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Advice on Emp/Dark build


Bjornalf

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So I'm getting back into doing builds (lost all my old ones to a hard drive crash since the old servers went dark)

I also wasn't as familiar with Defender builds back then.

Have I overdone (probably) and neglected stuff? I focused on the Empathy stuff first.

I plan on this being a later game re-spec cause I don't think this is feasible at low levels

 

Hero Plan by Mids' Hero Designer 1.962

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Bjornalf Soulhealer: Level 50 Magic Defender

Primary Power Set: Empathy

Secondary Power Set: Dark Blast

Power Pool: Concealment

Power Pool: Sorcery

 

Hero Profile:

Level 1: Healing Aura -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx(3), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal/Rchg(7)

Level 1: Dark Blast -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(39), SphIns-Acc/Rchg(39), SphIns-ToHitDeb/EndRdx/Rchg(39), SphIns-Acc/EndRdx/Rchg(40), SphIns-%ToHit(40)

Level 2: Heal Other -- Mrc-Heal/EndRdx(A), Mrc-EndRdx/Rchg(7), Mrc-Heal/Rchg(9), Mrc-Heal/EndRdx/Rchg(9), Mrc-Heal(11), Mrc-Rcvry+(11)

Level 4: Gloom -- SphIns-%ToHit(A), SphIns-Acc/EndRdx/Rchg(40), SphIns-ToHitDeb/EndRdx/Rchg(42), SphIns-Acc/Rchg(43), SphIns-Acc/ToHitDeb(43), SphIns-ToHitDeb(43)

Level 6: Absorb Pain -- RgnTss-Regen+(A), RgnTss-Heal/EndRdx(13), RgnTss-EndRdx/Rchg(13), RgnTss-Heal/Rchg(15), RgnTss-Heal/EndRdx/Rchg(15)

Level 8: Resurrect -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)

Level 10: Clear Mind -- EndRdx-I(A), EndRdx-I(19), Range-I(19)

Level 12: Fortitude -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--ToHit/EndRdx(23), GssSynFr--Rchg/EndRdx(29), GssSynFr--Build%(29)

Level 14: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dmg/EndRdx/Rchg(46)

Level 16: Stealth -- LucoftheG-Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(25), LucoftheG-Def/Rchg(25), LucoftheG-EndRdx/Rchg(27), LucoftheG-Def/EndRdx/Rchg(27)

Level 18: Recovery Aura -- PrfShf-EndMod/Acc(A), PrfShf-End%(31), PrfShf-Acc/Rchg(31), PrfShf-EndMod/Acc/Rchg(31), PrfShf-EndMod/Rchg(33), PrfShf-EndMod(33)

Level 20: Grant Invisibility -- LucoftheG-Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46)

Level 22: Dark Pit -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun(48), AbsAmz-Stun/Rchg(48), AbsAmz-Acc/Stun/Rchg(48), AbsAmz-Acc/Rchg(50)

Level 24: Tenebrous Tentacles -- GrvAnc-Hold%(A), GrvAnc-Immob(50), GrvAnc-Acc/Immob/Rchg(50)

Level 26: Regeneration Aura -- HrmHln-Heal/EndRdx(A), HrmHln-EndRdx/Rchg(33), HrmHln-Heal/Rchg(34), HrmHln-Heal/EndRdx/Rchg(34), HrmHln-Heal(34), HrmHln-EndRdx(36)

Level 28: Night Fall -- OvrFrc-Dam/KB(A)

Level 30: Torrent -- PstBls-Acc/Dmg/EndRdx(A)

Level 32: Adrenalin Boost -- Prv-Heal(A), Prv-Heal/Rchg(36), Prv-Absorb%(36), EnrMnp-EndMod(37), EnrMnp-EndMod/Rchg(37), EnrMnp-Stun%(37)

Level 35: Life Drain -- ThfofEss-+End%(A)

Level 38: Blackstar -- Arm-Acc/Dmg/Rchg(A)

Level 41: Mystic Flight -- Srn-Fly(A), Srn-EndRdx(42), Srn-EndRdx/Fly(42)

Level 44: Spirit Ward -- Mrc-Heal/EndRdx/Rchg(A)

Level 47: Rune of Protection -- StdPrt-ResKB(A)

Level 49: Arcane Bolt -- Dvs-Hold%(A)

