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Posted (edited)

Round 2: Empathy

"Your powers give you the ability to heal and aid allies as well as yourself. Empathy has no offensive powers, but its heals and buffs are unmatched."

 

image.png.f5e865246e9571a20a87f59ceba41f72.png

 

The Challengers...

 

Ankh

Empathy / Water / Soul DEFENDER

 

Ankh1SM.thumb.jpg.80a6ef9820f22c789d9047f3bba78dcb.jpg

 

Concept: Lord of the Wrapped. Empowered by Ra, the sun god to reclaim incarnate power stolen by the insolent Greek deities.
Blasts of punishing sand and bursts of radiant vitality. Hunting down Mu mystics in service to Scirocco who have plundered the tombs of the ancients and stolen relics.

Playstyle: Light switch. Buff first. Then Blast away. Support on the fly.
 

VS
 

Frisson Sensate

Symphony / Empathy / Ice CONTROLLER

 

FrissonSensate8SM.jpg.1dabaf46fbae157a154b6585b3577b5d.jpg

 

Concept: Famous soft rock superstar who gained power through abuse of designer neuro-pharmaceuticals synthesize using CSF from Praetorian Seer Network. His vocal talent has been enhanced to where his songs amplify the emotions of his listeners bringing them euphoria and elevating them to heights of passion.
Playstyle: Blanket enemies with 7 swaths of far-reaching cone attacks, layering multiple CCs and debuffs. Support as needed.

 

 

Matchup Video

 

Both are designed to bring the pain as much as ease the pain. Of special note, Frisson was designed by Cathy (Chat GPT) and I can't wait to show you what she came up with.

 

Edited by Dark Current
Posted (edited)

Frisson's 801 Trials

"The Slaughterhouse doesn’t let you save the team. It lets you trade it—one soul at a time." Chatty Cathy

 

 

The Challenge: AE 801 Trials

  • A brutal custom mission arc designed by @Linea to push support builds to their limits
  • Includes elite bosses, ambush chains, and heavy debuffs
  • Played at +4/x8 difficulty with incarnate-level enemies
  • 5-man teams, level 50 minimum
  • Increasing mission difficulty from Tier 1 - Tier 5, randomly selected from mission list by die roll
  • Trial ends when either Defeat Condition is met: 4 out of 5 defeated teammates at the same time; time-limited missions (30, 30, 45, 45, 60) or Success Condition is met: complete all 5 tiers of missions before the time limit expires.
  • No extraneous help, no 'cheese' temp powers like AV summons or super-inspirations, no email access, no exiting the map, no hospital visits... just what your character has on them and would 'normally' do within the purview of their build
Edited by Dark Current
Posted (edited)

🍿🍺 I'm glad you're enjoying the missions.  I've been chuckling almost non-stop for the last 2 hours. Voltak and Lumi both frequently brought empaths to these.  If Either of them joined the team I'd automatically set it 1 tier higher. 😉

 

"801.0 I hope this isn't too easy peasy"

- 801.0 is the easiest.  It's intended for a very small team or solo

 

"801.5-C ..."

- You overlooked the team-size multipliers in the list.  That effects lots of things within the tier itself, including mission length and difficulty.

- 801.5 is intended as a full team test, as compared to the small team/solo test above.  Each tier is roughly double the difficulty of the previous tier and you went from the bottom of tier 1 to the top of tier 2.  I'd guess that means this mission is about 3-4x harder than the one you started with, as well as about twice as long.

 

"801.6-Static ..."

- Static tagged missions are "Very Short, Static, less comprehensive, lightweight tests" designed so you can quickly and easily test and compare tiers "Without the Randomness". 

 

"801.7-Tech-R"

- I hope you brought your grown up pants.

- This is just barely over the balance point where game mechanics start breaking. 

- Give me the smallest amount of team buffs and the mechanics balance back out.  However, this is why I made the 6s and inserted them into the list.  The 6s are just under the mechanics balance point.   It was fun and interesting to really find how all the various mechanics work and when and where and how they break.

- I ran a lot of 6's and 7's depending on the balance point of the team.

 

"It's hard to figure out a time limit"

- Teams vary too much, You'll never get one answer here.  I've had teams complete Difficulty 15 in less than 30 minutes, and teams fail difficulty 2 after 2 hours.  

 

"We've Got this."

"Wasn't too bad."

"Oh !@#$ ... Oh ^%!@#,  ... OH! @#$ %!@# &%@#!"

