Build Critique, Emp/Fire


Doomguide

 

Posted

Hello Defenders!

I have a new Emp/Fire that I'm getting closer to 47 on and I've been trying to figure out a build. My main goals were as much AOE defense as I could muster while building for recharge. I didn't take much in the area of offense since this character is primarily a healer/support. I was curious if anyone knew any way I could squeeze some more oomph into this build.

Here's the current build.

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Posted

Beyond the obvious less healer more blasting ability? What sort of oomph are you looking for?
More blasts means not only more personal oomph but more places for slotting 6.25% recharge bonuses (in either Decimation or Positron's). Work Purple sets into the build?

Get a slot into Inferno and slot Eradicate's vs Obliterate.


 

Posted

Honestly, I think my biggest goal would be getting more defense without sacrificing perma-hasten. If I ever want to solo on the defender I suppose I could make a second build strictly for soloing.

If I'm primarily grouping I figured AoE was the only positional I would need to focus on.

As it stands now, with T4 Spiritual I'm .4seconds off from being permahastened, which is probably good enough. I was hoping this would be a cheap character to IO... but I'm not sure that's possible.

This is my first empath so what do people usually go for in terms of build mechanics. I guess a lot of people like to make them manageable in a solo environment but I'm mainly worried about the teaming aspect.

Edit: I took the 2 slots out of Super Speed, swapped it with Afterburner, added a LoTG recharge and then that gave me more recharge and 2 slots. One of which I put in inferno for eradications. That actually does put me at perma-hasten and leaves me still with another slot to put somewhere.


 

Posted

The problem is, as you've discovered, it's difficult to build for Rech and AoE defense (much, much harder than Rech and Ranged defense). It's doubly hard on empathy because the defender herself gets almost no benefit from the powerset, unlike time, rad, traps, cold etc. who all self-buff def/rech which translates into more slots for defense.

I don't see any way to improve the build without increasing the cost a lot (buying membranes, purples etc.) Personally I would keep your current build since 34 aoe def is already not bad. When you are under pressure, eat 1 small purple inspiration (+12.5 def) which will softcap you.

For what it's worth there are only two empaths I consider worth playing: Ill/Emp (controller) and emp/sonic. Ill/emp is good in that it is one of very few builds that can get away with ignoring defense entirely, since you have PA to tank for you; you can lead a mostly aggro-free life and also have more options to keep the team safe. The downside is that to make it really outstanding you need perma-PA, which is expensive. Emp/sonic is great because it fixes the other problem empathy has - negligible ability to boost the offensive power of the team. If you're going to take only 4 powers from the secondary emp/sonic will be much better than /fire, especially in a teaming context.


 

Posted

Well, I'm obviously not the Queen of Builds (I have a similar thread asking for help in this same subforum/page), but I tried changing some things around.

The problem with fire is that you can only use ranged damage sets for most things since it doesn't have any particular secondary effects that you can slot an entire set for (Shield Breaker seems really good for a /Rad).

Here's the chunk, it has a bit less recovery but I moved your Panacea proc to Health so that should even things out... and I hope you weren't going to use Blaze... or Aim <.<;

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Posted

I made a few minor tweaks, and 1 not so minor one.

I swapped a gaussions +tohit for a +recharge/-end in Fortitude. The extra tohit I think will be a lesser value than the extra recharge and the more end.. Totally a judgement call, there, though.

I swapped boxing and absorb pain the order taken, since I don't think boxing can be taken at lvl 4, and Absorb Pain was the only thing I could swap it with that wouldn't force you to make more changes.

I moved the Panacea proc from Regen Aura, where I believe it will only fire every 155 secs, to Heal Aura, where it can fire a lot more often. Or you could move it to Health, your call. If you do move it to health, you'd lose that 5 set bonus, though.

I lost Inferno, as a crashing nuke on a support oriented set seemed weird and of limited utility, and replaced it with Rain of Fire, one of the best powers in your secondary. I gathered you were mostly chasing the Recharge from Oblit, so I replaced it with the Posi set. More recharge, still has some Acc adds some Recovery, at the cost of 3% global damage. And now RoF is 7 secs off of Perma (or probably is Perma with Spiritual added in, I didn't look).

All those Panaceas aren't cheap, so I'm assuming you've got no problem really spending on this alt. If so, then I'd suggest the Ragnarok in Rain of Fire. The chance for Knockdown will be very fun in that power, I'd expect, and then it's only 2 secs off of perma RoF, before Spiritual Alpha. The extra recovery and even more global recharge won't suck, either. I added that in as an alternate slotting in the build below.

