Psyonico

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  1. no, they must all be put up, then he must write more.
  2. Wow... and I thought I11 was cool...

    you guys keep blowing my mind.
  3. I think the only change I would make to Force Field is to decrease the animation time of Repulsion Bomb and increase the disorient chance to about 60%
  4. Updated Jan. 2, 2008
    Official Guide Post Editor for the update was Psyonico



    DEFENDER GUIDES

    This thread is for posting Guide or FAQ links for Defenders. Please create your guides in the "Player Guides" forum (since posts in that section do not roll off) and link the thread here. Also, do not post your guide in this thread - only the link to your guide. For non-Defender guides, check the master list of all Guides in the Guide to Guides.

    Failing any clear identifier from the poster, I will go by the original post date vs. Issue releases (I1: 6/30/04, I2: 9/17/04, I3: 1/5/05, I4: 5/5/05, I5: 9/1/05, I6: 10/28/05, I7:6/6/06, I8 :11/28/06) - e.g., if it was posted in March/05, it is an I3 Guide.

    If you wish to submit a Defender guide to the list, please place the link in this thread. We cannot sift through the hundreds of individual threads to find a posting, so be sure to 1) place your guide in the "Player Guides" forum, nowhere else and 2) post a link to it in this "Defender Guides" thread!


    DEFENDER (See Controller Guides for some Primary power discussions.)

    ** GENERAL
    Watchmen On the Walls: The Defender AT (Orodreth) [I7]
    Defenders and Controller Secondaries : What Should I Be? (Blueeyed) [I6]
    Defending the Team: A Defender's Guide to Battle (BlackSly) [I5]
    Before You Make a Defender (Cuddles) [I5]
    An Offender's Guide to Defender Primaries (CosmicAvatar) [I3]
    The Compleat Defender Ancillary Pools (DodgerTA) [I3]
    Regarding Defenders (JusticeZero) [I3]
    Neem's Guide to Choosing Your Defender (Capt_Neem) [I3]
    The Defensive Defender's Guide to Secondaries (Ladioss_Sopp) [I2]
    Guide to Anchor Powers (FAQ & Screenshots) (Deadboy_champion) [I2]


    [color=””red”]***PRIMARIES[/color]

    **DARK MIASMA
    Nephryte’s Dark/Rad/Dark Defender Notes (Chyll) [I10]
    Welcome to the Dark Side... Dark/Elec Defender (Rayne_Gun) [I9]
    Dark Maisma, Radion Blast and You (Gyffes) [I8]
    Dark/Dark Defender's Guide: Issue 6/ED (BlackestNight) [I6]
    Dark Miasma - A Defender's Guide V1.0 (Ladioss_Sopp) [I3]
    D3 Guide V1.0 (Ogunsan) [I2]
    Dark Miasma/Dark Blast Defender (Not So) Mini-Guide (Dreamwraith) [I2]
    The Dark Miasma/Energy Blast Guide or How to be a DeD 1.0 (Wytch) [I2]
    Dark Miasma/Electrical Blast Guide (Steel_Angel) [I2]
    Dark Miasma/Dark Blast Guide (KalythR) [I1]

    **EMPATHY
    PewPewPew: a Guide to Empathy/Energy Blast (Psyonico) [I10]
    Everything you Wanted to know about Heal0rz*, but were Afraid to Ask (Bakta_hero) [I10]
    Empathy/Psychic Blast - A Defender's Guide (The_Laughing_Man) [I8]
    Phantastik's Guide to the PvP Empath (Phantastik) [I8]
    Show Some Sympathy: I8 guide to team support emp (Trashman86) [I7]
    OttercubDC’s Empathy/Sonic Defender Guide (v2.0) (OttercubDC) [I7]
    Jovani's Empath Guide vs 3 & Post ED (Jovani) [I6]
    Static's I6 Guide to Empathy/Electricity Defenders (oOStaticOo) [I6]
    Opinionated Guide to Healing(Fire_Cat) [I4]
    Empath Bind Guide (Red_Fall) [I4]
    In-Depth Guide to Empathy Defenders V2.0 (Tenthletter1979) [I3]
    Empathy - A Defender's Guide V1.0 (LadyMage) [I3]
    Empathy Guide (Starfox) [I2]
    Advanced Guide to Empathy Defenders Tactics and Strategy (Airesdark) [I2]

    **FORCE FIELD
    PK’s Comprehensive FF guide (PhiloticKnight) [I10]
    Mar-Vin's Guide to FF/Rad Defending (MarVin) [I6]
    Philotic Knight's Guide to Force Field Defenders (PhiloticKnight) [I6]
    Starshield's Guide to FF/NRG DefTrolling (Starshield) [I6]
    CDN_Guardian's Guide to FF/NRG Offenders v5 (CDN_Guardian) [I6]
    Fission Wall's I6 guide to FF/Rad (Ninja) [I6]
    A Comprehensive Guide to Force Fields V3.0 (Bionexus) [I3]

    **KINETICS
    A Guide to Kinetics/Sonic Blast (v2.0) (Kossy) [I11]
    Guide to Kin/Psy or The Pink Brain of Pain (Lady_Enzi) [I11]
    OttercubDC’s Kinetic/Dark Defender (v1.0) (OttercubDC) [I10]
    So you want to be a Kinetics/Rad Scrapfender? (Neutrino_Siphon) [I10]
    Electron Girl's guide to Kinetics scrappers (Luminara) [I6]
    A Guide to Kinetics/Sonic Blast Defenders (XenoHero) [I5]
    Kinetics - A Defender's Guide V5.0 (Ladioss_Sopp) [I5]
    Kinetics/Electrical Blast Meleefender Guide V3.0 (Issue 5 Update) (Quason) [I5]
    Kinetics: A Different Look V2.0 (LuchadorFuerte) [I5]
    Kinetics/Radiation Blast Guide Ver.1.0 (Energizing_Ion) [I3]
    A Defender's Guide to Offensive Sapping (Hockey_Parent) [I3]
    Kinetics/Psychic Blast Offender Guide (SyphonStrike) [I2]
    Kinetics Guide for Non-Defenders (KineticKat) [Pre-I1]

    **RADIATION EMISSION
    Best at Everything: A short guide to Rad/Sonic (Jock Tamson) [I11]
    DodgerTA’s Rad/Rad I10: A Twink’s Guide (DodgerTA) [I10]
    DodgerTA's Radiation Emission/Radiation Blast V3.0: A Twink's Guide (DodgerTA) [I7]
    DrObviousSo’s Miniguide to AV fighting with a Rad/* (DrObvious) [I6]
    Comprehensive Guide to Radiation Emission V2.0 (SoulHealer) [I2]
    Why I Like Radiation Emission/Radiation Blast (rayaguas1) [I2]
    The Afflicted's Radiation Emission/Radiation Blast Starter Guide (TheStz) [I1]
    The Radiation Emission/Electrical Blast Defender (Erratic) [I1]
    THE Radiation Emission/Dark Blast Defender Post (ChaoticDNA) [Pre-I1]

    **STORM SUMMONING
    Guide to Storm Summoning/Energy Blast (Myriad) [I9]
    Be a Thunder God : Storm/Elec/Elec PvP Guide (Lei_Kung) [I8]
    Guide to Storm/Dark Blast Defenders (CDN_Guardian) [I7]
    A little guide for a Storm/Electric build (AquaStorm) [I6]
    The Mighty Storm Defender's I6 (I7) guide: No more wire hangers! [I6]
    Hero of a Thousand Roles: A Storm Summoning/Dark Blast Guide V1.1 (Daibanchou) [I3]
    A Guide to Storm Summoning Powers (v1.1) (ZealotOnAStick) [I1]

    **SONIC RESONANCE
    Comprehensive Guide to the Sonic/Sonic Defender (HeavyMettle) [I11]
    A Guide to Sonic/Sonic (updated for Issue 10, with IOs) (Dalcharis) [I10]
    A Guide to Sonic/Sonic (Dalcharis)[I9]
    Sonic/Sonic Defender Build (BloodPython) [I7]
    Sonic Resonance/Sonic Blast Defender Guide (Scarlett) [I5]