Level 1: Brawl -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

Level 1: Prestige Power Surge -- Empty(A)

Level 1: Sprint -- Run-I(A)

Level 1: Vigilance

Level 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Heal-I(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A)

------------

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Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 8.75% Defense(Smashing)
  • 8.75% Defense(Lethal)
  • 8.44% Defense(Fire)
  • 8.44% Defense(Cold)
  • 4.38% Defense(Energy)
  • 4.38% Defense(Negative)
  • 1.88% Defense(Psionic)
  • 6.25% Defense(Melee)
  • 8.75% Defense(Ranged)
  • 16.88% Defense(AoE)
  • 42% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 18% Enhancement(Heal)
  • 33% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 141.2 HP (13.88%) HitPoints
  • 33% JumpHeight
  • 33% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 52.5%
  • MezResist(Held) 52.5%
  • MezResist(Immobilized) 52.5%
  • MezResist(Sleep) 52.5%
  • MezResist(Stunned) 52.5%
  • MezResist(Terrorized) 52.5%
  • 23.5% (0.39 End/sec) Recovery
  • 50% (2.12 HP/sec) Regeneration
  • 9.75% Resistance(Smashing)
  • 9.75% Resistance(Lethal)
  • 13.5% Resistance(Fire)
  • 13.5% Resistance(Cold)
  • 8.25% Resistance(Toxic)
  • 8.25% Resistance(Psionic)
  • 33% SpeedRunning

 

 

 

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Even for a late game respec, it might be worth ordering the powers a bit differently if you ever plan to exemp down with it (say to run a TF for example).

 

I can see a few other tweaks to suggest too - things like not bothering to slot Clear Mind with End Reduc. I'll try to come back to this a bit later today once I hunt up the Emp/Dark build I put together for my alt.

 

 

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So here's some power-by-power thoughts:

 

Healing Aura - Must have, good slotting

- No Changes here

 

Dark Blast - no choice but to have, question on slottin

- Dark Blast is your most spammable attack. Slotting it for -ToHit is ok, but bear in mind that AVs almost completely ignore debuffs like that - only -Res (which they don't resist at all) and -Regen (which can have such huge numbers than even AV resistance can't cope) are worth using on tough targets like that. Overall I think it's a better choice to slot Dark Blast for damage and just kill what you're fighting sooner.

 

Heal Other - Must have, good slotting

- No changes here

 

Gloom - solid power, good slotting

- As note, I opted not to take this on my Emp/Drk team build only because I needed the power picks for other options, and the slots. It's a good power, and defenders absolutely should be attacking, but in a pinch I think you can sacrifice this one, unless you're intending to solo at all in which case this is vital.

- Also, see the point on slotting choices for Dark Blast. You'll be able to cripple a boss with this much ToHit debuffing but crippling a single boss really isn't that big a deal.

 

Absorb Pain - solid power, good slotting

- Personally I'd put this one later in the build. It's primary purpose is patching up a tank who's taken a big hit. The -Heal you take is something you need to careful of, and early on Healing Aura and Heal Other should see you through just fine.

 

Resurrect - solid power, maybe too much slotting

- Definitely worth having, but can be delayed if you bring Awakens along (or make they as you go). Shouldn't need extra slotting really - if your team is dying that much, having Rez up quicker's just going to prolong the pain.

 

Clear Mind - Must have power, too much slotting

- These slots are definitely better spent elsewhere.

 

Fortitude - Must have power, other slotting options exist

- Having Gaussians in this  is fine, if you need slots elsewhere though you could switch them out for Hami-O's, giving up the set bonuses but getting better inherent values out of the power in fewer slots.

 

Moonbeam - good power, good slotting

- Again, for a soloing build this is an excellent choice. For a teaming build it's a decent one, but could be sacrificed for other powers.

 

Stealth - weak power, too much slotting

- If this is just a dump slot for a LotG set, there's better options. If you want to be Stealth, Super Speed is a better choice. If it's in theme for your Emp, then go for it, but even then, I'm not sure committing to the full LotG set is the best approach

 

Recovery Aura - must have power, probably overslotted

- The base recovery aura effect is fine for End Recovery, I'm not sure Performance Shifter is bringing must value here.

 

Grant Invisibility - ok power, too much slotting

- The 3 piece LotG bonuses aren't worth that much. If it's in theme, just dump a +Rech in there and skip the other two.

