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The Modern Empathy Defender


Lady War

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As I get deeper into Homecoming I realize more and more that a purebred healer power set like Empathy is not needed. 

 

Alpha strike - if it hits defense based tanks. Or if hits resistance based tanks hard enough. If they don't have a set or incarnate heal, or inspirations I might get to heal.

 

Squishes - smart play tends to trump defense and resistance. Sometimes you have it all, I might get to heal. If their not an inspiration glutton. So what does the "modern" Empathy Defender do? Well for me, everything. 

 

This build allows the Empathy/Sonic Defender to check a lot of boxes. He can heal, buff, reduce resistance, control mitigate, damage. He is 6 seconds off of perma hasten without FF or Cross Punch. With FF alone -12 seconds. .05% from S/L and defenses that should be easily capped in any team environment. It's fun and non-stop game play whether you are keeping Fortitude up, mitigating damage with Shockwave or nuking. 

 

I'm new to building so please leave feedback!

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Technology Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Healing Aura -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(23), Prv-Absorb%(23)
Level 1: Shriek -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(3), SprDfnBst-Dmg/EndRdx/Rchg(3), SprDfnBst-Acc/Dmg/EndRdx(17), SprDfnBst-Acc/Dmg/EndRdx/Rchg(19), SprDfnBst-Rchg/Heal%(19)
Level 2: Heal Other -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(29), Pnc-Heal(29), Pnc-Heal/+End(40)
Level 4: Scream -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(5), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(13), Apc-Dam%(15), GldJvl-Dam%(15)
Level 6: Howl -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(7), SprVglAss-Dmg/EndRdx/Rchg(7), SprVglAss-Acc/Dmg/EndRdx(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(9), SprVglAss-Rchg/+Absorb(13)
Level 8: Resurrect -- RechRdx-I(A)
Level 10: Shockwave -- Ann-ResDeb%(A), OvrFrc-Dam/KB(11), FrcFdb-Rechg%(11)
Level 12: Fortitude -- LucoftheG-Def/Rchg(A), LucoftheG-Def/Rchg+(37), ShlWal-Def/EndRdx(43), ShlWal-Def/Rchg(45), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(46)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Hover -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(17), BlsoftheZ-ResKB(21)
Level 18: Recovery Aura -- RechRdx-I(A)
Level 20: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(21)
Level 22: Assault -- EndRdx-I(A)
Level 24: Fly -- BlsoftheZ-ResKB(A)
Level 26: Regeneration Aura -- Prv-Heal(A), Prv-Heal/Rchg(27)
Level 28: Kick -- Empty(A)
Level 30: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(31), Ags-EndRdx/Rchg(31), Ags-ResDam/EndRdx/Rchg(33), Ags-ResDam(33), Ags-Psi/Status(50)
Level 32: Adrenalin Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(34), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(34)
Level 35: Charged Armor -- GldArm-End/Res(A), GldArm-ResDam(36), GldArm-3defTpProc(36), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(37), UnbGrd-Max HP%(37)
Level 38: Dreadful Wail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FuroftheG-ResDeb%(40)
Level 41: Screech -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-Acc/Rchg(42), AbsAmz-EndRdx/Stun(42), AbsAmz-ToHitDeb%(43), Dcm-Build%(43)
Level 44: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(45)
Level 47: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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 -- Clr-Stlth(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(31), RgnTss-Regen+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25), EndMod-I(46)
Level 50: Spiritual Core Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Reactive Radial Flawless Interface 
Level 50: Warworks Core Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Melee Core Embodiment 
------------

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18 minutes ago, Coyote said:

3-slotted Heals and 6-slotted attacks? Clearly you don't know how to build or play a healer. Go back to the drawing board and 6-slot the three heals. 😛

50% of my heals are 6-slotted 🙂

 

It is kind of the idea tho. I can probably count on both hands the amount of times I have to heal per instance. 