    **TRICK ARROW
    The Trick Arrow Enchiridion (Luminara) [I11]
    Sharp Pointy Sticks and You (Luminara) [I7]
    Laughing Last: Trick Arrow Defense 101 (Possibility) [I6]
    Broken Arrow's Guide to Trick Arrows/Archery V1.1 (Skidrow) [I5]
    Trick Arrow: GP's Guide for Defenders (Goofy_Parrot) [I5]


    [color=””red”]***SECONDARIES[/color]

    **ARCHERY
    The Archery Codex (Luminara) [I11]
    Sharp Pointy Sticks and You (Luminara) [I7]
    Broken Arrow's Guide to Trick Arrows/Archery V1.1 (Skidrow) [I5]

    **DARK BLAST
    OttercubDC’s Kinetics/Dark Guide (v1.0) (OttercubDC) [I10]
    Guide to Storm/Dark Blast Defenders (CDN_Guardian) [I7]
    Electron Girl's guide to Kinetics scrappers (Luminara) [I6]
    Dark/Dark Defender's Guide: Issue 6/ED (BlackestNight) [I6]
    Hero of a Thousand Roles: A Storm Summoning/Dark Blast Guide V1.1 (Daibanchou) [I3]
    Breakdown of Dark Blast Attacks Level 40+ (Agent_Unknown) [I2]
    D3 Guide V1.0 (Ogunsan) [I2]
    Dark Miasma/Dark Blast Defender (Not So) Mini-Guide (Dreamwraith) [I2]
    Dark Miasma/Dark Blast Guide (KalythR) [I1]
    THE Radiation Emission/Dark Blast Defender Post (ChaoticDNA) [Pre-I1]

    **ELECTRICAL BLAST
    Welcome to the Dark Side... Dark/Elec Defender (Raye_Gunn) [I9]
    Be a Thunder God : Storm/Elec/Elec PvP Guide (Lei_Kung) [I8]
    A little guide for a Storm/Electric build (AquaStorm) [I6]
    Static's I6 Guide to Empathy/Electricity Defenders (oOStaticOo) [I6]
    Kinetics/Electrical Blast Meleefender Guide V3.0 (Issue 5 Update) (Quason) [I5]
    A Defender's Guide to Offensive Sapping (Hockey_Parent) [I3]
    Dark Miasma/Electrical Blast Guide (Steel_Angel) [I2]
    The Radiation Emission/Electrical Blast Defender (Erratic) [I1]

    **ENERGY BLAST
    PewPewPew: a Guide to Empathy/Energy Blast (Psyonico) [I10]
    Guide to Storm Summoning/Energy Blast (Myriad) [I9]
    Starshield's Guide to FF/NRG DefTrolling (Starshield) [I6]
    CDN_Guardian's Guide to FF/NRG Offenders v5 (CDN_Guardian) [I6]
    The Dark Miasma/Energy Blast Guide or How to be a DeD 1.0 (Wytch) [I2]

    **PSYCHIC BLAST
    Guide to Kin/Psy or the Pink Brain of Pain (Lady Enzi) [I11]
    Empathy/Psychic Blast - A Defender's Guide (The_Laughing_Man) [I8]
    Kinetics/Psychic Blast Offender Guide (SyphonStrike) [I2]
    Comprehensive Guide to Psychic Blast V1.0 (SoulHealer) [I1]

    **RADIATION BLAST
    Nephryte’s Dark/Rad/Dark Defender Notes (Chyll) [I10]
    DodgerTA’s Rad/Rad I10: A Twink’s Guide (DodgerTA) [I10]
    So you Want to be a Kinetics/Rad Scrapfender? (Neutrino_Siphon) [I10]
    Dark Maisma, Radion Blast and You (Gyffes) [I8]
    DodgerTA's Radiation Emission/Radiation Blast V3.0: A Twink's Guide (DodgerTA) [I7]
    Mar-Vin's Guide to FF/Rad Defending (MarVin) [I6]
    Fission Wall's I6 guide to FF/Rad (Ninja) [I6]
    Kinetics/Radiation Blast Guide Ver.1.0 (Energizing_Ion) [I3]
    Why I Like Radiation Emission/Radiation Blast (rayaguas1) [I2]
    The Afflicted's Radiation Emission/Radiation Blast Starter Guide (TheStz) [I1]

    **SONIC BLAST
    Best At Everything: A Short Guide to Rad/Sonic (Jock Tamson) [I11]
    A Guide to Kinetics/Sonic Blast Defenders v. 2.0 (Kossy) [I11]
    A Guide to Sonic/Sonic (updated for Issue 10, with IOs) (Dalcharis) [I10]
    A Defender’s Guide to Sonic/Sonic (Dalcharis) [I9]
    Sonic/Sonic Defender Build (BloodPython) [I7]
    OttercubDC’s Empathy/Sonic Defender Guide (v2.0) (ottercubdc) [I7]
    A Guide to Kinetics/Sonic Blast Defenders (XenoHero) [I5]
    Sonic Resonance/Sonic Blast Defender Guide (Scarlett) [I5]

    (Last updated by Psyonico on 1/2/08)
  5. Psyonico

    Moving Day!

    [ QUOTE ]

    We have lots of room to grow, check out our Jobs listing: Jobs at NC Norcal in Mountain View!


    [/ QUOTE ]

    Gah... I knew I should have stayed in Comp Sci...

    if y'all ever need some tech theatre people, let me know
  6. Psyonico

    Moving Day!

    [ QUOTE ]
    Okay, since it is obviously only affecting me, can someone repost links to the images Ex Libris posted? Unless I quote her message, which reveals the HTML, the links in her posts all point to the main Photobucket page, not to the pics she actually linked to (and if I try pasting the links from the HTML code it just times out trying to pull up the images).

    [/ QUOTE ]

    your wish has been granted

    Positron

    "Hero 1" Joe

    Lighthouse hard at work
  7. Psyonico

    Moving Day!

    Thats a great picture of Lighthouse... :-p
  8. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    More weapons with particle effects, IE, Valkyrie's Sword

    [/ QUOTE ]

    Reading Comprehension FTL

    [/ QUOTE ]

    [ QUOTE ]
    Feel free to discuss suggestions and the process in this thread.

    [/ QUOTE ]

    [/ QUOTE ]

    note the fact the original post has a link.
  9. [ QUOTE ]
    More weapons with particle effects, IE, Valkyrie's Sword

    [/ QUOTE ]

    Reading Comprehension FTL
  10. [ QUOTE ]
    [ QUOTE ]
    Oh, and speaking of which - Go, Repeat Offenders!
    I don't know how many other multi-sg/multi-server sg/vg's are out there, but RO is super cool.
    See you out there game-side, Monkey!

    [/ QUOTE ]

    Yes, we are pretty cool huh?

    [/ QUOTE ]

    Pretty cool?

    Pretty Cool???

    RO is teh RoXX0rZ!!

    Oh, and happy anniversary, LH
  11. I would like to add that putting an accuracy in EMP arrow is a GOOD THING

    Apparently it does not have an accuracy penalty (unlike Controller AoE holds) but you don't want to miss

    I would say 1acc/3hold/2rech is going to be the best non-IO slotting, IO slotting 4acc/hold/rech 1 hold 1 recharge.



    Explosive Arrow - particularly when dealing with OSA, you don't want a knockback in it. it can be used well for pushing guys into an oil slick, but I don't think I've actually seen that ever happen, 1acc/3dam/1end/1rech (BTW, this is kind of standard slotting for attacks)

    I would suggest putting the accuracy in your attacks before the damage, it doesn't matter how much damage an attack does if it misses

    Aim has something better than a yellow, first, it gives a +50% to-hit buff, which is better than a regular insight, but it also has a +50% damage bonus, meaning you hit it before RoA and you'll do more damage, making a "mediocre" nuke a lot better

    Ranged Shot - I'm assuming by time redux you mean Interrupt reduction, and if you aren't going to use it in battle, you don't need those. I personally slot snipes 1acc/3damage and call it a day, it really is best for an opening attack to put the hurt on someone (particularly if you hit aim first)

    Stunning Shot is indeed MAG 3, meaning it will stun minions and Lts on the first application, slot it with enough stuns and recharges it will be able to stack and hold a boss indefinately, it can also be used to take out an annoying guy when Ice arrow is recharging (Gunslinger when the Sapper is held?)

    forget 3 slotting flight, put those slots in hasten, 3 slots in hasten is much better than getting to your mission a little bit faster (and you're right about not trying to perma it, its a lot harder on a TA/A than some other builds)

    then on top of that, everything that Fleeting said.
  12. Woo! You rock Ex!