Personally, I'd like more attacks, and I'd lose the flight pool (Hover and Flight, all of it) to get them, and rob slots from all over the place to make those extra 2 attacks viable, but that might well lower your AOE defense. But, I know some people (almost everyone) like the flying more than I do. So I just tried to modify your build and keep the basic design enact, as opposed to a radical change.

Hero Plan by Mids' Hero Designer 1.952
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Click this DataLink to open the build!

Doctor Stimpack: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Fire Blast
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Healing Aura -- Panac-Heal:50(A), Panac-EndRdx/Rchg:50(3), Panac-Heal/Rchg:50(3), Panac-Heal/EndRedux/Rchg:50(7), Panac-Heal/EndRedux:50(9), Panac-Heal/+End:50(48)
Level 1: Flares -- Dmg-I:50(A)
Level 2: Heal Other -- Panac-EndRdx/Rchg:50(A), Panac-Heal/Rchg:50(5), Panac-Heal/EndRedux/Rchg:50(5), Panac-Heal:50(7), Panac-Heal/EndRedux:50(9)
Level 4: Absorb Pain -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(17), Dct'dW-EndRdx/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(43), Dct'dW-Rchg:50(45)
Level 6: Resurrect -- RechRdx-I:50(A)
Level 8: Clear Mind -- RechRdx-I:50(A)
Level 10: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx:50(11)
Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(13), LkGmblr-Def:50(13), GSFC-ToHit/Rchg:50(15), GSFC-Rchg/EndRdx:50(15), GSFC-ToHit/Rchg/EndRdx:50(17)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(40), Zephyr-ResKB:50(50)
Level 16: Boxing -- Empty(A)
Level 18: Recovery Aura -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Rchg:50(19), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-Acc/Rchg:50(21), Efficacy-EndMod:50(21), Efficacy-EndMod/Acc:50(25)
Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:50(23), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/Rchg:50(25), Aegis-EndRdx/Rchg:50(40), Aegis-ResDam/EndRdx/Rchg:50(45)
Level 22: Aim -- GSFC-Build%:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit:50(37), GSFC-ToHit/EndRdx:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 26: Regeneration Aura -- Panac-Heal/Rchg:50(A), Panac-Heal/EndRedux/Rchg:50(27), Panac-Heal/EndRedux:50(27), Panac-EndRdx/Rchg:50(29), Panac-Heal:50(29)
Level 28: Blaze -- Decim-Acc/Dmg/Rchg:40(A), Decim-Dmg/EndRdx:40(36), Decim-Dmg/Rchg:40(36), Decim-Acc/EndRdx/Rchg:40(36), Decim-Acc/Dmg:40(48)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31), HO:Enzym(31)
Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Rchg:50(34)
Level 35: Conserve Power -- RechRdx-I:50(A)
Level 38: Rain of Fire -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/Rchg:50(39), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(39), Ragnrk-Dmg:50(40)
Level 41: Temp Invulnerability -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/Rchg:50(42), Aegis-EndRdx/Rchg:50(42), Aegis-ResDam/EndRdx/Rchg:50(43)
Level 44: Power Build Up -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 47: Hover -- LkGmblr-Rchg+:50(A)
Level 49: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
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 -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(34), EndMod-I:50(34)



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Posted

Quote:
Originally Posted by MistressFir View Post
Well, I'm obviously not the Queen of Builds (I have a similar thread asking for help in this same subforum/page), but I tried changing some things around.

The problem with fire is that you can only use ranged damage sets for most things since it doesn't have any particular secondary effects that you can slot an entire set for (Shield Breaker seems really good for a /Rad).

Here's the chunk, it has a bit less recovery but I moved your Panacea proc to Health so that should even things out... and I hope you weren't going to use Blaze... or Aim <.<;
Good call on the Membranes in Fortitude. I'm not sure I'd want to lose attacks, if I were the OP, but you did pull more AOE def out. Very nice.. I think I'd still swap Inferno with Rain of Fire. Pancea proc could still go in the Heal Aura if the OP wants the set bonus and wants the team to benefit from it.

Very nice set of changes, all in all, though, depending on what the OP is after.