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Not entirely sure but thinking @Coyoteis trying to break their sarcasm meter. 🤪

 

I do see one thing that's most definitely missing though (goes back to triple check) you are missing --> Clear Mind

 

Quick fix, drop Resurrect replace with Clear Mind.

 

And I'd prefer Tactics over Maneuvers personally or both if you must.

Edited by Doomguide2005
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2 hours ago, Doomguide2005 said:

Not entirely sure but thinking @Coyoteis trying to break their sarcasm meter. 🤪

 

Possibly. I only have an in person sarcasm meter. 

 

2 hours ago, Doomguide2005 said:

I do see one thing that's most definitely missing though (goes back to triple check) you are missing --> Clear Mind

 

Quick fix, drop Resurrect replace with Clear Mind.

While I certainly used the bejeezus out of it while leveling, I was under the impression that at the end game this power is 100% not needed. If that's not the case I will go back and fix up the build. Anything else? 

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Endgame, CM is needed less as many pickup Clarion.  However, it still comes in handy.  And it's still very very handy if you ever Malefactor down and run lower level content.

I never take Absorb Pain.  It's a death trap.

Ressurect is optional.  Outside of trials you can use temp res powers.  Inside trials, the hospital is usually close enough.  you can also use Barrier +Ressurect.   It's IS a sacrifice, but it's probably the lesser sacrifice.


For traditional Empaths you'd want to look at my Harlequin Device, Burke, and Strauss builds.  Depending on just which way you want to build.  Harlequin Device is about as close to a fully armored (almost) Green Machine spec build I'll ever actually build.   Burke and Strauss are more traditional Empathy Offenders, but for others not myself.  Burke has lighter armor, less resist, Vengeance and Res.  Strauss has heavier Armor and Resist, but loses Vengeance, Stun, etc.

 

My 'main emp' build doesn't have CM ... but my main emp is ... a bit sacrilegious.  You probably do not want to follow my example there as it was built for relatively heavy armor and offense in order to solo a +4x8 ITF.  It was not built so to be anything resembling a traditional empath.

Emp Sonic - Burke 6 - [i26].mxd Emp Sonic - Strauss 5 - [i26].mxd Emp Sonic - Harlequin Device 2 - [i26].mxd Emp Fire - Harlequin Octagon 2 - [i26].mxd Emp Fire - Combat Medic Concept 4 - [i25].mxd

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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

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What Linea said.  Incarnates in a league someone's likely to have Clarion.  But in DA arcs or a level 50 team it's more iffy.  Then even some melee sets have, not often mentioned (because it's rare to run into), mez holes.  My Claws/SR has been Terrorized for example.  Or allowing folks not to have to break los vs Rommy's mag 20 stun when he rezzes.

 

Then you get into other benefits such as CM's +perception helpful when Arachnos start throwing out "Blind" effects particularly if there's no Tactics around.  And of course to benefit they have to be in range.  Bottom line CM is still often beneficial enough to warrant taking especially considering it's a base slot good to go power.

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CM is a good power, but I still hate taking it because it feels so boring and of questionable use in a lot of situations. I have contemplated dropping it and if a blaster gets mezzed and dies occasionally then that’s a worthwhile sacrifice (not very empathetic mind!).

 

I would say CM is very good in small teams where your teammates would rely on it. If you’re duoing with a squishy it will make a huge difference against some enemy teams. In large teams there is usually enough cover from melee or just numbers they it’s not necessary. 
 

Arguably there are other powers that provide greater utility and in more diverse situations. So it’s a question of priorities.

Edited by Peacemoon

Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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While I sympathize with the annoyance factor the thing is it's a yes/no power by and large.  Yes I have CM so my squishy gets to continue to contribute to the fight or no I'm mezzed and contribute close to nothing for the duration.  There's a reason Clarion is a popular choice.

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8 hours ago, Doomguide2005 said:

While I sympathize with the annoyance factor the thing is it's a yes/no power by and large.  Yes I have CM so my squishy gets to continue to contribute to the fight or no I'm mezzed and contribute close to nothing for the duration.  There's a reason Clarion is a popular choice.