    Seems like you guys are taking the day off today :P

    Get some work done, I demand I11

    Edit:
    1st after a redname (i know, really easy today, but this is the first time I'm first after a redname)
  13. [ QUOTE ]
    Wow... Haven't seen this post in months.

    It's still an... "Interesting" idea.

    [/ QUOTE ]

    if by "Interesting" you mean "fantastic" I agree with you
  14. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    … I just can’t be led by a guy named Floyd.

    [/ QUOTE ]

    OMG I can.

    <3 Dark Side of the Moon and Brain Damage... and On the Turning Away... and Shine On... and many, many more...

    [/ QUOTE ]

    I'm rather partial to "Learning to Fly" and "Welcome to the Machine" myself.

    [/ QUOTE ]

    Castle, you just made my day

    Learning to Fly is one of my favorite songs of all time.
  15. Empathy/Energy, PewPewPew

    Table Of Contents
    [EMPEN1] ............ Introduction
    [EMPEN2] ............ Primary Powers (Empathy)
    [EMPEN3] ............ Secondary Powers (Energy Blast)
    [EMPEN4] ............ Power Pools
    [EMPEN5] ............ Ancillary Power Pools
    [EMPEN6] ............ General Energy Blast tactics
    [EMPEN7] ............ IO sets and Bonuses
    [EMPEN8] ............ Possible Build, Offender
    [EMPEN9] ............ Possible Build, Balanced
    [EMPEN10] ............ Possible Build, Support
    [EMPEN11] ........... Acknowledgements

    Introduction [EMPEN1]

    So, you’re probably wondering why Empathy/Energy? If you’re looking for soloability, you probably want to look elsewhere. If you are looking for good team support, Empathy is great, though /Energy is a bit lacking, there are several secondaries that have effects that are more useful, such as /Dark’s accuracy debuffs or /Electric’s endurance drain. If you want to beat the snot out of guys, /Energy is right up your alley, and if you want to be very colorful, Empathy/Energy might be right for you.

    In this guide, I will discuss multiple builds for different play styles, the Offender, the Balanced Defender, and the Support Defender. Many people will say one is better than the rest, but it all boils down to how you use your tools to better your team.

    So, lets get down to the powers.

    I will give a brief description of every power, along with how good I think it is, as well as pertinent information.

    Primary Powers: Empathy [EMPEN2]

    1. Heal Aura
    Available at: 1
    Endurance Cost: 13
    Recharge: 8 seconds

    “Healing Aura restores some Hit Points to you and all nearby heroes. Healing Aura is not as potent as Heal Other, but can heal multiple targets at once. Recharge: Moderate”

    This is your basic heal, it’s a bit on the weak side, but it heals everyone in the area, including you and has no negative consequences. Offenders will find this a lot more useful than Heal Other, since they are likely to take damage, and this is their only means of regaining health prior to Regeneration Aura.

    Build Info:
    Offender:
    Take at: 1
    Slot: 3 heals/0-1 recharge/0-1 endrdx

    Balanced
    Take at: 1
    Slot: 3 heals/1-3 recharge/0-1 endurance reduction

    Support
    Take at: 1
    Slot: 3 heals/2-3 recharge/0-1 endurance reduction

    2. Heal Other
    Available at: 1
    Endurance Cost: 13
    Recharge: 4 seconds

    “Heals a single targeted ally. You cannot use this power to heal yourself. Recharge: Fast”

    A decent Ally heal, depending on your focus you will use it a lot, or you may not feel the need for it. On a balanced build, I would take it early and consider respeccing out of it. On Offenders, it is skippable, though you may want it for early levels.

    Build Info:
    Offender:
    Take by: 4, or skip, be ready to respec out of it
    Slot: 3 heals/1 recharge

    Balanced
    Take by: 4, consider respeccing out of it around level 30
    Slot: 3 heals/1-2 recharge

    Support
    Take by: 2
    Slot: 3 heals/2-3 recharge/0-1 endurance reduction


    3. Absorb Pain
    Available at: 2
    Endurance Cost: .52
    Recharge: 15 seconds

    “Dramatically heals an ally's wounds. This power has only a tiny Endurance cost, but it requires you to sacrifice some of your Hit Points. Absorbing someone's pain can be quite dramatic, and afterwards you will be briefly unable to heal your own wounds”

    A very powerful heal, this can turn the tide of a battle. Though, again, depending on your focus, you may never need it. On my current Empathy/ I skipped it and never missed it. You need to be careful when using it, as you won’t be able to gain any health back for 20 seconds, and you can kill yourself with it. At level 50, you’ll do 108.4 damage to yourself. On Offender or Balanced builds, its reasonable to take this or Heal Other, though you probably don’t need both.

    Build Info:
    Offender:
    Take by: skip, or substitute for Heal Other
    Slot: 1-3 heals

    Balanced
    Take by: 8 or skip
    Slot: 1-3 heals/0-1 recharge

    Support
    Take by: 4
    Slot: 3 heals/1-3 recharge


    4. Resurrect
    Available at: 6
    Endurance Cost: 26
    Recharge: 180 seconds

    “Resurrects a fallen ally with full Hit Points and Endurance. The Resurrected target is left protected from XP Debt for 20 seconds. Recharge: Very Long”

    A simple Rez. Can be useful at times, it is by no means required for Offenders, it can be considered skippable on Balanced, though it is nice to have.

    Build Info:
    Offender:
    Take by: 16, or skip
    Slot: 1 recharge

    Balanced
    Take by: 10, possibly skip
    Slot: 1-2 recharge

    Support
    Take by: 6
    Slot: 1-3 recharge


    5. Clear Mind
    Available at: 8
    Endurance Cost: 5.2
    Recharge: 4 seconds

    “Frees an ally from any Disorient, Hold, Sleep, Fear, Confuse and Immobilize effects and leaves them resistant to such effects for a good while. Also, grants target clearer Perception to see hidden foes. Protection will improve with Multiple applications”

    Now we’re starting to roll. Out with the heals, in with the buffs. Considered one of the best status protection powers in the game. If you team (which you should if you are an Empathy) you want this power.

    Build Info:
    Offender:
    Take by: 20
    Slot: 1 recharge

    Balanced
    Take by: 20
    Slot: 1-2 recharge

    Support
    Take by: 10
    Slot: 1-2 recharge


    6. Fortitude
    Available at: 12
    Endurance Cost: 10.4
    Recharge: 60 seconds

    “Fortitude immensely enhances a single ally's Accuracy, Damage, and Defense to all attacks. Recharge: Long”

    So you hit 12. Now you can start to turn your team mates into demi-gods. The duration is 120 seconds, so out of the box, you’ll keep this on 2 people, with 3 recharges you’ll get it almost permanent on 4 people, and if you take hasten, you’ll easily keep it on 5 people.

    Build Info:
    Offender:
    Take by: 12
    Slot: 2-3 defense buffs/0-3 recharge/0-1 to-hit buffs

    Balanced
    Take by: 12
    Slot: 2-3 recharge/2-3 defense buffs

    Support
    Take by: 12
    Slot: 3 recharge/2-3 defense/0-1 to-hit buffs


    7. Recovery Aura
    Available at: 18
    Endurance Cost: 26
    Recharge: 500 seconds

    “The Recovery Aura dramatically increases the Endurance recovery rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge. Recharge: Very Long”

    Your second Empathy power that affects you, and you couldn’t ask for much better. By this time, many people are starting to hurt for endurance, but are still at least 2 levels away from stamina. This provides a 200% boost to your endurance recovery rate for 90 seconds, its tough to use endurance faster than recovery aura provides, even without enhancements.

    I will take this opportunity to recommend using a bind to let your team mates know that you are about to use Recovery and Regeneration Aura. The simplest form of this bind is
    /bind g “group RA in 5 seconds”
    This sends a message to your team when you press the “g” key that says you’ll be using the powers in 5 seconds. I have seen variations on this bind where characters use an emote as well as saying something. The most complicated one included the player using the scorecard emotes to show how much longer before they were going to use the power.