 

Posted

Although, I'd probably go with something closer to this. More control, some team +Dam from assault, Veng is good if you're the rezzer anyhow, recall is also useful for the rezzer. Adding the stealth proc to sprint and with SS and recall, you can be the team stealther/scout if needed (just make sure to shut off Oppressive Gloom). Two viable single target attacks gives you a somewhat serviceable attack chain, and allows you a bit more Ranged def if you do grab aggo. Far more versitle in my opinion, without giving hardly anything up.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Doctor Stimpack: Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Fire Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Healing Aura -- Panac-Heal:50(A), Panac-EndRdx/Rchg:50(3), Panac-Heal/Rchg:50(3), Panac-Heal/EndRedux/Rchg:50(7), Panac-Heal/EndRedux:50(9), Panac-Heal/+End:50(48)
Level 1: Flares -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 2: Heal Other -- Panac-EndRdx/Rchg:50(A), Panac-Heal/Rchg:50(5), Panac-Heal/EndRedux/Rchg:50(5), Panac-Heal:50(7), Panac-Heal/EndRedux:50(9)
Level 4: Absorb Pain -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/EndRdx:50(17), Numna-Heal/Rchg:50(43), Numna-Heal:50(43)
Level 6: Resurrect -- RechRdx-I:50(A)
Level 8: Clear Mind -- EndRdx-I:50(A)
Level 10: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(11), LkGmblr-Def/EndRdx:50(11)
Level 12: Fortitude -- LkGmblr-Rchg+:50(A), HO:Membr(13), GSFC-Rchg/EndRdx:50(13), HO:Membr(15)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(15), Zephyr-Travel/EndRdx:50(17)
Level 16: Boxing -- Empty(A)
Level 18: Recovery Aura -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Rchg:50(19), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-Acc/Rchg:50(21), Efficacy-EndMod:50(21), Efficacy-EndMod/Acc:50(25)
Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:50(23), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/Rchg:50(25), Aegis-EndRdx/Rchg:50(40), Aegis-ResDam/EndRdx/Rchg:50(50)
Level 22: Aim -- GSFC-Build%:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit:50(37), GSFC-ToHit/EndRdx:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 26: Regeneration Aura -- Panac-Heal/Rchg:50(A), Panac-Heal/EndRedux/Rchg:50(27), Panac-Heal/EndRedux:50(27), Panac-EndRdx/Rchg:50(29), Panac-Heal:50(29)
Level 28: Blaze -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(36)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31), HO:Enzym(31)
Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Rchg:50(34)
Level 35: Oppressive Gloom -- Amaze-Acc/Stun/Rchg:50(A), Amaze-Stun/Rchg:50(40), Amaze-EndRdx/Stun:50(45), Amaze-Stun:50(46), Amaze-Acc/Rchg:50(48)
Level 38: Rain of Fire -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/Rchg:50(39), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(39), Ragnrk-Dmg:50(40)
Level 41: Dark Embrace -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/Rchg:50(42), Aegis-EndRdx/Rchg:50(42), Aegis-ResDam/EndRdx/Rchg:50(43)
Level 44: Assault -- EndRdx-I:50(A)
Level 47: Vengeance -- LkGmblr-Rchg+:50(A)
Level 49: Recall Friend -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(34), EndMod-I:50(34)



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Posted

Quote:
Originally Posted by Madadh View Post
Good call on the Membranes in Fortitude. I'm not sure I'd want to lose attacks, if I were the OP, but you did pull more AOE def out. Very nice.. I think I'd still swap Inferno with Rain of Fire. Pancea proc could still go in the Heal Aura if the OP wants the set bonus and wants the team to benefit from it.

Very nice set of changes, all in all, though, depending on what the OP is after.
I can't take any credit! Doomguide tweaked my build so I went with what I learned from it .

Quote:
This is my first empath so what do people usually go for in terms of build mechanics. I guess a lot of people like to make them manageable in a solo environment but I'm mainly worried about the teaming aspect.
Well I personally went for S/L/E Defense instead since I'm cheap , and I also have limited funds I suppose. It has kept me alive so far when I dive in to fire pbAoEs such as the RAs, Healing Aura, Call to Justice, and Irradiate... I can't say if Ranged or AoE are better, since I'm not very experienced (I just slotted my t1 spiritual!)... but more often than not I have a few chances to blast, depending on team setup.

Anyways you have my Sword.


 

Posted

I meant to address this question directly, and somehow didn't... So..