"Got Smoked. Bro!"

"They broke the Unbreakable Tank ... "

"It's getting to the point that I have to start buffing the tanks ..."

"We're dying like crazy ..."

"Come to the PO AE and have BAG of Wakies ..."

"Holy !@#$ this is !@#$%$# Insane ..."

"What the !@#$ was that! Holy %@#% ..."

"Does that Count? ... That was Brutal! ... The Doom of the Squad ..."

- *Evil Chuckle* 🤣

 

Edited by Linea
  • Like 4

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.

Posted

@Linea

Been running these with a couple diff groups (along with DC.) Love this stuff. I've had the team express hesitation about doing them, however once started thegrind is addictive.

Thanks.

  • Like 1
Posted
On 8/7/2025 at 4:15 PM, Linea said:

🍿🍺 I'm glad you're enjoying the missions.  I've been chuckling almost non-stop for the last 2 hours. Voltak and Lumi both frequently brought empaths to these.  If Either of them joined the team I'd automatically set it 1 tier higher. 😉

 

"801.0 I hope this isn't too easy peasy"

- 801.0 is the easiest.  It's intended for a very small team or solo

 

"801.5-C ..."

- You overlooked the team-size multipliers in the list.  That effects lots of things within the tier itself, including mission length and difficulty.

- 801.5 is intended as a full team test, as compared to the small team/solo test above.  Each tier is roughly double the difficulty of the previous tier and you went from the bottom of tier 1 to the top of tier 2.  I'd guess that means this mission is about 3-4x harder than the one you started with, as well as about twice as long.

Thanks for putting these together @Linea They're a fun challenge for testing my DECONs.

 

If each tier is 2x as hard as the one before, how would the 801.0 compare to a standard +4 radio or paper mission?

Posted
18 hours ago, Dark Current said:

If each tier is 2x as hard as the one before, how would the 801.0 compare to a standard +4 radio or paper mission?

Harder.  I really don't know how much harder.  My original intent was to design a mission, or two, that would test each potential mechanic and/or potential hole in armors.   I never really intended to do more than the two missions that were what is 801.2 now.  But people asked for more.

  • 801.0 would be roughly equivalent in layout, and overall mission mechanics, and short small maps like radios.
  • I'd guess somewhere between 1x and 2x length, but I really didn't measure it that way so I'm not sure.
  • Harder Mobs, it has 801 mobs instead of standard mobs.  I'd guess they are probably similar to Blackwing, or Blackwing are similar to them.   But I don't know.  I tested the early Blackwing prototypes when they were still buggy and overpowered.
  • Harder, Even with just 801.2, I stopped counting after slaughtering a few thousand tanks.

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.

Posted

Frisson Sensate, Empathy Controller analysis:

 

 

Mission Overview

  • Mission 1: 801.0 IC 6034 = 16 minutes
  • Mission 2: 801.5 C IC 6035 = 36 minutes
  • Mission 3: 801.6 Static IC 6041 = 30 minutes
  • Mission 4: 801.7 Tech R IC 6089 = 18 minutes

4 Teammates: Arcfusion (Tanker), Shocksplice (Tanker), Nate Shocks (Sentinel), gyyv (Peacebringer)

Total Time = 100 minutes

 

1. Survivability – Personal Defeats

Mission

P Defeats

Time

Teammate

RATE

Composite

 

1

0

16

4

0.000

0.000

 

2

7

36

4

0.194

0.049

 

3

7

30

4

0.233

0.058

 

4

3

18

4

0.167

0.042

 

 

 

 

 

 

 

 

Total

17

100

 

0.149

0.037

AVG

 

 

 

 

0.103

0.026

STD

 

 

 

 

0.051

0.013

SE

 

image.png.fb8ea11e2d2c99a0ede36d4c814418e4.png

 

 

2. Risk – Ally Defeats

Mission

A Defeats

Time

Teammate

RATE

Composite

 

1

0

16

4

0.00

0.00

 

2

8

36

4

0.22

0.06

 

3

17

30

4

0.57

0.14

 

4

10

18

4

0.56

0.14

 

 

 

 

 

 

 

 

Total

35

100

 

0.34

0.08

AVG

 

 

 

 

0.28

0.07

STD

 

 

 

 

0.14

0.03

SE

 

image.png.ccc362ecedce8687b7c09b19c242db1e.png

 

3. Resilience – Damage Taken

Mission

DMG In

Time

Teammate

RATE

Composite

 

1

1454

16

4

91

23

 