    Build Info:
    Offender:
    Take by: 18
    Slot: 3 recharge/0-1 endurance modification

    Balanced
    Take by: 18
    Slot: 3 recharge/0-1 endurance modification/0-1 endurance reduction

    Support
    Take by: 18
    Slot: 3 recharge/0-1 endurance modification/0-1 endurance reduction.


    8. Regeneration Aura
    Available at: 26
    Endurance Cost: 26
    Recharge: 500 seconds

    “The Regeneration Aura dramatically increases the healing rate of all nearby heroes for a limited time. Emitting this Aura costs you a lot of Endurance, and it takes a long time to recharge. Recharge: Very Long”

    Your third and final Empathy Power that affects you. Regeneration Aura provides a 500% boost to your heath Regeneration. You won’t be using many heals when this is up.

    Build Info:
    Offender:
    Take by: 26
    Slot: 3 recharge/1-3 Heals

    Balanced
    Take by: 26
    Slot: 3 recharge/1-3 Heals

    Support
    Take by: 26
    Slot: 3 recharge/3 Heals


    9. Adrenaline Boost
    Available at: 32
    Endurance Cost: 10.4
    Recharge: 300 seconds

    “Dramatically increases an ally's Endurance Recovery, Hit Point Regeneration and attack rate for 90 seconds. Also grants the target high resistance to slow effects. Recharge: Very Long”

    If I had to choose the best buff in the game, it would be a toss up between Fortitude and this. Adrenaline Boost provides an 800% endurance recovery boost, a 500% health regeneration boost, and a 100% recharge reduction on one team mate for 90 seconds. With 1 endurance modification it will overcome the -recovery from a blaster’s (or Defender’s) nuke. Between this and Regeneration Aura, Support Empathys might find themselves a bit bored when Fortitude is recharging

    Build Info:
    Offender:
    Take by: 32
    Slot: 2-3 recharge/0-1 Endurance modification/1-3 Heals

    Balanced
    Take by: 32
    Slot: 3 recharge/0-1 endurance modification/1-3 Heals

    Support
    Take by: 32
    Slot: 3 recharge/1 endurance modification/2 Heals


    Secondary Powers: Energy Blast [EMPEN3]


    1. Power Bolt
    Available at: 1
    Accuracy: 1
    Damage at 50: 36.2
    Endurance Cost: 5.2
    Recharge: 4 seconds
    Range: 80

    “A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage. Damage: Minor, Recharge: Fast”

    There is not a whole lot to say about this power. You’re forced to take it, its rather low damage, and has a 20% chance to knockback. Its good for filling in your attack chain on Balanced and Offender builds. This is also probably your best bet for pulling, since it has the lowest chance for knockback, and when you knock down a foe, it alerts all of its friends in the area.

    Build Info:
    Offender:
    Take by: 1 (auto)
    Slot: 1-2 accuracy/3 damage/0-1 endurance reduction/1 recharge reduction

    Balanced
    Take by: 1 (auto)
    Slot: 1 accuracy/1-3 damage/0-1 recharge/0-1 endurance reduction

    Support
    Take by: 1 (auto)
    Slot: 1 accuracy/0-2 damage/0-1 recharge


    2. Power Blast
    Available at: 2
    Accuracy: 1
    Damage at 50: 59.3
    Endurance Cost: 8.53
    Recharge: 8 seconds
    Range: 80

    “A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock him back. Damage: Moderate, Recharge: Moderate”

    By slower, they mean it recharges slower. This power takes less time to activate than Power Bolt, and it has a lot better damage. On Offenders, this power is a must. Balanced will get a lot of use out of it too.

    Build Info:
    Offender:
    Take by: 4
    Slot: 1-2 accuracy/3 damage/0-1 endurance reduction/1-2 recharge reduction

    Balanced
    Take by: 8
    Slot: 1 accuracy/2-3 damage/0-2 recharge/0-1 endurance reduction

    Support
    Take by: Skip
    Slot: 1 accuracy


    3. Energy Torrent
    Available at: 4
    Accuracy: 1
    Damage at 50: 34.7
    Endurance Cost: 11.9
    Recharge: 12 seconds
    Range: 40

    “Energy Torrent unleashes a cone of powerful energy that can smash foes and possibly send them flying. Damage: Moderate, Recharge: Slow”

    One of your two AoE attacks, not including your nuke, Energy Torrent is a very wide cone with a rather short range. Offenders will find it very useful on teams, though may not get as much use out of it solo. Balanced may want to skip this and focus on Single Target attacks. Energy Torrent has a 60% chance of knockback, so it can be useful as damage mitigation

    Build Info:
    Offender:
    Take by: 8
    Slot: 1 accuracy/3 damage/0-1 endurance reduction/1-2 recharge reduction/0-1 range

    Balanced
    Take by: 16, or skip
    Slot: 1 accuracy/2-3 damage/0-2 recharge/0-1 endurance reduction/0-1 range

    Support
    Take by: Skip, or take it later in your build
    Slot: 1 accuracy/0-2 damage/0-1 recharge/0-1 range


    4. Power Burst
    Available at: 10
    Accuracy: 1
    Damage at 50: 76.6
    Endurance Cost: 10.4
    Recharge: 10 seconds
    Range: 40

    “A short range, but devastating attack. Power Burst unleashes a massive amount of energy dealing very high damage at short distances. The impact from this burst often knocks back most foes. Damage: High, Recharge: Slow”

    Outside of your nuke and your snipe, this is your highest damage attack. Offenders and Balanced will rely on this power for the majority of their damage. This power also has a 60% chance for knockback.

    Build Info:
    Offender:
    Take by: 10
    Slot: 1 accuracy/3 damage/0-1 endurance reduction/1-2 recharge reduction/0-1 range

    Balanced
    Take by: 10
    Slot: 1 accuracy/2-3 damage/0-2 recharge/0-1 endurance reduction/0-1 range

    Support
    Take by: Skip
    Slot: 1 accuracy


    5. Sniper Blast
    Available at: 16
    Accuracy: 1.2
    Damage at 50: 99.8
    Endurance Cost: 14.4
    Recharge: 12 seconds
    Range: 150
    Interrupt time: 3 seconds

    “A focused blast that can travel great distances with high Accuracy. This is a sniper attack, and is best fired from a distance, as it can be interrupted. Damage: Superior, Recharge: Slow”

    This is a pretty standard Snipe, except it has a 50% chance to knockback. I use this to open every fight solo, slotted you can take a +1 minion down to a little more than ½ health with just this. The knockback is dangerous if you are using this to pull, so be prepared to have more than one guy come around the corner if you try. As snipes are situational, I would say it is not required in any build. This is really only good for opening fights, as even with interrupt reductions, you’ve got a good chance of it getting interrupted if you use it during a fight.

    Build Info:
    Offender:
    Take by: 28, or skip.
    Slot: 1 accuracy/3 damage

    Balanced
    Take by: 30 or skip
    Slot: 1 accuracy/3 damage

    Support
    Take by: Skip
    Slot: 1 accuracy


    6. Aim
    Available at: 20
    Accuracy: N/A
    Damage at 50: N/A
    Endurance Cost: 5.2
    Recharge: 90 seconds
    Range: N/A

    “Greatly increases the Accuracy of your attacks for a few seconds. Slightly increases damage. Recharge: Long”

    The description for this power is deceiving. For Defenders, Aim gives a 50% boost to both to-hit and damage for 10 seconds. If you solo, you’ll love using this before sniper blast, followed by power burst, it will take out +1 minions. Offenders don’t want to skip this, though Balanced may find it slightly less useful. This is also great for using right before Nova for extra damage.

    Build Info:
    Offender:
    Take by: 30 or skip
    Slot: 3 Recharge

    Balanced
    Take by: 35 or skip
    Slot: 3 Recharge

    Support
    Take by: Skip
    Slot: 3 recharge


    7. Power Push
    Available at: 28
    Accuracy: 1.4
    Damage at 50: 14.5
    Endurance Cost: 8.53
    Recharge: 8 seconds
    Range: 70

    “This ranged attack deals little damage, but sends the target flying for a great distance. Damage: Minor, Recharge: Moderate”

    I only recently copied my Empathy/Energy onto the test server and put this power in. I was pleasantly surprised at how well this worked for damage mitigation. It does take quite a bit of effort to keep an enemy in a state of perma-knockdown, but it is your only power that offers 100% knockback, and your only form of reliable control until your Ancillary Power Pool. I would even suggest this for Support, because an enemy that is knocked down is an enemy that is not hurting your team.