- I've used this one in the past but gave it up in favor of Super Speed + Stealth IO + Recall Friend. The problem with turning a teammate invisible is that it can wear off at bad times. I'd usually rather stealth wherever we need to go myself and then Recall Friend or Assemble the Team to bring people to where they need to be.

 

Dark Pit - marginal power, good set mule though, with good slotting for that purpose

- A low accuracy, low mag, short duration stun makes for a pretty dismal (and skippable) power but it does allow you to slot a set you otherwise couldn't. I'm not sure it's worth it for that alone, especially since the build isn't getting a ton of global recharge. I'd also be concerned that without the purples it's a really poor option to go with. Would definitely put this a LOT later in the build if you stick with it.

 

Tenebrous Tentacles - must have power, would add slots

- This one could do with more Acc, and potentially more recharge. Granted an Emp/Drk isn't a controller, but providing a cone immob that debuffs to hit can make big spawns a lot easier to deal with and this is one that should be fired at every spawn you come across.

 

Regeneration Aura - must have power, slotting could be adjusted

- I'd consider dropping the Endurance from Harmonized in place of a plain Recharge IO. That knocks about 30 second off the recharge time which is potentially more valuable than the small bit of Toxic and Psi resist.

 

Nightfall - great power, desperately wants more slots

- A lot of the slots that could come off the earlier powers? They'd do well here. Nightfall's damage is an Emp/Dark's best AoE and it inflicts the To-Hit debuff, which stacks with the one from Tentacles. Slot this puppy up and give it the love it deserves. If you're attacking you'll be firing this on cool down.

 

Torrent - poor power, but at least no wasted slots

- An AoE KB power is a tool that requires careful and thoughtful use. It can be good, but it can also be disastrous, not only reducing overall damage but leading to team wipes all on its own. Unless you're really sure you want to be a Pinball Wizard, this is one that can definitely be dumped.

 

Adrenaline Boost - must have power, could really use different slotting

- The overall values are low and the Chance to Stun isn't doing anything useful from what I remember.

 

Life Drain - ok power, but only with better slotting

- Life Drain is hampered by a long cast time, but slotted for healing it can be occasionally useful when you've taken significant damage and need more than Healing Aura can restore quickly. At 1 slot though it's basically useless.

 

Blackstar - ok-ish power, but only with better slotting

- A nuke with 1 slot is simply a method of flushing your End down the toilet. Much better to ditch this and taken something else instead as even with full slotting its still questionable if an Emp should allow themselves to be Out of End at any point in a fight.

 

Mystic Flight - ok power, might be over-slotted

- The set bonuses for Soaring aren't much to write home about - would skip and just go with the base slot, perhaps with the Winter's Gift in it? Or just flight speed and be done.

 

Spirit Ward - ???, might want more slotting?

- I have no experience with this one so I can't comment on it much

 

Rune of Protection - great power, good choice for slotting

- Might want to get it earlier in the build though - mezz prot is worth it's weight in gold

 

Arcane Bolt - good damage, slow cast time, wants more slots

- Also no experience with this, but the numbers look good. Without slots though it's not worth taking any of the attack powers.

 

Other Powers to Consider

Stamina - this really want some extra slotting, at least 2 more and a 3rd wouldn't be unreasonable

 

Recall Friend - super useful both for getting teammates to the mission door and mission objectives as well as recalling dead bodies to move useful places, like out of combat so they can use an Awaken or into combat so they you can use Vengeance.

 

The Entire Leadership Pool - A huge help for team overall, and a set mule with Maneuvers. Vengeance in particular is worth grabbing since it can single handedly turn around team fights that are going south by turning a liability (a fallen teammate) into an asset (a more productive buff than what the corpse was doing while standing in some cases)

 

Hover - Emp's like being out of combat and Hover is great for keeping you away from mobs you don't want to be near.

 

Hasten - Emp's best buffs are on long cooldown. Getting a boost on bringing those back, even without perma-Hasten is well worth it.

 

Super Speed - If you're going for Hasten, might as well get a travel power that you can add an IO to in order to turn invisible.

 

Power Build Up (from the Power mastery Epic Pool) - Super Charge your buffs for really difficult fights to give people God Mode at critical junctures

 

 

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Blackstar - ok-ish power, but only with better slotting

- A nuke with 1 slot is simply a method of flushing your End down the toilet. Much better to ditch this and taken something else instead as even with full slotting its still questionable if an Emp should allow themselves to be Out of End at any point in a fight.