2

20112

36

4

559

140

 

3

23342

30

4

778

195

 

4

11814

18

4

656

164

 

 

 

 

 

 

 

 

Total

56722

100

 

521

130

AVG

 

 

 

 

300

75

STD

 

 

 

 

150

38

SE

 

image.png.7897388b65cc0fa88bec147be3a54c6f.png

 

3a. Punishment – Damage taken vs Personal defeats

image.png.643be4fcbcea4f6071b215637ca3d9fd.png

 

3b. Overwatch – Damage taken vs Ally defeats

image.png.6d00b7fa7b9d67f8cc396d143d55c905.png

 

3c. Pet Loyalty – Pet Damage Taken

Mission

Char DMG In

Pet DMG In

Total

PP

CP

1

1454

2441

3896

62.7%

37.3%

2

20112

6931

27043

25.6%

74.4%

3

23342

20656

43997

46.9%

53.1%

4

11814

3684

15498

23.8%

76.2%

 

 

 

 

 

 

Total

56722

33712

90434

39.8%

60.2%

 

image.png.8ed3709336636db68144e3c445a424ca.png

 

3d. Pet Sacrifice – Pet Damage Taken vs Team Defeats

image.png.e6bb49c2b6b6889f29251a7b4e862ef3.png

 

4. Disruption – Controls Delivered

Mission

Controls

Time

Teammate

RATE

COMPOSITE

 

1

406

16

4

25.4

6.3

 

2

1013

36

4

28.1

7.0

 

3

1497

30

4

49.9

12.5

 

4

1235

18

4

68.6

17.2

 

 

 

 

 

 

 

 

SubTotal

4151

100

 

43.0

10.8

AVG

 

 

 

 

20.3

5.1

STD

 

 

 

 

10.1

2.5

SE

 

image.png.2f47fb876cfca35f1c3374e227ea9b91.png

 

4a. Blunting – Controls vs Damage Taken

image.png.b4f5e466bcf67ef7f4e1e1d69baa8888.png

 

4b. Prevention – Controls vs Team Defeats

image.png.9f1b55a801b2a21ef9ec6c63cb6554c5.png

 

5. Avoidance – Hits Taken

Mission

Hits

Time

Teammate

RATE

COMPOSITE

 

1

88

16

4

5.5

1.4

 

2

252

36

4

7.0

1.8

 

3

234

30

4

7.8

2.0

 

4

74

18

4

4.1

1.0

 

 

 

 

 

 

 

 

Total

648

100

 

6.1

1.5

AVG

 

 

 

 

1.6

0.4

STD

 

 

 

 

0.8

0.2

SE

 

image.png.d64348c4932ceca0e1fa8850366451a5.png

 

5a. Targeting – Hits vs DMG taken

image.png.ddae2afd92d91b6f4213e0d065c1dd3f.png

 

5b. Deflection – Controls vs Hits

image.png.65aeb7535fda021dc669bc68c8a8a2de.png

 

6. Provision – Buffs Provided

image.png.c33db59a47a545b9133768c7d9575e58.png

 

6a. Warding – Buffs vs Ally Defeats

image.png.03c0e33b42cbe6114b6b6d87d9940152.png

 

6b. Shielding – Buffs vs Pet Damage Taken

image.png.998956514cd30d189d4b89f7d827e3f0.png

 

7. Lethality – Foe Defeats

Mission

F Defeats

Time

Teammate

RATE

Composite

 

1

26

16

4

1.6

0.4

 

2

82

36

4

2.3

0.6

 

3

44

30

4

1.5

0.4

 

4

10

18

4

0.6

0.1

 

 

 

 

 

 

 

 

Total

162

100

 

1.5

0.4

AVG

 

 

 

 

0.7

0.2

STD

 

 

 

 

0.4

0.1

SE

 

image.png.e246b26249345aa027268e36166f683c.png

 

7a. Kill Share – Proportion of Team Kills

image.png.4e04978836428b6821a04d60172bfa05.png

 

7b. Amplification – Provision vs Foes Defeated by Allies

image.png.0de45729c08559252e9e78d72f78fbf1.png

 

8. Threat – Combined Damage Output

Mission

DMG Out

Time

Teammate

RATE

Composite

 

1

31029

16

4

1939

485

 

2

110368

36

4

3066

766

 

3

142988

30

4

4766

1192

 

4

99522

18

4

5529

1382

 

 

 

 

 

 

 

 

Total

383908

100

 

