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Posts
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I also just thought of how wicked this guy would be against AVs, especially those who resist repel. Buff Singularity, if no team-mates want it, put Disruption Field on Singularity, and then just layer holds
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I build a Grav/Sonic phasetroller awhile back, and actually really enjoyed the toon. You can put DF on your Sing, which actually extends slightly beyond his repel field radius, and wormhole groups into corners where they will remain (usually) debuffed. It's not very "fast", compared to some of the AoE-intensive primaries, but it's safe, fun, and very, very team friendly!
- Feint -
Actually, Grav/Emp is effective also. While you can't heal your Singularity, you can use Regeneration Aura (your second RA) on her to effectively provide a continual "heal". Of course, you can also RA, Fort, CM, and AB your Singularity as well, making for a serious controller-type pet. It's not something to sneeze at.
- Feint -
I second Eek's post. If you want to both solo and team, you really should invest in dual builds. That allows an empath to skip 6 of your 9 primary powers (leave your healing aura and your two RAs) and focus on your secondary and power pools while soloing. You still aren't "fast", by the standards of many, but you will be much more effective. I'm working on my dual-build Emp/Electric now.
- Feint
PS: If you really don't want to dual-build (and keep a team oriented build), you can create a MA mission with a tough ally (with minimal guards), place him near the entrance, and focus on freeing him quickly. Once free, the ally can receive your buffs and will do most of the work for you. The only downside is that you MUST do as much damage as possible to them, or you will receive minimal to no XP. Just a thought. -
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Yep, Silverglass is a keeper.
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Hey Silver, I teamed with you yesterday with my Sonic/Sonic - Continuum Shift. +Def, +Res, and -Res (bad guys) is hard to top on a team.
- Feint -
Dave,
I will work on getting my Plant/Storm to 50 and then run this for you. It should be interesting, since she has no self-heal outside of Spirit Tree...and that doesn't affect her DPS much. It might take a little time since I have other RL things happening over the next few weeks which will keep me from leveling her up. I'll let you know.
- Feint -
HotButteredSoul,
I guess I have the honor of being the first to say "Impressive guide...thank you!" I've played an Earth/Kin and a Grav/Sonic (my Phasetroller), but I never seriously considered pairing the two (especially after the bad press that Liquify received). You've changed my mind, though not necessarily immediately.I have no nits to pick with your guide at all. Thanks for the laughs along the way as well!
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I'll go and check it out later. My Stone/Mace tank always had fun with Totems since they experienced more agony from my smashing attacks. Odd...I'll post my findings soonest!
EDIT - Ok, I found some BP who needed to be arrested. You were absolutely correct. I unleashed a barrage of smashing mace attacks and found that Totems were exactly .7 (or 70%) to that of Husks, etc. which you both show as 1.0. I went back and reviewed my old and "new" Prima books, which show Totems being vulnerable to smashing and psi. I guess I never checked the numbers and, sadly, relied on some 3rd party text. I will say that Jawbreaker was 100% reliable in Knockup on the Totems (though they were below my level...so that probably biases everything). Thank you both for setting me straight! -
I'm a little confused. Your note on damage says it's a multiplier, so a smashing value of .7 means they are 30% resistant (e.g. I hit him for 10 points of damage, he takes 7). The Banished Pantheon Totem is vulnerable to Psionic and very vulnerable to Smashing, but you list the damage as .8 and .7, respectively. I would have expected the values to both be greater than one. If I'm wrong in my interpretation, please let me know. Nice job, also!
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BlueRidger,
Thanks for the insight. My L24 empath has TP Foe slotted with a single Acc SO, and I seem to miss more than hit. When it works, it's great. When it fails, I'm in trouble. I guess the range increases a lot between 24 and 38, since my aggro pull draws everyone close enough to notice me. My only tactic during a failed attempt is to turn and run, wait for them to unaggro, and then try again or, assuming my frustration level is high enough, open up with some snipe kiting! I'll hold out for now! :-) -
Very handy guide, thank you!
One note to all those who say teleporting (TP, TPing, Port, Porting, etc.) is horrible. TPing combines flight, superspeed and super jump into a single travel power, minus the kinematics (arc in a jump, "linear" motion in superspeed, etc.) In addition to its 3D capability, you do not have to cross your start and end points, since you "appear" at your destination without actually having to move from start to finish. This really helps if you are crossing dangerous zones, since you appear only at the end point. Yes, there are problems with porting, such as line-of-sight requirements, END cost, "accuracy", more appropriate outside, etc. However, if you have an empath or radiation controller/defender, the END cost can be totally ignored. My empathy defender hits Recovery Aura and ports across an entire zone map in seconds without once coming close to depleting my END. I have only used the default slot with one END Reduction enhancement, which I could just as easily slot with a range enhancement. TP is a great power. You also get Recall Friend, which at the lower levels is invaluable for numerous reasons, but becomes of "lesser" value when everyone has their travel powers. Personally, I believe Recall Friend is still incredible, even at the higher levels. I also believe that Teleport Foe is an awful power. It almost always misses, and when it does, it aggros everyone on you. I've never tried Team Teleport, but my latest character might get it for fun later in life. I can always respec it out, since I don't plan on using any of my respecs (thank you Hero Planner). Ok, enough of my rambling. Thanks again for your guide!