 

Did the Issue 24 Nuke changes not make it to SCORE's Issue 25? I thought the full endurance drain was removed from these. If so, even at one slot it's still a really good tohit debuff if nothing else.

Buff Trick Arrows! | Buff Poison! | Powerset Suggestions: Circus Performers Telepathy | Old Powerset Suggestions:  Probability Distortion | Magnetism | Hyper-Intellect

Some day, the prophecy will be fulfilled; Trick Arrows will be buffed and I will finally be allowed to diehttps://twitter.com/trickshootah

 

The Strange Relationship between Damage Buffs and Damage Resistance OR "Why doesn't Power Boost work on Cold Shields!?"

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Did the Issue 24 Nuke changes not make it to SCORE's Issue 25? I thought the full endurance drain was removed from these. If so, even at one slot it's still a really good tohit debuff if nothing else.

I thought the i24 changes only removed the crash from Blaster nukes. If Defender nukes are crash-free now too then, yeah, that could be useful as an emergency ToHit Debuff since it floors anything short of an AV.

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ok made some changes based on your suggestions... but now not sure where to get slots for Night Fall... am I still overslotting things somewhere?

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Bjornalf Soulhealer: Level 50 Magic Defender

Primary Power Set: Empathy

Secondary Power Set: Dark Blast

Power Pool: Sorcery

Power Pool: Leadership

Power Pool: Flight

Power Pool: Teleportation

Ancillary Pool: Power Mastery

 

Hero Profile:

Level 1: Healing Aura -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx(3), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal/Rchg(7)

Level 1: Dark Blast -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(7), SphIns-Acc/Rchg(9), SphIns-ToHitDeb/EndRdx/Rchg(9), SphIns-Acc/EndRdx/Rchg(11), SphIns-%ToHit(11)

Level 2: Heal Other -- Mrc-Heal/EndRdx(A), Mrc-EndRdx/Rchg(13), Mrc-Heal/Rchg(13), Mrc-Heal/EndRdx/Rchg(15), Mrc-Heal(15), Mrc-Rcvry+(17)

Level 4: Mystic Flight -- Srn-Fly(A), Srn-EndRdx(23), Srn-EndRdx/Fly(23)

Level 6: Resurrect -- RechRdx-I(A)

Level 8: Clear Mind -- EndRdx-I(A)

Level 10: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(25), StnoftheM-Acc/ActRdx/Rng(25), StnoftheM-Dmg/ActRdx/Rchg(27), StnoftheM-Dmg/EndRdx/Rchg(27)

Level 12: Fortitude -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--Build%(31)

Level 14: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-EndRdx/Rchg(33), LucoftheG-Def/Rchg(34), LucoftheG-Def/EndRdx(34)

Level 16: Assault -- EndRdx-I(A)

Level 18: Recovery Aura -- PrfShf-EndMod/Acc(A), PrfShf-Acc/Rchg(34), PrfShf-EndMod/Acc/Rchg(36), PrfShf-EndMod/Rchg(36), PrfShf-EndMod(36)

Level 20: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(37), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx(39), AdjTrg-Rchg(39)

Level 22: Dark Pit -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun(39), AbsAmz-Stun/Rchg(40), AbsAmz-Acc/Stun/Rchg(40), AbsAmz-Acc/Rchg(40)

Level 24: Tenebrous Tentacles -- GrvAnc-Hold%(A), GrvAnc-Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Immob(43), GrvAnc-Acc/Immob/Rchg(43)

Level 26: Regeneration Aura -- HrmHln-Heal/EndRdx(A), HrmHln-EndRdx/Rchg(43), HrmHln-Heal/Rchg(45), HrmHln-Heal/EndRdx/Rchg(45), HrmHln-Heal(45), HrmHln-EndRdx(46)

Level 28: Night Fall -- OvrFrc-Acc/Dmg/End/Rech(A)

Level 30: Hover -- WntGif-ResSlow(A), BlsoftheZ-ResKB(46)

Level 32: Adrenalin Boost -- Mrc-Heal/EndRdx/Rchg(A), Mrc-Heal/EndRdx(46), Mrc-Heal/Rchg(48), Mrc-Heal(48)

