtn-Def:25(17)
Level 14: Super Speed -- Zephyr-ResKB:25(A)
Level 16: Stealth -- LkGmblr-Rchg+:25(A), LkGmblr-Def:25(46), DefBuff-I:25(46)
Level 18: Recovery Aura -- Efficacy-EndMod:25(A), Efficacy-EndMod/Rchg:25(19), Efficacy-EndMod/Acc/Rchg:25(19), Efficacy-Acc/Rchg:25(21), Efficacy-EndMod/Acc:25(21), Efficacy-EndMod/EndRdx:25(23)
Level 20: Maneuvers -- LkGmblr-Rchg+:25(A)
Level 22: Freeze Ray -- BasGaze-Acc/Hold:25(A), BasGaze-EndRdx/Rchg/Hold:25(36), BasGaze-Rchg/Hold:25(37), BasGaze-Acc/EndRdx/Rchg/Hold:25(37)
Level 24: Frost Breath -- Posi-Acc/Dmg:25(A), Posi-Dmg/EndRdx:25(43), Posi-Dmg/Rchg:25(45), Posi-Dmg/Rng:25(45), Posi-Acc/Dmg/EndRdx:25(46)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx:30(A), Dct'dW-Heal/Rchg:30(27), Dct'dW-Heal/EndRdx/Rchg:30(27), Dct'dW-Heal:30(29), Dct'dW-Rchg:30(29)
Level 28: Super Jump -- Zephyr-ResKB:25(A)
Level 30: Bitter Ice Blast -- Cloud-ToHitDeb:25(A), Cloud-Acc/ToHitDeb:25(34), Cloud-Acc/Rchg:25(36), Cloud-ToHitDeb/EndRdx/Rchg:25(36)
Level 32: Adrenalin Boost -- Efficacy-EndMod:25(A), Efficacy-EndMod/Acc/Rchg:25(33), Efficacy-EndMod/Rchg:25(33), Efficacy-Acc/Rchg:25(33), Efficacy-EndMod/Acc:25(34), Efficacy-EndMod/EndRdx:25(34)
Level 35: Resurrect -- RechRdx-I:25(A)
Level 38: Ice Storm -- Posi-Acc/Dmg:25(A), Posi-Dmg/EndRdx:25(40), Posi-Dmg/Rchg:25(40), Posi-Dmg/Rng:25(40), Posi-Acc/Dmg/EndRdx:25(42)
Level 41: Power Build Up -- RechRdx-I:20(A), RechRdx-I:25(42)
Level 44: Force of Nature -- ImpSkn-Status:25(A), ImpArm-ResPsi:25(45)
Level 47: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx:25(A), S'fstPrt-ResDam/Def+:25(48), S'fstPrt-ResKB:25(48)
Level 49: Bitter Freeze Ray -- BasGaze-Acc/Hold:25(A), BasGaze-Acc/Rchg:25(50), BasGaze-Rchg/Hold:25(50), BasGaze-Acc/EndRdx/Rchg/Hold:25(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 -- Numna-Regen/Rcvry+:30(A), RgnTis-Regen+:25(17), Mrcl-Rcvry+:25(23)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod:25(A), Efficacy-EndMod/Rchg:25(25), Efficacy-EndMod/Acc/Rchg:25(25), Efficacy-Acc/Rchg:25(31), Efficacy-EndMod/Acc:25(31), Efficacy-EndMod/EndRdx:25(31)
Hello all,
I'm shooting for a heavy support character on this one, and assuming I can toggle on superspeed and combat jump (with the unbounded leap +stealth proc) in order to stay invisible when not attacking even when close to the melee part of the team. So I went for set bonuses with AoE defense, assuming that's mostly what I'll be getting hit with. When I hit 45% on that, I put some into ranged defense, which seems like the second most likely thing I'll be hit with.
Please let me know if you spot any flaws or missed opportunities based on my stated goals. Thanks!
http://www.cohplanner.com/mids/downl...C7F01F43FAD5DF