Quote:
This is my first empath so what do people usually go for in terms of build mechanics. I guess a lot of people like to make them manageable in a solo environment but I'm mainly worried about the teaming aspect.
I build for either s/l/e or Ranged, then AOE and Melee. If I'm getting directly targeted by AOEs, I'm also getting targeted by ranged (and maybe melee). And in that case, the ranged (and maybe melee) are the more dangerous. If I'm just getting AoE splashed, I can move, or try a myriad of other tricks (eating a purple or 2).. The times when AoE splash is severe enough that it equals death before I can react are fairly rare, in my experience, and personal play style.

As an Emp, your most potent heals have a fair amount of range, so you can always drop back for a bit when the AoEs get really nasty.

For general emp advice, I build for global recharge, and good base defense. Then enhance either s/l/e or Ranged. Then I try to make sure my heals are all strongish, and my buffs are fast. Most emp buffs are quite potent with just base slotting, so speed trumps making them more potent. Then I build for versatility. Many teams need no heals. Many need no buffs. Some need neither. If a team needs both, badly, then they probably need help everywhere. So versatile is always better in my book. If I try to make sure to have a decent attack chain. If I can add some crowd control, I try to do that, too. Some nice AoEs when the melee types have a nice crowd and aggro under control is also a nice bonus, if I can fit it in.

For my Emps I almost always grab the Dark Epic, because Oppressive Gloom is very strong and the damage is a non issue with Heal Aura. But Psychic also has some AoE mez, and a ST Hold, so it's a good choice, too. Really, most all the epics allow you to get some form of crowd control.

I also almost always have Recall on my emps, since it's useful for when things go pear-shaped. So I maximize it's utility and try to get full stealth somehow, too, so I can be the party stealther/scout, if the team is lacking one. Superspeed and a Stealth proc is the usual ticket for my builds.

That's my general build concept with a Emp.


 

Posted

Quote:
Originally Posted by MistressFir View Post
I can't take any credit! Doomguide tweaked my build so I went with what I learned from it .
Doomguide does nice def builds. You can do worse than following his advice, that's for sure.


 

Posted

Oh wow thanks for all the replies! Here's what I actually had after doom's first suggestions.

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As far as power choices had gone, yes you can pick boxing at level 4 as of issue 21. Aim and Inferno were good for if I'm running tips with a team that doesn't really need me, I could just pop recovery aura and then blow up a spawn... few seconds later I'd be back at full endurance after the debuff wore off. I also liked having fly because I could include afterburner, which gave me another lotg slot.

I think you might be right, probably better to work on S/L defense as well since that should cover me better in the long run. I'm fine with dropping aim and inferno I guess, if I could add tactics and such to supplement it would definitely make me more support/team oriented.

I decided to just stick with one pancea set. I don't want to blow a huge wad of cash on an empath and out of the set only one of them is expensive. Not too big a deal if I simply save up 35HPs. The reason I put it in regeneration aura is because I wasn't sure if the proc would work on others. I figured that would be pretty neat if it did but I wasn't sure.

This char is in the 40s already so I don't know if I really need to be too attack oriented but if I can fit them in that would be great. I'll go ahead and look at what you guys posted and see if i can come up with something.


 

Posted

Quote:
Originally Posted by SeaontheMoon View Post
This char is in the 40s already so I don't know if I really need to be too attack oriented but if I can fit them in that would be great. I'll go ahead and look at what you guys posted and see if i can come up with something.
I'd think that as you approach the later levels, you'd want more attacks--simply because your teammates are more likely to be less dependent on your buffs and heals due to IO bonuses, epic/patron powers and incarnate abilities. If you don't need to keep spamming heals, why not throw in some damage?

There's also the question of what to do if the team has other mitigation like bubblers and/or controllers. Again, why not have some orange numbers flying around if you don't need to be hitting your primary powers so much?


 

Posted

Quote:
Originally Posted by Madadh View Post
Doomguide does nice def builds. You can do worse than following his advice, that's for sure.
Thanks,

Ironically I typically don't build for defense on team builds, particularly on my Emp defenders. It's recharge, recharge and then some more recharge. Any defense I have is entirely incidental as I rely on inspires, teammates, accolades and my Auras (HA and both RA's) to keep me upright. I do have a couple builds where defense was a major goal. First, an i17 or so build was intended as strictly solo, to take on a +4, 3 boss spawn of Rikti in the RWZ without inspires etc.. Did manage a +3 spawn but the +4 spawn was basically a draw ... the mez slowed the pace of my attacks to the point of boredom and I went back to the drawing board. The newer build is still getting slowly pieced together but packs considerable more punch in part do to Spiritual/Ageless and the resulting vastly increased global recharge but even outside Incarnates it has a great deal more recharge to go with capped range defense. I've also have a planned iTrial/endgame team build with 61% S/L defenses on an Emp/Sonic/Mace.