Level 35: Absorb Pain -- RgnTss-Regen+(A), RgnTss-Heal/EndRdx(48), RgnTss-EndRdx/Rchg(50), RgnTss-Heal/Rchg(50), RgnTss-Heal/EndRdx/Rchg(50)

Level 38: Life Drain -- ThfofEss-+End%(A)

Level 41: Spirit Ward -- Mrc-Heal/EndRdx/Rchg(A)

Level 44: Rune of Protection -- StdPrt-ResKB(A)

Level 47: Conserve Power -- RechRdx-I(A)

Level 49: Recall Friend -- EndRdx-I(A)

Level 1: Brawl -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

Level 1: Prestige Power Surge -- Empty(A)

Level 1: Sprint -- Run-I(A)

Level 1: Vigilance

Level 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(17), NmnCnv-Heal/Rchg(19)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19), PrfShf-EndMod/Rchg(21), PrfShf-EndMod/Acc(21)

------------

 

 

 

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Checked it over and found a few tweaks to suggest:

 

- It would be nice to yoink the 6th slot from Healing Aura and dump the Numina's Proc in Health so it can proc continously rather than when Healing Aura is triggered but that would mean giving up the 6th slot +Def bonus. The build doesn't end up with a ton of defense, but every bit helps so open call which option is better.

 

- You can definitely take the 2 slots from Health - as an Emp you don't them there

 

- Slotting Dark Blast for -ToHit leaves me cringing, but it is a build choice you can make. I much prefer more damage, but if you can make the ToHit debuffing + Def work more power to you.

 

- The last 2 set bonuses for LotG aren't worth much and Manuevers doesn't benefit from heavy slotting. I'd take 2 slots from there too since the 4 piece bonus is decent.

 

- Nightfall can pick up 5 of those slots to be full

 

- Adrenaline Boost can use a slot for more recharge

 

- Life Drain still wants some slots to be useful, not sure where to get them from though.

 

Here's a quick datalink with those changes:

 

http://www.cohplanner.com/mids/download.php?uc=1462&c=668&a=1336&f=HEX&dc=78DA65945B53126118C7776509115404C9731ED2344D94A9AB4E16829649A16857156DB808452C8338E5651FA12CBBEB9CD534D3E7E8AED3AD9D3E4087CBEEE859FEFF88197680DFCBEF7D9F679F7D0F1BBD1976BF99BD35A5A84DD3597D6D2D113652466EC528D8A3FA6A26A9C8E50B5D350B393D9BEA8B9BEBD9B4A1678D8243BCFFDFD044683D950A44AEE7F5627AA3B36217F5DCAAB11208EB856B8990E42E2AEE9869660371B390340A1BCDE53FF3862E63D7D299BCABFC7F269B594D17BDE5F6929135F266A1A8173366CE1BC9679281987943324725996468972286E47BA14E7E54ABD4925D894B23A82975CBE402A82D924BE0AEF3E0B3EA58870D7DF560BD936C001B5CA41BBC28B12A63D588348635C53D43CE824DA7C8D3A0670EDC94C26D4A3956B1FD412D09C967A7B38F296577599C83CED10FB72DCE09A739DFC1B5BE273F80BB3F929F405D625CACD5653DB4B8F6E7E436D8F9927C0176BF025BA48046C4DA1AFDA8B5BB15DCE3217DA057C63663ACD2CC7AAF489A1638AD650B39F7DC03FBEE929BE41DD027797CACD7F700AEFF21F9887C0CEE7D423E05ADF2FD9C1FFF39F6CD818367C879320A5A8FDE86187BDB32DCBE05324E2E81C33172114C0A3A586BC714D677F804B8FF241922A7C1D130684D7117EFDBF50DFB6AF433F9059CF80A0677C8EFA053E6A807F7557BBAE00EECA0A615412FE7A0D7DA833DD2172167C171EEC920F7DA258919E03A0D1CE798C3E41170E228790C7C5D873368ADF790D75676B7458CD08D70FF6F891BA31B6B47EC5B191EA00B94E45286E489266926B97BBA358557493ED6A8D11A3359638235E6608D395463E6ABCD38EE7F56ABBC214A318D4DE957396B4E4FE524977E3454DE088ACAF85FD56E10EE67B51B81FBFDDFD9D4FB58450F4F8397A7C3CBD3F31753E7DA4B

 

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One suggestion I'd make is to replace the Blessing of the Zephyr KB Protection in Hover with the Kismet +6% to Hit. 8 points of knockback protection isn't that useful, most enemies have knockback that is less than 4 so a single KB protection IO is sufficient for most situations. Putting in a kismet +6% IO means that you'll be able to fast-cast Moonbeam without having to rely on one of your buildup procs triggering. To be honest you can probably also afford to lose the Winter's Gift IO in Hover, it's not awful but it's kind of situational, especially on a Defender that isn't specifically designed for tanking.