    Build Info:
    Offender:
    Take by: 44 or skip
    Slot: 1-2 accuracies/2recharge/0-3 knockback

    Balanced
    Take by: 35 or skip
    Slot: 1-2 accuracies/2recharge/0-3 knockback

    Support
    Take by: 30, or skip
    Slot: 1-2 accuracies/2recharge/0-3 knockback


    8. Explosive Blast
    Available at: 35
    Accuracy: 1
    Damage at 50: 32.5
    Endurance Cost: 15.2
    Recharge: 16 seconds
    Range: 80

    “You hurl a blast of charged energy that violently explodes on impact, damaging all foes near the target. Damage: Minor, Recharge: Slow”

    I love this power. It does less damage than Energy Torrent, but it is a Targeted AoE attack, so it is possible to use it with more precision. It is also a very cool attack, you shoot out a small ball of energy that explodes on contact, sending out more small balls that explode on contact. Explosive Blast has a 50% chance to knockback, and the enemy is knocked away from you, not away from the blast, so its easier to control. Balanced may find this skippable, as it can draw quite a bit of aggro.

    Build Info:
    Offender:
    Take by: 35
    Slot: 1 accuracy/3 damage/ 1-2 recharge/0-1 endurance

    Balanced
    Take by: 44 or skip
    Slot: 1 accuracy/3 damage/ 1-2 recharge/0-1 endurance

    Support
    Take by: skip
    Slot: 1 accuracy


    9. Nova
    Available at: 38
    Accuracy: 1.4
    Damage at 50: 176.2
    Endurance Cost: 20.8, it also drains all of your endurance if it hits anything
    Recharge: 360 seconds
    Range: N/A

    “You can explode in a tremendous blast of energy, sending nearby foes flying. The Nova deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long”

    Nova is a lot like most Defender Nukes. When you hit something, you are drained of all your endurance, and you are hit with -1000% recovery for 15 seconds. Note with a second Empathy defender casting adrenaline boost and Recovery Aura on you, you can overcome this part of the penalty, though you will still lose all your endurance. I normally team with other Empathys or Kineticicsts, so I use Nova about as often as I can. It does substantially less damage than the Blaster version, so you may want to save this for after the group has been damaged a bit. Though its penalty is heavy, Support Empathys can find use for this, as a way to prevent a team wipe.

    Build Info:
    Offender:
    Take by: 38
    Slot: 1 accuracy/3 damage/2 recharge

    Balanced
    Take by: 38 or skip
    Slot: 1 accuracy/3 damage/ 0-2 recharge

    Support
    Take by: 38 or skip
    Slot: 1 accuracy/3 damage/0-2 recharge



    Power Pools [EMPEN4]
    There are a total of 10 power pools that you can get powers from starting at level 6, but each character can only open up to 4 power pools.

    Fighting
    This pool has two attacks and 2 defensive toggles. It might be worth getting for an offender build, but the return on the investment for the toggles is really not very good. Support can skip this without a second glance. If a balanced is looking for a couple more attacks, they could look here.

    Fitness
    Fitness is considered mandatory on many builds. However, as an Empathy/ you have access to Recovery Aura at 18, this will be up more often than not after it is slotted with Single Origin enhancements. Skippable on all three builds, some people claim that it is required on a support character, but I think they’re just looking for powers that won’t draw aggro on themselves.

    Flight
    Flight is the slowest real travel power in the game, but it really isn’t all that slow, and I enjoy flying around on some characters. Offenders and Balanced will find great use in Air Superiority, Support should probably stick to hover, though the 100% knockdown of Air Superiority could be used for damage mitigation. Hover also adds knockback mitigation. Using hover can usually be good for positioning cones, but since Energy Blast has only 1 cone attack, it is not very important in that aspect

    Invisibility
    Grant Invisibility can be good for teams, lowering a team mate’s threat level can’t be bad. However, I would say this is one pool that is easily skippable.

    Leadership
    You will take leadership. Assault grants an 18.75% buff to your and your ally’s damage.
    Tactics, un-slotted, provides a 12.5% to-hit buff, and a 75% resistance to confused and terrify effects, which most mez protections do not protect against.
    Vengeance is good to use after an ally dies before you rez him (if you took Resurrect) or just good to use after an ally dies. Its very useful, but if you can’t fit it in your build, it won’t be too life changing.

    Leaping
    Your second travel power option. Its faster than fly, but not quite as safe, however, it also leads to opening up Acrobatics, for a very small hold protection, but also knockback protection, which can be useful for an Offender. Jump Kick got a buff recently, but its still not a terribly good attack. If you’re planning on opening up 4 pools including jumping and you want an attack, go for jump kick, if not, take Combat Jumping and open Flight for Air Superiority.

    Medicine
    I do not know why anyone playing an Empathy/ would take Medicine, since you have access to powers that are better than everything this pool has to offer. That being said, it is fairly common for Support style characters to take the Medicine Pool.

    Presence
    Here lies a dilemma for all three build types. Offenders can find use for either Challenge or Provoke, and might find Intimidate and Invoke Panic useful, but is it worth spending 3 powers on to get? Support could lower incoming damage by taking Intimidate and Invoke Panic, but they would never find a use for Challenge or Provoke, it is also 3 powers that they have to give up to get them. Balanced is in the same boat as both Offenders and Support.

    Its not a necessity in any situation, so my first reaction would be to skip it entirely on all three builds, however, I have seen Offenders use Provoke to effectively take the heat off a Blaster in trouble, onto himself, which he was then able to handle.

    Speed
    No matter how you build your Empathy, you want Hasten from the Speed Pool. Your two RAs take a long time to recharge, with hasten up, you can have them up more than they are down. Do not set Hasten on Auto Fire, use it right after you use RA for the maximum effect.

    Super Speed is a good travel power, but it lacks vertical movement, which can be a bit of a pain. This can be solved by taking either Hover, or Combat Jumping. If you are going against my recommendation and taking the fitness pool, Hurdle also makes a nice way to add a bit of jump to Super Speed.

    Teleportation
    There is a group of people who will tell you that to be good Support Empathy defender, you need to take Recall Friend. The idea is to take it and when your team wipes, you make it away, pull back the corpses and rez everyone. While this is a good theory, Rez takes too long to recharge to be more reasonable than having the team go to the hospital. Recall can be good for this too, since you can shorten their travel time by teleporting them right back to the mission.

    I don’t see too much of a need to take Recall Friend on any build, unless you want to take Teleport as your travel power, because it tends to be more useful than Teleport Foe.



    Ancillary Power Pools [EMPEN5]
    At level 41, you unlock your Ancillary Power Pools, or APPs. They contain 4 powers each, and you can only open one, though if you respec, you can change which one you choose. For Defenders, they are

    Dark Mastery
    Dark Mastery is not a good choice for a Support Defender, because it focuses on powers that affect enemies. Oppressive Gloom is a very decent Mag 2 stun, meaning it will take minions out of a fight. It is a PBAoE toggle, so you need to sit in the middle of a group and leave it running for it to have its best effects. Many Offenders swear by this power. This power uses very little endurance, but it also takes a small amount of health away from you for every mob it hits. The amount of damage is pretty negligible (3 damage at level 50) especially if you have Regeneration Aura running.

    Dark Consumption is a PBAoE attack that gives you endurance for each foe you hit, the base is 25% per mob, so endurance modifications are probably less important than accuracies and recharges (360 second base)

    Dark Embrace: Each Defender APP has a shield that gives resistence to smashing and lethal. Dark Embrace also gives resistence to negative and toxic damage. Very useful for Offenders, can be useful on a balanced, depending on the build.

    Soul Drain: This PBAoE attack gives you a bonus to your accuracy and damage for each enemy you hit for 30 seconds. Very good to use prior to a Nuke for maximum carnage

    Electric Mastery
    Electric Fence: not much to say, its basically identical to the Blaster version that they get at level 1. It could be useful for a bit of damage mitigation, but this far into the game, range does not necessarily mean safety

    Thunder Strike: This is a melee attack with a chance to disorient the target (up to a lieutenant) it also has a chance of knocking down anything around the target. Probably better than electric fence if you want this pool

    Charged Armor: Electric’s shield it gives resistance to smashing, lethal, and energy damage

    Power Sink: Similar to Dark’s Dark Consumption, but it drains enemy endurance to replenish your own. You could use this as a way to sap guys by slotting for endurance modifications, but you’ll want to slot for recharge first. It appears to be an Auto hit power, so you could feasibly slot 3 recharge/3 Endurance Modification and almost completely drain the enemies of their endurance.