3825

956

AVG

 

 

 

 

1625

406

STD

 

 

 

 

812

203

SE

 

image.png.8e06009ca14336260e1a2fe5d133808a.png

 

8a. Potency – Damage Dealt vs Foe Defeats

image.png.71d7c3b23b4bd04ccc23c681aa34a92b.png

 

8b. Engagement – Hits vs Damage Dealt

image.png.3336215dee7fa03b14fd274358f5faec.png

 

9. Efficiency – Character vs Pet DMG Out

Mission

Character

Pets

Total

PP

CP

 

1

27758

3272

31029

10.5%

89.5%

 

2

91710

18658

110368

16.9%

83.1%

 

3

121571

21416

142988

15.0%

85.0%

 

4

82761

16761

99522

16.8%

83.2%

 

Total

323801

60107

383908

14.8%

85.2%

AVG

               

image.png.b3884dbd91e8c54a5c4f8277be8b9ce8.png 

 

 

9a. Character Ratio – Out:In

Mission

DMG Out

DMG In

Ratio

 

1

27758

1454

19.1

 

2

91710

20112

4.6

 

3

121571

23342

5.2

 

4

82761

11814

7.0

 

Total

323801

56722

9.0

AVG

 

 

 

6.8

STD

Ratio of the Sums

5.7

 

3.4

SE

 

9b. Pet Ratio – Out:In

Mission

DMG Out

DMG In

Ratio

 

1

3272

2441

1.3

 

2

18658

6931

2.7

 

3

21416

20656

1.0

 

4

16761

3684

4.5

 

Total

60107

33712

2.4

AVG

 

 

 

1.6

STD

Ratio of Sums

1.8

 

0.8

SE

 

image.png.8a8934931039c1e389137707f88dd996.png 

 

 

9c. Pet Aggression = Pet DMG : Character DMG Output Ratio

image.png.400233fbdb9b159d00d0cf34eaf5be55.png

 

9d. Pet Savagery – Pet Damage vs Foe Defeats

image.png.cf13fbedcb067c5d81f98dd1048b9fa7.png

 

10. Debilitation – Controls vs Damage Dealt

image.png.2e28d23f08b9442aaad181a472291cf9.png

 

10a. Devastation – Controls vs Lethality

image.png.2b51824550119a048716b92d967b80e8.png

image.png

image.png

  • 2 weeks later
Posted

Empathy Defender Team

Ankh's 801 Trials - Team 2

 

Mission Overview

  • Mission 1: 801.0 f IC 6034 = 13 minutes
  • Mission 2: 801.5 F IC 6035 = 23 minutes (team defeated)
  • Mission 3: 801.0 f IC 6034 = 17 minutes
  • Mission 4: 801.5 F IC 6035 = 46 minutes (timer expired)

Teammates Missions 1-2: Gammalock (Dominator), Wednesdaywoe (Tanker), Fire Marsh (Blaster), Golden Anathema (VEAT Crab).
Teammates Missions 3-4: Gammalock (Dominator), Nate Radrock (Tanker), Hank Kirchhoff (Blaster), KILL O’WATTS (Scrapper)

 

Empathy Verdict

Reaction and Analysis - Ankh vs. Frisson Sensate (DEF vs CON)

 

 

Defensive Metrics

 

image.png.ea934663a4081e5500294623cd7abbfc.png

 

image.png.e84ec36c7ee4d09b86556fa6fc2d72c8.png

 

image.png.61ccc1a867da473e779b9ef0cad54a5a.png

 

image.png.b68e60fdf6e6e5abb8d0fc3480c66c79.png

 

image.png.05cbf6c7f8a4695270fa4a09533229b1.png

 

Defensive Summary

  • Survivability: Ankh only fell 2 times vs Frisson’s 17. Clear durability edge.
  • Ally Risk: Ankh’s allies suffered fewer defeats (22 vs 35), even with reckless teammates.
  • Resilience: Ankh absorbed half the damage (29k vs 57k) and withstood spikes far better.
  • Punishment & Overwatch: For Frisson, damage taken was directly tied to both his own and his team’s defeats. For Ankh, those links were weaker — he could take hits without dragging allies down.
  • Avoidance: Frisson dodged more hits on paper, but when he was struck the damage was devastating. Ankh took more hits but reduced their impact.
  • Provision (Buffs): Ankh nearly doubled Frisson’s buff output and delivered it more consistently.
  • Warding (Buffs vs Ally Defeats): Frisson’s buffs tracked with collapses (reactive). Ankh’s broke the tie, preventing defeats.
  • Shielding (Buffs vs Pet Damage → proxy for teammates): Frisson’s buffs rose alongside pet damage (reactive). Ankh’s reduced the link, showing true prevention.