 

I'd also slot Fortitude for Defense over To Hit but that's something of a personal preference. That being said I'm not sure if Hamidon Enhancements are available on the server but if they ever are Membrane Exposures are perfect for Fortitude. Three of them will cap it for Defense, To Hit and Recharge which can let you move some slots elsewhere.

 

I'd slot both Dark Blast and Tenebrous Tentacles for Damage (and maybe move some slots form them into Nightfall), your overall damage is really light, remember sometimes the best defense is a good offense.

 

It's worth adding Blackstar. Even if you don't really slot it up the huge To Hit penalty can basically disable an entire group.

Defender Smash!

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Between Blackstar and Void Judgement I can nuke pretty much any group.

 

Once you start slotting sets and getting regen and end bonuses, you don't really run out of endurance anymore. So the end costs of the nukes is manageable and I slot Blackstar with dmg and to hit debuff.

 

I also grabbed fly, and slotted it with the Freebird set for stealth.

 

Also consider grabbing Recall Friend for med-evac situations, I've found it very helpful to be able to fall back, grab the deadies and rez them outside of the AOE'ing mobs.

Excelsior - Grey Scale 50+ Emp/Dark Def - Thermal Meltdown 50+ Rad/Fire Brute - Old Growth 50+ Plant Troll - Enrico Fermi 50+ Rad Blaster

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If you're going to take Power Mastery, skipping Power Build Up is a crying shame.

 

POWER BUILD UP BOOSTS HEALS AND BUFFS.

 

It's not just an 1 time attack build up. Its a 12 second buff during which you'll have enhanced heals, mezzes, tohit buffs, and so on. And thanks to the epic pool changes you can take it at 35!

 

I can't get the data chunk to import so it's hard for me to add anything further to the specific analysis but I do want to point out that Vigilance provides an endurance buff as soon as someone on the team with you stubs their toe. Conserve Power is nice to have to counter Malta Sappers and things like that, but if you have a nice solid build with end redux throughout you will probably be ok without it if you're that pinched for power choices.

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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Do not take Power Build Up from Energy Mastery. The recharge is too long. Instead, switch to red side and run a patron arc, then grab Soul Mastery for Power Boost. Same great effects boost as PBU, with a much shorter recharge. The only thing it lacks is the damage and tohit buff, which as an Emp defender you’re barely getting any use out of anyway.

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Given the lack of damage I'm assuming you never plan on soloing, it will be slow and painful if you do.  Personally I prefer slotting the blasts as damage powers and just letting the attached debuffs be there, I think your primary provides enough support that you don't need to lean so hard on your secondary for it as well.  That being said, you do you  :)  It's not that I don't think the slotting can make a mitigation difference, I just didn't personally like the opportunity cost to my damage to maximize it.

 

More generally, I think the main set bonus you are going to want to shoot for is probably recharge, the later half of the set are your moneymaker powers and you want them up as often as possible.  I'm going to go ahead and post roughly what I was using back on live below as a point of reference.  I say roughly because, well, it's been a while and I don't have the build saved so going on memory.  Please don't take it as a "you should build this way"  some of the powers are for concept and I never went all out on spending the money for a "perfect" build, if such a thing even exists.  I'm merely posting it as another jumping off point for ideas.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

oldemp: Level 50 Mutation Defender

Primary Power Set: Empathy

Secondary Power Set: Dark Blast

Power Pool: Flight

Power Pool: Teleportation

Power Pool: Speed

Ancillary Pool: Power Mastery

 

Hero Profile:

Level 1: Healing Aura -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(3), DctWnd-Heal/Rchg(3), DctWnd-Heal/EndRdx/Rchg(5), DctWnd-Heal(5), DctWnd-Rchg(7)

Level 1: Dark Blast -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(7), EntChs-Dmg/Rchg(9), EntChs-Dmg/EndRdx/Rchg(9), EntChs-Heal%(11), Thn-Acc/Dmg(11)