    Power Mastery
    If you plan on soloing at all, and you did not take Power Push, I would skip this pool. Total focus, the “control” of the set comes at minimum level of 47. That being said, this can be a very good pool.

    Conserve Power: severely reduces your endurance usage for 90 seconds. Its very useful for skipping stamina, as you can use it after Recovery Aura wears off, it will last slightly longer than it will take to get Recovery Aura to recharge, that means you have a full 270 seconds of non-existent endurance issues. Unfortunately, it takes longer to recharge than Recovery Aura, which means it will be down when the second Recovery Aura drops. Conserve Power is also useful in combating endurance draining enemies such as Freaks and Malta.

    Power Build Up: increases your damage and most secondary effects. Use this before a nuke on an offender, use it before casting RA or AB or Fortitude for some fun defensive numbers. Also useful for a more powerful heal if your team starts to nosedive.

    Temp Invulnerability: This set’s shield, only resists Smashing and Lethal

    Total Focus: a very slow melee attack, but it makes up for it in its massive damage (108.9 unslotted) and the fact that it gives a mag 4 stun, meaning it will take a boss out of the fight in one hit.

    Psychic Mastery
    This is the most controllery set, its very good for filling in control gaps.

    Dominate: identical to the Controller version, a single target hold that does moderate damage, it has less of a hold duration than the Controller version.

    Mass Hypnosis: this power is also identical to the Controller version, an AoE sleep that does not cause aggro, very useful in preventing a second group from attacking you while your team works on the first. Also useful for soloing larger groups.

    Mind Over Body: Psychic’s shield, it gives resists to Smashing, Lethal, and Psionic,

    Telekinesis: also identical to the Controller version, useful for stacking magnitudes of Dominate on a boss

    General Energy Blast Tactics [EMPEN6]
    While Knockback is fun, it can cause issues if, for example, you knock an enemy that has a debuff toggle on it into another group. So, here are some basic strategies.
    1. Keep moving. Every time you blast an enemy, jump past it and shoot from that side, this can get a bit tricky some times, and it takes practice, but its very good when no other tactic is available, such as in an open map.

    2. Look for walls and corners. If you can put your target between you and a wall, he won’t be knocked around very far. This very simple practice will save you a lot of unwanted aggro. Pushing someone into a corner is even better, because they won’t move anywhere.

    3. Use fly to turn knockback into knockdown. If you are a flying character with hover, position yourself directly above your target, rather than being knocked back, they will simply get knocked down.

    4. Teaming and knockback. If you’re on a team, try to use your knockback to push enemies back onto debuff patches such as Disruption Arrow, Freezing Rain, or Caltrops. If you get good at this, you’ll get a lot of praise from your team mates. This same strategy can be used to push enemies back into things such as Radiation Infection or Snowstorm.

    5. Don’t be afraid to push guys off cliffs. This can be useful if your team is having a bit of trouble, pushing a particularly difficult mob over a cliff will give you time to clean up the weaker enemies and get your team back to full strength.

    6. Have 2 groups attacking you? Use Energy Torrent and Explosive blast to push the two groups into one, where they will all be affected by location and targeted AoE debuffs. This will also allow tanks to hold aggro slightly easier, and is also better for AoE oriented blasters.

    IOs and Set Bonuses [EMPEN7]

    I personally slotted all of my single target attacks with 5 IOs from Thunderstike for the increase recovery and the increased accuracy.

    I put 5 slots from Positron’s Blast for Energy Torrent and Explosive Blast for the increased endurance recovery and increased recharge speed.

    For Fortitude, I chose Gift of the Ancients for the increased recovery from two slots.

    Healing Aura got 2 Miracles for the endurance recovery as well.

    I was, obviously, looking for more endurance recovery so I could blast as much without Recovery Aura as I could with. However, you might find more use from some other sets, so see what sounds important.

    Many of my slots are standard IOs, from level 35 up, they are more effective than Single Origin Enhancements.

    One possible idea would be to use the Luck of the Gambler increased recharge time enhancement in several defensive powers, such as Fortitude, Hover, Maneuvers, and Grant Invisibility as well as slotting Entropic Chaos or Decimation and Positron’s Blast to get a recharge bonus to try and make your RAs and hasten recharge faster

    Another possibility is to slot Devastation to get a damage bonus to all your attacks.

    A useful Enhancement to try and acquire are the +Stealth IOs that are available for all travel powers. I personally have the jump IO (Unbounded Leap) slotted in sprint so that I can have partial stealth at all times.

    What is the best combination of IO slotting? That really depends on what you are looking for out of your sets. A Support Empathy probably wouldn’t get much use out of slotting their defensive powers with Red Fortune for the damage bonus, or Luck of the Gambler for the accuracy bonus, but a Balanced or an Offender might. Similarly, an Offender might find slotting their heals to get an increased healing bonus unnecessary, but a Support might like it.

    I recommend checking out ParagonWiki’s Enhancement Set page to see what you might want to slot your powers with.


    Possible Builds
    For all three of these builds, I will not be using IOs, so use them as you see fit. It should be noted that these may not be considered the most min/maxed builds out there, so take these as a starting point and go where you see fit.

    Offender [EMPEN8]
    This build is very similar to my current build, it effectively solos on Rugged against anything but an Elite Boss, Arch Villain, Monster, or Giant Monster.
    Consider switching out Sniper Blast, Aim, or Explosive Blast for Power Push for additional control


    Level 1: Healing Aura -- Heal(A), Heal(3), Heal(7), EndRdx(23)
    Level 1: Power Bolt -- Acc(A), EndRdx(3), Dmg(9), Dmg(13), Dmg(23), RechRdx(42)
    Level 2: Power Blast -- Acc(A), EndRdx(5), Dmg(9), Dmg(15), Dmg(31), RechRdx(37)
    Level 4: Energy Torrent -- Acc(A), EndRdx(5), Dmg(7), Dmg(34), Dmg(34), RechRdx(43)
    Level 6: Resurrect -- RechRdx(A)
    Level 8: Combat Jumping -- Jump(A)
    Level 10: Power Burst -- Acc(A), EndRdx(11), Dmg(11), Dmg(17), Dmg(40), RechRdx(43)
    Level 12: Fortitude -- DefBuff(A), DefBuff(13), DefBuff(15)
    Level 14: Super Jump -- Jump(A)
    Level 16: Hasten -- RechRdx(A), RechRdx(17), RechRdx(21)
    Level 18: Recovery Aura -- RechRdx(A), RechRdx(19), RechRdx(19), EndMod(21)
    Level 20: Clear Mind -- RechRdx(A)
    Level 22: Assault -- EndRdx(A), EndRdx(50)
    Level 24: Tactics -- EndRdx(A), ToHit(25), ToHit(25), ToHit(29)
    Level 26: Regeneration Aura -- RechRdx(A), RechRdx(27), RechRdx(27), Heal(46), Heal(46)
    Level 28: Sniper Blast -- Acc(A), Dmg(29), Dmg(31), Dmg(34)
    Level 30: Aim -- RechRdx(A), RechRdx(31), RechRdx(33)
    Level 32: Adrenalin Boost -- RechRdx(A), RechRdx(33), RechRdx(33), EndMod(36), Heal(46), Heal(48)
    Level 35: Explosive Blast -- Acc(A), EndRdx(36), Dmg(36), Dmg(37), Dmg(37), RechRdx(45)
    Level 38: Nova -- Acc(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40), RechRdx(40)
    Level 41: Dominate -- Acc(A), Acc(42), Hold(42), Hold(43), RechRdx(45), RechRdx(45)
    Level 44: Super Speed -- EndRdx(A)
    Level 47: Mind Over Body -- EndRdx(A), ResDam(48), ResDam(48), ResDam(50)
    Level 49: Telekinesis -- EndRdx(A), EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance


    Balanced [EMPEN9]
    A very simple balanced build, I chose to focus on ST damage for this particular build and to skip the AoEs, other than Nova. This build should be pretty strong in your run-of-the-mill Pick-Up Group, once you get a bit higher in level, you should be able to solo without too much trouble on Heroic, possibly Tenacious.