Clarion is mainly useful while solo as a squishy, because you don’t need to worry about mezzes. Unfortunately CM is not Clarion. When you’re in a team it’s a very different issue because usually the people who are being mezzed have their own protection.

 

Not saying CM is bad or useless, but I’ve found it a lot more niche than excepted wisdom tends to say. Basically the more you team in small groups and with squishes the better it is. Bigger groups with melees present I rarely use it.


Even the +perception - I bring that with tactics.

 

Basically I probably will spec out of it eventually just to test this theory. At the moment I did feel quite compelled to squeeze it in.

 

 

Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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I'd agree Tactics definitely marginalizes CM for the purpose of perception.  The only thing it provides at that point is freedom of movement ... they don't need to stay in range of the Tactics user to benefit.

 

Guess I'm not following the line of thought that a squishy on a large team somehow has less need of the mez protection than one on a smaller team?  It's every bit as frustrating to get mezzed for the player regardless of team size,  never mind the lost contribution to the team from the mezzed character.  Are 50+ teams truly that packed with nothing but mez protected melee ATs that CM/Clarity aren't needed?

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Thank you all for the input. Here is the build I came up with after reviewing what you guys wrote, the build that @Linea shared and the original inspiration from @Auroxis. This is a pure team build taht I'll be running Incarnate Trials on and other end game content. I've chosen not to use CM although I have an alternate build that does include it if I find myself needing it regularly. With Power Boost ( I underestimated this power) I have nearly soft capped melee and aoe def and soft capped ranged. It's rocking Capped S/L res and 18s recharge on Fortitude without FF proc. I just ran a speed ITF with 10ish enhancements slotted - kept everyone alive, juiced up in fort and ab and had a blast doing so. Let me know what you guys think.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Science Defender
Primary Power Set: Empathy
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Healing Aura -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(7)
Level 1: Shriek -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Acc/Dmg/Rchg(13), SprWntBit-Rchg/SlowProc(17)
Level 2: Heal Other -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(34)
Level 4: Scream -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(23), SprDfnBst-Dmg/EndRdx/Rchg(25), SprDfnBst-Acc/Dmg/EndRdx(25), SprDfnBst-Acc/Dmg/EndRdx/Rchg(27), SprDfnBst-Rchg/Heal%(27)
Level 6: Howl -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(17), SprVglAss-Dmg/EndRdx/Rchg(19), SprVglAss-Acc/Dmg/EndRdx(19), SprVglAss-Acc/Dmg/EndRdx/Rchg(21), SprVglAss-Rchg/+Absorb(23)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 10: Shockwave -- OvrFrc-Dam/KB(A), Ann-ResDeb%(11), FrcFdb-Rechg%(11)
Level 12: Fortitude -- LucoftheG-Def/Rchg(A), LucoftheG-Def/Rchg+(13), Rct-Def(37), Rct-ResDam%(37), ShlWal-ResDam/Re TP(40)
Level 14: Hover -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(15), BlsoftheZ-ResKB(15), BlsoftheZ-Travel(50)
Level 16: Fly -- BlsoftheZ-ResKB(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(43)
Level 20: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(21)
Level 22: Kick -- Empty(A)
Level 24: Assault -- EndRdx-I(A)
Level 26: Regeneration Aura -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(46)
Level 28: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31), StdPrt-ResDam/Def+(31), Ags-Psi/Status(33)
Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(31), Rct-Def(48), Rct-Def/EndRdx(50)
Level 32: Adrenalin Boost -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(46), RechRdx-I(48)
Level 35: Screech -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(36), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(37)
Level 38: Dreadful Wail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), Obl-%Dam(40)
Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(42), GldArm-ResDam(43), GldArm-3defTpProc(43)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Resurrect -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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 -- Clr-Stlth(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(45), RgnTss-Regen+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(45), EndMod-I(46)
Level 50: Spiritual Core Paragon 
------------

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Looks very solid.  Be interested in learning how much or if you dont miss CM.