Level 2: Heal Other -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(15), DctWnd-Heal/Rchg(15), DctWnd-Heal/EndRdx/Rchg(17), DctWnd-Heal(17), DctWnd-Rchg(19)

Level 4: Fly -- Srn-EndRdx/Fly(A)

Level 6: Resurrect -- RechRdx-I(A)

Level 8: Clear Mind -- EndRdx-I(A)

Level 10: Gloom -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(42), EntChs-Dmg/Rchg(43), EntChs-Dmg/EndRdx/Rchg(43), EntChs-Heal%(43), Thn-Acc/Dmg(45)

Level 12: Fortitude -- HO:Cyto(A), HO:Cyto(13), HO:Cyto(13)

Level 14: Hover -- Srn-EndRdx/Fly(A)

Level 16: Tenebrous Tentacles -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(21), PstBls-Dmg/Rchg(23), PstBls-Dmg/Rng(23), PstBls-Acc/Dmg/EndRdx(25), PstBls-Dam%(25)

Level 18: Recovery Aura -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(19), EffAdp-EndMod/Acc/Rchg(21), EffAdp-Acc/Rchg(46), EffAdp-EndMod/Acc(46), EffAdp-EndMod/EndRdx(48)

Level 20: Night Fall -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rchg(34), PstBls-Dmg/Rng(34), PstBls-Acc/Dmg/EndRdx(34), PstBls-Dam%(36)

Level 22: Recall Friend -- Jnt-Rng(A)

Level 24: Absorb Pain -- Heal-I(A), Heal-I(40), Heal-I(46)

Level 26: Regeneration Aura -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(27), DctWnd-Heal/Rchg(27), DctWnd-Heal/EndRdx/Rchg(29), DctWnd-Heal(29), DctWnd-Rchg(31)

Level 28: Teleport -- Jnt-EndRdx/Rng(A)

Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)

Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)

Level 35: Dark Pit -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(36), Stp-Acc/EndRdx(36), Stp-Stun/Rng(37), Stp-Acc/Stun/Rchg(37), Stp-KB%(37)

Level 38: Blackstar -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(40)

Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)

Level 44: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ResDam-I(45)

Level 47: Force of Nature -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(48), ResDam-I(48)

Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)

Level 1: Brawl -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

Level 1: Prestige Power Surge -- 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(50)

------------

 

 

Random notes:

Absorb pain is rarely used, but I wanted it to hit hard when the situation arose, so I slotted it for heal and nothing else.  Waaaaaay back before ED I had that puppy 6 slotted to deal with all the heart attack tankers.  But it was always for pure healing, it's not a power you want to be hitting often.

Fortitude: Before getting hamis I would 6 slot fortitude for 3 recharge 3 defense (or a set that gives similar results) I'd probably pull the slots off conserve power and the last slot off dark pit (the proc) for this.

Tenebrous Tentacles: The immobilize is ridiculously perma out of the box, you don't need to enhance the lockdown.

Nightfall: So, the nightfall cone is a little narrower and longer than the tentacle cone, just to make things interesting.

Dark pit: As stuns go it's not a great one, but what do you expect in a blast secondary (for a blast set crowd control it's pretty solid actually.)  That being said, taking all the minions out of a fight (or stacking with a controllers stun to hit the bosses too) is a decent chunk of mitigation.

Power build up: simply amazing in combination with fortitude.  The combo is a 38% defense buff on the target, when the softcap is 45% they don't need much personal defense to get there at that point.

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I'm not reading super into all this, but I do want to say I've played an Emp/Dark since before CoV was a thing, and my skills/abilities were a mess all the way to 50, when I just re-picked into what I really wanted/needed. I honestly think if you want to level one up, level it focusing pretty heavy on the DPS/picking what makes solo or small team play worth it, then repick your abilities once you're past 40 and you have much better choices viable, with better options for slotting.

 

Once I hit 50 though, I slotted most of my dps abilities with DMG. Soloing, even then, was a grind and I'd just use superspeed to bypass any missions I could. You don't really need +tohit, imo, depending on play style, but with a healer-heavy build while you should be DPS'ing in downtime, it's not worth fretting about 1 or 2 misses here or there in exchange for the higher DPS output on everything else.

 

It's a solid build late game and super fun to play, once the slots are in the right spot to keep your team going and the dps flowing. :)

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