    Level 1: Healing Aura -- Heal(A), Heal(3), Heal(23), EndRdx(42), RechRdx(46)
    Level 1: Power Bolt -- Acc(A), Dmg(5), EndRdx(9), Dmg(21), Dmg(34), RechRdx(40)
    Level 2: Heal Other -- Heal(A), Heal(3), Heal(23), EndRdx(43), RechRdx(45)
    Level 4: Power Blast -- Acc(A), Dmg(5), EndRdx(7), Dmg(25), Dmg(29), RechRdx(36)
    Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(9)
    Level 8: Hover -- Flight(A), Flight(15)
    Level 10: Power Burst -- Acc(A), Dmg(11), EndRdx(11), Dmg(13), Dmg(29), RechRdx(36)
    Level 12: Fortitude -- RechRdx(A), RechRdx(13), RechRdx(15), DefBuff(34), DefBuff(40), DefBuff(43)
    Level 14: Fly -- Flight(A)
    Level 16: Sniper Blast -- Acc(A), Dmg(17), Dmg(17), Dmg(21)
    Level 18: Recovery Aura -- RechRdx(A), RechRdx(19), RechRdx(19)
    Level 20: Clear Mind -- Empty(A)
    Level 22: Assault -- EndRdx(A), EndRdx(46)
    Level 24: Tactics -- EndRdx(A), ToHit(25), ToHit(34), ToHit(40), EndRdx(46)
    Level 26: Regeneration Aura -- RechRdx(A), RechRdx(27), RechRdx(27), Heal(43)
    Level 28: Resurrect -- RechRdx(A)
    Level 30: Power Push -- Acc(A), Acc(31), RechRdx(31), RechRdx(31)
    Level 32: Adrenalin Boost -- RechRdx(A), RechRdx(33), RechRdx(33), EndMod(33), Heal(37), Heal(37)
    Level 35: Vengeance -- DefBuff(A), DefBuff(36), ToHit(37)
    Level 38: Nova -- Acc(A), Dmg(39), Dmg(39), Dmg(39)
    Level 41: Power Build Up -- RechRdx(A), RechRdx(42), RechRdx(42)
    Level 44: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
    Level 47: Total Focus -- Acc(A), Dmg(48), Dmg(48), Dmg(48), RechRdx(50)
    Level 49: Aim -- RechRdx(A), RechRdx(50), RechRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance

    Support [EMPEN10]
    I have seen Support oriented Empathys take builds that had nothing from their secondary other than the one power they were required to take. This particular build gives you the ability to stealth missions to the end and teleport your team to the last group of guys. It gives everyone a small defense bonus from Grant Invisibility and eventually, Maneuvers. This is not a solo Friendly build, at all. You will live and die by teaming.


    Level 1: Healing Aura -- Heal(A), Heal(3), Heal(5), RechRdx(9), EndRdx(21), RechRdx(36)
    Level 1: Power Bolt -- Empty(A)
    Level 2: Heal Other -- Heal(A), Heal(3), Heal(7), RechRdx(9), EndRdx(21), RechRdx(36)
    Level 4: Absorb Pain -- Heal(A), Heal(5), Heal(7), RechRdx(17), RechRdx(42)
    Level 6: Resurrect -- RechRdx(A), RechRdx(43)
    Level 8: Clear Mind -- RechRdx(A)
    Level 10: Hasten -- RechRdx(A), RechRdx(11), RechRdx(11)
    Level 12: Fortitude -- RechRdx(A), RechRdx(13), RechRdx(13), DefBuff(15), DefBuff(15), DefBuff(25)
    Level 14: Recall Friend -- RechRdx(A)
    Level 16: Teleport -- EndRdx(A), EndRdx(17)
    Level 18: Recovery Aura -- RechRdx(A), RechRdx(19), RechRdx(19), EndMod(37)
    Level 20: Assault -- EndRdx(A)
    Level 22: Tactics -- EndRdx(A), ToHit(23), ToHit(23), ToHit(39), EndRdx(40)
    Level 24: Vengeance -- DefBuff(A), DefBuff(25), DefBuff(36), ToHit(37), ToHit(37), ToHit(40)
    Level 26: Regeneration Aura -- RechRdx(A), RechRdx(27), RechRdx(27), Heal(29), Heal(29), Heal(34)
    Level 28: Grant Invisibility -- RechRdx(A), EndRdx(39), DefBuff(45), DefBuff(46), DefBuff(46)
    Level 30: Power Push -- Acc(A), Acc(31), RechRdx(31), RechRdx(31), KBDist(43), KBDist(43)
    Level 32: Adrenalin Boost -- RechRdx(A), RechRdx(33), RechRdx(33), Heal(33), Heal(34), Heal(34)
    Level 35: Super Speed -- EndRdx(A), Run(40)
    Level 38: Stealth -- EndRdx(A), EndRdx(39), DefBuff(46)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
    Level 44: Power Build Up -- RechRdx(A), RechRdx(45), RechRdx(45)
    Level 47: Maneuvers -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff(48)
    Level 49: Nova -- Acc(A), Dmg(50), Dmg(50), Dmg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance


    Acknowledgements [EMPEN11]
    I’d like to thank Jade_Eternity for assistance on the Support Empathy aspect of this guide.
    All hard numbers have been compiled from Red Tomax’s City of Data, http://coh.redtomax.com/ and Mid’s Hero Designer http://www.onthejazz.co.uk/hu/mhd.php
  16. [ QUOTE ]
    "Focused Accuracy" one more time, I'll remind you it can't be obtained till LEVEL 41. That gives all you SR scrappers 40 levels of unfettered PvP playtime.

    [/ QUOTE ]

    PvP zones don't open up until level 15, every other to-hit buff (Yes, even "useless" Aim) opens before that.

    Enhancement values also play an important roll. SR's toggle defenses offer a whopping 16% defense at TO level, three slotted at DO level, its a massive 18% defense.


    Oh, and you broke your promise, you didnt stop arguing.
  17. [ QUOTE ]
    Yes, and I'm done arguing with you. I've said all I wanted to say an I'm not going to get into a pissing match.

    You're 100% right about everything, and I'm 100% wrong (especially when you twist my words around).

    And even tho your you're 100% right about everything, you obviously have no clue how to calculate accuracy and tohit buffs, but you're always right anyway. And if you see 20% as your glass being half-full, then your math is a lot worse than I first expected. But again, since you're always right 20% MUST equal half-full.

    And sure, why not, every time I play my blaster I'll just drag along a rad, kin, and empath so that I can have Aim up "almost every battle". Yes, I certainly see how that is a legitimate alternative to a persistent, always on tohit buff. What the hell was I thinking to question your omnipotence?

    Wait, I got it! I'll just get an illusion troller instead of all that and just sit back and let them deceive the entire map. Then I don't have to even worry about being able to hit things! Yes yes, that's exactly what I'll do. Problem solved!

    [/ QUOTE ]

    Second time I've said it today...

    I love irony.

    I have explaied to you that Aim will be up either every fight or every other fight by yourself, simply by adding 2 slots. You twisted it saying that an outside buff is necessary to get these results

    a full 1/5 of the blaster secondaries have access to targetting drone your "20+ combinations" is twisting math. percentages and fractions mean more than hard numbers, allow me to demonstrate using a statistic.

    In 2006, a study showed that there were 744,000 homeless people in the US. Wow, that number is huge, right? Yep, thats a lot of people, but the population of the US is about 302 million people, meaning that our "homeless epidemic" is a whopping .0025 percent of the population.
  18. [ QUOTE ]
    Ok, I'll try it. I'll solo an entire mission just by confusing my foes. We'll see how quickly and how much XP I get. Moron.

    [/ QUOTE ]

    Resorting to insults will get you nowhere. Decieve can, and usually does, result in a net gain in your XP over time.

    7% accuracy, or to-hit for that matter, can make a difference, when fighting things that are at least +3, those 2 SOs bringing your accuracy to 150%? make it 157%, you'll hit more.