Verdict

Defensively, Ankh was the far stronger supporter.

  • Frisson: avoided more hits, but every landed blow punished him and his team. His buffs were reactionary, tied to defeats.
  • Ankh: took more hits, absorbed them at half the cost, kept defeats low, and proactively blunted damage with nearly twice the buff volume.

Takeaway:

Defensively, this one wasn’t close. Frisson dodged more, but when he got hit, both he and his team collapsed. His buffs mostly came too late, chasing damage. Ankh, meanwhile, soaked more hits, turned them into half the damage, barely fell himself, and pumped out almost double the buffs — actually preventing collapses. Bottom line: Ankh was the sturdier, steadier supporter… defensively speaking.

 

Offensive Metrics

image.png.d7b15aaa05f73705bb213550e8b54fa3.png

 

image.png.e2f91ff03862801aa761ea5409cd8bc6.png

 

image.png.7e55a0eb59e0a2d08eae654bf6d9c16b.png

 

image.png.8ece6f480d9f18f676e4cc236b8b9372.png

 

image.png.2ba5ee482ad8813183df9ece8ac78023.png

 

image.png.342e3eb072d9f2b9b0fbb21eabe6760e.png

 

Offensive Summary

  • Lethality & Kill Share: Ankh nearly doubled Frisson’s kills (339 vs 162) and claimed a larger share of team lethality (22% vs 14%).
  • Amplification: Ankh’s buffs scaled cleanly with ally kills, while Frisson’s were inconsistent.
  • Threat (Raw Damage): Frisson dealt more total and per-minute damage (384k vs 323k), showing higher ceiling for raw output.
  • Potency (Damage → Kills): Ankh converted his damage into kills far more reliably. Frisson’s damage often failed to finish.
  • Engagement (Under Fire): Frisson held the edge — at his worst he matched Ankh, but at his best he outpaced him even when targeted.
  • Disruption (Controls): Frisson dominated volume (4,151 vs 985), but Ankh’s knock-up controls hit harder and were tied to kills.
  • Efficiency: Ankh turned damage taken into output more effectively (10.2 vs 9.0 average ratio).
  • Pets: Ankh’s pets contributed more (81k vs 60k), were more efficient, and tied tightly to kills. Frisson’s pets were steadier but secondary.

Verdict

Offensively, Ankh was the more efficient and lethal supporter.

  • Frisson: excelled at raw damage output and constant control pressure, thriving when under fire — but much of that effort failed to translate into kills.
  • Ankh: dealt less raw damage, but converted more of it into decisive outcomes. His pets, buffs, and efficiency made him deadlier and more reliable in supporting team offense.

Takeaway

Frisson flooded the field with pressure, but Ankh struck with sharper results. Offensively, Ankh comes out ahead.

 

 

 

Final Verdict…

In this Empathy showdown, Ankh comes out on top. Defensively, the difference wasn’t close. Ankh only fell twice compared to Frisson’s seventeen, absorbed half the damage, and still kept his allies standing with nearly double the buffs. Frisson dodged more hits, but when he got tagged, both he and his team collapsed. Ankh, on the other hand, soaked more pressure and turned it into half the cost.

Offensively, Ankh was just as decisive. He nearly doubled Frisson’s kills and claimed a bigger share of his team’s lethality. His pets were stronger, more efficient, and tightly tied to actual enemy defeats. Frisson still shined in raw damage output and sheer control volume — he blanketed the battlefield and put up the bigger numbers. But much of that pressure didn’t finish fights, while Ankh’s output translated directly into results.

⚖️So here’s the Bottom Line:

  • Frisson was the louder supporter, overwhelming the field with suppression and damage. He fought hard, putting up bigger raw numbers and constant suppression pressure, but he was fragile: when hit, he and his team paid dearly, and his offensive volume often failed to convert into kills.
  • Ankh was the stronger supporter — sturdier, steadier, and far more lethal. He absorbed twice the punishment at half the cost, kept his team standing with superior buffs, and turned his output — and his pets’ — into actual victories on the field.

So while Frisson made a lot of noise — Ankh brought receipts carved in stone. And in this matchup, that makes him the true pharaoh of Empathy.

 

DEFENDERS Win Empathy!!!

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