 

Just going to point out a trivial change to think about.  The Numina's +recovery/+regen will only fire off when you use HO.  Consider swapping around the sets used in HO and HA ... like I said trivial especially if you never solo or always have a pet to HO.

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1 hour ago, Doomguide2005 said:

Looks very solid.  Be interested in learning how much or if you dont miss CM.

 

Just going to point out a trivial change to think about.  The Numina's +recovery/+regen will only fire off when you use HO.  Consider swapping around the sets used in HO and HA ... like I said trivial especially if you never solo or always have a pet to HO.

Thats interesting I didn't know that. I was under the impression if it was equipped it...just worked. Thanks for the heads up. 

 

Edit: Is that also true of the Absorb Proc in HA?

Edited by Lady War
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Probably but because my computers dead I can't currently check it out.  I know Numinas, Miracle and the Regenerative Tissue work(ed) that way (and more than a few others).  They were what were called Proc 120's.  They had a 100% chance to fire when the power was used and granted their buff for 120 seconds thereafter.  Auto powers work well because they renew themselves and constantly trigger the procs.  Far as I know that hasn't changed but the Absorb proc is newer.  I'm guessing someone like @Bopperwould know for sure how it/they function nowadays.

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2 hours ago, Lady War said:

Thats interesting I didn't know that. I was under the impression if it was equipped it...just worked. Thanks for the heads up. 

 

Edit: Is that also true of the Absorb Proc in HA?

It is my understanding that if the Preventative Medicine Absorb Proc is slotted anywhere, it just works. But as Doomguide mentioned, the global120 procs, like Nunina, requires you to activate it. It will trigger 100% of the time and will last 120s, so keep that in mind.

Edited by Bopper
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20 hours ago, Doomguide2005 said:

I'd agree Tactics definitely marginalizes CM for the purpose of perception.  The only thing it provides at that point is freedom of movement ... they don't need to stay in range of the Tactics user to benefit.

 

Guess I'm not following the line of thought that a squishy on a large team somehow has less need of the mez protection than one on a smaller team?  It's every bit as frustrating to get mezzed for the player regardless of team size,  never mind the lost contribution to the team from the mezzed character.  Are 50+ teams truly that packed with nothing but mez protected melee ATs that CM/Clarity aren't needed?

I suppose I’m looking at it from a different angle. If a squishy gets mezzed in a team of 8 there are still 7 people fighting and so even though it’s annoying for that 1 person it doesn’t effect the team too much. The longest duration mezzes are sleeps and they can be broke by heals as well as damage.

 

But in a small team if there’s only 2-4 of you it will make a much bigger difference if someone gets mezzed, and much more likely to result in deaths and wipes. 
 

I mean it depends a lot on the circumstances but certainly this is the type of thing I consider when trying to weigh up CM in my build, especially when it’s competing with other ‘nice to haves’ like vengeance or victory rush, etc.  It’s a bit of a judgement call though and depends how you team, there is no clear right or wrong with regards to CM I don’t think..

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Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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There are 16 support sets, 10 of them offer anti-mez tools, and 6 out of those 10 offer a complete anti-mez package that deals with immobilization/hold/stun/sleep - the most common mezzes in the game.

 

Anti-mez tools are rare, I take them on any support set that has them.

 

I never thought I see the day when people start espousing dropping anti-mez tools from their power picks. Yes at high levels many people run clarion, and the impact of that for these support sets that have anti-mez tools is significantly more visible on larger leagues. Great! that frees you up to offend and use the other tools in your arsenal. However there are a number of people without mez protection that don't take clarion, and there is also the fact that lower level content don't have access to clarion.

 

Blasters, among other ATs, like controllers, defenders, corruptors, HEATs, and masterminds are forced to deal with mez. I play blasters a lot, and I can't expect to team with one of the above 6 support sets every time, so I combine insps and I prepare and make sure I have answers when I do get mezzed because it's bound to happen even when I'm running a softcapped build. However if such a support set joins the team I am hopeful that they will be able to use their anti-mez on me proactively so I can shift my efforts to insp combine reds and just focus on dealing damage rather than hoarding BFs. More often than not that hope is utterly crushed so I continue to support myself.