I don't yet have an Emp/Fire but it's inevitable. I personally have grown to really like Electric Mastery, in particular for Electric Fence >> fast recharge/cycle time, readily proc'd and an immobilize to keep those running AV's hopefully pinned in place. Dark and Power mastery have also seen play

Here's the first pass of a likely build for me. No Purples yet in place. 65 ft. stealth from SS+IO, Recall Friend to go with the stealth, 12 pts of kb protection (likely overkill, but some earlier versions of Director 11 and his tripmining happiness left me placing a bit more -kb in some of my iTrial and Incarnate build plans). Adding Purples might have me dropping Burnout and adding Shocking Bolt for 4 or 5 Purple sets for more +recharge. The +/- 5th purple set would be for Gravitational Anchor in EF, but I'd be reluctant to move away from causing damage for the +recharge of the 5th 5 slotted Purple.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

EmpathyFireElec (v1.00.i20 Incarnate): Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Fire Blast
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(37)
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(23), Dev'n-Hold%(45)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(23), Dev'n-Hold%(40)
Level 4: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(5), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(31), Posi-Dam%(31)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(11)
Level 8: Recall Friend -- Winter-ResSlow(A), Zephyr-ResKB(9)
Level 10: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(11), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(21), Posi-Dam%(31)
Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(40), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48), Krma-ResKB(48)
Level 14: Super Speed -- Zephyr-ResKB(A), Clrty-Stlth(15)
Level 16: Assault -- EndRdx-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
Level 20: Clear Mind -- Range-I(A)
Level 22: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(36), GSFC-ToHit/EndRdx(37)
Level 24: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(25), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(40)
Level 28: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(39), Dev'n-Hold%(43)
Level 30: Burnout -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
Level 35: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-Rchg(36)
Level 38: Inferno -- Oblit-Dmg(A), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-Acc/Rchg(50)
Level 41: Electric Fence -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Hold%(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
------------
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 -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 4: Ninja Run



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Posted

Kept playing around see what I could get for a more defensive build. Perma Hasten with Spiritual Core plus 2 sets of Panacea, 5 LotG and ironically no Purple sets as of yet. Ranged defense at 34.2, AoE defense at 33.3, F/C/E/N all at 33.6. S/L resistance at 65.3% and a Soul Mastery pet to buff.

Edit: Heh, includes a Glad Proc ... plenty expensive even without any Purple sets involved.
Edit2: Just to see, pulled the Glad Proc (replaced with a Steadfast -kb) and both Panacea's (replaced with Doctored Wounds) ... much cheaper build, defense numbers roughly the same, and now just shy of Perma Hasten (122.8 sec).

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

EmpathyFireSoul_high defense (v1.00.i20 SpiritualCore): Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Fire Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Healing Aura -- Panac-Heal(A), Panac-Heal/EndRedux(9), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(37), Panac-Heal/EndRedux/Rchg(37)
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(17), Dev'n-Hold%(46)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Heal Other -- Panac-Heal(A), Panac-Heal/EndRedux(7), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(37), Panac-Heal/EndRedux/Rchg(40)
Level 6: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(42), Posi-Dam%(42)
Level 8: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(31)
Level 10: Rain of Fire -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(11), Det'tn-Dmg/Rchg(11), Det'tn-Acc/Dmg/EndRdx(43), Det'tn-Dmg/EndRdx/Rng(43)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(15), LkGmblr-Rchg+(48)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(15)
Level 16: Clear Mind -- Range-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Fire Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(23), Det'tn-Dmg/Rchg(23), Det'tn-Acc/Dmg/EndRdx(25), Det'tn-Dmg/EndRdx/Rng(25)
Level 24: Tactics -- HO:Cyto(A)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(34), Dct'dW-Rchg(45)
Level 28: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 30: Boxing -- Acc-I(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(36), Aegis-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(43)
Level 38: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Rchg+(A), HO:Enzym(42)
Level 44: Soul Storm -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 47: Summon Mistress -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(50), BldM'dt-Acc(50), BldM'dt-Dmg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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