    Against things +2 or lower, any buff to your accuracy beyond that 2 SO mark or to your to-hit won't matter much, unless you've got something hitting you with to-hit debuffs, or accuracy debuffs.

    Mind you, this does not hold true in PvP, but since 80% of the game is PvE, and PvP will never be balanced, I'm not too worried about it.

    [ QUOTE ]

    Oh yes, and you're right Targeting Drone is a fairly decent tohit buff. If you're a */devices blaster. What about the other 20+ combinations of blasters, what do they get. Oh, um, NOTHING.

    [/ QUOTE ]

    You are right, there are 28 combinations of blasters that do not get targetting drones.

    but look at it the other way, 20% of the combinations DO get targetting drone. I'll take it you're a "glass is half empty" kind of person.

    Aim may be up for 10 seconds, however, with 3 recharge SOs its got a 46.2 second recharge, meaning its up almost 25% of the time without outside boosts. add in hasten, Accellerate Metabolism, Speed Boost, Adrenaline Boost, or any other power that increases your recharge rate, and that number will be even better.

    with a 46 second recharge, Aim will be up every other fight, if your team is moving slower than optimal, it could be up every fight. Remember, thats without outside boosts.
  19. [ QUOTE ]
    For which you get little to no XP for, and also won't establish containment. Is it effective, of course. Does it make up for a lack of a reliable AOE containment power and nerfed PA? Nope.

    [/ QUOTE ]

    Predictable, I knew you'd pull that card. Check this out.

    If you don't want to read the entire guide (which is an excellent read for anyone with either a mind or illusion controller) I'll give you the important parts

    [ QUOTE ]
    Under normal circumstances, everybody who damages a mob "takes" a share of that mob's experience yeild (X), proportional to the damage they do (D). That means if you and an unteamed stranger each do half the damage to a mob, and it's defeated, you each get half the experience value. Earned experience (Xp) is equal to the mobs's experience value times the fraction of damage you do to it.

    Xp = DX

    ...

    HOW EXPERIENCE OVER TIME WORKS GENERALLY

    Where:
    F = ("Fight") time each spawn takes to fully defeat
    S = ("Search") time it takes after each fight to find the next fight
    T = ("Time") fight plus search time = F+S

    Experience per time (Xppt) is equal to experience value of the spawn (X) dividied by total time (T). Total time is a function of how long it normally takes to defeat a spawn (F) plus time between fights (S):

    Xppt = X/T = X/(F+S)

    [/ QUOTE ]

    basic stuff, now lets throw confuse into the equation

    [ QUOTE ]

    HOW CONFUSION EXPERIENCE WORKS

    Where:
    Cmd = fraction of spawn's damage done by confused mobs (where 1=100%) = 1-D

    The experience value of mobs damaged by other confused mobs (Cx) is equal to the mob's base experience value times the fraction of the mob's damage once you EXCLUDE three quarters of the damage confused mobs did (Cmd) from the mob's base damage.

    Cx = DX / (D + (Cmd/4)) = 4DX / (3D + 1)


    HOW CONFUSION FIGHT DURATION WORKS

    Fight durations depend directly on how much damage has to be dealt to finish the enemy. When they've been damaged by other, confused mobs, the amount of time fights last (Cf) is the normal fight time (F) times the fraction of the damage you yourself have to do (D).

    Cf = time a spawn takes to defeat, if it's been damaged by confused mobs = FD.

    ***Note: F here is the duration of a NORMAL fight, that is, without confusion in play.

    ...

    Time it takes after each fight to find the next fight is equal to three times the fraction of the spawn's damage done by you, times the time each spawn takes to fully defeat (normally).

    If you start the next fight faster than that, your XPS is better with confuse than without. If you find them slower, experience over time gets worse.


    [/ QUOTE ]

    now the important part

    [ QUOTE ]

    In my experience, groups with any real interest in decent XP over time will EASILY be doing better than the S=3DF rule above. If the group can't manage S=3DF on the average, it's probably because they're doing something IN PREFERENCE to decent XP/time.

    [/ QUOTE ]

    I took out a lot of stuff there, I suggest you check it out to see the math and everything else.

    -----

    As for the to-hit buff being not worth it on anything but controllers/defenders/corruptors

    look at the numbers

    base numbers at lvl 50
    blaster, tanker, scrapper, brute, stalker 7%
    khledians 9%
    controllers, corruptors 10%
    defender 12.5%
    Dominators, masterminds 7.5%

    not a huge spread there. yeah, 5% can make a difference, but its hardly neglegible.

    Also, almost every blaster gets Aim, if you have devices secondary, you also get Targetting drone, 2 more self tohit buffs
  20. [ QUOTE ]
    Modified Accuracy Set Bonuses -- They now modify the Accuracy of all of a player’s powers, instead of modifying the player’s base To Hit value.

    [/ QUOTE ]

    Hmm, that doesn't sound like a nerf, that sounds a lot more like DOING WHAT ITS SUPPOSED TO DO.

    "accuracy" bonus should affect "accuracy" not anything else, sorry.

    [ QUOTE ]
    Tanks and Scrappers can get Focused Accuracy at level 41, Defenders, Controllers, and Corruptors can get Tactics if they can squeeze it into their builds, and the rest get NOTHING.

    [/ QUOTE ]

    Anyone can pick up tactics, 3 slotted with to-hit buffs, it does help pretty much any AT, though certainly defenders get the biggest buff for it.

    [ QUOTE ]
    I guess Scirocco "evolved" as well.

    [/ QUOTE ]

    As somebody else already said, it is probably a bug, since it doesnt happen consitently. /bug is your friend.

    Illusion has Specral Terror, one of the best AoE controls in the game. it can fear a boss, allowing you to apply that hold as you please.

    it also has decieve, which does not do direct damage, but it certainly does damage.

    [ QUOTE ]
    If that were the case it should have been noted in the Known Issues section. Yes yes, I know, they're only human, blah blah blah, notes get missed, blah blah blah, the janitor accidentally threw out the latest additions, blah blah blah, someones dog ate the new list, blah blah blah...

    [/ QUOTE ]

    Nothing I say here is going to change your mind, since you seem to think that it is impossible for a human to make a mistake.
  21. [ QUOTE ]
    [ QUOTE ]
    It's a shame that their special fan-only closed beta, and then an open beta with some raids watched BY a developer didn't seem to notice that these inspirations weren't working 'as intended'.

    So much for the improved testing environment.

    [/ QUOTE ]

    How do you know that they didn't notice it then, and the fix has only just now come through QA?

    [/ QUOTE ]

    Good point, in three days, its pretty unlikely they'd identify, isolate, and address an issue of this nature.

    Debugging is *not* a straightforward process. The devs probably just wanted to get I9 on live, since so many people wanted it, and it wasn't seriously broken.
  22. Willy, did you even look at the patch notes?

    Basically, the only thing to get "nerfed" was something that was not working right
    [ QUOTE ]
    Player AT’s damage resistance was not 'capped' vs. the Hamidon’s special damage type. As a result, players could completely eliminate incoming damage from Hamidon via Essence of the Earth inspirations, which is not the intended behavior. Resistance to this damage type now has the standard maximum values as determined by archetype.

    [/ QUOTE ]

    "Which is not the intended behavior" means, not a nerf, but a bug fix.

    Actually, these patch notes seem to have a lot of buffs to the game.

    Stop crying Doooooooooommmmm!
  23. [ QUOTE ]
    [ QUOTE ]
    The vast majority will choose the first mission, where you were fighting large quantities of weaker foes.

    [/ QUOTE ]

    I can make up statistics or sweeping generalizations too. That doesn't make them truth.

    I don't share your opinion on this, and neither do most of the people I play with. Doing what you describe would bore me and many of them, because there's no challenge in it.

    [/ QUOTE ]

    62.8% of all statistics are made up.

    Bet you didn't know that
  24. [ QUOTE ]
    Hmmm... 6 slots... well, since the AOE hold has a .8 accuracy it needs at least 3 accuracy SOs if you actually intend to hit anything.

    [/ QUOTE ]

    theres your problem.

    2/2/2

    I use this on +3 guys, hit about 95% of the time, lock them down for about 17 seconds, recharge, a little over 3 mins.

    Solo, the power sits useless in my tray, I have an AoE sleep that I use for that, but in teams, I use it very frequently.