 

People are lazy, people forget, people don't pay attention to the team. It's not that "these squishy ATs have ways to deal with mezzes," it's more "we are forced to handle it ourselves because the people that have such tools won't use them to help us"

 

Imagine a football team where the offensive tackle won't block because "the tight end can block, so can the fullback..."

 

It's cool that you want to contribute to the team and bring both your offensive and support capabilities to the table, but you have a job to do and you have unique tools in your arsenal that no one else has, don't forget that.

 

And if you have trouble fitting in CM in your combat rotation I've already suggested how in the other thread. Do it towards the end of combat in the cleanup phase so squishies can go into the next engagement without worry.

 

 

Edited by Nemu

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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While @Nemuand I obviously don't agree with the conclusion @Peacemoon I do understand where you're coming from.  Thanks.  Seems like it's a combo of Clarion, everyone having capped defense (no hit no mez), the addition of the Sorcery pool, the ease in defeating mobs, and dilution when the mezzed target is one of 16+ (or basically from the team view point almost no one is really missed by being non-functional for a brief bit (even if it seems like an eternity to that player) leading to its devaluation overall.

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Yeah we aren’t going to agree on CM. I’m not saying it’s useless but there are lots of times it doesn’t bring as much to the team as other choices. It’s like resurrect and vengeance. I’ve ran whole TFs where no one has died, but then I’ve ran into situations where they’ve been awesome. Yet more people are willing to skip resurrect than CM, whereas in my experience resurrect can be really handy at keeping the team’s momentum up. 

Again it comes down to who you team with and how. My husband has just rolled a blaster and if I start duoing with him a lot than CM will become super awesome. Whereas when I played mostly solo or in large teams it gave very limited benefit in my experience. 

Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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1 hour ago, Lady War said:

@Bopper any ideas on if Shockwave is mathematically good for FF proc? My observation is it doesn't proc often.

You only have a 16.24% chance to proc off of each target hit (not great). But you can hit multiple targets, so if you managed to hit 4 targets each time in your shockwave, you'd see a 50.78% probability of FF proc going off for you.

 

100% - (100% - 16.24%)^4 = 50.78%

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PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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Maybe it's because I enjoy emping on raids (and thus, yes, I take a rez too,) but ... yeah, I'll pretty much always take CM. I never assume I can rely on anyone else to do it or pay attention to Clarion (or that a tank running off to herd during a MSR isn't going to run into a pack of Rikti mages.) Besides, it doesn't need slotting, so I can stick those slots into something else.

 

Not to mention I don't tend to do complete rebuilds at 50, and it's extremely useful while leveling. 🙂

 

About the only CM-like power I tend to skip is Clarity.

Edited by Greycat
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Absorb proc is a 'grant power' It'll work so long as it's in the build ... but may require the power to be usable (power level - 5).  I don't remember.

Power Boost is short duration, if it's a toggle 10 seconds later you lose it.  Power Boost + Fortitude however, will last until the Boosted Fortitude is over-written or expires.

 

AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

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While I agree that on teams full of people with thought out builds empathy has trouble providing much value. Although to be fair, this is true of basically all defensive utility at that point, empathy just leans further into defensive than average for buff/debuff sets.

 

That being said, unless you are only playing in a static group with your empath (at which point, you could plan your builds around having an empath on deck) all your teammates not needing defensive help is not always the case. People with defenses that haven’t been softcapped love fortitude. Heck sometimes the ones that are softcapped do, because they aren’t softcapped to [damage type/position X]even if they are to others.

 

By no means am I saying empathy is going to be the standout support set on optimized teams, I’m just saying it can be pretty good in other places.

 

random tangent: If I were to build an empath now I would probably skip absorb pain, but man back in the pre ED days I loved it for heart attack tankers.

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